Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Recoil in VR probably feels awful. You'd have to practically point the hand controllers downwards to keep firing in front of you.
You could increase weapon spread the longer you fire, but that also feels awful. There's no good solution here.
I think PDVR could learn a lot from H3VR.
I dunno, Pavlov does a pretty good job of it. The gunplay feels "floaty" and unrealistic, sure, but that quickly fades into the background as you quickly learn what the guns' movements mean. Especially when the game makes no claim or pretense of realism. Relevantly, nor does Payday.