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[Ignore Me] #46 | ||||
Second Lieutenant
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[Ignore Me] #49 | |||
Sergeant
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Last edited by Rasui; 2012-07-23 at 02:19 PM. |
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[Ignore Me] #50 | |||
Sergeant Major
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Also, how was I supposed to find this with the search function? |
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[Ignore Me] #51 | ||
Ah, I see. Suggestion for future reference, make use of the Smilies when you are joking not just when being sarcastic. This may help avoid confusion, that's why they were invented.
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![]() <A true Vanu, I'm anything but primitive. What my mind doesn't know my heart fills in.>
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[Ignore Me] #52 | ||
Wow lots of confusion. I wonder what the devs mean by "Recoil". Is it reticule bounce or reticule bloom (cof)? Maybe both. Btw in most FPS games now, ADS is mostly governed by reticule bounce, while at the hip is mostly reticule bloom (though each may have a bit of both).
Then there is "accuracy"? Ohh boy. So accuracy is bullet drop??? So Vanu have low bullet drop...but high initial recoil and sustained recoil. I'm pretty sure high recoil means "bad" recoil. Its just too bad that high in the other categories is "good"...which is confusing.
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![]() Last edited by OutlawDr; 2012-07-23 at 02:37 PM. |
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[Ignore Me] #53 | |||
Sergeant Major
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o.O This thread is getting more and more confusing. According to my current understanding, Vanu weapons are supposed to have good accuracy and no bullet drop. I don't know what this means in terms of bullet spread and recoil. That distinction is important to me, because while I can compensate for recoil, compensating for bullet spread is impossible. |
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[Ignore Me] #54 | |||
Private
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...What? No it doesn't. It's actually almost the opposite. Accuracy is basically where the bullets will drop, depending on where the crosshair is. Recoil is how jumpy the crosshair is. The two are unrelated. Also, just to prove my point: Sniper rifles. Accurate, but high recoil. |
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[Ignore Me] #55 | |||
Corporal
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[Ignore Me] #56 | ||
Sergeant Major
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Accuracy: Accuracy relates to bullet spread. Some weapons may or may not lose accuracy when fired and/or when moving. Directly related to "Cone of Fire."
Recoil: Recoil moves the reticule when the weapon is fired. There are both short term recoil (burst) and long-term recoil (sustained) considerations in this game, where some factions can handle recoil at length in different ways. Bullet Drop: How quickly a bullet will lose height over distance. It effects accuracy, but is still separate. Damage: Damage per shot. This is more obvious, but I just want to avoid the confusion that might arise for some people that might think it refers to damage per second. Rate of Fire: Does exactly what it says on the tin. All of these are separate and distinct stats for a weapon. However, Recoil and Loss of Accuracy are often tied together, but that doesn't need to be the case. Last edited by Flaropri; 2012-07-23 at 03:01 PM. |
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[Ignore Me] #58 | ||
I was using older, less use terms in order to make some sense of this, since it doesn't look like the PS2 devs were using terms as they are used in other games for this poster.
Bullet spread = cone of fire = reticule bloom Recoil = reticule bounce I'll use help from blacklight, since they are the least vague FPS game when it comes to weapon stats. Bullet spread = angle at which the bullet leaves the center of the reticule. There is usually a minimum and maximum value depending on certain actions: crouching, prone, moving, jumping, sustained fire Recoil = distance the reticule is displaced vertically after being fired. sustained firing often increases recoil over time. there can be some horizontal displacement as well, but not as pronounced as the vertical. So does "accuracy" on this poster mean bullet spread or bullet drop? I think they mean bullet drop just by how they describe it. Does "recoil" have the same definition it does in other games? Who knows...
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![]() Last edited by OutlawDr; 2012-07-23 at 03:19 PM. |
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[Ignore Me] #59 | ||||
Second Lieutenant
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Very High=Very Low Very Low=Very High
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