bad ideas OP
dont post again
But you actually can’t that’s kinda main point of recoil. It is never 100% controllable.
That’s some proper logic.
I guess trackmania isnt skill based game, because it doesn’t have realistic driving model.
There’s so many ways how to measure skill in fps games.
The recoil is basically just one of many aspects of the game. And it doesn’t segregates people with and without skill.
Using “skill issue” argument just because I do not like game mechanics that’s just annoying for me is pretty lame. Especially since the lack of this specific annoying rng recoil is one of the main reasons I choose to play this game.
You basically want to shamelessly ruin this game for me. And why? Because you’re crying other people are too accurate for your taste.
Nothing is 100% controlable.
Lessening the effect is good enough imo.
Agreed, the main conflict with this really is tier V. Skill just goes out the window and no weapon has recoil. Not to mention how weird it is to fire similar rounds with guns in the previous tiers with wild uncontrollable recoil.
Another problem with there current system is the fact that there is no room for development, when you hit tier five the guns become characterless. what do they do going forward, just add reskins effectively.
I don’t know where I advocated uncontrollable recoil except on SMG’s which I think is very sensible.
Get good
Higher recoil values would grant an increase in the barrier between skilled and unskilled players. It’s not a matter of chance but rather intuition, knowing you’re guns individual characteristics rather than everyone having zero recoil.
I’m aiming more to “rebalance” weapons so they work in their intended role. MG’s shouldn’t be shoulder fired because that’s not the purpose of an MG. I want faster TTK on certain guns because they’re not ballistically different from other guns. If anything I advocated an asymmetric balance on the FG-42 vs M2 because I acknowledge they’re very different guns. I don’t think either should be laser pointers.
I think this isn’t correct, here’s my logic on the issue. Let’s make 2 comparisons 1 for the Allies and 1 for the Axis. For the Allies, I’ll compare the M1A1 Thompson (BR 3), the M2 Carbine (BR 5), and the Springfield 1903 with Grenade Launcher (BR 3) to the M1 Garand (BR 3). For the Axis, I’ll compare the Beretta M1 (BR 3), the FG-42 (BR 5), and the Kar98K with Grenade Launcher (BR 3) to the Gewer 41 (BR 3) and the Armaguerra Mod. 39 (BR 2).
These guns were chosen for their positions in the tech tree as well as their firing characteristics. Comparing an SMG, AR (Though, personally I hardly count the M2 as a proper AR,) and a BA with a Grenade Launcher to the first Semi-Automatic rifle you unlock as any nation. All without upgrades to show what a new player unlocks with the weapon.
(I added the Gewer because the Gewer occupies a similar tech tree position to the Garand.)
Using the enlisted tool I’ll demonstrate the difference between these guns at 30m. I will show the statistics based on dispersion, recoil, and both as well for 40 rounds each (The ammo capacity of the Beretta M1). I will also show the TTK over distance.
Here are the results.
Allies
The Recoil of the M1 Garand essentially removes it as a factor in anything but controlled use. The Springfield has time to slow down due to the Bolt-Action nature but yeah. The TTK difference between the Thompson, the Garand, and the M2 is the same until 100m, when the Thompson finally starts to act like an SMG. Though you’re not hitting anything without tap shooting at that range anyway. The Springfield in this example also carries 3 rifle grenades making it phenomenal at room clearing and killing large groups of enemies. The Thompson and M2 carry 30 rounds each and have a similar TTK to the Garand while the Springfield one-shots every time. I would take more ammo and the similar TTK any day over 8 rounds that I have to aim carefully anyway.
If I add in both recoil perks maxed out the M2 and Thompson still hit the target at 100m while the Garand still can’t hit the target at 23m.
