dog
True Bro
woof
Posts: 10,608
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Post by dog on Feb 19, 2011 18:10:11 GMT -5
Hey Den, what's the kick recovery rate for all the weapons?
Also, is AMP kick added per shot or something entirely different?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Feb 19, 2011 19:59:08 GMT -5
Well, as far as I know...
The AngleIncPerShot or "Kick" is a fixed amount.
The Amplitude is a number that grows and is reduced in the same way spread does, though every weapon (except the semi auto rifles and REX fired as fast as possible) completely recovers and returns to zero Amplitude before the next shot. Every weapon has an Amplitude Decrease Factor of 7.0.
As well, Amplitude has a very high maximum that nothing will ever, ever even come close to it... because they can't even get away from zero.
The Kick Angle also has a maximum, and while not to the degree of Amplitude, few weapons come close to, let alone reach the maximum Angle unless you fire the entire magazine nonstop. Such as the AEK - on approximately the 27th full auto shot, it will hit the ceiling of its 150 maximum Angle.
Example, REX:
Recoil RecoilAmplitudeMax 99.0 RecoilAmplitudeIncPerShot 3.5 RecoilAngleMax 30.0 RecoilAngleIncPerShot 7.0 RecoilAmplitudeDecreaseFactor 7.0
The Amplitude returns to zero at half a second... but the REX's recoil is one of the few big enough to get a reliable recoil test out of, it takes almost exactly 0.6 seconds to fully recover.
Since I can't modify the game, I can't make a more controlled environment to get the results I need.
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