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2012-06-02, 08:03 AM | [Ignore Me] #1 | ||
Colonel
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On another forum people were asking if there is recoil reset, and others were saying that they thought there is from the TB videos. I cannot tell myself from watching the videos.
Recoil reset, at least in the form seen in Bad Company 2, is where, say, on your assault rifle, you fire in single shot, and so long as you do, the weapon automatically resets your aiming sight to exactly where it was. It only allows the muzzle to climb from the recoil if you were firing full auto. This created a major problem in Bad Company 2, where you could take aim at someone, and where recoil would have forced you to fire in bursts or at least have some control skill to control the full auto recoil, you simply mash your button as fast as you can. The game treated them all as single shots despite your speed, and delivered a bunch of recoil-free shots. This allowed people to do what in BC2 was called "tapfiring" and frankly, I bet people used mouse macros to automate this as well. Anyway, It's Alpha, yes I know, but let's think about this anyway. Surely we don't want this? |
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2012-06-02, 09:34 AM | [Ignore Me] #3 | ||
Corporal
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I wouldn't worry too much about it, I mean this game is supposed to take place with highly advanced technologies and I wouldn't expect "guns of the future" to have recoil that goes ape shit when firing on full auto.
Aside from that, if there is a recoil like that in the game where you can finger tap the mouse to fire full auto without the hard recoil then Bravo to the smart people who fire in bursts. Anyone who is dumb enough to just stand there and hold down the trigger is just asking to be taken advantage of in my opinion. |
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2012-06-02, 09:36 AM | [Ignore Me] #4 | |||
Colonel
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And we definitely do not want the future theme to be an excuse to give easy spray weapons. At least in my opinion. And note that this issue actually falls under TTK, but it's a specific problem. Autoreset of recoil is yet another thing that would lower the TTK too much. Last edited by Stardouser; 2012-06-02 at 09:39 AM. |
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2012-06-02, 09:52 AM | [Ignore Me] #6 | |||
Colonel
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Recoil is a better answer than lowered bullet damage, at least to me. I think a lot of people have the impression that TTK ONLY means bullet damage, it does not. TTK is a product of many things and this is not intended to be an all inclusive list: bullet damage, recoil, cone of fire, bullet drop, rate of fire, hitboxes(arm hits count less than chest hits), even hit detection. Last edited by Stardouser; 2012-06-02 at 09:54 AM. |
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2012-06-02, 09:59 AM | [Ignore Me] #7 | ||
Corporal
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I think what needs to be remembered on this point as a MAIN OBJECTIVE is that this isn't your normal shooter. You get fast re-spawns and its not 100% in your face action like a lot of other FPS games are. Like vampyro said about his opinion on recoil, I would also have to agree with it because it would just get to messy and ruin the all around continuation of the game from PS1.
So yea, I get what you are saying but like I said before. I don't think there is anything to worry about. The devs seem to be doing a good job on keeping the FPS basics of PS1, going into PS2. Again, all of these things are going to be taken care of. Especially the hit boxes, if there is one main complaint from PS1 it would be those crazy hit boxes. Last edited by BloodySoul; 2012-06-02 at 10:01 AM. |
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2012-06-02, 10:12 AM | [Ignore Me] #8 | ||
Corporal
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Whether you like it or not ttk will be lower than ps1 because there will be headshots. I dont see it being a big issue. The bigger issue will be how many hits a tank and vehicles can take. Afterall you will more than likely have over ten heavy infantry unloading on it with rocket launchers.
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2012-06-02, 10:14 AM | [Ignore Me] #9 | |||
Colonel
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Last edited by Stardouser; 2012-06-02 at 10:16 AM. |
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2012-06-02, 10:15 AM | [Ignore Me] #10 | |||
First Sergeant
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But to OP, im not a fan of this resetting recoil thing. Atleast to the extent of firing all your rounds then it going back to prefiring position. For quick bursts (5-7 shots) i dont have a problem with it. It sort of replicates natural recoil compensation. But adding a bit of "bouncyness" to that can make it look less like a snap and more of a natural compensation. |
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2012-06-02, 10:19 AM | [Ignore Me] #11 | |||
Colonel
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But if recoil autoresets, then even a weak assault rifle can be used to tapfire 5 shots into someone's head before they can move. And sometimes even if you hit the body and not the head that still makes you deadlier than a sniper at a good range. Called "tapfire SMG sniping " in BC2. |
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2012-06-02, 10:36 AM | [Ignore Me] #12 | ||
First Lieutenant
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Sounds like it would be easy to fix by having the weapon reset over a certain time frame rather than right away. So maybe a rifle takes 0.1 seconds to reset, so firing more than 10 rounds a second will cause the recoil to get worse regardless of what firing mode you're in. That physics must already be in there for full auto firing anyway, just apply it to semi-auto as well.
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2012-06-02, 11:09 AM | [Ignore Me] #13 | ||
Second Lieutenant
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Anything the increases the microscopic TTK is fine with me.
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2012-06-02, 11:55 AM | [Ignore Me] #14 | |||
Contributor Major
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Not everybody will be carrying heavy weapons (rocket launchers) -- this will be a heavy assault-only loadout. Thus, it stands to reason that probably no more than 1 in three infantry players in a well-rounded, prepared for anything squad will be HA. So you're suggesting a single tank (which can be ONE PLAYER) should not be threatened by THREE SQUADS of infantry? I find that to be a ridiculous suggestion for a balance point. If that's not truly what you meant (since you weren't aware that HA is the only class with rocket launchers, for instance), then that's one thing. But otherwise, I strongly disagree. As for recoil... Personally, I dislike modern shooters' method of conveying recoil in the first place. Mice aren't tactile feedback input mechanisms -- you can't stabilize a bucking mouse by feel alone, because they don't buck. Coordinating a visual feedback about how the recoil has affected your aiming point with a hand-input system is very unnatural and a completely arbitrary "skill." Similarly, recoil that's consistently a predictable amount "up" is utterly unrealistic, so systems that promote recoil responses of just constantly pushing your mouse up or down (depending on whether you invert Y) are just silly. This is, of course, why I loved Planetside 1's cone of fire bloom -- it was a well-communicated (UI-wise) way to convey inconsistent recoil and attempts to compensate in automatic fire that circumvented abuse like the OP mentions is a problem with Battlefield Bad Company or whichever game he was talking about. Now, I realize I'm outnumbered by a pretty vast majority, so I won't get all bent out of shape and rant about how I dislike my view perspective being jerked around out of my control, but I think there's still room to talk about a system that might prove a reasonable compromise. Namely, what if recoil were randomized (but still generally "up," of course) but only the crosshairs and gun model climbed around the screen? Then, over time after the trigger was released, the crosshairs would reset back to the center of the screen at a game-controlled rate. The controlled rate would prevent the click-spamming from circumventing the recoil entirely, while the eventual return to your original (or adjusted if, say, you were tracking a target) aim point would still occur. Now, I can't think of any game that's done this, so I have no idea whether it would feel even more awkward or not. But I'd be damn curious to try it. |
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2012-06-02, 12:02 PM | [Ignore Me] #15 | ||
Staff Sergeant
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I hope they don't go the BF2 route where they just overlaid the iron sights over the CoF. That's frustrating, and kind of looks like what they're doing. Of course, until you play it its really hard to tell from just the gameplay videos.
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