Recoil (no ontology)

From Mazeworld

(Difference between revisions)
(Created page with "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 mechan...")
m
 
(47 intermediate revisions not shown)
Line 1: Line 1:
-
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 from a [[weapon|firearm]].  
-
'''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. It also will not apply to the equipment used by certain enemies despite they are firearms as their users are non-human (or less-than-human), such as the [[Failed]], the various [[Encounters#Drones and robots|drones]], etc. (a notable exception being the [[Duplica Bot]], naturally).
+
Recoil only comes into play when using relevant 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.
-
== The recoil system ==
+
== Recoil and ADT ==
-
After one has decided the weapon, fire mode, amount of shots and target, then made their attack roll, the score is observed, and depending on the caliber fired and the fire mode chosen, as well as certain equipped accessories, '''the amount of shots that hit may be different from the amount of shots intended'''.
+
As mentioned above, at least more than one shot must be fired in a single turn for Recoil mechanics to begin entering into play. Fire mode does not matter.
 +
* '''NOTE:''' If a weapon's caliber does not have a Recoil value but is capable of firing multiple shots (e.g. certain grenade launchers, etc.), then Recoil doesn't apply.
-
Statistically speaking, depending on the fire mode used and the amounts of shots fired, the dice score is affected by a '''dropoff''' after every Xth amount of shots; for every theshold of X shots passed, the score is considered to be decreased by 1.
+
Eight different Recoil levels exist. The Recoil level determines 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.
-
* Example with '''Normal recoil''' (see below for Recoil Levels)
+
* ''Example'': If the ADT for a given recoil level is "8 shots", then the first 8 shots can be fired without negative effects from recoil (shots 1-8). The next 8 will suffer from one instance of the effect (shots 9-16), then the next 8 will suffer from two instances (shots 17-24), and so on.
-
** For a score = '''''A''''' ; Shots 1-4: Score is considered to be '''''A'''''. Shots 5-8: '''''A-1'''''. Shots 9-12: '''''A-2'''''. Shots 13-16: '''''A-3''''', and so on.
+
-
Five different Recoil Levels ('''RL'''s) will be observed, in which the concerned firearm calibers are classed into; while most affect full-auto and burst fire, the heaviest of recoil levels also have an impact on semi-automatic fire.
+
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.
-
*'''Heavy recoil''': Full-auto dropoff at every 3rd shot / Burst dropoff at every 2nd burst (FA: 1-2, 3-4... / B: B1-B2, B3-B4, B5)
+
=== Recoil levels ===
-
*'''Normal recoil''': Full-auto dropoff at every 5th shot / Burst dropoff at every 3rd burst (FA: 1-4, 5-8... / B: B1-B2-B3, B4-B5)
+
-
*'''Light recoil''': Full-auto dropoff at every 7th shot / Burst dropoff at every 4th burst (FA: 1-6, 7-12... / B: B1-B2-B3-B4, B5)
+
-
And additionally:
+
* '''Recoil 1 - None'''
-
*'''Punishing recoil''' is similar Heavy, but adds drop-off at every 3rd shot fired in Semi-auto. (1-2, 3-4...)
+
** ADT: 12 shots (1-12, 13-24, 25-36...)
-
*'''No recoil''' is similar to Light, but Full-auto dropoff is at every 14th shot, and there no dropoff for bursts at all. (FA: 1-13, 14-26...)
+
** Effect: Inaccuracy Range increases by 1
-
'''Example:''' Weapons chambered in [[5.56x45mm NATO]] are considered to have a '''RL 3''' (Normal).
+
* '''Recoil 2 - Low'''
-
** The user has a weapon that fires this round
+
** ADT: 10 shots (1-10, 11-20, 21-30...)
-
** This weapon is capable of fully-automatic fire, and is used in that mode
+
** Effect: Inaccuracy Range increases by 1
-
** The user attempts firing '''11 shots'''.
+
-
** The user is aiming at a target 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:
+
* '''Recoil 3 - Medium'''
-
* Shots 1-4 = Score is considered to be '''7'''. Shots 1-4 hit.
+
** ADT: 8 shots (1-8, 9-16, 17-24...)
-
* Shots 5-8 = Score is considered to be '''6'''. Shots 5-8 hit.
+
** Effect: Inaccuracy Range increases by 1
-
* Shots 9-11 = Score is considered to be '''5'''. Shots 9-11 miss.
+
-
=== Table of recoil levels ===
+
* '''Recoil 4 - Heavy'''
-
{|
+
** ADT: 6 shots (1-6, 7-12, 13-18...)
-
| '''Recoil'''
+
** Effect: Inaccuracy Range increases by 2
-
| None
+
-
| Light
+
-
| Normal
+
-
| Heavy
+
-
| Punishing
+
-
|-
+
-
| '''Rank'''
+
-
| 1
+
-
| 2
+
-
| 3
+
-
| 4
+
-
| 5
+
-
|}
+
-
== Accessories and recoil ==
+
* '''Recoil 5 - Punishing'''
-
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.
+
** ADT: 4 shots (1-4, 5-8, 9-12...)
 +
** Effect: Inaccuracy Range increases by 2
-
==== Bipods ====
+
* '''Recoil 6 - Brutal''' (affectionately: "Ouch", "Why?")
-
The bipod is the most versatile of weapon accessories, affecting weapon behavior in several ways.
+
** ADT: 3 shots (1-3, 4-6, 7-9...)
 +
** Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
-
* When a bipod-equipped weapon is used to '''fire in full-auto or bursts''', the weapon's '''RL is reduced by 1'''. (A [[5.56x45mm NATO]] weapon with a bipod would be considered to have a RL of 3-1 = '''2'''.)
+
* '''Recoil 7 - Extreme''' (affectionately: "Masochism", "Coming through!")
-
* When a bipod-equipped weapon is used to '''fire MULTIPLE shots in semi-auto''', the bipod allows for '''+2 maximum shots per turn'''. This stacks with other shot-per-turn amount modifiers.
+
** ADT: 2 shots (1-2, 3-4, 4-6...)
-
* When a bipod-equipped weapon is used to '''fire ONE shot only''' regardless of fire mode, in a single turn, the bipod then has an [[Secondary effect|increased accuracy]] (FT-1) effect. This stacks with other accuracy modifiers.
+
** Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
-
==== Foregrips ====
+
* '''Recoil 8 - Insane''' (affectionately: "It may as well fly off of my hands", ''"LOW EARTH ORBIT DEVICE"'')
-
Foregrips are simple but effective attachments which help the user to control their weapon. However, they are effective when used in conjunction with '''fully automatic fire''' only.
+
** ADT: 1 shot (1, 2, 3...)
 +
** Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
-
* Foregrips '''increase the drop-off thresholds''' by 1, meaning that instead of occuring at every Xth shot, it will occur at every '''X+1th shot'''.
+
=== Sectioning strings of fire ===
-
==== Muzzle brakes ====
+
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.
-
Muzzle brakes, also known as compensators (and sometimes affectionately nicknamed "loudeners" to compare them to silencers), are devices which redirect expelled gases upon firing a weapon towards the sides, sometimes upwards, decreasing the amount of recoil but at the cost of making the weapon louder and making the muzzle flash bigger.
+
* 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.
-
Contrary to foregrips, muzzle brakes are less effective at controlling sustained, full-automatic fire, and are more useful in semi-automatic, or single-shot fire, as well as burst fire.
+
''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.
-
* When a compensated weapon is used to '''fire semi-automatic or single shots''' (anything non-full-auto, non-bursts), the muzzle brake allows for '''+2 maximum shots per turn'''. This stacks with other shot-per-turn amount modifiers.
+
===== Special cases =====
-
* When a compensated weapon is used to '''fire bursts''', the muzzle brake allows for '''+1 maximum burst per turn'''. This stacks with other shot-per-turn amount modifiers.
+
-
It must be noted that certain weapons may be equipped with flash hiders and ported barrels. While these contribute, in real life, to some marginal compensating effect, in Mazeworld these '''do not count''' as muzzle brakes for game purposes. Only weapons marked clearly as coming standard with one, or being integrally compensated, are treated as such.
+
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.: [[Weapon accessory|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 level ===
 +
 
