Black Ops 2 Recoil Plots « Thread Started on Feb 8, 2013, 12:29am »
Notes:
All of these plots are at the same scale. You can directly compare them. Each plot represents 1000 simulations of the weapon being fired in a 15-round burst (or lower if the gun has a lower capacity). Shots 1 - 3 are in blue, 4 - 6 are in green, 7 - 9 are in yellow, 10 - 12 are in orange and shots 13 - 15 are in red. Grid lines are spaced one degree apart. These plots account for ViewKick, idle and spread only; the effects of GunKick are excluded. (They are practically negligible in BOII regardless.) The ten-degree boundary is accounted for, as well as the fact that your view cannot drop below your original point of aim -- though spread and idle may still cause shots to fall below the horizontal (yaw) axis. For every semi-automatic weapon, the firerate is assumed to be either the firecap itself or 625 RPM, whichever is lower. For the burst-fire weapons, the actual delay between the last shot of the last burst and the next shot is assumed to be the greater of the following:
0.096 seconds, less the time since the last trigger pull (assumes the player cannot consistently pull the trigger faster than 625 RPM, the same assumption made for semi-automatic weapons) The actual burst delay of the weapon plus the fireTime
Q: The HAMR uses a new recoil mechanic introduced in Black Ops II. How is this implemented in the plots of the HAMR?
A: There are three new recoil variables in Black Ops II: adsRecoilReductionRate, adsRecoilReductionLimit, and adsRecoilReturnRate. For every weapon except the HAMR, these variables are set to 0 ,0, and 1, respectively. However, for the HAMR these variables are set to 0.03, 0.15 and 1.00, respectively. The assumed theory is this: for each fireTime elapsed, the kick values are reduced by 3% (adsRecoilReductionRate), up to a maximum of 15% (adsRecoilReductionLimit). If the trigger is released, the reduction "returns" to the original value at a rate of 100% per fireTime (or 100% / 0.064 s = 1562.5% / s). So the HAMR will, if the trigger is released for more than 0.0096s -- practically speaking, if the trigger is released at all -- be using the full kick values again.
Q: The guns that always recover their recoil before the next shot (e.g. Ballista, DSR-50, etc.) have a blue square in the center of the plot. What gives?
A: The plots now incorporate idle into the simulations. Without going into great detail about idle itself, it suffices to say that idle operates on the yaw and pitch (read: horizontal and vertical dimensions) independently. Hence, the squarish plot. (If the idle was large enough in any plot, you could see the wavy pattern that idle actually makes. As it is, no weapon produces idle large enough to show this on plots at the given resolution. See this Wikipedia article for more on these wavy patterns if you are interested in the technical details. I do eventually plan on doing a full post on how idle works and what adsIdleAmount and adsIdleSpeed do precisely.)
Re: Black Ops 2 Recoil Plots « Reply #1 on Feb 8, 2013, 2:28am »
These seem pretty gosh darn golly gee whiz accurate from my experience. Granted, you'll rarely actually go to the yellow/red parts of the recoil due to aim assist (on consoles), manual (usually downward) correction, and the fact that it doesn't take long sprays to kill an opponent - but it does show some good info.
I KNEW the Peacekeeper had a recoil set closer to the TAR than the M27. What a doo-dooty gun.
These seem pretty gosh darn golly gee whiz accurate from my experience. Granted, you'll rarely actually go to the yellow/red parts of the recoil due to aim assist (on consoles), manual (usually downward) correction, and the fact that it doesn't take long sprays to kill an opponent - but it does show some good info.
I KNEW the Peacekeeper had a recoil set closer to the TAR than the M27. What a doo-dooty gun.
Also because theyre 12 rd bursts.
Btw if anyone doesn't know yet, recoil values have been added to marvel4s chart.
Are you going to update your formula for recoil thread?
Yeah, eventually. But there are changes I need to make to account for the weapons that have variable firerates, so I don't know how soon I can get that done.
Re: Black Ops 2 Recoil Plots « Reply #10 on Feb 8, 2013, 8:04pm »
Awesome dude! I feel like these plots are the most accurate representation of the gun's accuracy. Look forward to seeing them with different attachments and whatnot.
Re: Black Ops 2 Recoil Plots « Reply #11 on Feb 8, 2013, 11:24pm »
MMS reduces recoil on the M8 (slightly) and Peacekeeper (drastically, although it seems to have very Foxtroted up hit detection). Possibly other guns as well.
