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Recoil tests while standing/crouching/prone
Old 02-29-2008, 05:34 PM   #1 (permalink)
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Default Recoil tests while standing/crouching/prone

Here is a really interesting post about the recoil in FFoW especially for players who are used to the BF2/2142 model. If you try to crouch/fire all the time in FFoW you are probably going to have some trouble.

Quote:
Originally Posted by -Total-
Ok, here's what I meant earlier by shooting at a wall and not touching the mouse.

Standing around a dozen paces from a wall. Bound a key to fire and did not touch the mouse at all. Emptied an entire clip unsighted and sighted. I ran this test just before I posted this, so these are not screenshots from a previous version.

Test 1 - Standing:



As can be seen, there's not much difference between the two. One could argue there should be, while the other can argue that a person is standing and there's more deviation in posture and stance while standing. Half empty-half full.

Test 2 - Crouched:



Test 3 - Prone




Now, this clearly shows there is not a high level of "randomness" as many people are now afraid of due to BF2. Look at the width of the unsighted spread for all three postures. Notice it's about the same. This is easily dealth with and I'll explain how in a second.

In all 3 tests, you notice the direction of the recoil is always in the same direction, but the effects of pattern spread are minmized while crouched and especially while prone. Now, before you start screaming "That's why people will dolphin dive" let me tell you that diving is not necessary (also remember dolphin diving does NOT affect the hitbox on the Unreal engine like it did in BF2!!)

A GOOD player will not need to dive.
A GOOD player CAN be deadly in a Run N Gun CQB gunfight without crouching.

Remember, FFOW is elements of arcade meet elements of sim. Essentially it's an arcade type game with some elements that are relative to real life.

Such is this thing called "Compensation." In reality, one would compensate for the recoil of their weapon by leaning into their stance, stiffening certain muscles, etc That way they stay on target. In FFOW, we compensate as well. It's what seperates the good from the great. By using the mouse to counter the recoil and knowing the pattern spread (which never varies for each position), one can easily become skilled at mowing people down in short order.



In this image, you see three shot patterns. Each is of an entire clip.

The upper left is standing, no sights, full auto, and compensation.
The upper right is standing, sights, full auto, and compensation.
(Compare these two against the first picture LOL!)
The bottom middle is standing, no sights, BURSTING FIRE, and compensation. It took less than 10 seconds to empty the clip. In that amount of time, one could take out 3-4 players in one clip since their rounds are so concentrated.

Reaction -> Aim -> Controlled Firing -> Compensation

You get a team of players who can master those four techniques simultaneously as well as carry out the team strategies and communicate to adjust as required, then you have a top ten team.

The pattern spread and the recoil are not random at all which simply means a good player can counter their effects to be deadly as heck. The pattern spread is fine. It's not too wide for CQB and not so narrow that people can kill standing at long distances. If the Dev team would like to add more recoil, I'd be all for it. If they left it the way it is, no problem. If they reduce the recoil, that would be a mistake.

Last edited by Hidus; 02-29-2008 at 09:03 PM.
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Old 02-29-2008, 11:54 PM   #2 (permalink)
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Of course, this all depends on if the decals accurately reflect the bullet physics. I'm still unsure about that one.
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