my first instinct is screw teh realism, I want my spray and pray.
Honestly, the recoil factor is more useful in tactical shooters, and we have enough problems shooting the skulks as it is. When the game requires you to trace a target for a few seconds, not just a few bullets, you pray there is no recoil. See HMG versus onos.
However, if implemented, there would have to be tightening of the accuracy of many of the guns. Currently, the spread of bullets help act as a way to prevent pinpoint sniping, and recoil is another mechanic for this.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2008
Your idea is valid, but your reasoning is flawed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
"FPS lovers" also like TF2 and there's no recoil there either only bullet spread like NS has... I don't think NS2 needs recoil as the bulletspread in NS is good enough to keep in NS2...
NS uses a set cone of fire. Whether you're crouching or doing a running jump, your bullets will always land within that exact cone of fire.
Its an alternative to recoil, and I much prefer it for the type of game NS is. It encourages much more frenetic gameplay, especially coupled with the fact that there are no 'headshots' or other accuracy-based damage bonuses, while the aliens can all take a good amount of bullets and are fast-moving. NS would be a much less fun game if the marines were always crouching and not moving to get the best accuracy, while the aliens could only handle one bullet to the head.
Surely there's a middle ground here somewhere. Is it possible to add recoil to weapons and not exaggerate? I think it's well in the range of possibility. Increase precision and add recoil into the equation. What problem is there? So long as you don't go overboard and make it extremely difficult to fire well, I think it should be that way.
Perhaps make the shotgun shoot accurately but jump the screen upwards and the heavy machine gun have a fairly strong recoil if you're NOT in an HA suit. That'd be fair wouldn't it? Give enough recoil that a fast moving target would be difficult, but an onos would still make for an easy target.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.
Recoil that kicks your aim up a bit? Whatever, it most likely just allows the experienced players to rock the game even more while newbies are in trouble. I can't see it serving much of a purpose in the gameplay as long as alien have got enough of dodging methods and hiding spots to keep you busy aiming. I guess it could add a nice little feel to the guns, but I highly doubt its worth the bump in the learning curve.
The spreading cone of fire isn't nice at all. In NS you feel that you've got powerful guns because they deal nice amounts of damage and it all depends on your aim. Adding some random cone of fire would make NS like the most semi-realistic shooters out there and I can't really say I'd be enjoying that as much as the present.
NS1 uses a set cone of fire. They even messed with the shotgun a while back to ensure more even distribution of bullets within a more narrow and wider spread of the cone of fire.
<!--quoteo(post=1688637:date=Sep 23 2008, 03:54 AM:name=homicide)--><div class='quotetop'>QUOTE(homicide @ Sep 23 2008, 03:54 AM) <a href="index.php?act=findpost&pid=1688637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recoil is bad in fast paced games.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.<!--QuoteEnd--></div><!--QuoteEEnd--> QFE
NS should focus more on increasing the number of movement techniques/skills to make it more unique instead of adding the already done to death accuracy modifiers. The awesome part about NS combat, and the bulk of the combat in NS happens after the 1st skulk bite.
NS should focus more on increasing the number of movement techniques/skills to make it more unique instead of adding the already done to death accuracy modifiers. The awesome part about NS combat, and the bulk of the combat in NS happens after the 1st skulk bite.<!--QuoteEnd--></div><!--QuoteEEnd--> Did you mean QFE or QFT, because you two are saying the same thing, that recoil is bad for movement.
<!--quoteo(post=1688691:date=Sep 23 2008, 05:00 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Sep 23 2008, 05:00 PM) <a href="index.php?act=findpost&pid=1688691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you mean QFE or QFT, because you two are saying the same thing, that recoil is bad for movement.<!--QuoteEnd--></div><!--QuoteEEnd--> To me QFE and QFT are interchangeable.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1688714:date=Sep 23 2008, 04:19 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Sep 23 2008, 04:19 PM) <a href="index.php?act=findpost&pid=1688714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To me QFE and QFT are interchangeable.<!--QuoteEnd--></div><!--QuoteEEnd--> Ah, I thought QFE meant Quoted For Error. What does the 'E' stand for then?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1688718:date=Sep 23 2008, 10:32 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Sep 23 2008, 10:32 PM) <a href="index.php?act=findpost&pid=1688718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah, I thought QFE meant Quoted For Error. What does the 'E' stand for then?<!--QuoteEnd--></div><!--QuoteEEnd--> I guess emphasis?
If you add recoil in the game, there always way to maneuver or control it, so lmg and hmg would then become sniping weapon, because we all know that with recoil the first and second shot is always the most accurate one. Making parasite and sporing a very intimidating job for alien, skulk would also have an even more hard time try to bite the marine. Think of biting as knifing, and if you played CS or CS:S before you know there is no way you survive trying to knife a guy mid range when he have a gun.
In conclusion, Marine would have a huge advantage in long range, mid range, and good luck try to find me on the alien side *spamming F1*.
