heyron618
11-02-2009, 07:41 PM
RECOIL
It’s one of the most important if not the most important aspect of this game. I feel like this topic isn’t talked about besides which version of CS it should mimic. Since we know that recoil in csp 1.03 was a good deal off from what most people wanted, I think we really need to talk about/give suggestions of how it can be made better. What I really want to hear about is a ‘developer log’ type analysis of what is being done to match the recoil of CS 1.5/1.6. Are there being tests run?, what kind of tweaks have been made?, what type of recoil patterns are you having trouble matching?, how much closer will csp 1.04 recoil be to what is intended in the final version of csp.
Since I know recoil is something that is extremely difficult to replicate without the code from the old games, here are some ideas I have (some of which I’m sure were thought of already):
• Measure the average recoil pattern and overall spread of each weapon at a variety of ranges
• Measure the recoil at combinations of rates of fire (ex: spray, delay, burst; burst, burst, delay, spray)
• Measure actual distance of bullet mark spread in some sort of scale (ex: inches on monitor from a certain in-game distance away the bullet marks
• Find someone who can measure things using statistical analysis such as: standard deviation, linear correlation, accuracy, outliers, randomness, etc.
• Measure the accuracy of a headshot, body shot, or limb shot while burst shooting or spraying
• Make tables/graphs/charts to find more accurate or new relationships using variables such as: range, rate of fire, weapon, accuracy etc.
• Make large-scale recordings with multiple people and plot data as described in above comment
• Keep in mind the size of the hitboxes now versus what they should be
• Account for change in recoil pattern when holding trigger as you reload
• (might have more to do with hitboxes but…) record gun accuracy while shooting a moving target
• Make custom targets with hitboxes to be used for collecting more useful data
Sorry if my suggestions don’t really do anything to help. It’s just that I know almost everyone in this community expects recoil to be a certain way and thought maybe myself or someone else in this community might have ideas on how to help you guys mimic recoil patterns exactly as intended.
It’s one of the most important if not the most important aspect of this game. I feel like this topic isn’t talked about besides which version of CS it should mimic. Since we know that recoil in csp 1.03 was a good deal off from what most people wanted, I think we really need to talk about/give suggestions of how it can be made better. What I really want to hear about is a ‘developer log’ type analysis of what is being done to match the recoil of CS 1.5/1.6. Are there being tests run?, what kind of tweaks have been made?, what type of recoil patterns are you having trouble matching?, how much closer will csp 1.04 recoil be to what is intended in the final version of csp.
Since I know recoil is something that is extremely difficult to replicate without the code from the old games, here are some ideas I have (some of which I’m sure were thought of already):
• Measure the average recoil pattern and overall spread of each weapon at a variety of ranges
• Measure the recoil at combinations of rates of fire (ex: spray, delay, burst; burst, burst, delay, spray)
• Measure actual distance of bullet mark spread in some sort of scale (ex: inches on monitor from a certain in-game distance away the bullet marks
• Find someone who can measure things using statistical analysis such as: standard deviation, linear correlation, accuracy, outliers, randomness, etc.
• Measure the accuracy of a headshot, body shot, or limb shot while burst shooting or spraying
• Make tables/graphs/charts to find more accurate or new relationships using variables such as: range, rate of fire, weapon, accuracy etc.
• Make large-scale recordings with multiple people and plot data as described in above comment
• Keep in mind the size of the hitboxes now versus what they should be
• Account for change in recoil pattern when holding trigger as you reload
• (might have more to do with hitboxes but…) record gun accuracy while shooting a moving target
• Make custom targets with hitboxes to be used for collecting more useful data
Sorry if my suggestions don’t really do anything to help. It’s just that I know almost everyone in this community expects recoil to be a certain way and thought maybe myself or someone else in this community might have ideas on how to help you guys mimic recoil patterns exactly as intended.