Now to start with my own vote. I voted for Raven Shield 2.
I really (really * 10^1000) liked Rogue Spear but it has been a long time since I last time played it, so it's easier for me to start from Raven Shield. One other reason is RvS's recoil model, which I prefer better than RS's or Lockdown's. Amount of effort you have to put for a kill is much more in RvS than it was in Rogue Spear, IMHO, because you could control the recoil better.
I don't feel like going on I-hit-the-shoot-key-and-let-the-code-do-the-calculations-will-I-hit-or-not -model.
Share your own reasons for your vote if you like and respect others' opinions. And of course, answer the poll![]()
I hated Absolutely hated the RVS system
It was entirely Luck based, Every weapon ended up looking at the cieling within a 30 round clip. The Rets went right out to the edge of the screen and it was all entirely Luck baised
If the recoil had NO effect on the rets unLike they did with Rvs, where every time a bullet moved through the chamber and the accuracy went out of the room instead of this "Precived" notion that it was skill baised trying to controll the weapon.
Reasons______
1.The Recoil was measured not once but twice every time you counteracted the recoil it added onto the in-accuracy of the rifle.
2.If my rets are closed I expect the first 3-5 shots to hit where I'm aiming.
3.The recoil was so Over "EXAGERATED" it was unrealistic, The IRAQ war would have a ton more casualtys if the rifles preformed the way they do in RVS.
4.The recoil is even worse on Simi Auto fire.
(too bad we couldn't chose as an "Option" weither or not we wanted recoil on the servers...because we know we love options...except respawns)
In my humble opinion...Originally posted by TexasRanger_562:
Which game has the most realistic recoil? (besides America's Army)
Soldier of Fortune II: Double Helix.
Yes. It is an arcade shooter... But the recoil in MP was almost perfect because it modeled actual recoil.
That is, if you held the trigger down, the weapon steadily goes up and to the side, but also in a relative straight line AND it didn't just jump straight up in less than five, or six shots, either.
I agree with Subzero in the recoil in RvS was very similar to Counter-Strike as it is based off a randomized cone-of-fire system where if you hold the trigger down for an extended period of time, vritual rounds hit within a (invisible) pre-defined circle in randomized pattern which is X game units from the barrel of your gun.
This means a lot more luck is involved (random = luck by definition)... Plus, on top of that, the recoil and kickback modeled into the guns was not realistic by any means as they had, for example, a jump variable of 9 and a accuracy variance of 10 on weapons like a USP -- A semi-autoamtic pistol!
What this translates to in-game is for every trigger pull, the weapon jumps 9 degrees up and there is a deviation of 10 degrees from the base accuracy (which is around 1, or 0) each and every time the tigger is pulled.
Multiply this by RPM (rounds per minute) and you can see how out-of-control this can get very quickly... Even if you are only burst firing, or using single shot (more on this below).
Also, the bloom of the rets also influences how accurate, or inaccurate you are to where a player is penalized "twice" as far as inaccuracy goes -- Especially, in a CQB game like RvS when the need to snap-target (make small, short movements) is more crucial than in long range combat which also ups the chances of NOT hitting your target even though you have it dead in your crosshairs because the game still thinks you are moving and there is a delay between when the rets close and the "accuracy" returns.
The main thing I am trying to emphasize is HOW the recoil and ballistics system in RvS works so you (all) have a better understanding of it if you are going to "vote" on it.
Yes. You will have those MP players who claim what I just told you (about variance and jump values) is pure BS, I must "suck" at the game and kept getting "owned" and that the answer is to just use single-shot/double tap, etc...
But even on single shot, the recoil values are still highly exaggerated.
For example, try the M4 and MP5 and watch how exaggerated their jump/recoil is even on single shot... Especally, through the scope. The recoil and kickback modeled is not remotely realistic for a game which promotes itself as being based on, or trying to simulate realism in my opinion.
I agree that RvS's recoil is exaggerated with low-powered weapons like MP5. Still I find guns like G36K fun to "master" and grow into. I have no opinion on whether it's realistic or not.
I'm not sure have I been blaming the same thing (recoil that is), if I haven't hit someone in obvious killing situation. I have used the term "hit detection" along with some others. I don't know, if it has been determined anywhere or is "hit detection" just a part of recoil. For me that has been one of RvS's biggest problems. Or was it netcode.. hmmm.
By the way, what is council's "public opinion" on which way should the recoil modelling go in next R6 game? Or even better yet, what is developers' opinion?
How can you compare RVS's recoil to CounterStrikes? Counterstrike practically has no recoil. RVS's recoil system kicks alot as you shoot and you need to know how to use your mouse to stabilize it. As for Counterstrike, you can stand there and shoot without moving your mouse down slightly to keep the reticule on target. Some players expect a game to accomodate their level of skill. Well, I don't. I prefer playing a game that has a competitive edge rather than everyone being equally good. What I like about RVS's recoil, despite being exaggerated, you have to learn how to move and practice with your mouse to learn the tricks of the trade. It is not luck-based, unless of course you are in a server with High Caps enabled. Very few servers have them enabled anyway. Servers without High Caps are more about shoot-outs opposed to servers that have them enabled where everyone runs around like Rambo.