So I can conclude, you actually didn't read what i actually said :\.
In real life you control the gun by your muscles, whether guns climb up or down of course would depend on the leverage, but guns like a mg34 as I said fire in a straight line so there is no leverage to begin with while they got a hefty recoil.
The position control based method of the RO series is not what happens in real life, but is a system that can be employed in games where people control their character with a mouse, which in general can only accept position input and not any force input/output.
However it can be used as an alternative method that is rather intuitive, for people to control a weapon themselves, instead of having it automatically done for you.
Even though things like joysticks with haptic feedback exist that would logically be more ideal to use (but still not be able to model the correct forces) nobody would use such a device.
Since everybody uses a mouse which is a position input device, it makes sense to replace the force control task of a real gun with a position based task.
Is this realistic, yes and no. Its realistic in the behaviour you can obtain in accuracy of shooting, while taking into account real individual skill. Is it realistic in the absolute sense no, as in real life its not a position based task, but it sure beats the hell imo out of other systems often employed.
No, I don't think you read my post. When controlling recoil in real life, your weight alone does most of the work in keeping the weapon steady; that's the entire point of having a stock, and postioning the weapon against your shoulder. The portion of recoil controlled by your weight doesn't require any more effort than standing still or sitting on your *** - it's basic physics; an object at rest tends to stay at rest when acted upon by an object with much lower mass and weight.
In short, the amount of recoil seen in RO1 represents the muscle effort that might be required if you were firing the weapon without a stock, without the weapon pressed to your shoulder. Effort is a subjective and relative, but reason dictates a line be drawn somewhere.
In short, claiming that the recoil in RO1 is proportional to the effort of muscle control required to keep a shouldered, stocked SMG steady is a lot like claiming the player should be required to rapidly tap a key at all times in order to stay standing upright, because in real life a certain degree of muscle effort is required to stay standing.
The amount of recoil seen in RO2's MP40, or in Panzer Jager's mod, is a much better representation of the section of recoil that actually requires any muscle effort to control - the part that's left over after your body weight does the majority of the work. Controlling SMG's in real life is not like arm wrestling or playing tug of war.
Your getting the wrong idea from me, im just saying that good gameplay should always be prioritized over being realistic.
And RO2 being realistic is a bit of a misused term. RO2/RS use realism were it fits into gameplay, rather than put in gameplay were it fits into realism. You can see this in pretty much nearly every part of gameplay.
No, you're just excusing lazy game design. A game which purports to authentically portray historical battles obligates itself to avoid altering things in-game from their real-life counterparts wherever an alternate solution can easily be realized.
The truth is that most balance issues can be solved without altering reality if you dig deeper for a way to solve the problem, rather than just slapping a simple arcade mechanic on it without thinking things through.
For example, you people seem to be under the illusion that the PPSH is "overpowered" because its drum magazine is so much larger than the MP40's stick mag. If TWI had dug deeper and not lazily resorted to grossly exagerating the weapon's recoil, they would have come up with multiple solutions:
A) The PPSH did not really grant the Russians an unfair advantage IRL, because the German's used them too! Especially during the battle of Stalingrad where supplies were short, the Germans issued hundreds of thousands of captured PPSH's to their own troops as the "MP-41R". If this was realistically represented in-game, then half of all German assault troops would have PPSH's too, and things would be much more "fair".
B) Even though the PPSH drum could technically hold 71 rounds, the spring could not actually handle it, and in practice it was only loaded to 65 rounds to avoid jamming. Moreoever, the PPSH's higher likelihood to jam isn't even represented in-game, despite the fact that it easily could be, and would go far to balance the weapon's larger magazine capacity. Jamming on all self-loading and fully-automatic weapons would go a long way to making bolt-action rifles more valuable.
C) The PPSH's higher cyclic rate makes it harder to squeeze off an apropriate number of rounds per burst, and more prone to wasting ammunition in full auto, even without the exagerated recoil. The MP40 is less likely to expend extra rounds putting bullets in a guy who's already dead, and doesn't require you to stop and change modes just to squeeze off a single shot. Even if the PPSH were properly implemented with lower recoil, it'd merely be a matter of personal preference whether the Germans assault troops with MP40's were better off or worse off.
That includes lowing RO2 PPSH recoil to lower amounts. It would not be fun for PPSHs to have low recoil, we don't need to make bolt action users totally useless.
It wouldn't be fun based on what evidence? Right now the PPSH's recoil is so exagerated, it basically forces you to use the weapon in a retarded rambo way which is boring to execute. Rather than intelligently dispatching enemies with short, accurate bursts, you are forced to magdump like an idiot in order to make a reliable kill. It's something of a vicious cycle - like LMG hipfire, people resort to mindless rambo PPSH tactics, because unrealistic restrictions [cannot deploy here, PPSH recoil] prohibit using the weapon properly, which causes more people to complain that the weapons need nerfs, which only strengthens the weapons' need to be used improperly in order to succeed.
Riflemen with bolt-actions are riflemen with bolt-actions. Guess what, bolt-actions weren't railguns in real life, and SMG's weren't pea shooters. Bolt actions aren't useless, riflemen just need to play to their role, moving under support fire from the specialized classes, rather than trying rambo through everything using their rifles like a 12 gauge loaded with slugs. If you want your railgun to always have enough firepower to go toe-to-toe with everything else, go play Quake.
And guess what, the best answer to improve things in this area comes from real life...the rifleman could probably receive a few more grenades, and the "elite rifleman" class should be eliminated in favor of all rifleman having a random ~1/8 chance to spawn with a semi-auto. This way, the game throws them a bone once in a while, and the semi-auto firepower is distributed more evenly, rather than letting one jackass with a high ping hog the SVT-40 for the whole match.