Hello bajtársak and fellow forumdwellers,
Most of us have agreed that something has to be done against the select-fire rifle meta that dominates BR V, makes almost all other BR V weapons redundant and makes BR IV borderline unplayable.
Everyone had a slightly different opinion on how select-fire rifles should be balanced, but ultimately the devs went with the laziest possibility and attempted to balance them by decreasing the recoil control.
In a nut a shell
The recoil control is a control value that is used to calculate the effective recoil from the base recoil. The base or statcard recoil is what you can see on a weapon’s stat card while the effective recoil is the game recoil you have to wrestle with in game.
It’s important to note that other factors can also influence the effective recoil, like soldier perks and deploying the bipod.
Lets say for example that a gun has 20 vertical and 20 horizontal statcard recoil, with 40% recoil control, that means that the effective recoil will be 12 vertical and 12 horizontal recoil (without any perks).
This is how its calculated: 20x0.6=12
The problem with the change
Every weapon that is getting nerfed with the change is going to get the same 50% recoil control without taking the gun’s characteristics into consideration.
The goal of the change was obviously to force select-fire rifles to fire in bursts but these weapons currently have significantly different statcard recoil, fire rate and even non-identical recoil control compared to eachother.
The reason Gorov LMG is not getting a nerf is because its recoil control is 45% while most rifles in this category have 75%,
BUT Gorov LMG has only half the statcard recoil other select-fire rifles have so the effective recoil is about the same.
Currently
| Select-Fire / Automatic Rifles | Damage | Statcard Recoil | Effective Recoil | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon Name | Obtained | 10m | 100m | Magazine | Rate of Fire | Vertical | Horizontal | Recoil Control | Vertical | Horizontal |
| AVT-40 20 | 124000 RP | 15.3 | 12.5 | 20 (+1) | 660 | 81 | 27 | 0.25 | 20 | 7 |
| Gorov LMG | BP/Silver Chest | 15.3 | 13.7 | 20 | 880 | 40 | 14 | 0.55 | 22 | 8 |
| Fedorov rifle (25) | Silver Chest | 15.1 | 13.6 | 25 (+1) | 1100 | 96 | 11 | 0.25 | 24 | 3 |
| M2 Carbine | 120000 RP | 8.8 | 6.8 | 30 (+1) | 750 | 46 | 14 | 0.3 | 14 | 4 |
| T20 | 124000 RP | 15.3 | 12.5 | 20 | 710 | 74 | 25 | 0.25 | 18 | 6 |
| Type Hei Automatic Rifle | 124000 RP | 13.9 | 10.8 | 30 (+1) | 790 | 51 | 19 | 0.25 | 13 | 5 |
| FG 42 II | 126000 RP | 15.3 | 12.5 | 20 (+1) | 830 | 67 | 22 | 0.25 | 17 | 6 |
With the planned changes
| Select-Fire / Automatic Rifles | Damage | Statcard Recoil | Effective Recoil | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon Name | Obtained | 10m | 100m | Magazine | Rate of Fire | Vertical | Horizontal | Recoil Control | Vertical | Horizontal |
| AVT-40 20 | 124000 RP | 15.3 | 12.5 | 20 (+1) | 660 | 81 | 27 | 0.5 | 41 | 14 |
| Gorov LMG | BP/Silver Chest | 15.3 | 13.7 | 20 | 880 | 40 | 14 | 0.55 | 22 | 8 |
| Fedorov rifle (25) | Silver Chest | 15.1 | 13.6 | 25 (+1) | 1100 | 96 | 11 | 0.5 | 48 | 6 |
| M2 Carbine | 120000 RP | 8.8 | 6.8 | 30 (+1) | 750 | 46 | 14 | 0.5 | 23 | 7 |
| T20 | 124000 RP | 15.3 | 12.5 | 20 | 710 | 74 | 25 | 0.5 | 37 | 13 |
| Type Hei Automatic Rifle | 124000 RP | 13.9 | 10.8 | 30 (+1) | 790 | 51 | 19 | 0.5 | 26 | 10 |
| FG 42 II | 126000 RP | 15.3 | 12.5 | 20 (+1) | 830 | 67 | 22 | 0.5 | 34 | 11 |
Gorov LMG getting nearly identical recoil to M2 carbine…
At this point, I no longer believe that the developers understand the game mechanics.
Why nerf something that is already working as intended?
As I said, the point of these nerfs is to force the select-fire rifles to fire in bursts at medium and long ranges rather than constantly in full-auto.
However select-fire rifles that were already forced to fire in bursts in every scenario except in close quarters combat like the FG42 I and Fedorov rifle (25) are also getting the same nerf, with zero regards to their monstrous fire rate.
All select fire rifles are one hit kill so fire rate is just a trade off for better CQC performance but being worse at longer ranges, but now having higher fire rate is a clear disadvantage.
But the most mind boggling is the Breda PG (CR) and (Carcano) nerf.
Why on earth does the rifle that already fires in bursts by default, need a nerf?
Even better question, why does a rifle that can only fire in semi-auto need a recoil nerf?
These changes are not even historically accurate since these weapons were designed to be fired fully-automatically and absorb the recoil really well; looking at how they are fired in real life, I would say that the current select-fire rifles have too little recoil while the planned changes have too much recoil.
It’s clear that changing the recoil control alone will not solve the issue, only create more.
Each rifle´s characteristic must be considered and both its recoil control and statcard recoil value changed at the same. Naturally this would take a lot of time and work so I propose that the select-fire nerf is postponed for a little while and an entirely different solution is introduced.
The select fire rifles in-game were historically designed to fit the role of battle rifle, automatic rifles or light machine guns so it would be most logical to introduce a nerf mechanic similar to what machine guns have.
If you run around with a machine gun then you get a debuff to your dispersion, making you very inaccurate, however once you stop and stand still, this debuff decreases and you will be as accurate as before.
Select fire rifles should have a mechanic similar but with recoil debuff instead of accuracy.
If you standstill, you can control the recoil like normal, since you are prepared (braced) to fire the gun. If you take a few tactical steps forward or to the side that won’t really throw off your control, but running with a select-fire rifle will decrease the control to 0 and you will have to deal with the full statcard recoil of the gun for a few seconds as your control will continuously improve until you stay still.
Even after a long tiring sprint, you can still fire in semi-auto, but the aggressive run-n-game gameplay would become impossible with select-fire rifles and instead reserved for assault rifles and submachine guns.
Another reason I believe that this mechanic is superior than just increasing recoil is because BR 4 rifles would be far more competitive in BR V since they are not penalized for aggressive play.
Please keep in mind that further nerfs could always be applied if necessary.
I for one would not mind a minor recoil nerf alongside with this mechanic, but a fair and proper recoil nerf is going to take a very long time to develop.
- I support the mechanic suggested in this post
- I support the planned recoil control nerf presented on the test server
- I don´t believe select fire rifles need a nerf
- I want nerf, but I believe that both recoil (planned by devs) and the mechanic proposed are bad.
thank you for your time and attention!