Recoil (no ontology)

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Revision as of 15:00, 4 April 2016 by SU Tempest (Talk | contribs)

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 firearms using pistol, rifle, or shotgun calibers.

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 "accuracy drop threshold" (abbreviated as ADT 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 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.

NOTE: Fire modes not listed below are not affected by recoil mechanics.

Recoil levels

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.

  • 1 - None:
    • Full-auto ADT: 11th shot (1-10, 11-20...)
    • Burst mode ADT: None
    • Semi-auto ADT: None
  • 2 - Light:
    • Full-auto ADT: 8th shot (1-7, 8-14...)
    • Burst mode ADT: 5th burst (1-4, 5)
    • Semi-auto ADT: None
  • 3 - Normal:
    • Full-auto ADT: 6th shot (1-5, 6-10...)
    • Burst mode ADT: 4th burst (1-3, 4-5)
    • Semi-auto ADT: 8th shot (1-7, 8-14...)
  • 4 - Heavy:
    • Full-auto ADT: 4th shot (1-3, 4-6...)
    • Burst mode ADT: 3rd burst (1-2, 3-4..)
    • Semi-auto ADT: 6th shot (1-5, 6-10...)
  • 5 - Punishing:
    • Full-auto ADT: 2nd shot (1, 2, 3...)
    • Burst mode ADT: 2nd burst (1, 2...)
    • Semi-auto ADT: 3rd shot (1-2, 3-4..)

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.

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 8, assuming FT 6.

Then, the following happens:

  • Shots 1-4 = FT is considered to be 6. Shots 1-4 hit the intended target: the upper body.
  • Shots 5-8 = FT is considered to be 7. Shots 5-8 hit a random other body part, for example the lower body.
  • Shots 9-11 = FT is considered to be 8. Shots 9-11 simply miss.
Special cases

As the final Recoil level depends in part on the 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 AA-12, or firing ammunition of different pressure levels in the same burst of fire from a MP5A3.

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.

  • 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.

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.

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

See also