project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Feedback > Infantry
12 Sep 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links

Reply
 
Thread Tools Display Modes
Old 2021-09-15, 17:17   #1
UncleSmek
Default Recoil has destroyed gunplay

The recent changes to recoil has completely revamped gunplay and if weapons remain as disfunctional as they are, referring to the G3 mainly these kinds of updates are useless.
Its just the same with the AR changes earlier. You are completely changing something that is working. What is the reason for these changes?
UncleSmek is offline Reply With Quote
Old 2021-09-15, 18:52   #2
[R-DEV]​AlonTavor
PR:BF2 Developer
Supporting Member
PR Server License Administrator
Default Re: Recoil has destroyed gunplay

Quote:
something that is working
Completely disagree
AlonTavor is offline Reply With Quote
Old 2021-09-18, 15:56   #3
Brotherscompany
Default Re: Recoil has destroyed gunplay

I have to 100% agree with Smek here, you completely ruined the gunplay in PR the recoil is way too extreme now it makes gunfights so awful! This new update makes the gameplay so much worse for people that suffer from low FPS which is a known problem to PR its harder to maintain the reticle on target and compensate for the insanely high recoil, and people dont own Gaming mouse pads, personally l dont have one due to personal reasons l have a simple one from a random company that gave them for free, with this update l dont have enough room to compensate for the recoil my mouse simply exits the mouse pad, the solution to this is to increase the DPI and there we go, lost my accuracy which is so important in PR as you 2-3 shot kill.


Here are some tests l just did comparing how far my lazer traveled to maintain my reticle on target full auto mag dumping (these are good results as l was alone in the server with high FPS and l was already to control the recoil, in real engagements l cant get these conditions nor am l prepared to fully auto weapons if lm not focused)
  • QBZ 95 non scope - 3-4cm
    QBZ 95 scope - 8cm
  • G3 scope - 15cm
    G3 non scope - 5cm
  • C7A2 scope - 10cm
    C7A2 non scope - 4.5cm
  • AK (RUS) scope - 10cm
    Ak (RUS) non scope - 4.5cm
  • G36A1 scope - 10cm
    G36A1 non scope - 4cm
  • FN FAL - 6cm
  • MAT 49 - 4.5cm
  • x95 - 3cm

These results are obviously not 100% accurate as they are prone to human error from my part but they are still results after multiple mag dumping.
Basically the High RPM weapons still have the same recoil and some cases lower than other weapons ( was actually surprised by this), but they still feel SIGNIFICANTLY EASIER to shoot on full auto than other weapons while it feels so freaking harder to control LOW RPM weapons. You basically destroyed the entire PR gunplay to resolve one issue of high RPM lazer weapons which still feel significantly easier to shoot in comparison to other weapons.

Meanwhile you completely fucked up the G3 for real and made it even more useless, it was my favorite weapon and always had a lot more recoil than other weapons but holly molly is it garbage now. lm dying so frequently because l cant full auto the weapon due to the insane high recoil or simply because my mouse went off the mouse pad. For the love of god just revert this update.
Brotherscompany is offline
Last edited by Brotherscompany; 2021-09-18 at 16:24..
Reply With Quote
Old 2021-09-18, 16:15   #4
rogdozz
Default Re: Recoil has destroyed gunplay

Can someone explain to me what the purpose of the recoil update was? I'm asking genuinely, because I was expecting guns like MP5 or full auto M4 to be nerfed in the update in favor of weapons like insurgent AK or G3. But it's like the opposite happened, I'm confused. Am I missing something?

