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Old 2012-07-23, 02:04 PM   [Ignore Me] #31
Top Sgt
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Re: Vanu weapon recoil


Originally Posted by Rasui View Post
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.
Listen to us The VS have almost no recoil in game... guns shoot like laser beams

Think of the ACR in MW2 straight up
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Old 2012-07-23, 02:05 PM   [Ignore Me] #32
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Re: Vanu weapon recoil


Originally Posted by Reizod View Post
Because of November Delta Alpha my friend.
There are better ways of doing this than being vague.
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Old 2012-07-23, 02:05 PM   [Ignore Me] #33
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Re: Vanu weapon recoil


Originally Posted by Flaropri View Post
Clearly, VS are too smart to screw that sort of thing up, and TR too professional to confuse terms.



Hey! We aren't supposed to talk about that in public!
Talk about what? Please show me where I talked about something I'm NOT suppose to???

Oh, and don't be so jumpy... take a breath. There have been no LAWS broken bud.
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Last edited by Reizod; 2012-07-23 at 02:10 PM.
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Old 2012-07-23, 02:06 PM   [Ignore Me] #34
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Re: Vanu weapon recoil


Originally Posted by Pozidriv View Post
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.
Very good analogy right there.. pretty dead on. Weapon setups are pretty much like that stock (in game)
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Old 2012-07-23, 02:06 PM   [Ignore Me] #35
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Re: Vanu weapon recoil


Originally Posted by Rasui View Post
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.
You would be correct when talking about most other games. But PS adds so many other elements to the equation that help balance everything.
JH has low range.
VS are purple.
MCG has large clip.

So many rock, paper, scissors scenarios.
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VS [MAX] ability should be to cover their entire surroundings with glitter.
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Old 2012-07-23, 02:07 PM   [Ignore Me] #36
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
They are two different concepts.

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.
You are asking for an explanation and then arguing when people try to extrapolate game mechanics from the first game to the current chart.

PS1 did not have much in the way of Recoil. And PS1 did not have bullet drop.

PS2 now has bullet drop = Accuracy

PS2 got rid of Cone of Fire which now = Recoil
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Old 2012-07-23, 02:09 PM   [Ignore Me] #37
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
There are better ways of doing this than being vague.
Just so you know I was actually truly trying to help you out. I'm not sure how in the heck you can say my posts was "vague", really!?
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Old 2012-07-23, 02:09 PM   [Ignore Me] #38
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Re: Vanu weapon recoil


Originally Posted by Ranik Ortega View Post
You are asking for an explanation and then arguing when people try to extrapolate game mechanics from the first game to the current chart.

PS1 did not have much in the way of Recoil. And PS1 did not have bullet drop.

PS2 now has bullet drop = Accuracy

PS2 got rid of Cone of Fire which now = Recoil
I am not arguing about the chart.

I am using the chart as a way of illustrating what I was confused about.

Then people started to claim that recoil and accuracy were the same thing, and I started arguing about that.
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Old 2012-07-23, 02:10 PM   [Ignore Me] #39
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Re: Vanu weapon recoil


Originally Posted by Top Sgt View Post
Listen to us The VS have almost no recoil in game... guns shoot like laser beams

Think of the ACR in MW2 straight up
I've never played any of the MW games, but from the way you phrase it it sounds like a good thing?
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Old 2012-07-23, 02:10 PM   [Ignore Me] #40
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Re: Vanu weapon recoil


Originally Posted by Reizod View Post
Just so you know I was actually truly trying to help you out. I'm not sure how in the heck you can say my posts was "vague", really!?
I'm sorry, but all you did was confuse me more. :P
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Old 2012-07-23, 02:10 PM   [Ignore Me] #41
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Re: Vanu weapon recoil


Originally Posted by Ranik Ortega View Post
You are asking for an explanation and then arguing when people try to extrapolate game mechanics from the first game to the current chart.

PS1 did not have much in the way of Recoil. And PS1 did not have bullet drop.

PS2 now has bullet drop = Accuracy

PS2 got rid of Cone of Fire which now = Recoil
There is still a cone of fire. We just won't see a reticle spread to show where your bullets may go. Your gun will actually just flail around now causing the same exact affect.
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Originally Posted by Graywolves View Post
VS [MAX] ability should be to cover their entire surroundings with glitter.
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Old 2012-07-23, 02:11 PM   [Ignore Me] #42
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Re: Vanu weapon recoil


OK, granted, it has been 1-2+ years since I last played PS1 but I'm 99% sure there was no recoil in PS1. There was only COF bloom.
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Old 2012-07-23, 02:11 PM   [Ignore Me] #43
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Re: Vanu weapon recoil


*Sigh* Another OP who decides not to use the search function.

http://www.planetside-universe.com/s...t=45122&page=2
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Old 2012-07-23, 02:12 PM   [Ignore Me] #44
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Re: Vanu weapon recoil


Originally Posted by WiteBeam View Post
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.
relate but still different. One is constant and cannot be compensate for. The second is after a shot and can be compensate for.
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Old 2012-07-23, 02:13 PM   [Ignore Me] #45
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Re: Vanu weapon recoil


Originally Posted by Hosp View Post
*Sigh* Another OP who decides not to use the search function.

http://www.planetside-universe.com/s...t=45122&page=2
*Sigh* Another rude forumite who thinks he's the ultimate authority on what threads should and should not be posted.

I did use the search function.
I saw a thread on the front page where someone was claiming that the Vanu had high recoil (lots of recoil), and that confused me. I searched for "Vanu weapon recoil," and didn't find any relevant threads. Thus I made this thread.

Last edited by EisenKreutzer; 2012-07-23 at 02:16 PM.
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