 +
{|
 +
| '''Recoil level'''
 +
| '''Caliber'''
 +
|-
 +
| Recoil 7 - Extreme
 +
| [[.50 BMG]]<br/>[[12.7x108mm]]
 +
|-
 +
| Recoil 6 - Brutal
 +
| [[.408 Chey Tac]]<br/>[[.500 S&W Magnum]]<br/>[[.577 Nitro Express]]
 +
|-
 +
| Recoil 5 - Punishing
 +
| [[.338 Lapua Magnum]]<br/>[[.44 AMP]]<br/>[[.44 Magnum]]<br/>[[.454 Casull]]<br/>[[.50 Action Express]]
 +
|-
 +
| Recoil 4 - Heavy
 +
| [[.30-06 Springfield]]<br/>[[.303 British]]<br/>[[.300 Winchester Magnum]]<br/>[[.338 Norma Magnum]]<br/>[[.357 Magnum]]<br/>[[.460 Rowland]]<br/>[[.475 Wildey Magnum]]<br/>[[7.62x51mm NATO]]<br/>[[7.62x54mm R]]<br/>[[7.92x57mm Mauser]]<br/>[[10mm Auto]]<br/>[[12 gauge]]
 +
|-
 +
| Recoil 3 - Medium
 +
| [[.260 Remington]]<br/>[[.300 AAC Blackout]]<br/>[[.30-30 Winchester]]<br/>[[.357 SIG]]<br/>[[.40 S&W]]<br/>[[.45 ACP]]<br/>[[.45 Colt]]<br/>[[.45-70 Government]]<br/>[[5.8x42mm]]<br/>[[6.5x50mm SR Arisaka]]<br/>[[7.62x39mm]]<br/>[[7.92x33mm Kurz]]<br/>[[9x25mm Dillon]]<br/>[[12 gauge CAWS]]
 +
|-
 +
| Recoil 2 - Light
 +
| [[.30 Carbine]]<br/>[[.38 Special]]<br/>[[.380 ACP]]<br/>[[.44 Special]]<br/>[[4.6x30mm]]<br/>[[5.45x39mm]]<br/>[[5.56x45mm NATO]]<br/>[[5.7x28mm]]<br/>[[7.62x25mm Tokarev]]<br/>[[7.62x38mm R Nagant]]<br/>[[9x18mm Makarov]]<br/>[[9x19mm Parabellum]]<br/>[[9x39mm]]
 +
|-
 +
| Recoil 1 - None
 +
| [[.22 Long Rifle]]<br/>[[.32 ACP]]<br/>[[4.73x33mm Caseless]]
 +
|}
== See also ==
== See also ==
 +
* [[Ammunition]]
* [[Gameplay mechanics]]
* [[Gameplay mechanics]]
* [[Weapon accessory]]
* [[Weapon accessory]]
* [[Accessory compatibility list]]
* [[Accessory compatibility list]]

