Every major issue trickles down (well...up in this case ) to the devs, if it doesn't just smack them in the face with it's obviousness right away (they're not dummies and they're not perfect either). They haven't/can't/usually won't go into exact details other than asking specific questions that help them more. The best way to get a dev to look at a thread is to keep the discussion civil and easy to read (at least, that's what experience with these boards show me).
My own few coppers, I think that the SMG recoil is fine. I think that if broken into mathematical amounts of force and muzzle climb and such like that (without taking into effect real-world count balances, like your arms adding weight and holding the weapon more steady and gravity) it would be like what we have in RO. Imagine the gun firing in space, if you will. Up and back and it stays in that position. Every gun has this effect, bolt rifles included. It's just much more noticable due to the SMGs rate of fire and thus lack of time to compensate between individual shots.
I think what mainly contributes to the perception that the recoil is too high is the view moving with the weapon, though. If that wasn't there, I honestly believe people could better 'feel' how much to adjust their mouse pull to compensate for the recoil, because they can see where the bullets are going more easily without getting jolted around.
My own few coppers, I think that the SMG recoil is fine. I think that if broken into mathematical amounts of force and muzzle climb and such like that (without taking into effect real-world count balances, like your arms adding weight and holding the weapon more steady and gravity) it would be like what we have in RO. Imagine the gun firing in space, if you will. Up and back and it stays in that position. Every gun has this effect, bolt rifles included. It's just much more noticable due to the SMGs rate of fire and thus lack of time to compensate between individual shots.
I think what mainly contributes to the perception that the recoil is too high is the view moving with the weapon, though. If that wasn't there, I honestly believe people could better 'feel' how much to adjust their mouse pull to compensate for the recoil, because they can see where the bullets are going more easily without getting jolted around.
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