Recoil (no ontology)

From Mazeworld

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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).
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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 from a [[weapon|firearm]].  
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'''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 firearms using pistol, rifle, or shotgun calibers.
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Recoil only comes into play when using firearms (Pistol, Rifle and Shotgun calibers), and only when firing at least more than one shot continuously in a single turn. It doesn't apply in any other circumstances.
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== The recoil system ==
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== Recoil and ADT ==
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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 '''''X'''''th shot fired, the dice score is decreased by 1 during calculation of damage. This is called the "accuracy drop threshold" (abbreviated as '''''ADT''''' underneath).
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As mentioned above, at least more than one continuous shot must be fired in a single turn for Recoil mechanics to begin entering into play.
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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 larger the amount of shots that can be fired without drop (and as such, ensuring that it hits the intended target), the larger that window is.
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Recoil is measured using levels, which determine the '''Accuracy Drop Threshold (ADT)''' and the effects of going over that threshold. ADT essentially determines how many successive shots can be fired in a single turn without suffering from the listed effects. When ADT displays an amount of shots equal to '''X''', then this weapon can fire '''X''' shots without feeling effects from the recoil. In other words, every shot after the '''X'''th means a negative effect is applied. The pattern repeats for each multiplier of '''X''' shots fired.
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'''NOTE''': Fire modes not listed below are not affected by recoil mechanics.
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* ''Example'': If the ADT for a given recoil level is "7 shots", then the first 7 shots can be fired without negative effects from recoil (shots 1-7). The next 7 will suffer from one instance of the effect (shots 8-14), then the next 7 will suffer from two instances (shots 15-21), and so on.
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The effect of going over ADT also depends on the Recoil level: it may consist of an increase in [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]], or for particularly high Recoil levels, a flat increase of the Failure Threshold.
=== Recoil levels ===
=== Recoil levels ===
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Five different Recoil levels 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.
 
