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#21
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MP 40 střelba - YouTube
In the game MP-40 has no recoil. I really don't think that this is something that I would call no recoil.. |
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#22
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From my experience, I've found that the recoil of the battle rifles in the game is insufficient. There needs to be more recoil across the board for everything chambered in 7.62x54r and 7.92x57 (8mm). I own a Mosin Nagant and a PSL (similar to a Dragunov), so I know what realistic recoil looks like.
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#23
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Because that aspect of the game is a finished product. It's been that way for 1 1/2 yrs...not gonna change unless a talented modder can dig into code and release a mutator.
Last edited by Fishsticks; 02-21-2013 at 09:47 PM. |
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#24
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As is often stated on these forums, citing one video as a reference for recoil is bogus, since different people handle recoil differently. For example, this guy shoots the MP40 with a very casual stance and the muzzle never rises more than an inch through the entire mag. By comparison, when the same guy shoots the Nagant or K98, a single shot points the muzzle MUCH higher than the cumulative recoil of his entire MP40 mag dump. It's also not hard to find a 0 muzzle rise PPSH vid.
Man, I just went on a Classic server and tried things out, which I'd never bothered to do, since they are always empty. Using the PPSH in semi obviates just how bad the recoil is - it's blatantly more than the MKb42! SVT40 recoil in classic is just as low as in realism, which sucks.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. |
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#25
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Find an experienced modder who shares a similar viewpoint. Good Luck though because I'm guessing it's a major PIA to mod this.
Last edited by Fishsticks; 02-22-2013 at 01:42 PM. |
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#26
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The PPSh in semi-automatic isn't a fair comparison, since it's not really the kick it's the firing animation that puts the iron sights all over the place. A shame really, since it makes semi-automatic fire pretty useless for any follow up shots.
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#27
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If I ever get around to it (it's a big if) I could try my hand at making a mutator that basically gives you classic mode with corrections to recoil and some other key values. I've done simple mutators for unreal engine games before, including a weapon 'rebalancing' mutator for UT3, so it can't be that hard. Main issue is that currently whatever time I have for modding is devoted to Rainbow Six Vegas 2 mod I'm working on, because regardless of what happens to the RO2 community, my best friend and my girlfriend are always up for Terrorist Hunt co-op.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. |
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#28
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Just get rid of the Semi-auto rifles being able to empty an entire magazine in a second with a better grouping than an MKB fired at a wall at point blank range.
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#29
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In real life, there is no "limitator", and the "limitator" is hardly the most advanced method to prevent players from spamming semi-automatic rifle fire - in fact, it's existed since the Quake 2 rail gun, which many consider to be the "original" FPS sniper weapon. This is the method that developers use when they don't want to bother being realistic.
In real life, people don't empty rifle magazines because the recoil prevents it from being accurate, and of course, because ammo is limited. It has nothing to do with the cycle time of the action magically exceeding 1/20th of a second.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. Last edited by GnaM; 02-26-2013 at 10:02 AM. |
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#30
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#31
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Right, which is a recoil issue. If the recoil works right, then people won't be able to spam tight groups. Adding an unrealistically long refire delay between shots, as Victor suggested, is not the way to go.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. |
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#32
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I think 3 things should be done - maybe somebody with coding talent could make a server with these values?! -
1: Add more recoil to all the rifles but not muzzle climb for the bolts - 7.62 Russian and Mauser 8mm both kick a lot. 2. Add a small flinch effect for maybe 1/4 of a second or so, similar to the suppress effect(screen doesn't need to go blank but maybe just lose focuse - I don't know about most people but whenever I fire a rifle I blink for a small moment when it discharges. 3. Make fatigue more noticeable - I am tired of battefield 2 style sprint stop and pop off a quick a headshead that takes place a fair amount.These 3 changes would in my opinion fix the spamming.
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#33
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#34
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The bolt rifles are just way too easy to kill with, at least at far distances. That robot zoom when you press Shift should never have been implemented. It just takes out the fun and doesn't requires any mechanical skill in far distance battles. It's a shame classic servers are dead...
Oh yeah, if you press shift frequently while aiming, you will never lose your breath! |
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#35
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Yeah, I liked how for long distance shots in Ro1 you had either be rested, or likely prone and rested to hit a small target at 100 yards and up, now you can shoot a head 100 or over standing, after having sprinted, while under fire.
At the same time, the sway was ridiculous in Ro1 to a very unrealistic level, so I don't want a return to that, but even classic mode it still too easy.
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