Recoil

usererrorusererror Join Date: 2007-02-19 Member: 60016Members, Constellation, Reinforced - Shadow
Just curious to see what kind of recoil might be added for 'rines and aliens alike. Naturally, I'd love to see some light marines having to crouch to get the best aim from hmgs, or maybe even prone or some silly thing like that. Less recoil for heavies would seem best. Easier handling of all weapons, slower movement. Seems fair.

But I'm really curious to hear if and what the aliens will be facing for their recoil. I can't see too too much going on, but please let me know what you think. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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Comments

  • TalisTalis Join Date: 2005-01-21 Member: 36519Members, Constellation
    No recoil please, at least not like you explained it.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    I'd might like something along the lines of the quake2 sub machinegun style recoil, but nothing more than that.
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    To me no recoil was a way to even out the difficulty of aiming between NS and other games.

    Think about it: In DoD for example, you have really bad recoil to deal with but you are aiming at human sized targets moving at semi-human speed. In NS no recoil, but you are aiming at things the size of dogs or human sized things moving about as fast as you can blink.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    constant cone of fire please
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited April 2007
    Recoil for the loose. I'm sure the TSA can figure out some high tech way of eliminating recoil and keeping it to a cone of fire. This is years in the future people!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I'd like recoil in NS2
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'd like recoil in NS2<!--QuoteEnd--></div><!--QuoteEEnd-->

    Me two. It could open up new upgrade paths for marines to reduce it.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Could you imagine trying to kill leaping skulk while also having to deal with recoil?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--quoteo(post=1619783:date=Apr 9 2007, 11:08 AM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Apr 9 2007, 11:08 AM) [snapback]1619783[/snapback]</div><div class='quotemain'><!--quotec-->
    Could you imagine trying to kill leaping skulk while also having to deal with recoil?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes? =P
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2007
    Well, if said skulk were leaping straight toward you I don't think recoil would really matter much (as it would be a rapidly-expanding target), and if its not leaping striaght toward you then just count your lucky stars. But it's good to also keep in mind that all gameplay discussions here are for NS2 specifically, not features added to NS; so the entire game would be balanced alongside a feature such as recoil, if it is implemented.

    Personally I like the idea, the NS LMG feels too pin-point and requires a complete lack of any skill other than tracking & ammo monitoring.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    With the removal of air control because of the move to the source engine I don't believe that skulks will have much choice in their leaping direction. Eventually it will be straight at you.
  • Voodo_HUNVoodo_HUN Join Date: 2006-11-29 Member: 58773Members
    edited April 2007
    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b><i>PLEASE DONT</i></b> <!--colorc--></span><!--/colorc-->
  • waterbusterwaterbuster Join Date: 2006-12-17 Member: 59117Members
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    no recoil for normal weapons,


    but i think it would cool to have to crouch to make a smaller cone of fire for the HMG and GL unless you are a heavy armour

    going prone is just dumb in a space ship full of aliens lol

    recoil on aliens ? ummmm....
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited April 2007
    Instead of recoil we should have a dymanic set of crosshairs, and when you crouch your cone of fire gets smaller and when you continue to fire it gets bigger. Its <b>almost</b> recoil but without the jumping of the crosshair. Going full auto when a skulk is comming at you is still an option because the cone of fire increases in size as the skulk 'increases in size' as well (IE: gets closer).

    I think this would be a unique way to look at 'recoil' and fit natural selection very well.
  • DetheronDetheron Join Date: 2006-11-07 Member: 58469Members
    <!--quoteo(post=1619902:date=Apr 10 2007, 01:53 AM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Apr 10 2007, 01:53 AM) [snapback]1619902[/snapback]</div><div class='quotemain'><!--quotec-->
    Instead of recoil we should have a dymanic set of crosshairs, and when you crouch your cone of fire gets smaller and when you continue to fire it gets bigger. Its <b>almost</b> recoil but without the jumping of the crosshair. Going full auto when a skulk is comming at you is still an option because the cone of fire increases in size as the skulk 'increases in size' as well (IE: gets closer).

    I think this would be a unique way to look at 'recoil' and fit natural selection very well.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Now this is a good idea.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1619902:date=Apr 10 2007, 01:53 AM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Apr 10 2007, 01:53 AM) [snapback]1619902[/snapback]</div><div class='quotemain'><!--quotec-->
    Instead of recoil we should have a dymanic set of crosshairs, and when you crouch your cone of fire gets smaller and when you continue to fire it gets bigger. Its <b>almost</b> recoil but without the jumping of the crosshair. Going full auto when a skulk is comming at you is still an option because the cone of fire increases in size as the skulk 'increases in size' as well (IE: gets closer).

    I think this would be a unique way to look at 'recoil' and fit natural selection very well.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    One of the things I love in ns is that it doesn't force people to play slow and passive because the game limits the movement. If you play aggressive and die its generally your lack of skill, gaming sense and teamwork, not because you couldn't do that. The lack of movement based recoil also makes the game more challenging because you have to use the mobility in your advantage even during firefights.

