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I don't have a ton of experience with roller delayed blowback but I found a braced SP5K to be really pleasant to run. The H&K 91 was a different story but it's a 308 and most of my annoyance was with the awful trigger and not recoil.
As I said, it's hard to compare real world experience to gameplay implementation but how the ARs currently run is reminiscent of my experiences with an overgassed 6.5mm Grendel a buddy of mine put together. In that it was manageable once you know what to expect but required more active management to get sights back on target and was very difficult to run moving and shooting.
I think it's the 'passive' side of things that needs the most refinement. If you want to make fast and accurate multi round center mass hits, you still need to use 'active' recoil control. But the rifle won't be wildly off target and take an ice age to settle back if you don't have good active management.
It's a hard feeling to get dialed in right.
I find it interesting that you have more trouble with pistols. But I just use a Roland Special configured Glock 19 in-game and found that to be very fun and easy to shoot in-game. I haven't tried using the other pistols all that much. Is there any particular one that has a difficult impulse?
Videogames don't translate well recoil that goes directly towards the shooter.
they add them for balance stuff or else u probably gonna forget SMG forever
or not. Like me I still playing cuz I enjoy the classic MP5 with flashlight look i see in many movie
Have you ever fired an assault rifle? I've fired several on full auto and I can tell you they kick.
You end up chasing the reticle instead of actually controlling recoil. If it took longer for the sight to re-center, this issue would be slightly lessened but the issue only gets worse when your character will re-center the sight if you stop firing for a fraction of a second. Making semi-automatic fire super awkward to use on a lot of rifles.
The worst offenders for this are the MK1, GA416, SR-16, and to a lesser extent the MK16/MK18.
Meanwhile the other two 5.56 weapons, the ARWC and the G36C, both barely decenter from true screen center. Making shooting on semi much more consistent.
It basically just seems like an unfinished balancing thing. We'll just have to see how it gets tweaked, hopefully muzzle climb reductions for the worst offenders with recoil increases so that the challenge is controlling recoil and not chasing your sight around.
The G36 is extremely stiff shooting, unironically the best rifle in the game outside of using the SA-58 for the 1-hit-incap gimmick
(Before anyone asks yes i have fired an AR15 and a MP5 at the range, they Do Not have that much recoil at all)
Yes, modern ARs have hardly any recoil, that's one reason why they are so popular from military to police to civilian shooters. Look at the unlimited amount of YT videos of professionals shooting ARs (and also other platforms, like AKs) and don't struggle whatsoever.
Meanwhile in RoN, we have "gam0r rec0il cuz balanse" - and I hate it. It's not even a PvP/competitive game, there's no reason to go for arcade gunplay in a game that constantly advertises itself as realistic and authentic...
It has no place in this game and OP is absolutely right by pointing out Ground Branch as a positive example.
I own both calibers in real life. There is almost literally zero recoil for any 5.56/.223 gas-operated firearm. Piston firearms operate a little differently, but the recoil is still extremely low. Any 30-cal firearm (i.e. 7.62mm or .308) has more recoil, but closer to what the HK416 has in this game.
The .223/5.56 recoil in this game is insane and completely unrealistic.