Latest revision as of 22:26, 24 November 2018

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 relevant 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 shot must be fired in a single turn for Recoil mechanics to begin entering into play. Fire mode does not matter.

  • NOTE: If a weapon's caliber does not have a Recoil value but is capable of firing multiple shots (e.g. certain grenade launchers, etc.), then Recoil doesn't apply.

Eight different Recoil levels exist. The Recoil level determines 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 "8 shots", then the first 8 shots can be fired without negative effects from recoil (shots 1-8). The next 8 will suffer from one instance of the effect (shots 9-16), then the next 8 will suffer from two instances (shots 17-24), 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?")
    • 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, 3-4, 4-6...)
    • Effect: Failure Threshold increases by 1 + Inaccuracy Range increases by 2
  • Recoil 8 - Insane (affectionately: "It may as well fly off of my hands", "LOW EARTH ORBIT DEVICE")
    • ADT: 1 shot (1, 2, 3...)
    • 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 level

Recoil level Caliber
Recoil 7 - Extreme .50 BMG
12.7x108mm
Recoil 6 - Brutal .408 Chey Tac
.500 S&W Magnum
.577 Nitro Express
Recoil 5 - Punishing .338 Lapua Magnum
.44 AMP
.44 Magnum
.454 Casull
.50 Action Express
Recoil 4 - Heavy .30-06 Springfield
.303 British
.300 Winchester Magnum
.338 Norma Magnum
.357 Magnum
.460 Rowland
.475 Wildey Magnum
7.62x51mm NATO
7.62x54mm R
7.92x57mm Mauser
10mm Auto
12 gauge
Recoil 3 - Medium .260 Remington
.300 AAC Blackout
.30-30 Winchester
.357 SIG
.40 S&W
.45 ACP
.45 Colt
.45-70 Government
5.8x42mm
6.5x50mm SR Arisaka
7.62x39mm
7.92x33mm Kurz
9x25mm Dillon
12 gauge CAWS
Recoil 2 - Light .30 Carbine
.38 Special
.380 ACP
.44 Special
4.6x30mm
5.45x39mm
5.56x45mm NATO
5.7x28mm
7.62x25mm Tokarev
7.62x38mm R Nagant
9x18mm Makarov
9x19mm Parabellum
9x39mm
Recoil 1 - None .22 Long Rifle
.32 ACP
4.73x33mm Caseless

See also