Recoil (no ontology)

From Mazeworld

(Difference between revisions)
(The recoil system)
(The recoil system)
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== The recoil system ==
== The recoil system ==
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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'''.
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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 "drop threshold" (abbreviated as '''''DT''''' underneath).
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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.
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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.
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* Example with '''Normal recoil''' (see below for Recoil Levels)
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'''NOTE''': Fire modes not listed are not affected by recoil mechanics.
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** 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.
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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.
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=== Recoil levels ===
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Five different Recoil Levels ('''RL'''s) 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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*'''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)
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* '''1 - No recoil''':
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*'''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)
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** Full-auto DT: 16th shot (1-15, 16-30..)
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*'''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)
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** Burst mode DT: None
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** Semi-auto DT: None
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* '''2 - Light''':
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** Full-auto DT: 7th shot (1-6, 7-14..)
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** Burst mode DT: 5th burst (1-4, 5)
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** Semi-auto DT: None
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* '''3 - Normal''':
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** Full-auto DT: 5th shot (1-4, 5-8..)
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** Burst mode DT: 4th burst (1-3, 4-5)
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** Semi-auto DT: 7th shot (1-6, 7-14..)
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* '''4 - Heavy''':
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** Full-auto DT: 3rd shot (1-2, 3-4..)
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** Burst mode DT: 3rd burst (1-2, 3-4..)
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** Semi-auto DT: 5th shot (1-4, 5-8..)
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* '''5 - Punishing''':
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** Full-auto DT: 3rd shot (1-2, 3-4..)
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** Burst mode DT: 2nd burst (1, 2..)
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** Semi-auto DT: 4th shot (1-3, 4-6..)
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And additionally:
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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.
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*'''Punishing recoil''' is similar to Heavy, but adds drop-off at every 3rd shot fired in Semi-auto. (1-2, 3-4...)
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*'''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...)
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Furthermore, '''regardless of the weapon's''' recoil level, for every dropoff that occurs, shots will hit a random '''@bodyaim''' rather than the intended target.
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===== Example =====
===== Example =====
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* Shots 5-8 = Score is considered to be '''6'''. Shots 5-8 hit a random other body part, for example the '''lower 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.
* Shots 9-11 = Score is considered to be '''5'''. Shots 9-11 simply miss.
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=== Table of recoil levels ===
 
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{|
 
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| '''Recoil'''
 
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| None
 
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| Light
 
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| Normal
 
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| Heavy
 
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| Punishing
 
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|-
 
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| '''Level'''
 
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| 1
 
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| 2
 
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| 3
 
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| 4
 
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| 5
 
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|}
 
== Accessories and recoil ==
== Accessories and recoil ==

Revision as of 21:00, 2 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. 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 drones, etc. (a notable exception being the Duplica Bot, naturally).

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 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 have a RL 3 (Normal).

  • 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.

See also