Re: Combining COF and recoil in an interesting way?
|
|
Battlefield 3 combines CoF and recoil very well.
Basically it only comes into play when firing fully auto. If you press and hold the recoil is only going to be so much. It's enough to throw your shots off and force you to control it but it's not enough to make you lose control.
What happens is if a player is looking down the sights, the first few shots are going to be dictated by the recoil. If they press and hold the trigger, the cone slowly expands so that the 4th-5th shot starts to be dictated by the CoD instead of the recoil. When a player is not looking through the sights and is firing from the hip, the CoF seems to expand much quicker.
This makes players slow down and control their shots much more. While firing from the hip works in close quarters, anything at range it's utterly useless.
You can see this effect the most with the LMGs. They are bigger and heavier so they have less recoil when you shoot. Unless it's on a bipod, if you hold the trigger even while prone you'll notice the cone of fire dictating the accuracy. This forces players to fire in bursts to keep the cone small. The recoil animation works with this cone. They found a great balance of making the cone of fire come into play without being blatantly obvious.
Basically in BF3, if you hold the trigger you're going to miss a lot. You have to control your shots. I would love to see a very similar mechanic in Planetside 2.
The pace of the game wouldn't be super slow but it wouldn't be lighting fast.
|