Recoil (no ontology)
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The basic premise of the '''recoil''' system is to simulate the increasing spread and loss of accuracy as one fires more rounds. It is primarily intended to be a balancing mechanic, to avoid the phenomenon of "lucky mag dumps" which has been observed in the past (and has been universally admitted to sound ridiculous especially with high-capacity firearms). | The basic premise of the '''recoil''' system is to simulate the increasing spread and loss of accuracy as one fires more rounds. It is primarily intended to be a balancing mechanic, to avoid the phenomenon of "lucky mag dumps" which has been observed in the past (and has been universally admitted to sound ridiculous especially with high-capacity firearms). | ||
- | '''NOTE:''' This mechanic evidently does NOT affect melee weapons, certain special weapons ([[Golden Gun]]...) due to their nature, or heavy weapons such as grenade launchers and rocket launchers; only conventional personal firearms | + | '''NOTE:''' This mechanic evidently does NOT affect melee weapons, certain special weapons ([[Golden Gun]]...) due to their nature, or heavy weapons such as grenade launchers and rocket launchers; only conventional personal firearms. |
== The recoil system == | == The recoil system == | ||
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Furthermore, '''regardless of the weapon's''' recoil level, for every drop of accuracy that occurs, shots will hit a random '''@bodyaim''' rather than the intended target. Practically, because of this, there exists what is called the 'first window of accuracy' - the largest amount of shots that can be fired without drop (and as such, ensuring that it hits the intended target), the larger every window is. | Furthermore, '''regardless of the weapon's''' recoil level, for every drop of accuracy that occurs, shots will hit a random '''@bodyaim''' rather than the intended target. Practically, because of this, there exists what is called the 'first window of accuracy' - the largest amount of shots that can be fired without drop (and as such, ensuring that it hits the intended target), the larger every window is. | ||
- | '''NOTE''': Fire modes not listed are not affected by recoil mechanics. | + | '''NOTE''': Fire modes not listed below are not affected by recoil mechanics. |
=== Recoil levels === | === Recoil levels === | ||
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===== Example ===== | ===== Example ===== | ||
- | One example: Weapons chambered in [[5.56x45mm NATO]] are considered to | + | One example: Weapons chambered in [[5.56x45mm NATO]] are considered to be '''Recoil 3'''. |
* The user has a weapon that fires this round | * The user has a weapon that fires this round | ||
* This weapon is capable of fully-automatic fire, and is used in that mode | * This weapon is capable of fully-automatic fire, and is used in that mode | ||
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== Accessories and recoil == | == Accessories and recoil == | ||
New accessory types have been introduced in Mazeworld 2.3 alongside the very recoil system, to help contestants fight recoil and allowing more, or better-controlled shots. These are '''bipods''', '''foregrips''' and '''muzzle brakes'''. All of those accessories are '''passive'''; when one is equipped, its effects are always applied. Please check the [[Weapon accessory]] page for more information on these accessories. | New accessory types have been introduced in Mazeworld 2.3 alongside the very recoil system, to help contestants fight recoil and allowing more, or better-controlled shots. These are '''bipods''', '''foregrips''' and '''muzzle brakes'''. All of those accessories are '''passive'''; when one is equipped, its effects are always applied. Please check the [[Weapon accessory]] page for more information on these accessories. | ||
+ | |||
+ | == List of calibers by recoil == | ||
+ | |||
+ | {| | ||
+ | | '''1 - None''' | ||
+ | | [[.22 Long Rifle]]<br/>[[.32 ACP]] | ||
+ | |- | ||
+ | | '''2 - Light''' | ||
+ | | [[.30 Carbine]]<br/>[[.38 Special]]<br/>[[.380 ACP]]<br/>[[4.6x30mm]]<br/>[[4.73x33mm Caseless]]<br/>[[5.45x39mm]]<br/>[[5.7x28mm]]<br/>[[9x18mm Makarov]]<br/>[[9x19mm Parabellum]]<br/>[[9x39mm]] | ||
+ | |- | ||
+ | | '''3 - Normal''' | ||
+ | | All [[12 gauge]]<br/>All [[12 gauge belted]]<br/>[[.357 Magnum]]<br/>[[.357 SIG]]<br/>[[.40 S&W]]<br/>[[.45 ACP]]<br/>[[.45 Colt]]<br/>[[.45 GAP]]<br/>[[5.56x45mm NATO]]<br/>[[5.8x42mm]]<br/>[[7.62x25mm Tokarev]]<br/>[[7.62x39mm]]<br/>[[7.92x33mm Kurz]] | ||
+ | |- | ||
+ | | '''4 - Heavy''' | ||
+ | | [[.30-06 Springfield]]<br/>[[.300 Winchester Magnum]]<br/>[[.303 British]]<br/>[[7.62x51mm NATO]]<br/>[[7.62x54mm R]]<br/>[[7.92x57mm Mauser]]<br/>[[10mm Auto]] | ||
+ | |- | ||
+ | | '''5 - Punishing''' | ||
+ | | [[.338 Lapua Magnum]]<br/>[[.408 Chey Tac]]<br/>[[.44 AMP]]<br/>[[.44 Magnum]]<br/>[[.454 Casull]]<br/>[[.50 Action Express]]<br/>[[.50 BMG]]<br/>[[.500 S&W]]<br/>[[12.7x108mm]] | ||
+ | |- | ||
+ | |} | ||
== See also == | == See also == |
Revision as of 13:00, 4 August 2013
The basic premise of the recoil system is to simulate the increasing spread and loss of accuracy as one fires more rounds. It is primarily intended to be a balancing mechanic, to avoid the phenomenon of "lucky mag dumps" which has been observed in the past (and has been universally admitted to sound ridiculous especially with high-capacity firearms).