Either way I think devs just need to rethink balance and then it will be fine. I do feel like the recoil feels more reliable than it used to, its just balancing that's weird.
rogdozz is offline Reply With Quote
Old 2021-09-18, 16:47   #5
[R-DEV]​AlonTavor
PR:BF2 Developer
Supporting Member
PR Server License Administrator
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by rogdozz View Post
Can someone explain to me what the purpose of the recoil update
Make semi-auto a viable option, and nerf 900RPM
AlonTavor is offline Reply With Quote
Old 2021-09-19, 21:40   #6
Danesh_italiano
Supporting Member
PR Server License Administrator
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by UncleSmek View Post
What is the reason for these changes?
Simply because a group of 10~15 people (devs/testers) WANT IT. Always has been like this with almost all changes in PR... the only exception was the bullet/ragdoll damage that somehow got reverted.

Quote:
Originally Posted by AlonTavor View Post
Make semi-auto a viable option, and nerf 900RPM
Never had problem on 2 tapping people 20m+ on single fire....

=============

This is just another waste_of_time_topic as 90% of other feedback topics.

Devs already made their "mind" and probably not gonna get reverted.

The only thing in the game that was not that broken (apart from AR deviation), got broken/worse.

CQB veri bad now.

IRL recoil is way less than PR (should not a game be easier than real life?!)

Since what changed fullauto recoil is a result of a "FIX" in the code, then recoil need to be reduced.

or....

just get a bigger mousepad

I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
Danesh_italiano is offline
Last edited by Danesh_italiano; 2021-09-19 at 23:36..
Reply With Quote
Old 2021-09-20, 08:22   #7
[R-DEV]​UTurista
PR:BF2 Developer
Supporting Member

UTurista's Avatar
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by rogdozz View Post
Can someone explain to me what the purpose of the recoil update was?
There's a post with a video explaining the reason: https://www.realitymod.com/forum/sho...d.php?t=151301.

TLDR: Recoil was broken in the sense of how it was being calculated by the game and now its fixed.

It is possible that some tweaks might be needed here and there since they have been configured with the old system in mind but like everything in this game this will be done in its due time.

Quote:
Originally Posted by Danesh_italiano View Post
Simply because a group of 10~15 people (devs/testers) WANT IT. Always has been like this with almost all changes in PR... the only exception was the bullet/ragdoll damage that somehow got reverted.
That's the definition of any mod. We're a team of volunteers that try to do the best for the game but we will undoubtedly be biased for things we like.
Don't know any mod that is not like that, why would anyone volunteer to do something they disagree or dislike?!

Want to change something? Learn how to code, implement your changes and the present them instead of just complaining.
The intention is not to seem rude it just, you're not understanding the concept of volunteers.


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
UTurista is offline Reply With Quote
Old 2021-09-20, 09:11   #8
rogdozz
Default Re: Recoil has destroyed gunplay

This idea that more realism = better gameplay is stupid. If we reduce recoil too much we end up having a game like SQUAD where it’s so easy to get shots on target that if you see the enemy first, you can kill 3-4 of them before they even have time to react… and people start lonewolfing more to try to ambush enemies like that, because playing together as a squad isn’t worth it if one enemy can inflict so much damage before you have time to react together as a squad. That’s like 50% of what’s wrong with SQUAD game.
rogdozz is offline Reply With Quote
Old 2021-09-20, 09:04   #9
rogdozz
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by AlonTavor View Post
Make semi-auto a viable option, and nerf 900RPM
I think you should look at insurgent AKs then, auto recoil is somewhat fine but semi auto recoil is too high imo. They’re both equally unviable at mid range, only option is to get in close and use full auto
rogdozz is offline Reply With Quote
Old 2021-09-19, 01:05   #10
Coalz101
Default Re: Recoil has destroyed gunplay

If you're having trouble full autoing just tap fire on semi since they made it so you can shoot faster on semi or burst fire (hold for a sec then let go) on auto. And honestly, I think there should be a faction consideration when it comes to recoil. I'm sure a trained russian soldier will have less trouble handling the recoil of an ak74 than some random insurgent/militia men with minimal training as it doesn't seem that way right now.

I've had 1 time when I tried to hip fire someone 5-10m infront of me and I missed atleast 80% of my shots. (we both were moving and he had standard issue US m16/m4)
Coalz101 is offline Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 18:45.