This is the most important concept to grasp IMO. This topic has been talked to death for sure but to me it's the absolute #1 thing I can't stand about RO! so I'll give my opinion once again. I agree with everyone who thinks it needs reducing and not just the ppsh but all smgs. Just some simple concepts that seem so wrong to me really hamper the fun. Let's face the RL facts people....smgs were designed to be "noob friendly". There's nothing shameful about acknowledging facts about weapons. That's what they were made for, they were made for ease of use and on the move and or unsupported shooting.The fix is easy.
Reduce recoil to what it really was in WWII (in the game). You can keep the game ballance by simply making the weapon less accurate. As it is now, it is a sniper weapon with bad recoil.
Physics: heavy gun firing small bullets= less recoil. Sure the ppsh has a high ROF but as proved in many video clips it's entirely possible to fire smgs from a standing position and not have them jerk all around like a kite in a tornado. I've said this before but I'll say it again: You shouldn't have to find a benchrest everytime you want to fire your smg, come on now. I've learned to adapt but that's not the point. The point is I'm using unreal tactics and not using the weapon how it was (is) used IRL. I mean I can sit all day with my ppsh rested in a window sill and lean out barely exposed and absolutely destroy people with it out to very long range. But I can't use it how it was intended which is to be a usefull weapon for firing on the move and in an unsupported position. Gonzos solution is the best, lower the recoil but increase the bullet spread (make them less accurate at distance). Problem solved IMO.
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