NOTE: This mechanic evidently does NOT affect melee weapons, certain special weapons (Golden Gun...) due to their nature, or heavy weapons such as grenade launchers and rocket launchers; only conventional personal firearms.
The recoil system
Statistically speaking, depending on the fire mode used, the recoil level of the weapon, and the amounts of shots fired, accuracy will drop after an X amount of shots is fired. In other words, for every Xth shot fired, the dice score is decreased by 1 during calculation of damage. This is called the "drop threshold" (abbreviated as DT underneath).
Furthermore, regardless of the weapon's recoil level, for every drop of accuracy that occurs, shots will hit a random @bodyaim rather than the intended target. Practically, because of this, there exists what is called the 'first window of accuracy' - the largest amount of shots that can be fired without drop (and as such, ensuring that it hits the intended target), the larger every window is.
NOTE: Fire modes not listed below are not affected by recoil mechanics.
Recoil levels
Five different Recoil Levels (RLs) exist, in which the concerned firearm calibers are classed into. Between parentheses are listed the first and second windows of accuracy, to give an idea of how accurate a weapon with such a recoil level can expect to be in the given fire mode.
- 1 - No recoil:
- Full-auto DT: 16th shot (1-15, 16-30..)
- Burst mode DT: None
- Semi-auto DT: None
- 2 - Light:
- Full-auto DT: 7th shot (1-6, 7-14..)
- Burst mode DT: 5th burst (1-4, 5)
- Semi-auto DT: None
- 3 - Normal:
- Full-auto DT: 5th shot (1-4, 5-8..)
- Burst mode DT: 4th burst (1-3, 4-5)
- Semi-auto DT: 7th shot (1-6, 7-14..)
- 4 - Heavy:
- Full-auto DT: 3rd shot (1-2, 3-4..)
- Burst mode DT: 3rd burst (1-2, 3-4..)
- Semi-auto DT: 5th shot (1-4, 5-8..)
- 5 - Punishing:
- Full-auto DT: 3rd shot (1-2, 3-4..)
- Burst mode DT: 2nd burst (1, 2..)
- Semi-auto DT: 4th shot (1-3, 4-6..)
Furthermore, regardless of the weapon's recoil level, for every drop of accuracy that occurs, shots will hit a random @bodyaim rather than the intended target. Practically, because of this, there exists an 'accuracy window' - the largest amount of shots that can be fired without drop (and as such, ensuring that it hits the intended target), the larger the window is.
Example
One example: Weapons chambered in 5.56x45mm NATO are considered to be Recoil 3.
- The user has a weapon that fires this round
- This weapon is capable of fully-automatic fire, and is used in that mode
- The user attempts firing 11 shots.
- The user is aiming at the upper body of a target, which is an area that causes no penalty to accuracy, and nothing is further affecting the user's accuracy (no accessories, no meds, etc.)
- The user rolls their attack dice, and rolls a 7.
Then, the following happens:
- Shots 1-4 = Score is considered to be 7. Shots 1-4 hit the intended target: the upper body.
- Shots 5-8 = Score is considered to be 6. Shots 5-8 hit a random other body part, for example the lower body.
- Shots 9-11 = Score is considered to be 5. Shots 9-11 simply miss.
Accessories and recoil
New accessory types have been introduced in Mazeworld 2.3 alongside the very recoil system, to help contestants fight recoil and allowing more, or better-controlled shots. These are bipods, foregrips and muzzle brakes. All of those accessories are passive; when one is equipped, its effects are always applied. Please check the Weapon accessory page for more information on these accessories.