The Axis
Here we can see that once again the TTK is the same so why would you take less accurate guns? Again the Kar98k gets 3 grenades to launch, and the Beretta M1 carries 40 rounds, the FG-42 carries 20 while the Gewer 41 needs to be reloaded after 10. I also did the recoil perks on and the FG started to hit the target again at 40m (so maybe I’m a little harsh to the German laser pointer), but the Gewer only started to hit again with recoil at 25m (and that’s out of 40 rounds)
The conclusion from this analysis should be that BA’s will still be very effective at long range if the damage for rifles of the same caliber is increased, having lower base dispersion. SMGs will still be very effective at close range, not having to work with the same recoil, but possibly having slightly more dispersion. ARs will very much retain their place as king, combining the best aspects of SMGs and SA Rifles but dealing with a little more recoil for their trouble. Semi-Autos would finally have a place in the game being good for medium-range engagements while being capable in CQC and long-range engagements.
but what im saying is everything in this game is balanced enough for a war game. nothing should point perfect. if that’s what your concern is then you obviously haven’t put time in using the early gweher for the axis. you can be lying down, not moving, tack on chest and still miss. before they worry about your version of rebalancing, making all the guns as balanced as it is is bad enough. m2 carbine, stg44 and other top weapons all have the same power. how are you not more concerned with the fake part of the game like that
gweher for the soviets. my bad
not all russians guns firing 7.62 are the same such has the 7.62x57R is the main WW2 round, 7.62x39 is AK round, and 7.62x25 is their SMG/pistol round
I’m not saying everything should be perfect. I’m saying guns should have roles and fill those roles. It’s not COD or BF V where you’re basically playing a run-and-gun game, it’s a team based arcade shooter so guns should have tradeoffs. As of now Semis have no use despite being a major weapons category in the game. If you give all rifle caliber guns rifle quality TTK then Semis become useful in the mid-range where they’re effectively outclassed by ARs and SMGs. I’d rather take a Boltie with grenade launcher at BR 3 than a Garand or Gewer 41.
And I said the M2 is basically right where it needs to be for game balance but the STG should be moved to the same level as my proposal for the FG-42 and given the recoil to match (if not slightly higher due to reduced weight.)
Corrected the error on the Russian cartridge. Thanks for the info.
Hate to be that guy but you’re corrections been corrected, 7.62 x 54r. Tee hee.
I am inside your wall, you have 3 days left
they either need to make it real or make it like cod with no recoil. no one is happy with the in between state that it’s currently in apparently. i don’t know in what world war is actually balanced. i say shoot for real but all those german weenies would get all upset because they would lose 45% more than they already do. i understand a lot of german weapons were technically better but remember, they came up with paratroopers during the early war and they couldn’t figure it out per say. The allies had equal weaponry because the M1919A6 is a better weapon than the MG42 in my opinion. The BAR is just as good if not better than the STG44.And i feel like bomb size speaks for itself. All the unneeded balancing is the problem in the first place. Give accurate representation of the guns or don’t add them
Also if German weaponry was so powerful how come they weren’t the worlds leader in arms dealing by the end of the war? not every country in the world was in the war. 18 months before the end of the war, the USA surpassed them with flying colors in the arms race internationally. Once that bomb went off over japan everything changed for real. other countries wanted american weaponry if that’s what it could do. also remember, german weaponry was about throwing as many bullets as possible, USA weaponry was built to make every round count. all that wasted ammo had no effect on germany economically right?
This is basically where I am. I think the game should either focus on having fast TTK or slower TTK. It’s clearly modeled around being a less intensive version of HLL or Post Scriptum by making squads AI based so why not move from there. I can accept certain balance features that allow the game to highlight the strengths and weaknesses of a squad role. The Mortar squad is an excellent example of a squad with one weapon that does its job really well and sucks outside of it.
I’m not suggesting I want to play HLL or Post Scriptum but the game has an identity crisis, especially post-merge where it legitimately doesn’t know if it wants to be a hardcore FPS or an arcade game. I want a fun hardcore F2P FPS so I’m advocating reduced TTK. And asymmetrical balance to highlight the weapons as they performed, not as a wheraboo wants it to perform.
The game will always have an identity crisis as long as WT is up