Killing Floor 2

Killing Floor 2

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Cross May 8, 2015 @ 4:35am
Visual Recoil needs to go
Hello everyone. I apologise for being negative right out the gate, but i have a gripe to air: Visual Recoil. For those who do not know, Visual Recoil is a term describing recoil visible to the player that is added on top of the actual gun recoil, meaning that in games with it enabled, you cannot rely on your sights to tell you where your shots go once you start firing.

Needless to say, i think this is a terrible mechanic, as it decouples skillful recoil control from your bullets actually hitting, leaving it to RNGesus whether your bullets go where you point them. I would like to ask that this mechanic be removed entirely, so skill is the only factor deciding whether you can handle your recoil.

Tl;dr: In KF2, once you start firing full auto, your sights have little to do with where your bullets go, this needs to change.

Discussion and feedback is welcome below!
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Showing 1-15 of 20 comments
Sho3Maker May 8, 2015 @ 4:42am 
Dont fire in full auto but in bursts?
TyresTyco May 8, 2015 @ 4:45am 
Wouldn't it be a bit to easy to just headshot spam scrakes and fps without it ?
I don't have any problems with it, if I fire in bursts.
Ivara Ara May 8, 2015 @ 4:50am 
Why do you fire in full auto in the first place? Especially at long range...i always burst or semi auto with hipfire. Rarely do i aim unless the target is mile off, because if you did play Kf1 a lot you would know how you can easily hipfire. But full auto is just asking for tons of bullets missin, the only time you should full auto is if you have a Scrake or FP charging in. Even then you can easily control the recoil.
Cross May 8, 2015 @ 4:56am 
If the concern is to encourage burst fire as opposed to full auto, why not just up the actual gun recoil, instead adding this dumb element of randomness to where you're aiming versus where the bullets go? This applies even when burst firing, and is especially egregious in Zed time.
ninja crouton May 8, 2015 @ 5:00am 
They need to increase visual recoil to better reflect the experience of untrained civilians who aren't used to firearms
Shrapnel May 8, 2015 @ 5:00am 
I disagree, I think maybe you should switch to single fire or burst and be smarter with your shooting. Going full auto, I think Iwould wince seeing that on my team
RejZoR May 8, 2015 @ 5:11am 
How is this a problem in KF1 or KF2? Have you seen recoil garbage in CounterStrikes? Guns hardly have any kick and yet the bullets fly almost backwards because they spread so wide apart. It's moronic. The weapon sway and recoil in KF2 is perfect. It feels natural with tiny bit of sway when moving left and right and the weapon kick when looking through ironsights has not been annoying at all. Commando weapons just have ♥♥♥♥♥♥ iron sights that are hard to aim with, that's all. If you don't want realistic weapon handling and behavior, start playing Unreal Tournament or Quake 3 Arena. There is no recoil or ironsights...
Komppu May 8, 2015 @ 5:13am 
Bullets go where the barrel points at, there is no hitting in middle of your screen if your gun points left for example.
See shotgun reloading and shooting for example: http://a.pomf.se/sfujip.mp4
Last edited by Komppu; May 8, 2015 @ 5:16am
Ivara Ara May 8, 2015 @ 5:14am 
Originally posted by Hella Finn:
Bullets go where the barrel points at, there is no hitting in middle of your screen if your gun points left for example.
See shotugn reloading and shooting for example: http://a.pomf.se/sfujip.mp4
By learning the movement of your character combined with where the weapon itself is pointing you can easily pull that off.
rata May 8, 2015 @ 5:17am 
you need to go
Xuhybrid May 8, 2015 @ 5:19am 
in ZED time, the guns aren't hitscan. Bullets DO go where your gun is pointing during recoil /thread
@theweedfather May 8, 2015 @ 5:42am 
Originally posted by Sho3Maker:
Dont fire in full auto but in bursts?
VISUAL recoil, the animations are exaggerated more than the initial recoil. the camera shakes and whatnot.
Spooticus May 8, 2015 @ 6:00am 
what if you started a bit wonky at the begining of a round and as you killed more zeds with a weapon and became "used" to using it your aim would improve slightly just as if you were learning the mechanics of a new firearm
Ivara Ara May 8, 2015 @ 6:04am 
Originally posted by Spooticus:
what if you started a bit wonky at the begining of a round and as you killed more zeds with a weapon and became "used" to using it your aim would improve slightly just as if you were learning the mechanics of a new firearm
No...
Cross May 8, 2015 @ 8:31am 
Again, i think simply upping the actual recoil of your guns is preferable to adding randomness into aiming mechanics (Which visual recoil is, no matter how you slice it).
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Date Posted: May 8, 2015 @ 4:35am
Posts: 20