#Recoil

6 messages · Page 1 of 1 (latest)

novel sequoia
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Is the current recoil in the game a placeholder? A full auto m14 has the same recoil as a full auto m16 in the game, when the m14 should have significantly more. .45's in the game also basically have the same recoil as 9mm's. I think these videos could be a decent reference: https://youtube.com/shorts/PInRCfY9lx8?feature=share, https://youtu.be/VAABMvmaGWQ

Full Video including target results: https://youtu.be/ute69a_bKYQ

How full auto ownership is legal: https://youtu.be/li5T1hFHE_o

10% off AimCam glasses with code “topshot”: https://www.aimcam.com/?ref=topshot

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https://www.forgottenweapons.com/shooting-the-m14-full-auto-really-uncontrollable/

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Today we are out shooting the H&R M14 "Guerrilla Gun" prototype, but fitted with a standard M14 stock and barrel. With these parts, it handl...

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clever cargo
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the M14 needs to be adjusted, but no the recoil is not placeholder

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this topic has been beaten to death though, if you really want to know/understand why we do things the way we do with the guns youll just have to do some searching here on the discord, i am sure you can find plenty of answers. if you ultimately want different gunplay, the SDK is available for you to download and change how you want, but we have it set a very specific way for a number of reasons.

tame cargo
# novel sequoia Is the current recoil in the game a placeholder? A full auto m14 has the same re...

If you or anyone else decides to look into the SDK : Aimpoint Recoil (location your weapon is pointing, may also be called Player "Controller" Recoil, not a literal controller, just the name for the script/code based handler for the results of an input device) can be modified on a per gun basis with I think at least a couple variables, others relate to other aspects such as View Punch (your camera displaces but your aimpoint is technically unaffected) as well as checking the Recoil Handler for the actual mechanics on how they work.

That kind of thing is doable in less than a minute if you are familiar with the SDK. Of course the more you get involved that time window will balloon quickly.

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As Goomes said, Recoil comes up a lot, and no one system will make everyone happy like most things, but this is an especially focused topic and ultimately just wont ever be resolved to me, but can be alleviated a bitwith variety I think : #🛠mods #1083109217075990681

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I think there are 2 or 3 mods that touch on Recoil under mods, and while I don't think you will find much in SDK documentation on Recoil right now, I'll eventually post there, I'm hoping later in the Summer if not early to mid Fall with some gameplay associated modding including Recoil. It won't necessarily be what you like, but it will show you one way to modify the current system. In summary it is an early form of progressive recoil which increases in challenge as you fire more rounds. It is designed in mind with a longer TTK more akin to Battlefield/Half Life than the current model which is closer to Insurgnecy 1 and Sandstorm. However the challenge of the Recoil may be harder than Sandstorm, at least relatively speaking across a firefight and not necessarily on a per shot basis.

The point here being that there may be something in that system where you can modify that to fit your needs or it shows you how to change something that could.