### Post by probaddie on Mar 21, 2013 22:08:50 GMT -5

No, this is not another "well, I think blah blah blah" thread -- I promise you this belongs in "Hey, Den" -- where we randomly throw out numbers as to what the Grip attachment should do to be worth a CaC point, where everyone pretends to know what doing anything to any recoil statistic does to any gun at all without having any way of testing or simulating the proposed effect those changes would have (no offense). I'm going to tell you exactly how to balance the Grip; in other words, I'm going to provide a formula that prescribes exactly what the grip has to do to guarantee an x% reduction in recoil. (Yes, I can measure recoil; see this. Eventually I'm going to publish results for Black Ops II, but this result is short, sweet and pertinent given the current state the grip is in.)

Here goes:

For example, let's take the SCAR-H. If we want to half its recoil, then we are trying to multiply its recoil by a factor of

As evidence that this works, here is a plot of the real SCAR-H alongside the SCAR-H with the modified parameters:

To drive home the point, we'll try some other, more intuitive things that we might expect to work but fail in some respect. The first plot below shows the SCAR-H with reduced kick values (by a factor of of 0.7071, or by 29%) but with CenterSpeed left intact:

I think it can be easily agreed upon that this much more than a 50% reduction in recoil, whatever your measure of it is. Of course, reducing kick by 50% would only make the plot smaller, so we needn't check that possibility.

Next, we'll try increasing CenterSpeed by itself. It's a favorite line of one YouTuber who frequents this site to phrase an x% increase in CenterSpeed as an "x% reduction in recoil." Whether strictly true or not, I don't blame him for doing this: recoil is very technical after all and these things need to be simplified for a wide audience. Nonetheless, let's see what truth there is to this simplification by increasing the CenterSpeed of the SCAR-H by 29% (i.e. by a factor of 1.29) and examining the results:

Again -- though it is not a drastic this time around -- the reduction in recoil is likely to be considered greater than 50%. And again, we need not examine the case when CenterSpeed is increased by 50%, as the benefit will obviously be greater than this.

The significance of all this is that it guarantees a way to ensure that the grip (or any proficiency) decreases the recoil of any weapon consistently, rather than the mixed bag it tends to produce from weapon to weapon in almost every title in which it has been an attachment option. So, if you were, say, a developer, you could program the grip to work this way and not be concerned with how it interacts with every other weapon/attachment combination as though the grip might, for some apparently inexplicable reason, give a much greater benefit to some weapons over others. (Kick with MW3 ACR, anyone?) If anyone wants me to do a few more examples of this I can oblige using their favorite weapon and whatever reduction/increase they want -- or I can explicate my reasoning behind why this works if people want to know.

Cheers!

Here goes:

*to multiply the recoil of a weapon by a factor of*r*, you multiply the CenterSpeed and all kick values of that weapon by the square root of*r. This applies to weapons with ViewKick only. Now, rather than prove this with a wall of LaTeX, I'm just going to show you some plots of how this works. If some of you are really interested in an outline of the proof I can oblige by providing some details.For example, let's take the SCAR-H. If we want to half its recoil, then we are trying to multiply its recoil by a factor of

*r*= 0.5. To do this, we start by taking the square root or*r*, which gives 0.7071. We therefore must multiply the CenterSpeed and Kick values by that factor. Note that, in spite of intuition and common sense, we will be reducing the CenterSpeed here, even as we are trying to reduce recoil. For the SCAR-H, applying this multipler gives the following recoil statistics:- adsViewKickPitchMin = 15 * 0.7071 = 10.61
- adsViewKickPitchMax = 60 * 0.7071 = 42.43
- adsViewKickMinMagnitude = 20 * 0.7071 = 14.13
- adsViewKickYawMin = 20 * 0.7071 = 17.68
- adsViewKickYawMax = -57.5 * 0.7071 = -40.66
- adsViewKickCenterSpeed = 1500 * 0.7071 = 1060.65

As evidence that this works, here is a plot of the real SCAR-H alongside the SCAR-H with the modified parameters:

To drive home the point, we'll try some other, more intuitive things that we might expect to work but fail in some respect. The first plot below shows the SCAR-H with reduced kick values (by a factor of of 0.7071, or by 29%) but with CenterSpeed left intact:

I think it can be easily agreed upon that this much more than a 50% reduction in recoil, whatever your measure of it is. Of course, reducing kick by 50% would only make the plot smaller, so we needn't check that possibility.

Next, we'll try increasing CenterSpeed by itself. It's a favorite line of one YouTuber who frequents this site to phrase an x% increase in CenterSpeed as an "x% reduction in recoil." Whether strictly true or not, I don't blame him for doing this: recoil is very technical after all and these things need to be simplified for a wide audience. Nonetheless, let's see what truth there is to this simplification by increasing the CenterSpeed of the SCAR-H by 29% (i.e. by a factor of 1.29) and examining the results:

Again -- though it is not a drastic this time around -- the reduction in recoil is likely to be considered greater than 50%. And again, we need not examine the case when CenterSpeed is increased by 50%, as the benefit will obviously be greater than this.

The significance of all this is that it guarantees a way to ensure that the grip (or any proficiency) decreases the recoil of any weapon consistently, rather than the mixed bag it tends to produce from weapon to weapon in almost every title in which it has been an attachment option. So, if you were, say, a developer, you could program the grip to work this way and not be concerned with how it interacts with every other weapon/attachment combination as though the grip might, for some apparently inexplicable reason, give a much greater benefit to some weapons over others. (Kick with MW3 ACR, anyone?) If anyone wants me to do a few more examples of this I can oblige using their favorite weapon and whatever reduction/increase they want -- or I can explicate my reasoning behind why this works if people want to know.

Cheers!