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#21
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Have you try it?
I haven't shoot with a MP40 or any other WW2 weapon. But I have try it with a US M4. there were nearly no recoil with the Greece ammunition, but than we have try it with the German 5.56mm ammo and we noticed that this ammo was much more powerful. the M4 have much more recoil with it. so, yes, ammo have a effect for the recoil, too. All I want to say. Don't believe the "modern" WW2 reenactors videos at YouTube. Search for original WW2 videos. |
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#22
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The SMG's are fine the way they are in realism mode, the rifles should have a bit more recoil, especially the semi-auto's (yes I know the SVT has a comp, but it handles more like an AR-15 as is).
The problem with SMG's that I see is the way they recoil not the amount, the recoil is not progressive. The first shot jumps about and is as accurate as if it was the last shot in a burst. It is evident even if you rest your weapon and take good aim, at 50 meters the accuracy is sporadic and beat down bullets 5 meters from the target until one randomly connects, and this is while in full auto mode but you are only sending off one shot at a time. So I would like the recoil getting progressively less controllable (more spread and not just/or muzzle climb) as you continue your burst, and keep the first shot more accurate when you single tap. I should state that I come from the stance that the optimal game experience comes from keeping the handling and power of the weapons as realistic as you can get (warts and all) and giving your avatar realistic physical capabilities (stamina, damage taken and maneuverability) and a high degree of interaction possibilities with the virtual environment. Then building maps and setting game balance AROUND that. The game design document of dreams. And with that said RO2 does a damed fine job with this, inn fact the best of all games thus far IMHO. And I find this the absolute most in REALISM mode. |
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#23
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Well that's a shame (about the different recoils.)
And no, I have fired other guns but not the MP40. The recoil on any slow-firing full-size sub-machine gun is very low (it is not recoilless, and the game represents this well in my opinion.) It's not a fast-firing, lightweight assault rifle or anything like that. The guns that should have more kick in this game are the Rifles. Last edited by Panzer Jager '43; 02-17-2013 at 04:06 AM. |
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#24
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I think everyone has been generally agreeing for over a year, even if the words haven't aligned. Weapon handling should ideally reflect the skill of the player, not the hypothetical skill of the 1942 solider/avatar represented in game - nor the stat upgrades they've accrued throughout the proverbial "experience".
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#25
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Duplicate thread has been started in the Ideas & Suggestions section (http://forums.tripwireinteractive.co...ad.php?t=87797)
Please continue the discussion there! |
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