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Time To Kill - Recoil

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http://xboxahoy.com/time-to-kill-recoil
Seventh episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer.

Some weapons kick like a mule, and others stay rock steady.
In this episode, we're covering recoil.

Outside of damage, recoil is one of the key differentiating factors in weapon balance - guns with higher damage, magazine capacity, or rapid handling characteristics are more likely to have a greater degree of kick, in an effort to preserve performance parity across the weapon selection.
Recoil manifests itself as a disturbance in your aim when firing your weapon - every shot fired will temporarily alter your point of aim, which may mean successive shots will land away from your intended mark.
The amount of recoil a weapon has dictates the overall accuracy of automatic fire - some weapons are able to put an entire magazine in a single target, whereas others might struggle to hit the broad side of a barn at any sort of distance.

The recoil mechanics in Call of Duty are relatively complex, with quite a few different statistics governing the amount of weapon kick - and while you can simplify a weapon's performance to a simple statement such as 'low recoil', or 'high recoil' - to truly get an idea of a weapon's characteristics you need to break down the recoil into its component parts.
First of all, your shots will always land at precisely the indicated point of your sights - there's no random spread while aiming, nor does any recoil affect alter this.
What recoil will do is move the location of your sights when firing - and thus alter the position of any successive shot fired.
There are two key elements to this movement - one called ViewKick, and another factor called GunKick.
The former has usually been the principal element of recoil's kick in Call of Duty - it's only in MW3 where GunKick has become more of a factor.
ViewKick affects your aim by simply moving your viewport - it's a temporary modifier to the direction in which your character is looking.
This movement of the camera moves your aim along with it, and the rapid movement of the screen serves to present a feel of the gun recoiling while firing.
The ViewKick statistic comprises 4 values - Minimum Pitch, Maximum Pitch, Minimum Yaw and Maximum Yaw.
Essentially, these 4 figures describe an area within which your view will jump to when firing your weapon.
Pitch refers to the vertical element of recoil, and Yaw to the horizontal.
For every shot fired, a random point between each of the minimum and maximum Pitch and Yaw figures will be selected, and this vector will be applied to your current view on screen.
For the most part, the effect is subtle - but ViewKick is cumulative, so successive shots may draw you further and further off target.
The ViewKick figures determine the direction of recoil - when the maximum and minimum figures share the same absolute value, the view has an equal chance of kicking left or right, in the case of Yaw - or up and down, in the case of Pitch.
However, when one figure is greater than its counterpart, the weapon will tend to kick in one direction over another - most weapons tend to have an upward bias, and some will always kick in one direction - such as the Barrett .50 Cal, which will consistently kick up and to the right.

GunKick, the other main component of recoil, behaves in a similar way - but instead of moving your view, GunKick will move your weapon relative to the screen instead.
This means your point of aim, normally fixed to the centre of the screen, may shift off your target.
Note that the hitmarker indicator will not follow your weapon - they will remain dead centre - it's your sights that will dictate the point of impact, which with GunKick applied may be some distance away from the centre of the screen.
The GunKick mechanic has 4 separate figures, much like ViewKick - as before, a maximum and minimum pitch and yaw figure will determine both the magnitude and potential direction of the effect.
GunKick affects certain weapons more than others - LMGs, for instance, tend to have a high degree of GunKick. Weapons such as the L86 have a considerable degree of movement in the sights while firing.
The statistic is present across other categories, too - some of the SMGs, such as the PP90M1 and PM-9 also have a noticeable degree of GunKick.
One interesting point of note is that it is possible to entirely remove GunKick's effect from a weapon - with the addition of the Thermal Scope.
As the Thermal Scope removes the weapon model while aiming, GunKick cannot be applied - so the difference in recoil on those weapons with high GunKick is noticeable.
The L86 benefits greatly, having only moderate ViewKick and zero GunKick when paired with the Thermal scope.

Następny odcinek
S01E82 - Weapons of Modern Warfare - KSG 12
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