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* '''1 - None''':
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* '''Recoil 1 - None'''
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** Full-auto ADT: 11th shot (1-10, 11-20...)
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** ADT: 12 shots (1-12, 13-24, 25-36...)
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** Burst mode ADT: None
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** Effect: Inaccuracy Range increases by 1
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** Semi-auto ADT: None
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* '''2 - Light''':
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** Full-auto ADT: 8th shot (1-7, 8-14...)
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** Burst mode ADT: 5th burst (1-4, 5)
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** Semi-auto ADT: None
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* '''3 - Normal''':
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** Full-auto ADT: 6th shot (1-5, 6-10...)
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** Burst mode ADT: 4th burst (1-3, 4-5)
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** Semi-auto ADT: 8th shot (1-7, 8-14...)
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* '''4 - Heavy''':
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** Full-auto ADT: 4th shot (1-3, 4-6...)
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** Burst mode ADT: 3rd burst (1-2, 3-4..)
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** Semi-auto ADT: 6th shot (1-5, 6-10...)
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* '''5 - Punishing''':
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** Full-auto ADT: 2nd shot (1, 2, 3...)
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** Burst mode ADT: 2nd burst (1, 2...)
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** Semi-auto ADT: 3rd shot (1-2, 3-4..)
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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 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. If the rolled @bodyaim part is a body part that would originally cause a FT penalty, such as the head, weak point, etc, no further FT malus is applied; this malus only applies for deliberate aiming on those areas.
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* '''Recoil 2 - Low'''
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** ADT: 10 shots (1-10, 11-20, 21-30...)
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** Effect: Inaccuracy Range increases by 1
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===== Example =====
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* '''Recoil 3 - Medium'''
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** ADT: 8 shots (1-8, 9-16, 17-24...)
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** Effect: Inaccuracy Range increases by 1
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One example: Weapons chambered in [[5.56x45mm NATO]] are considered to be '''Recoil 3'''.
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* '''Recoil 4 - Heavy'''
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* The user has a weapon that fires this round
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** ADT: 6 shots (1-6, 7-12, 13-18...)
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* This weapon is capable of fully-automatic fire, and is used in that mode
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** Effect: Inaccuracy Range increases by 2
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* The user attempts firing '''11 shots'''.
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* 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.)
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* The user rolls their attack dice, and rolls a '''8''', assuming FT 6.
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Then, the following happens:
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* '''Recoil 5 - Punishing'''
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* Shots 1-4 = FT is considered to be '''6'''. Shots 1-4 hit the intended target: the '''upper body'''.
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** ADT: 4 shots (1-4, 5-8, 9-12...)
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* Shots 5-8 = FT is considered to be '''7'''. Shots 5-8 hit a random other body part, for example the '''lower body'''.
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** Effect: Inaccuracy Range increases by 2
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* Shots 9-11 = FT is considered to be '''8'''. Shots 9-11 simply miss.
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* '''Recoil 6 - Brutal''' (affectionately: "Ouch", "Why?", sometimes "Excuse me")
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** ADT: 3 shots (1-3, 4-6, 7-9...)
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** Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
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* '''Recoil 7 - Extreme''' (affectionately: "Masochism", "Coming through")
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** ADT: 2 shots (1-2, 2-4, 4-6...)
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** Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
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=== Sectioning strings of fire ===
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When firing a string of shots, the shots are grouped into sections depending on the recoil level and ADT. For example, at Recoil 3, a string of shots would be grouped into sections of 8 shots. Examples of sections are displayed above, to the right of the ADT value of each recoil level.
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* The first section represents the '''accuracy window''': the section of shots that sustains no negative effects from recoil.
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* Every section after the first is affected by the effects of recoil.
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* Additionally, valid for all recoil levels, '''every section after the first will land on a random body part of the target, instead of the intended point of aim'''. This simulates the ever-widening spread of projectiles as recoil (and subsequent inaccuracy) increases.
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''Example'': A '''Kalashnikov AKM''', which is chambered in [[7.62x39mm]], is considered to be '''Recoil 3''' when loaded with standard FMJ ammunition. A string of 14 shots fired with such a weapon would be sectioned this way:
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* Shots 1-8 - followed by the tally of dice score for the first 8 shots, and the total amount of hits and misses.
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* Shots 9-14 - first followed by the body part these shots land into (due to ADT), next by a mention about the effect of the current section (in this case, it would be IR+1), then by the tally of dice score and the total amounts of hits and misses.
===== Special cases =====
===== Special cases =====
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As the final Recoil level depends in part on the [[Customs:Ammunition|ammunition type]] used, the actual Recoil may vary if ammunition affecting Recoil in different ways are fired in the same attack. Examples include firing Tactical and Full-Power Buckshot from the same magazine of an [[List of Class 1 weapons|AA-12]], or firing ammunition of different pressure levels in the same burst of fire from a [[List of Class 2 weapons|MP5A3]].
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Recoil level not only depends on the caliber, but also the pressure level of a given round. As such, it is possible that a given string of fire in a single turn may include rounds of varying Recoil level (for instance, when mixing -P, SP and +P ammunition in the same magazine then firing them).
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* ''Example'': A shooter using an '''H&K MP5A3''', a submachine gun chambered in [[9x19mm Parabellum]], shoots a string of 20 rounds in full-auto which includes a mix of 9 SP, 7 +P and 4 +P+ rounds.
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In those cases, in any given attack, the fired ammunition type with the highest Recoil modifier is checked; that modifier applies to the entire attack.
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If such a situation occurs, then the highest pressure level fired ''during that specific string of fire'' is checked, and applied to the entire string as though all shots fired were of that pressure level.
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* Example: A shooter fires 9 rounds in full-auto with a MP5A3 submachine gun, which fires [[9x19mm Parabellum]]; this caliber has a recoil of 2. Those rounds are, in order, 4 FMJ, 2 +P, and 3 FMJ. FMJ doesn't affect Recoil (technically +0), but +P does (+1). +P being the highest Recoil modifier (+1), the entire attack is considered to be at Recoil 3 (2+1) and thus the shooter's ADT will occur on the 6th shot instead of the 8th.
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* ''Example'': Despite the fact that out of the 20 rounds fired in the example above, only four were +P+ rounds, all 20 rounds fired are treated as though they were +P+. 9x19mm Parabellum is Recoil 2, and +P+ adds 2 recoil levels - therefore all 20 rounds would be considered to be Recoil 4.
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== Accessories and recoil ==
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Keep in mind that recoil modifiers from other sources (e.g.: [[Weapon accessory|accessories]]) are counted AFTER modifiers from ammunition, including in the above case of mixed ammunition in a single string of fire.
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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.
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* ''Example'': Luckily, the H&K MP5 is equipped with a muzzle brake (Recoil -1), which helps mitigating the recoil level. The string of fire's final Recoil level is reduced to 3, which means the 20 shots will be cut in three sections; 1-8, 9-16, and 17-20.
== List of calibers by recoil ==
== List of calibers by recoil ==
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| '''5 - Punishing'''
| '''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]]
| [[.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]]
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|-
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|-
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| '''6 - Brutal'''
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| [[.408 Chey Tac]]
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|-
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|-
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| '''7 - Extreme'''
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| [[.50 BMG]]<br/>[[12.7x108mm]]
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|}
|}

Revision as of 18:49, 2 December 2016

The basic premise of the recoil system is to simulate the increasing spread and loss of accuracy as one fires more rounds from a firearm.

Recoil only comes into play when using firearms (Pistol, Rifle and Shotgun calibers), and only when firing at least more than one shot continuously in a single turn. It doesn't apply in any other circumstances.

Recoil and ADT

As mentioned above, at least more than one continuous shot must be fired in a single turn for Recoil mechanics to begin entering into play.

Recoil is measured using levels, which determine the Accuracy Drop Threshold (ADT) and the effects of going over that threshold. ADT essentially determines how many successive shots can be fired in a single turn without suffering from the listed effects. When ADT displays an amount of shots equal to X, then this weapon can fire X shots without feeling effects from the recoil. In other words, every shot after the Xth means a negative effect is applied. The pattern repeats for each multiplier of X shots fired.

