Recoil affecting the entire auto / burst fire #8936
Replies: 2 comments
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If the interpretation of automatic fire is that consecutive automatic fire actions are a continuation of the same burst, then the game should carry over the recoil from previous auto fire performed and track the recoil accumulated. This should make actual burst fire usefully distinct from auto fire as each (actual) burst would reset recoil each time they are performed. |
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As a further exposition, I would add that recoil recovery by the player (and accessories) would be for every shot in the burst / automatic fire integrated over the entire continuation. This recoil would stabilize at a maximum jitter (emergent, not defined) where the gun's recoil is balanced by the handling of the character. This recoil management may cost stamina to balance automatic fire. Because irl shooters will not know how accurate their automatic fire is in advance after they start shooting, it is my opinion that forecasting the accuracy of the shots in the burst is unnecessary and also not immersive, and that showing how much you estimate your handling of the gun's fire mode vs. the gun's recoil should be sufficient for the purposes of the UI. |
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Dramatic illustration of the problem:
auto-vs-semi.mp4
Context:
Firing a Bushmaster M242 25x137mm autocannon in semi-auto mode seems to be far more accurate than automatic mode despite both modes having the same initial precision.
What the problem is:
The accuracy of automatic fire is different from semi-automatic fire such that none of the shots would land when the recoil is too high.
This is despite the fact that the first shot of automatic fire should be aimed like semi-automatic fire and should not be affected by any recoil.
Recommendations:
Further Wishes:
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