MMS reduces recoil on the M8 (slightly) and Peacekeeper (drastically, although it seems to have very Foxtroted up hit detection). Possibly other guns as well.
There's no data to support that sentiment. I sincerely doubt the MMS reduces recoil.
Re: Black Ops 2 Recoil Plots « Reply #15 on Feb 9, 2013, 1:07pm »
MMS possibly shows a different fire animation, which has more visual recoil to it. It can be pretty distracting with low fire rate guns (since the fire animation is more present instead of it being very quickly reset to its beginning again)
Joined: Dec 2009 Gender: Male Posts: 10,592 Location: California
Re: Black Ops 2 Recoil Plots « Reply #18 on Feb 9, 2013, 6:06pm »
If I were to tell you that I was in fact firing it at 625 rpm (I may or may not be using a modded controller) and not experiencing anything close to the plots and that the FAL was still a laser, would you believe me?
If I were to tell you that I was in fact firing it at 625 rpm (I may or may not be using a modded controller) and not experiencing anything close to the plots and that the FAL was still a laser, would you believe me?
No. I've fired it at the cap before and have experienced small amounts of recoil; hardly enough to make a difference unless the target is >50m away
If I were to tell you that I was in fact firing it at 625 rpm (I may or may not be using a modded controller) and not experiencing anything close to the plots and that the FAL was still a laser, would you believe me?
If you're using a controller, you're probably playing on console. If you're playing on console, you're probably not getting 625 RPM. Your framerate adjusted practical max RPM is probably going to be lower. Also, depending on the nature of your macro/controller it's probably inputting at a consistent interval, while your framerate (and by extension your RoF cap) is variable. If the cap drops below your macro speed you'll start dropping inputs, resulting in a lower-than-theoretically-possible RoF (giving the gun more time to recenter).
« Last Edit: Feb 13, 2013, 9:28am by aidsaidsaids »
If I were to tell you that I was in fact firing it at 625 rpm (I may or may not be using a modded controller) and not experiencing anything close to the plots and that the FAL was still a laser, would you believe me?
If you're using a controller, you're probably playing on console. If you're playing on console, you're probably not getting 625 RPM. Your framerate adjusted practical max RPM is probably going to be lower. Also, depending on the nature of your macro/controller it's probably inputting at a consistent interval, while your framerate (and by extension your RoF cap) is variable. If the cap drops below your macro speed you'll start dropping inputs, resulting in a lower-than-theoretically-possible RoF (giving the gun more time to recenter).
Sorry, wwa, but I almost never take frame coupling into account with my work; it varies too much from system to system (in the case of PC) and map to map to do that effectively.
Joined: Nov 2011 Gender: Male Posts: 1,642 Location: Europe
Re: Black Ops 2 Recoil Plots « Reply #26 on Feb 19, 2013, 2:40pm »
I added Tac45 chart to the above discussion abt 625rpm only and for comparison: 5-7.
the Question is:
how framerate impacts centerspeed? I suppose centerspeed is "defined in frames", it is not absolute value in "recoil per sec", so at very low framerates centerspeed is low, so you cannot say that low framerate reduces recoil, so the quote below is wrong (?)
Also, depending on the nature of your macro/controller it's probably inputting at a consistent interval, while your framerate (and by extension your RoF cap) is variable. If the cap drops below your macro speed you'll start dropping inputs, resulting in a lower-than-theoretically-possible RoF (giving the gun more time to recenter).
I added Tac45 chart to the above discussion abt 625rpm only and for comparison: 5-7.
the Question is:
how framerate impacts centerspeed?
I suppose centerspeed is "defined in frames", it is not absolute value in "recoil per sec", so at very low framerates centerspeed is low, so you cannot say that low framerate reduces recoil, so the quote below is wrong (?)
Also, depending on the nature of your macro/controller it's probably inputting at a consistent interval, while your framerate (and by extension your RoF cap) is variable. If the cap drops below your macro speed you'll start dropping inputs, resulting in a lower-than-theoretically-possible RoF (giving the gun more time to recenter).
Sorry, I misunderstood what you were saying. Carry on.
Are you going to update your formula for recoil thread?
Yeah, eventually. But there are changes I need to make to account for the weapons that have variable firerates, so I don't know how soon I can get that done.