<!--quoteo(post=1689119:date=Sep 30 2008, 02:19 AM:name=homicide)--><div class='quotetop'>QUOTE(homicide @ Sep 30 2008, 02:19 AM) <a href="index.php?act=findpost&pid=1689119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can already do what you are talking about with a pistol...not really that big of an issue.<!--QuoteEnd--></div><!--QuoteEEnd--> Are you kidding? a pistol only have 10 bullets, an lmg have 50, and hmg have 125!
<!--quoteo(post=1689156:date=Sep 30 2008, 12:36 PM:name=fuyuki359)--><div class='quotetop'>QUOTE(fuyuki359 @ Sep 30 2008, 12:36 PM) <a href="index.php?act=findpost&pid=1689156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you kidding? a pistol only have 10 bullets, an lmg have 50, and hmg have 125!<!--QuoteEnd--></div><!--QuoteEEnd-->
One would assume the recoil would prevent sniping after 10 bullets anyways. Not to mention that recoil doesn't necessary mean perfect accuracy on the first shot anyways.
<!--quoteo(post=1689158:date=Sep 30 2008, 08:24 PM:name=homicide)--><div class='quotetop'>QUOTE(homicide @ Sep 30 2008, 08:24 PM) <a href="index.php?act=findpost&pid=1689158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One would assume the recoil would prevent sniping after 10 bullets anyways. Not to mention that recoil doesn't necessary mean perfect accuracy on the first shot anyways.
edit: yes, its still a bad idea.<!--QuoteEnd--></div><!--QuoteEEnd--> Actually:
Well what do you think the mysterious firing cone is? There is no true accurate way to model real recoil in a videogame and the Counter Strike system is no more realistic than the NS system. I'm sure if you've spent years at the range practicing your pistol aim you'd be able to group very well at NS distances with semi-auto. Its not like you get to shoot past 50 yards at any point. And if the LMG was semi auto, you'd be pretty pin-point accurate with that too.
<!--quoteo(post=1688637:date=Sep 22 2008, 11:54 PM:name=homicide)--><div class='quotetop'>QUOTE(homicide @ Sep 22 2008, 11:54 PM) <a href="index.php?act=findpost&pid=1688637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recoil is bad in fast paced games.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1688642:date=Sep 23 2008, 01:27 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Sep 23 2008, 01:27 AM) <a href="index.php?act=findpost&pid=1688642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recoil that kicks your aim up a bit? Whatever, it most likely just allows the experienced players to rock the game even more while newbies are in trouble. I can't see it serving much of a purpose in the gameplay as long as alien have got enough of dodging methods and hiding spots to keep you busy aiming. I guess it could add a nice little feel to the guns, but I highly doubt its worth the bump in the learning curve.
The spreading cone of fire isn't nice at all. In NS you feel that you've got powerful guns because they deal nice amounts of damage and it all depends on your aim. Adding some random cone of fire would make NS like the most semi-realistic shooters out there and I can't really say I'd be enjoying that as much as the present.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's cool how these two viewpoints come from totally opposite ends of the competitive spectrum, but yet end up agreeing with each other.
Well i guess that recoil would be a big influence in the game, but i also think that a <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->SLIGHT GRAPHICAL RECOIL<!--colorc--></span><!--/colorc--> would make the game look a bit better <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
NS2 isn't some WW2 simulation game. It's just a fun multiplayer sci-fi game. We aren't shooting for realism. The marines are fighting against FRIGGIN ALIEN MOLD!
And besides, recoil would screw up the jetpack, make the aliens even harder to hit, create more work for the developers, and use up space on my sucky, old hard drive.
If we should have recoil at all, it should be for sniper rifles and rocket launchers. Oh wait, we don't have any! Nevermind. /sarcasm
<!--quoteo(post=1690073:date=Oct 12 2008, 04:42 PM:name=SgtHydra)--><div class='quotetop'>QUOTE(SgtHydra @ Oct 12 2008, 04:42 PM) <a href="index.php?act=findpost&pid=1690073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In my opinion, recoil is a horrible idea.
NS2 isn't some WW2 simulation game. It's just a fun multiplayer sci-fi game. We aren't shooting for realism. The marines are fighting against FRIGGIN ALIEN MOLD!<!--QuoteEnd--></div><!--QuoteEEnd--> Sadly, what you claim to be the more realistic system isn't any more realistic than this one. Although I would like to see bullets actually go down the length of the gun because like <u>every</u> gun is accurate to at least 100 yards.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If we should have recoil at all, it should be for sniper rifles and rocket launchers. Oh wait, we don't have any! Nevermind. /sarcasm<!--QuoteEnd--></div><!--QuoteEEnd--> RPGs, have no recoil. Some of those are also known as <a href="http://en.wikipedia.org/wiki/Recoilless_rifle" target="_blank">recoilless rifles.</a>
Comments
Honestly, the recoil factor is more useful in tactical shooters, and we have enough problems shooting the skulks as it is. When the game requires you to trace a target for a few seconds, not just a few bullets, you pray there is no recoil. See HMG versus onos.
However, if implemented, there would have to be tightening of the accuracy of many of the guns. Currently, the spread of bullets help act as a way to prevent pinpoint sniping, and recoil is another mechanic for this.
"FPS lovers" also like TF2 and there's no recoil there either only bullet spread like NS has... I don't think NS2 needs recoil as the bulletspread in NS is good enough to keep in NS2...
