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Αναφορά προβλήματος μετάφρασης
This is a relative comparison (each weapon's value divided by that of the lowest recoil weapon) which shows how on the whole recoil differences in Insurgency are about 1/3 that of real life:
http://i1288.photobucket.com/albums/b500/Gnalvl/insvsrl_zps98d5d7f1.png
IRL a Mk14 or FAL has about 10x the recoil of an MP40. In game, they have less than 3x the recoil of an MP40. In general, the differences are watered-down and inconsequential.
A better arsenal would look like this:
http://i1288.photobucket.com/albums/b500/Gnalvl/ihaveadream_zpsa6a1b5ae.png
One, this isn't designed as a realistic shooter in a lot of ways, it is a tactical shooter. That has a lot of overlap with realism, but that's not the primary goal. So there will be some aspects of the game that make nerds like Wholian and myself immediately raise the BS flag, but it's all done to keep the actual gameplay in line with what we're trying to do, and sometimes that means doing something that sacrifices raw realism to keep it working smoothly. Having joined the team has helped me get a better perspective on this side of things and I understand it and grudgingly agree with it most of the time now.
Two, in real life, effective differences in terminal ballistics of different weapons are not as varied as you'd been led to believe by Hollywood. If you take a hit to the upper torso from any modern assault rifle, you're probably going to go down, and be in serious trouble without prompt medical attention. And the variations of the real world mean that it becomes even blurrier, I hate to bring in anecdotal stories to the discussion, but I have seen a man shot 15 times still functioning in a fight, and I have seen a man shot in the wrist with one round from an M16A1 that ended up killing him almost instantly. The bizzare effects of physics and physiology aren't well represented in game, and would be exceedingly difficult to implement without causing the game to turn into a random number festival.
So, all that said, I can understand the desire to make the weapons a bit more differentiated and better balanced. I am always reading these threads and try to take the ideas and feedback to the larger community and developers to see what can be done, but bear in mind some stuff (i.e. the weight and recoil of the M14) are done to keep the game balanced, not to accurately portray realistic attributes. That said, if anyone has some suggestions for better ways to balance or differentiate the weapons, I'm all ears.
For pure gameplay's sake, if the skill requirement is not up to par with the weapon's power, then balance is lost and a weapon is getting buffs for free. The Mk14 and FAL are supposed to be geared towards making single shots count rather than spamming bullets - if their recoil is low enough to allow bullet spam on par with assault rifles, then they aren't really filling their role in any meaningful way - they are just assault rifles with free additional damage.
As for the Mk18 vs. M4A1, the painfully obvious truth is that NWI simply intended to provide two different skins for the exact same weapon to provide a superficial appearance of class variety without any actual functional variety. If the game's weapon collision and weight systems were implemented properly, then there would be no risk of imbalance, because any damage decrease would come with speed and CQB advantages which are the ENTIRE point of the Mk18.
Balance is not in any way a valid excuse to just make everything the same. That's a cop out, plain and simple.
If the goal is to create a balanced tactical game with only incidental observance of realism, then game mechanics should accentuate tactical differences between each weapon as much as possible. Instead what we see in Insurgency is a system where a marksman, rifleman, and pointman are all tactically identical and differ only in their job title and the cosmetic skin that goes on their rifle. The end result is that there are no tactics to using your class, the class system is basically worthless, and the game isn't actually very tactical.
Fear of variation is not the same as balance. If every racer in Mario Kart had the same stats as Mario, then one might say that the game is "balanced" but what they really mean is "identical", the roster would be worthless, and the game would be ♥♥♥♥.
Its true that some failure-to-stop scenarios involved insurgents on drugs, but not all of them did. There are well-documented cases of combatants continuing to fight despite suffering multiple gunshot wounds leading back to Vietnam, Korea, WWII, and WWI through all calibers including M193 5.56mm, 7.62x39mm, 7.62x51, .30-07, 7.92x57mm and even anti-material calibers.
However, the sad fact remains that most people don't understand this, and unless you spell out for them the way a weapon's particular real life attributes lead to gameplay balance, they will assume that realism hurts gameplay and that everything should be implemented in a homogenous way which contradicts real life for no legitimate reason besides fear of the unknown.
You always see machineguns in games like ArmA perform nearly perfectly due to its great magazine/box, rate of fire, and the such (wich makes them perfect weapons for CQB) because no game so far has made weight in guns matter. The closest thing to that would be ArmA 3 with the half-assed way of making the gun less straight depending on its weight when its moving. However, it seems no dev want to make it realistic and have the weight increase or decrease mouse software accel.
But even if that previously mentioned sistem does not gets introduced, the M249 might still be balanced due to its low accuracy, but again, real life guns are balanced perfectly.
Basically when you try to fire an LMG without ADS (point shooting) you are far more likely to miss the target initially due to misjudging point of impact, requiring you to spend more time walking your fire into the target. When even though sustain fire will land in a relatively tight cone, you will have a more difficult time landing pintpoint shots from standing/unsupported positions because of fatigue increasing your sway.
And this all applies as well to various rifles with varying attachments...the lighter rifle will point shoot more accurately and have less sway in unsupported positions. Thus for example, before you equip a bipod you need to consider whether you will be fighting in areas with good deployed vantage points, because otherwise it actually hurts your accuracy.
I agree that some sort of mouse deceleration caused by weight would be nice, but there are various reasons why people would oppose this. Free-aim is not the perfect solution, but it's the available one and helps somewhat.
In any case, this all comes back to the fact that if your mechanics are executed properly, then for every action there is an equal and opposite reaction, every benefit comes with a tradeoff, and thus balance and realism go hand in hand.
http://www.ar15.com/forums/t_3_118/641240_Official_Mk_18_and_CQBR_Photo_and_Discussion_Thread.html&page=568#i6833058
The mk18 is now standard weapon for most if not all US special operation guys. It's very popular and more or less replace the 14.5 upper (M4A1).
Mk.18 has a 50yard less max effective range than M4A1. The difference is so minor that it hardly notice at all. Effective range means probablity of a hit. Pretty much a non-issue.
Recoil and muzzle climb is also a non-issue. Increase muzzle flash, increase noise level, and increase concussion will be migrated with proper muzzle devices.
http://steamcommunity.com/sharedfiles/filedetails/?id=440357848
For one thing it small. That's means you can run a suppressor and still be shorter than a 14.5 upper.
It better for CQC (close quarter combat) and still able to get hits over 600 meters.
Allow for better fighting inside the vechicals, like helo and humvees.
Take less space for transportation. In the case of SEAL, they use small mansize submarines with little space for storage. So every inch counts.
Light weight. It so light, amazingly light. Less weight means less pain when you're humping it for days and miles. The lgiht weight allow for faster handling/speed. It also very balance.
As far as I know the mk.18 replaced the M4A1 in most if not all special opertion guys. SEAL kit comes with one M4A1 lower, one M4A1 upper, one Mk. 18 upper, as well as the typical Sig 226. They discard the M4A1 upper and go right to mk. 18.