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PSU: Kicking the VS to the curb since [classified]
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2012-07-23, 01:56 PM | [Ignore Me] #16 | |||
Sergeant Major
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Bullet spread and recoil are two different things. Also, why avoid saying things directly? That seems like trying to be intentionally unhelpful. |
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2012-07-23, 01:56 PM | [Ignore Me] #17 | |||
Second Lieutenant
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Apparently the chart is retarded when it says HIGH recoil but means low recoil. VS have low recoil.
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2012-07-23, 01:57 PM | [Ignore Me] #18 | |||
Sergeant
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"high" recoil mean that the recoil is... high or strong. Saying high recoil but meaning little is a... contradiction. Can't really tell if there is a mistake or not. And NC got the medium recoil which doesn't make sense. NC is "suppose" to have the highest recoil for having the highest damage per shot type of weapon. At least, that is what they said. |
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2012-07-23, 01:58 PM | [Ignore Me] #19 | |||
Private
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From the point....of...pure....speculation.......The recoil is medium, based on my play.........from various events i have played the game from...................... i can control the recoil on the engineer weapon for example, by using my mouse scrolling down to obtain a 1 ft spread throughout the whole clip. the engi weap is legit. one of my favorites, plays kinda like an mp5 would. the light assault is considerably higher recoil, but controllable. i played competetive cs and if you're familiar, all the recoil is basically higher then the bullpup was unscoped..... ps2 is still very much tactical gunplay, in that i mean its less important landing bullet for bullet, as it is setting up successful positioning for effective fire. ie. being above them, or behind them, or off angle as opposed to perpendicular. all though there are headshots with the chaos around you and muzzle flash aiming for them is not always the most overall tactically important method. these are loose numbers, but at lets say 30 feet if you aim at their waste the last bullets would be hitting their head, in a clip of 30 |
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2012-07-23, 01:59 PM | [Ignore Me] #24 | ||
Corporal
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To use another game as an example (BF3 in this case) i think the the weapon handling for VS (pulsar) seems to be like the G3 in BF3, except without it's high damage and most likely with some more ROF.
The NC seems to be like the vanilla SCAR in BF3 but with added recoil (i think). TR seems like the F2000, deviation even on the first round but the max deviation is low with high ROF and low damage. |
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2012-07-23, 02:01 PM | [Ignore Me] #25 | |||
Second Lieutenant
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Recoil creates CoF(bullet spread). They are very much related.
Some bullet spread is caused by inaccurate weapons, like when we talk about Minutes of arc.
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2012-07-23, 02:01 PM | [Ignore Me] #27 | ||
Second Lieutenant
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In PS2 I believe the differences can be summed up as follows:
TR - High rate of fire NC - High damage VS - No bullet drop (laz0rs) Obviously there are other slight differences depending on the weapon but that is the basic ethos I believe. |
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2012-07-23, 02:02 PM | [Ignore Me] #29 | |||
Sergeant
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What concerns me most about this is that typically in an FPS the weapons with really high recoil also have realy high individual shot damage. It balances out so that if you burst fire with some space to allow your crosshairs to re-center you can still put out pretty good DPS at a distance. If the VS weapons have high recoil and medium damage their accuracy will mean nothing. It breaks the whole formula.
Edit: Thread moves fast.
Last edited by Rasui; 2012-07-23 at 02:05 PM. |
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2012-07-23, 02:04 PM | [Ignore Me] #30 | |||
Sergeant Major
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If you fire at a wall a metre in front of you, you can see both effects at play. The bullets will initially hit exactly at your crosshair, then gradually start drifting outward from the centre. This is bullet spread. Your crosshair will also start to drift, either upwards or horizontally. This is recoil. The two effects happen simultaneously, so they might seem like one phenomenon, but I can assure you that from a game balancing perspective, they are two very distinct effects. |
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