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This post has been edited 1 times, last edit by "tankmayvin" (May 15th 2017, 8:57pm)
I was going to quote people, but I quickly figured out that would be a rather large wall of text.
The idea behind this (and potentially similar elements like other-shot-multipliers and/or a small degree of downward recoil) is to transition away from relying on spread, to more reliance on recoil. See, from a mechanical perspective it doesn't really make a difference. With both random V-Recoil and random H-Recoil, spread becomes dramatically less nessessary to accomplish the same game design goals.
And here's where that's important: How the game feels and plays from the players' perspective. The designers' job is to create the desired gameplay outcome, however, if multiple routes can be taken to that outcome, the one that is more intuitive should always be used. Where possible, a game and its mechanics need to always be as intuitive as possible, and this is where most of the complaints about spread come from, especially with BF1. Arguing "it's not hard to deal with spread mechanics if you learn them" is missing the point entirely, because that's the exact opposite of intuitive. Spread is really never intuitive, for similar reasons we don't have proper feedback for Suppression right now. Again, most Suppression complaints come from its current lack of being intuitive and showing itself properly.
Players don't actually care that weapon range is limited and that the game is preventing them from hitting targets, they care when it feels artificial and unintuitive. Case in point is the Hellriegel. It's supposedly a high-recoil weapon, but even I, a no-aim-assist console player, have absolutely no trouble keeping its sights on target. But my tracers sure as hell fly in every direction. This is bad. This is exactly the kind of design that is unintuitive and feels like the game limiting you, rather than the gun limiting you. And that's important, because spread vs recoil has absolutely nothing to do with stats and numbers. Used properly, they accomplish the exact same design purposes.
Randomizing V-Recoil is the missing piece in the puzzle that would allow shifting to more recoil and less spread. MGs shouldn't have a reverse spread model, they should have a reverse recoil model. Guns (maybe) shouldn't have more spread while moving, they should have more recoil while moving. Obviously spread, spread increase, and similar still very much have a place, especially on single shot weapons like bolt actions, or for first shots in general, but spread can easily be traded for recoil, making the playerbase happier, while still accomplishing the same design goals.
This is really the best solution for every party.
Spread and recoil in combination actually make sense, at least until you get into this negative spread wind up non-sense.
When a gun fires the whole damn thing wobbles and the barrel whips, barrel whipping and even vibrating during the firing of a single bullet introduces something called disperson: ie the bullets land around the aim point. Bullets also naturally disperse from windage in-batch variation and all sorts of things. In battlefield we call this spread. Dispersion due to barrel deflection is a huge design issue on autocannons with cantilevered barrels and the like.
On top of dispersion, you get good old recoil of the bulk gun system against the shoot or firing platform.
The problem with random recoil is that it jerks the player's aim point all over the place - so while it visually represents what is going on better, it doesn't make that fact any more fun. Bullets spitting out all around your aimpoint isn't fun either. It's all bad, just for slightly different reasons. I'd like to see less spread and more recoil. The LMG mechanics frankly just make me sad/mad.
This post has been edited 1 times, last edit by "BleedingUranium" (May 16th 2017, 1:29am) with the following reason: spelling
it's entirely non-intuitive. It really doesn't explain itself to the player in any way,
If it flies, it dies™.
You mean watching the tracers and/or hipfire crosshair isn't enough to show what's happening? Because it's visually very obvious.
it's entirely non-intuitive. It really doesn't explain itself to the player in any way,
You mean watching the tracers and/or hipfire crosshair isn't enough to show what's happening? Because it's visually very obvious.
Really, recoil vs spread is not a gameplay/mechanic discussion, it's an art/player-feedback sort of discussion
the gameplay people should simply be doing whatever the player-perspective people say is best.
If it flies, it dies™.
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