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I haven't played the Battlefield 6 beta enough to know the exact details of the recoil/spread system, so perhaps I'll change my opinion after release. That said, I didn't have significant issues compensating for recoil and spread. If recoil were actually (completely) random, you couldn't compensate for it, and you'd actually reduce the overall accuracy of burst/full-auto firing. That would seem contrary to what you're asking for.
Most weapons seemed to have a mostly diagonal recoil pattern, that you certainly could compensate for. Spread has always been a matter of judging what kind of burst cadence you need to maintain at a given distance. The spread value of a gun exists so you can't just tapfire your SMG and accurately hit a target at 400 meters away. Then there's also the spread increase per shot, that prevents you from magdumping players at insane ranges, as long as you can control the recoil.
Which things never should be so complicated like this.
Things are actually quite simple. Pull your mouse in the opposite direction of the recoil. Stop firing your gun for a short moment if you notice the spread becomes too severe.
If you don't want to do any of that, there's a solution. Just use the KTS100 LMG, that thing has pretty much no recoil and can beam players across the map.
- ARX_604231582 days agoNew Novice
Bro, you didn't actually get it
Random recoil do exist. I made some tests with SGX and I found they create 3 different types of recoil pattern. Every time you left click it will swap between those 3 patterns.
At the start of these patterns they look the same. But the end of these patterns are completely different. So yeah, with this system you can burst fire to gain higher accuracy and controllability.
But not with the dispersion system. With one of them it could be great but with both of them then is a f****** hell
- ghostflux17 hours agoRising Scout
Bro, you didn't actually get it
Perhaps I didn't, but I don't yet have the opportunity to verify what you're saying in the firing range.
At the start of these patterns they look the same. But the end of these patterns are completely different. So yeah, with this system you can burst fire to gain higher accuracy and controllability.
Previous Battlefield games did have random recoil as well. In Battlefield 4, guns would have 3 statistics, vertical recoil, left horizontal recoil, right horizontal recoil. These statistics represented the upper bound limit of recoil applied to a single shot. The exact values applied to a shot was random though.
In practice, it meant that you couldn't fully compensate for it, but if a long burst is fired, it would on average still drift into a single direction. So you could certainly partially compensate for it, just not to the same degree as for example Counter Strike.
Don't get me wrong, I'd much rather have a predictable recoil pattern. That said, unless you're trying to compensate for each individual bullet (which you couldn't in BF4), learning the direction the weapon would drift towards wasn't overly complicated, especially considering there were websites that'd show you the average recoil pattern.
Spread still serves as a good way to reduce the effectiveness of a weapon at range, especially when the weapon doesn't have significant recoil to begin with.
- ARX_604231582 days agoNew Novice
Let's be clear I'm not a rookie in FPS and I know how things like dispersion works. But the thing is random recoil is a substitute of dispersion, and they shouldn't exist in the same time......
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