    Recoil pushing your aim upwards -Why not, but does it really contribute to the game in any real way? Probably making the game a bit more difficult to newbies while the experienced players get used to a slight recoil in a few days.
  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    <b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->No recoil or dynamic cone of fire please...<!--sizec--></span><!--/sizec--></b>
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1619870:date=Apr 9 2007, 08:02 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Apr 9 2007, 08:02 PM) [snapback]1619870[/snapback]</div><div class='quotemain'><!--quotec-->
    no recoil for normal weapons,
    but i think it would cool to have to crouch to make a smaller cone of fire for the HMG and GL unless you are a heavy armour

    going prone is just dumb in a space ship full of aliens lol

    recoil on aliens ? ummmm....
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    no recoil for normal weapons..that sounds good
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited April 2007
    <!--quoteo(post=1619974:date=Apr 10 2007, 03:04 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Apr 10 2007, 03:04 AM) [snapback]1619974[/snapback]</div><div class='quotemain'><!--quotec-->
    One of the things I love in ns is that it doesn't force people to play slow and passive because the game limits the movement. If you play aggressive and die its generally your lack of skill, gaming sense and teamwork, not because you couldn't do that. The lack of movement based recoil also makes the game more challenging because you have to use the mobility in your advantage even during firefights.

    Recoil pushing your aim upwards -Why not, but does it really contribute to the game in any real way? Probably making the game a bit more difficult to newbies while the experienced players get used to a slight recoil in a few days.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I wasn't thinking of making movement effect the cone of fire, just extended periods of firing would increase the cone size. It gives a slight advantage to retreating aliens and makes sniping chambers from a corner more difficult than it is now - which I completely support making more difficult, by the way. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> It's not as though you'd have to fire in bursts to kill anything, and your crosshair isn't jumping all over the place. There are small areas that a dynamic cone of fire would effect and I believe that each of these effects are positive.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    A certain gun developer was showing off their automatic .45 on TV. It sorta looked like an MP5, but had no upward movement recoil so that the gun barrel stayed on target.

    How did they do it?

    They did it my re-vectoring for the force of the recoil down and straight back, so that the gun barrel stays STEADY on AUTO pumping out .45 caliber bullets. ...

    No recoil please.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited April 2007
    <!--quoteo(post=1620058:date=Apr 10 2007, 11:41 AM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Apr 10 2007, 11:41 AM) [snapback]1620058[/snapback]</div><div class='quotemain'><!--quotec-->
    A certain gun developer was showing off their automatic .45 on TV. It sorta looked like an MP5, but had no upward movement recoil so that the gun barrel stayed on target.

    How did they do it?

    They did it my re-vectoring for the force of the recoil down and straight back, so that the gun barrel stays STEADY on AUTO pumping out .45 caliber bullets. ...

    No recoil please.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Strong arm someone has. =P I want you to try to fire it on full auto with 100% pin point accuracy. ^_~ Theres still going to be recoil on it.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    it's silly arguing against an ns2 idea like this when we have no idea what ns2 is like.

    e.g. dont say "try managing recoil against a leaping skulk"- we dont even know if skulks will be ns2. for all we know, the vanilla ns2 alien unit will be a fat, slow tank called Morvie.

    in all honesty i dont think there's much point discussing features at this point. i mean, we have more info on duke nukem forever at the moment.

    my first reaction when answering the ns2 survey was to tick "no recoil"- because like u guys i tried to picture this sole change being put into ns1's gameplay. if the devs handle it right by slowing the action down, then recoil could be a fun addition.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Hey look, we have to discuss possible implementations. Whats the point in having this whole forum then...<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />?
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    to be honest i dont see the point of having this forum at this point in ns2's life; but yea- fair point. tis the internet and all, everyone has a voice
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    This forum certainly serves a point. Maybe not for very detailed gameplay elements, but certainly for broad gameplay ideas. I've seen developers respond more than once with "that's a good idea". I'm sure they will be taking more than a few good ideas from NS1 players into consideration for NS2. It just makes sense to me. Sure the game will change a whole lot, but the basic premis might not be all that different.

    Its better to get broad gameplay changing ideas out now, giving the devs time to plan certain elements of the game around new ideas that they like.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Using NS1 as a model for what NS2 will be in the future is probably the smartest thing you can do right now. Early lifeforms will be skulks, not Morvies - the game will not deviate SO MUCH from its current state thats its unrecognizable.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1620068:date=Apr 11 2007, 03:28 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Apr 11 2007, 03:28 AM) [snapback]1620068[/snapback]</div><div class='quotemain'><!--quotec-->
    we dont even know if skulks will be ns2. for all we know, the vanilla ns2 alien unit will be a fat, slow tank called Morvie.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://imageshack.us" target="_blank"><img src="http://img241.imageshack.us/img241/628/morviewc1.jpg" border="0" alt="IPB Image" /></a>
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Bhahahahahah good one!!!
  • Blue_FalconBlue_Falcon Join Date: 2007-03-30 Member: 60521Members
    edited April 2007
    Haha and Bloo says he has phat paint skills <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />.
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