Author Topic: Recoil/Accuracy  (Read 2636 times)

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Offline Colonel Sharpe

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Re: Recoil/Accuracy
« Reply #15 on: July 26, 2009, 07:16:59 PM »
I asked a bunch of questions a while back, this was one answered by the Devs, links to the questions and answers below:

Bottom of Page 7.

http://www.mechlivinglegends.net/forum/index.php/topic,3956.90.html

http://www.mechlivinglegends.net/forum/index.php/topic,2530.0.html

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Offline Mr_Blastman

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Re: Recoil/Accuracy
« Reply #16 on: July 26, 2009, 07:29:32 PM »
Cone of accuracy is really the best way to go. Preferably the size of the cone is displayed to the user (usually in the form of a circle that changes diameter). I'm hoping the size of said cone is impacted by Running/Walking/Taking hits/Jump Jetting

There are quite a few first person shooters out there were you can snipe someone with a pistol from across the map because there is neither cone of inaccuracy or bullet drop (of if there is such a cone, it does not apply to the first bullet fired).



Recoil in games like Crysis and Call of Duty. When aiming down sights, bullets are 100% accurate. It has everything to do with kickback. Bullets go where your gun barrel points.

Wrong.  Have you ever shot a real assault rifle - and not just a few times, but put over 1000 rounds through one?  They aren't 100% accurate - though, they are FAR more accurate than a pistol and what some games make them out to be.  The bullets are not 100% accurate nor do they go exactly where your barrel points.  The spot they land at has a lot to do with the:

a. range of the target
b. how your sights are calibrated
c. wind
d. steadyness of your aim
e. the MOA of your barrel and rounds being used

You can have your sight zeroed for 100 yards and if you have your gun put in a vice grip, if the target is at 100 yards, the rounds will hit at that spot +/- the degrees MOA your gun possesses.  i.e. they might be off center by a half inch on either side and a couple right dead center.

Now, if you have your sight zeroed for 100 yards and you shoot at a target that is at say 25 yards, if you put your dot on the target your rounds will NOT hit where the dot is.  More than likely they will hit below where that dot is.  Now, lets say you have your sights zeroed at 25 yards and you shoot at a target that is 75 yards away.  In some cases, you will have to place your dot/irons/whatever up to 8 - 10 inches BELOW the intended impact point to hit where you want.

Don't believe me?  Go spend some time shooting a real rifle than trying to say videogames are the gold standard, they aren't.

Offline Mr_Blastman

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Re: Recoil/Accuracy
« Reply #17 on: July 26, 2009, 07:30:23 PM »
a gauss weapon cannot produce recoil since the projectile will be accelerated through electromags......no hammers and such things hitting bullets...no recoil from gases that burn and try to force the bullet out of the gun....so i guess the gausses are outta the recoil faction XD

Wrong.

You need to brush up on your physics.  For every action, there is an equal and opposite reaction.  This is a law.

Offline Diablo48

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Re: Recoil/Accuracy
« Reply #18 on: July 27, 2009, 12:51:36 AM »
Well, yes, of course, that's why I said "more or less the same range." Besides, currently the devs are implementing one type of each weapon rather than a clan and IS version like CBT has. This means that the ER PPCs and ERLL on the Novacat are the same range as the PPCs and Large Laser on the Awesome, at least, for now.

I'm not sure, but I thought I heard somewhere that the devs have decided to implement Clan weapons and use cost to balance the game.

Offline Stahlseele

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Re: Recoil/Accuracy
« Reply #19 on: July 27, 2009, 01:03:49 AM »
Quote
You need to brush up on your physics.  For every action, there is an equal and opposite reaction.  This is a law.
You realize, of course, the folly of bringing up REAL LIFE PHYSICS in an SCIENCE FICTION GAME ?
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline Diablo48

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Re: Recoil/Accuracy
« Reply #20 on: July 27, 2009, 01:17:47 AM »
Quote
You need to brush up on your physics.  For every action, there is an equal and opposite reaction.  This is a law.
You realize, of course, the folly of bringing up REAL LIFE PHYSICS in an SCIENCE FICTION GAME ?

Actually, BT is very good abut its science, and as such is actual science fiction rather than fantasy like many things that people mislabel as science fiction.

The only real issues it faces with reality are socioeconomic and political, so if you want to complain you should focus on the really strange things that we see in the economy of the universe.

Offline Teroh

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Re: Recoil/Accuracy
« Reply #21 on: July 27, 2009, 01:50:14 AM »
Quote
You need to brush up on your physics.  For every action, there is an equal and opposite reaction.  This is a law.
You realize, of course, the folly of bringing up REAL LIFE PHYSICS in an SCIENCE FICTION GAME ?
Lemme just point out the relation between the physics in "real life physics" and the science in "science fiction". Just because it's fictitious doesn't mean it's not plausible. Can't just cut out newton's laws all of a sudden.
Until I can put some sugar on my cheerios, I don't worry about eating them....

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Offline DigitalStef

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Re: Recoil/Accuracy
« Reply #22 on: July 27, 2009, 05:13:56 AM »
Quote
You need to brush up on your physics.  For every action, there is an equal and opposite reaction.  This is a law.
You realize, of course, the folly of bringing up REAL LIFE PHYSICS in an SCIENCE FICTION GAME ?
Lemme just point out the relation between the physics in "real life physics" and the science in "science fiction". Just because it's fictitious doesn't mean it's not plausible. Can't just cut out newton's laws all of a sudden.

