andromedagalaxe 10 Posted July 15, 2010 I noticed there is virtually no kickback for mounted/static weapons. If you have seen an M2 mounted being fired, there is some serious kick there. The way it is now, it is too easy to mow down anyone because of this. could be modded, but why not make this standard? Share this post Link to post Share on other sites
EDcase 87 Posted July 15, 2010 Yeah, I'd agree with that. Add more kick with heavy mounted machine guns. Share this post Link to post Share on other sites
HyperU2 11 Posted July 15, 2010 I'd like to see it too. On a mounted weapons note, I'd like my "fingers" to stop blocking my view when I'm sighting down an M2 and aiming uphill. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 16, 2010 Camera shake only. I'd prefer if mounted or tripod weapons actually had a purpose of being mounted compared to assault weapons. Share this post Link to post Share on other sites
frederf 0 Posted July 16, 2010 Right because recoil defeats the purpose of a mounted weapon. That's why the US Army doesn't use mounted weapons because what's the point of mounting them if they're just going to have recoil anyway? Share this post Link to post Share on other sites
Inkompetent 0 Posted July 16, 2010 (edited) There's a huge difference between 'recoil' and 'muzzle climb'. All bitching I see is about muzzle climb. The mounted weapons should have feelable recoil, be it through camera shaking or animation (since many mounted weapons are mounted with a recoiling spring letting the weapon travel straight backwards towards the gunner it feels pretty natural with animation. As long as it is *something* to make it go from perfectly stable, to 'merely vastly superior to non-mounted weapons'. Should of course only be subtle though, or it defeats half the purpose of the weapon. Edited July 16, 2010 by Inkompetent Share this post Link to post Share on other sites
Flash Thunder 10 Posted July 17, 2010 They should have camera shake be able to make you go deaf for a little when near for too long when firing (like in ace2) Redone model of M2 and longer reload times for them would be cool. Share this post Link to post Share on other sites
frederf 0 Posted July 17, 2010 No, they should not use camera shake (only.) Why? Because camera shake ONLY SHAKES THE CAMERA. If you point a M2HB at a truck 1500m away and hold down the trigger all the camera shake in the world isn't going to change the fact that the M2HB is going to fire like a laser beam without recoil. The new beta muzzle climb people complain about a bit too much. Even with a full auto M249 magazine the amount mouse drag compensation is tiny. Of course model could be better with some auto-return-to-ballpark so there wouldn't be a net down drag required but still not auto-perfect-return-to-center but small potatoes. And indeed mounting an M240 should really take the lion's share out of the recoil versus holding it in your hands. Share this post Link to post Share on other sites
maturin 12 Posted July 17, 2010 They should have camera shakebe able to make you go deaf for a little when near for too long when firing (like in ace2) Redone model of M2 and longer reload times for them would be cool. If they make the reload times any longer, they have to let us take some sort of cover during the process. And some sort of animation is badly needed, as I'm often left wondering if the weapon has glitched on me, or if I'm out of ammo. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 17, 2010 Not hard to addCamShake ourselves, ex: vehicle player addEventHandler ["fired", {addCamShake [5,0.5,100]}]; for a rather wild ride. Although it doesn't add recoil it will do plenty damage against moving targets. Problem I see for adding todays beta muzzle climb, is that it stays elevated. If it did only offset (for these weapons) in a random fashion, then I'd be okay with it. Share this post Link to post Share on other sites
Inkompetent 0 Posted July 17, 2010 I'd say that we should optimally get single shot super-accuracy (to the weapon's capability) while full-auto would cause wider dispersion and camera shake, without moving the sights. I.e. the weapon rocking in its seat, the barrel and housing vibrating, and so on being the issue, rather the shooter's body moving and the compensation of muscle-memory not being enough. I'm not really sure how the game works for that. There is only one single dispersion-value which is applied to all rounds, right? And the rest is stability and recoil forces for different stances? Share this post Link to post Share on other sites