Not that it makes a big difference, heck I guess most aren’t even aware of its existence, but I for example like to remove bayonets sometimes from my guns for esthetic reasons, and from a logical standpoint this shouldn’t effect a gun negatively.
Neither does it make sense from a balance and gameplay perspective - just removing the secret bonus and giving the small % reduction back to the gun itself would have the same effect… or also from a realism standpoint its also not a plausible mechanic - while weight can reduce effective recoil, weight on the tip of the gun usually makes a gun “front heavy” which makes recoil harder to controll.
That being said, I guess the best argument for the removal of this mechanic is that its a overcomplicated detail and only makes balance discussions weird. Like in general there are a couple of hidden stats in the game like recoil compensation or cosmetics that reduce damage… these things are not helpful to the game considering people don’t even know such things exists.
Heck I had a couple of discussions lately about the secret bayonet recoil reduction and it seems either no one exactly knows how much % reduction we are talking about or people don’t seem to know about this in general.
Honestly, a bayonet should effect the gun negatively rather than positively, there is good reason why designers removed bayonets from weapons post 1942.
A slight 1-2% recoil increase or worse ADS speed from having the bayonet on.
Adding a bayonet would still be worth it but only for close combat since AI is super deadly with them.
Shit like this is why I exclusively use the datamine spreadsheets when making balance arguments.
It doesn’t stop people from looking at it from mere anecdotal experiences, however. Much to my frustration.
The recoil benefit is largely insignificant. A tiny 5% reduction. So insignificant even that passive recoil reduction you get from the weapon handling stat is greater.
Remove those bayonets if you want. They won’t alter the performance in any significant manner other than the inability to charge and a reduction in melee damage.
Which is why I even think the idea that more weight = less recoil → but: more weight also = less controllability should both cancel each other out, unless we want to dive way too deep into this topic - like how modern bullpup rifles can make a weird balanced gun be more comfortable by adding suppressors, because the weight distribution is moved further away from the shooters shoulder.
Also, maybe its not the best way to simply say “more weight = harder to aim”, instead what kinda happens with front heavy guns is that after the recoil happens, because of the extra front heavy weight the shooter needs to use more force to bring the sights back on target - so to speak doing follow up shots is harder - or, in other words, the recoil physically gets reduced thus the guns rises less, but moving the gun back on target requires more compensation from the shooter himself.
Bayonet and Bipod should’ve be able to activate by players’ choice during combat. Put on/off a bayonet depends on situation because advantages of recoil control and maneuverability factors. Bipod folded/unfolded whenever players deploy it on object or surface These should be a common mechanic already.
Yes but most modern bayonet kills are exceptions to the rule, bayonets only really stayed because higher ups demand that bayonets must be on newer rifles. So just because 1 guy killed a insurgent with a bayonet it doesn’t mean the bayonet isn’t still a obsolete piece of equipment.