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Post by individual on Mar 19, 2010 20:31:45 GMT -5
#1 When you say amp "modifies" kick, does amp add to kick or does amp multiply kick?
#2 If amp adds to kick, is "kick" a base value for every iteration, or is it just for the first iteration? In other words, say that amp is 0.5 and kick is 20. The first shot's combined value is 20.5. Is the second shot 21 or is it 41?
#3 Some guns seem to kick more or less horizontally. Is there a stat which determines which direction a gun kicks?
#4 Among the different guns, are there any differences in the speed of recovery from recoil or kick?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 19, 2010 21:22:59 GMT -5
#1 Dunno. The word "Amplitude" and the randomness of recoil after multiple shots suggests that this number affects Kick both ways like a peak-to-peak oscillation. As for it being numerical or a multiplier, also unknown.
#2 It is not that the second shot will kick twice as hard, but that two shots can kick that far away from where the player was originally aiming and will recenter to. The two numbers on the chart are both "Increases". Amplitude Increase Per Shot Angle Increase Per Shot The maximum of Amplitude is 99 and could never be reached with any weapon. The maximum of Angle Kick varies with each weapon, though most of them are high enough that only very excessive fire will come close to the maximum (The LMGs do have low, differing Max Angles, they could do with an inclusion to the chart).
#3 Each weapon has a list of Recoil variables, but nearly all of them are this: MaxRecoilAngleX 0 MinRecoilAngleX 0 MaxRecoilAngleY 0 MinRecoilAngleY 0 MaxRecoilAngleZ 0.5 MinRecoilAngleZ 0.3 MaxRecoilFov 0.6 MinRecoilFov 0.3 A few weapons (most LMGs) have differences of an extra 0.1 or 0.2 here and there, but their much lower Kick and Amp values when sighted negate the slightly larger Recoil numbers. The one weapon that kicks like mad is the XM8C - it makes use of Recoil X and Y.
#4 Nothing notable. They all recover spread at a rate of 3.0 and Amplitude Decrease Factor is 7.0. The randomness of Spread is much more important accuracy aspect to consider than the jump of the sights since one can be seen; the other is an invisible, random cone. The more you fire, the greater both inaccuricies become. By the time the sights have settled, the spread has recovered.
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Post by individual on Mar 20, 2010 0:01:56 GMT -5
#1 Dunno. The word "Amplitude" and the randomness of recoil after multiple shots suggests that this number affects Kick both ways like a peak-to-peak oscillation. As for it being numerical or a multiplier, also unknown. Without knowing their specific relationship, isn't it impossible to make specific comparisons? For example, let's say you have two theoretical guns: One with 6 kick and 7 amp, and another with 7 kick and 6 amp. Will these guns have identical accuracy and if not, what would the difference be? If they have different ROF, won't that also play a large role in increasing recoil and kick?
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rpsx
True Bro
Posts: 10,016
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Post by rpsx on Mar 23, 2010 20:48:55 GMT -5
hello. just curious - where does one find the Min and MaxRecoilAngle stats? i did a text search through all of the weapons folder from level-00.fbrb and it didn't come up. and, noticed, it is not in the individual files there either.
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rpsx
True Bro
Posts: 10,016
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Post by rpsx on Mar 23, 2010 21:06:08 GMT -5
nevermind, my windows text search must be broken somehow... i found the recoil stats in the _firing files.
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