Its an alternative to recoil, and I much prefer it for the type of game NS is. It encourages much more frenetic gameplay, especially coupled with the fact that there are no 'headshots' or other accuracy-based damage bonuses, while the aliens can all take a good amount of bullets and are fast-moving. NS would be a much less fun game if the marines were always crouching and not moving to get the best accuracy, while the aliens could only handle one bullet to the head.
Perhaps make the shotgun shoot accurately but jump the screen upwards and the heavy machine gun have a fairly strong recoil if you're NOT in an HA suit. That'd be fair wouldn't it? Give enough recoil that a fast moving target would be difficult, but an onos would still make for an easy target.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.
The spreading cone of fire isn't nice at all. In NS you feel that you've got powerful guns because they deal nice amounts of damage and it all depends on your aim. Adding some random cone of fire would make NS like the most semi-realistic shooters out there and I can't really say I'd be enjoying that as much as the present.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
QFE
NS should focus more on increasing the number of movement techniques/skills to make it more unique instead of adding the already done to death accuracy modifiers. The awesome part about NS combat, and the bulk of the combat in NS happens after the 1st skulk bite.
NS should focus more on increasing the number of movement techniques/skills to make it more unique instead of adding the already done to death accuracy modifiers. The awesome part about NS combat, and the bulk of the combat in NS happens after the 1st skulk bite.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you mean QFE or QFT, because you two are saying the same thing, that recoil is bad for movement.
To me QFE and QFT are interchangeable.
Ah, I thought QFE meant Quoted For Error. What does the 'E' stand for then?
I guess emphasis?
i r abbreviation nub
i r abbreviation nub<!--QuoteEnd--></div><!--QuoteEEnd-->
Quoted For Truth
i r abbreviation nub<!--QuoteEnd--></div><!--QuoteEEnd-->
me are too! <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
In conclusion, Marine would have a huge advantage in long range, mid range, and good luck try to find me on the alien side *spamming F1*.
Are you kidding? a pistol only have 10 bullets, an lmg have 50, and hmg have 125!
One would assume the recoil would prevent sniping after 10 bullets anyways. Not to mention that recoil doesn't necessary mean perfect accuracy on the first shot anyways.
edit: yes, its still a bad idea.
edit: yes, its still a bad idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually:
Well what do you think the mysterious firing cone is? There is no true accurate way to model real recoil in a videogame and the Counter Strike system is no more realistic than the NS system. I'm sure if you've spent years at the range practicing your pistol aim you'd be able to group very well at NS distances with semi-auto. Its not like you get to shoot past 50 yards at any point. And if the LMG was semi auto, you'd be pretty pin-point accurate with that too.
The point is to emphasize free movement, not precision aiming. This allows players to move and aim at the same time, allowing players to effectively 'aim' with their movement. Recoil is designed to force precision aiming and burst firing, both of which inherently discourage free movement. NS is not CS or DOD, marines are intended to move about freely and wildly during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1688642:date=Sep 23 2008, 01:27 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Sep 23 2008, 01:27 AM) <a href="index.php?act=findpost&pid=1688642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recoil that kicks your aim up a bit? Whatever, it most likely just allows the experienced players to rock the game even more while newbies are in trouble. I can't see it serving much of a purpose in the gameplay as long as alien have got enough of dodging methods and hiding spots to keep you busy aiming. I guess it could add a nice little feel to the guns, but I highly doubt its worth the bump in the learning curve.
The spreading cone of fire isn't nice at all. In NS you feel that you've got powerful guns because they deal nice amounts of damage and it all depends on your aim. Adding some random cone of fire would make NS like the most semi-realistic shooters out there and I can't really say I'd be enjoying that as much as the present.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's cool how these two viewpoints come from totally opposite ends of the competitive spectrum, but yet end up agreeing with each other.
Im ok with graphical, it would make it better, but actual recoil that affects game play...no.
NS2 isn't some WW2 simulation game. It's just a fun multiplayer sci-fi game. We aren't shooting for realism. The marines are fighting against FRIGGIN ALIEN MOLD!
And besides, recoil would screw up the jetpack, make the aliens even harder to hit, create more work for the developers, and use up space on my sucky, old hard drive.
If we should have recoil at all, it should be for sniper rifles and rocket launchers. Oh wait, we don't have any! Nevermind. /sarcasm
NS2 isn't some WW2 simulation game. It's just a fun multiplayer sci-fi game. We aren't shooting for realism. The marines are fighting against FRIGGIN ALIEN MOLD!<!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly, what you claim to be the more realistic system isn't any more realistic than this one. Although I would like to see bullets actually go down the length of the gun because like <u>every</u> gun is accurate to at least 100 yards.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If we should have recoil at all, it should be for sniper rifles and rocket launchers. Oh wait, we don't have any! Nevermind. /sarcasm<!--QuoteEnd--></div><!--QuoteEEnd-->
RPGs, have no recoil. Some of those are also known as <a href="http://en.wikipedia.org/wiki/Recoilless_rifle" target="_blank">recoilless rifles.</a>