To put it plainly... in a Sci Fi universe for every reaction you might have a action or something.

Offline =]FC[=Striker

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Re: Recoil/Accuracy
« Reply #23 on: August 08, 2009, 06:05:00 AM »
Or something is right...
"Cry havoc and let slip the dogs of war." -William Shakespeare



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Offline [CW]Aresye

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Re: Recoil/Accuracy
« Reply #24 on: August 21, 2009, 05:51:13 PM »
Gotta bump this topic to add a couple more physics to gun accuracy.

Going back to the assault rifle discussion.  More than just winds and MOA will affect your bullet trajectory.  Anybody know about Aerodynamic Drag, Center of Gravity, or Projectile Jump?

Aerodynamic Drag is the same drag on a plane's wing.  The bullet is going to have drag, especially the faster it fires.

Center of Gravity will affect a bullet, as in reality the bullet will yaw a little bit once it leaves the barrel.  It will stabilize after a certain amount of time, and then fly about its center of gravity.

Projectile Jump relates to how a projectile travels to its target.  US manufactured guns have clockwise barrel rifling, which is what causes the bullet to spin clockwise.  Thus, if you have heavy crosswinds, the bullet will either jump, or dive based on the direction the winds are coming from.  A crosswind from the left will flow over the bullet just like a wing.  The clockwise spin causes an area of higher pressure above the bullet, and lower below it.  This causes the bullet to dive.  On the other hand, a wind coming from the right will cause an area of lower pressure above the bullet, and an area of higher pressure below it.  This causes lift, and will affect the path of the bullet by causing it to climb.

Offline Cujo

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Re: Recoil/Accuracy
« Reply #25 on: August 21, 2009, 07:47:26 PM »
hell, for snipers they have quite a few more variables because of how long their shots are.

Offline DoA

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Re: Recoil/Accuracy
« Reply #26 on: August 22, 2009, 12:07:18 AM »
Just a thought about the Gauss:

Hypersonic weaponry over a very very short field.

Everything folks have talked about in terms of ballistics is absolutely correct for most conventional low muzzle speed weapons.
 
But (assuming no mystical tech here but were talking about) This would be akin to taking a good sniper rifle, and trying to hit a slow moving target at 25 yards.

I am quite positive that someone can look up the muzzle velocity of a Gauss, but I find it hard to believe conventional ballistics would move it more than a small distance over even its max range.

Now, since were talking about this rail-gun strapped to a moving vehicle hitting a moving vehicle things can change of course with all of those variables.

I would hazard a guess of saying, that we will have different 'leading' per weapon. In increasing leading order it would probably have to be something like:

1. Las (light speed)
2. PPC (Light bolt ??speed??)
3. Gauss (Hypersonic)
4. Ultra-AC (Lighter caliber higher speed, as noted by higher affective range)
5. Lbx/AC (Lighter caliber higher speed, as noted by higher affective range)
6. MG's (conventional ammo rules apply)
7. SRM (missiles are slow mkay? :) )

Id assume the cones of fire would shrink in relation to speed of weapon/distance and be added to for the Lbx shotgun affect.

That is my 2c.

-D.o.a.

« Last Edit: August 22, 2009, 12:15:02 AM by DoA »
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Offline =CJW= Rad Hanzo

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Re: Recoil/Accuracy
« Reply #27 on: August 26, 2009, 02:41:23 PM »

There are quite a few first person shooters out there were you can snipe someone with a pistol from across the map because there is neither cone of inaccuracy or bullet drop (of if there is such a cone, it does not apply to the first bullet fired).

css has such a "comic" behaviour of guns...some guns fire their first shot laseraccurate (ak47), the rest is thrown around their respective cone of accuracy but at no apparent method or any chance of premonitioning through memorizing the bullets impact points throughout a whole clip...and every server i play behaves different in accepting hits, moving hitboxes...etc...even if the servers have their pings under 30ms (different configs i guessed first, until the same thing was made apparent to me while playing different war servers with a unified config for them: 5vs5-eps-conf if you need to know xD)

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Offline Uranium - 235

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Re: Recoil/Accuracy
« Reply #28 on: August 30, 2009, 09:01:40 AM »
To me, heat would / should have a major impact on accuracy. When your systems are cooled to neutral (or atmospheric neutral), they're more or less 'as designed', and they're going to fire pretty decently.

However, after a laser fires, it's described that many of the interior parts are nearly molten. Autocannon barrels glow red with heat. Missile racks... well I don't think they'd be bothered as much. And in the middle of it all, there's the pilot, sweating it out as his cockpit warms up to 120 degrees, making it more than a little difficult to think and aim straight.

Offline =KoS=Zeus

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Re: Recoil/Accuracy
« Reply #29 on: August 30, 2009, 10:32:21 AM »
I believe the heat system was more a representation of the increased temperature of the fusion reaction as it is amped up to deal with the increase in power drain from the various weapon systems. A PPC draws 10 units of energy out of the reactor, requiring the reactor to spike in order to maintain the reaction. That at least explains why missile launchers which vent all their exhaust out the back are building up heat in a mech.