Ahoy
Time To Kill - Recoil (2012x11)
Date de diffusion: Mai 06, 2012
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 mod
- Première: Jan 2010
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