  • Example: If the ADT for a given recoil level is "7 shots", then the first 7 shots can be fired without negative effects from recoil (shots 1-7). The next 7 will suffer from one instance of the effect (shots 8-14), then the next 7 will suffer from two instances (shots 15-21), and so on.

The effect of going over ADT also depends on the Recoil level: it may consist of an increase in Inaccuracy Range, or for particularly high Recoil levels, a flat increase of the Failure Threshold.

Recoil levels

  • Recoil 1 - None
    • ADT: 12 shots (1-12, 13-24, 25-36...)
    • Effect: Inaccuracy Range increases by 1
  • Recoil 2 - Low
    • ADT: 10 shots (1-10, 11-20, 21-30...)
    • Effect: Inaccuracy Range increases by 1
  • Recoil 3 - Medium
    • ADT: 8 shots (1-8, 9-16, 17-24...)
    • Effect: Inaccuracy Range increases by 1
  • Recoil 4 - Heavy
    • ADT: 6 shots (1-6, 7-12, 13-18...)
    • Effect: Inaccuracy Range increases by 2
  • Recoil 5 - Punishing
    • ADT: 4 shots (1-4, 5-8, 9-12...)
    • Effect: Inaccuracy Range increases by 2
  • Recoil 6 - Brutal (affectionately: "Ouch", "Why?", sometimes "Excuse me")
    • ADT: 3 shots (1-3, 4-6, 7-9...)
    • Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
  • Recoil 7 - Extreme (affectionately: "Masochism", "Coming through")
    • ADT: 2 shots (1-2, 2-4, 4-6...)
    • Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2

Sectioning strings of fire

When firing a string of shots, the shots are grouped into sections depending on the recoil level and ADT. For example, at Recoil 3, a string of shots would be grouped into sections of 8 shots. Examples of sections are displayed above, to the right of the ADT value of each recoil level.

  • The first section represents the accuracy window: the section of shots that sustains no negative effects from recoil.
  • Every section after the first is affected by the effects of recoil.
  • Additionally, valid for all recoil levels, every section after the first will land on a random body part of the target, instead of the intended point of aim. This simulates the ever-widening spread of projectiles as recoil (and subsequent inaccuracy) increases.

Example: A Kalashnikov AKM, which is chambered in 7.62x39mm, is considered to be Recoil 3 when loaded with standard FMJ ammunition. A string of 14 shots fired with such a weapon would be sectioned this way:

  • Shots 1-8 - followed by the tally of dice score for the first 8 shots, and the total amount of hits and misses.
  • Shots 9-14 - first followed by the body part these shots land into (due to ADT), next by a mention about the effect of the current section (in this case, it would be IR+1), then by the tally of dice score and the total amounts of hits and misses.
Special cases

Recoil level not only depends on the caliber, but also the pressure level of a given round. As such, it is possible that a given string of fire in a single turn may include rounds of varying Recoil level (for instance, when mixing -P, SP and +P ammunition in the same magazine then firing them).

  • Example: A shooter using an H&K MP5A3, a submachine gun chambered in 9x19mm Parabellum, shoots a string of 20 rounds in full-auto which includes a mix of 9 SP, 7 +P and 4 +P+ rounds.

If such a situation occurs, then the highest pressure level fired during that specific string of fire is checked, and applied to the entire string as though all shots fired were of that pressure level.

  • Example: Despite the fact that out of the 20 rounds fired in the example above, only four were +P+ rounds, all 20 rounds fired are treated as though they were +P+. 9x19mm Parabellum is Recoil 2, and +P+ adds 2 recoil levels - therefore all 20 rounds would be considered to be Recoil 4.

Keep in mind that recoil modifiers from other sources (e.g.: accessories) are counted AFTER modifiers from ammunition, including in the above case of mixed ammunition in a single string of fire.

  • Example: Luckily, the H&K MP5 is equipped with a muzzle brake (Recoil -1), which helps mitigating the recoil level. The string of fire's final Recoil level is reduced to 3, which means the 20 shots will be cut in three sections; 1-8, 9-16, and 17-20.

List of calibers by recoil

1 - None .22 Long Rifle
.32 ACP
2 - Light .38 Special
.380 ACP
4.6x30mm
4.73x33mm Caseless
5.45x39mm
5.7x28mm
9x18mm Makarov
9x19mm Parabellum
9x39mm
3 - Normal 12 gauge tactical buckshot
12 gauge CAWS
.30 Carbine
.357 Magnum
.357 SIG
.40 S&W
.45 ACP
.45 Colt
5.56x45mm NATO
5.8x42mm
7.62x25mm Tokarev
7.62x39mm
7.92x33mm Kurz
4 - Heavy 12 gauge (except Tactical Buckshot)
.30-06 Springfield
.300 Winchester Magnum
.303 British
7.62x51mm NATO
7.62x54mm R
7.92x57mm Mauser
10mm Auto
5 - Punishing .338 Lapua Magnum
.408 Chey Tac
.44 AMP
.44 Magnum
.454 Casull
.50 Action Express
.50 BMG
.500 S&W
12.7x108mm
6 - Brutal .408 Chey Tac
7 - Extreme .50 BMG
12.7x108mm

See also