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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Instead of balance/nerf SMG/AR why not just add recoil

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 Instead of balance/nerf SMG/AR why not just add recoil 
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ebonyknife


Joined: Sun May 13, 2012 6:17 am
Posts: 519
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
Fingon wrote:
raqyee wrote:
Immie wrote:
Recoil is better suited for games where it only takes 1-2 bullets to kill something. In tribes, you need to huge a relatively huge number of bullets to kill something, and tracing a moving target for that long is usually quite difficult. Recoil would just make the whole process ridiculous and impossible for anyone but the very best players.

Not to mention it would make game more random. And randomness is something that should be avoided in this kind of game.


Not really, If you have a constant vertical recoil while shooting you could adjust for it.


vertical recoil is different from what hes suggesting though.

also there's not really much of a good reason to add recoil anyway. It just makes autos even harder to use for noobs (and they are already far harder to use than explosives), while good players would adjust pretty quickly, especially at shorter ranges, and you guys would start complaining again.
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Wed Jun 13, 2012 5:31 pm
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Daekesh
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Joined: Fri Jan 14, 2011 8:46 am
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Post Re: Instead of balance/nerf SMG/AR why not just add recoil
Heat > Recoil. Heat reduces rate of fire. Lessened by moving fast (so it doesn't effect chasing.) Only affects people standing around duelling. Get rid of fall-off damage (it's no longer needed.) Autos are now a lot better.
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Wed Jun 13, 2012 7:22 pm
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SxxyKate
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Joined: Thu Sep 15, 2011 3:23 am
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Post Re: Instead of balance/nerf SMG/AR why not just add recoil
if you want CS recoil, then the bullets must be hitscan

u can't have both
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Wed Jun 13, 2012 8:06 pm
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Lunia
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Joined: Mon Nov 14, 2011 7:27 pm
Posts: 754
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
Cyrre wrote:
I like the idea because recoil makes a shooter feel far, far, far more realistic.


Somehow something is somewhat telling me that Tribes isn't trying to be realistic, it might be the plasma disc shooting guns, starships, cyborgs, jetpacks, aliens and the fact that the game is playing in like the year 2800 - 3900. Not to forget that I'm pretty sure if we ever make it to that year without blowing ourselves up we'll have guns with no recoil anyway. Especially when we're in some freaking robotic combat suit.

But yeah, recoil isn't fitting with this game at all. Both gameplay and probably lore wise as well it ain't. Unless you make the guns hitscan, then it could maybe work, but hitscan seems way worse to me.


Wed Jun 13, 2012 8:24 pm
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Cyrre
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Joined: Sat Feb 06, 2010 12:53 pm
Posts: 2047
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
Kiss wrote:
I'm pretty sure if we ever make it to that year without blowing ourselves up we'll have guns with no recoil anyway.



Fact: gun recoil has increased thru history. You're thinking of lasers.
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Wed Jun 13, 2012 8:39 pm
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
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Post Re: Instead of balance/nerf SMG/AR why not just add recoil
I'd much rather have a gradual increase in spread than upwards recoil.

  • It does the job
  • It doesn't make the weapon harder to balance at different skill levels, since it impacts everyone equally.
  • It doesn't give a possible advantage to people running scripts/macros.

Yes, I know some people have a sort of abstract philosophical objection to "randomness", but that's over-simplistic and all guns already have a small cone-of-fire anyway.

Cyrre wrote:
Fact: gun recoil has increased thru history. You're thinking of lasers.

Only in Hollywood. The increasing recoil, not the lasers, not unless you're talking about projectiles with fundamentally different momentums, like comparing early pistols to current howitzers.

SxxyKate wrote:
if you want CS recoil, then the bullets must be hitscan
u can't have both


I disagree. Care to explain why you think they're mutually-exclusive?
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Wed Jun 13, 2012 8:40 pm
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Saeviomage


Joined: Mon Apr 02, 2012 9:59 pm
Posts: 496
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
How about this:

instead of nerfing SMGs, pay attention to the usage stats and tell the whingers to shut up.

I've no problems with changing things, but the changes have to identify a genuine problem and then fix it. Currently the problem seems to be "people who don't use automatics whinge about getting killed by noobs with automatics" while the numbers show that noobs with automatics are really, really ineffective, and that noobs tend to avoid using automatics as much as they can.

There's a possible interpretation of the starting problem statement using those facts that I will leave as an exercise to the reader.


Wed Jun 13, 2012 10:11 pm
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illerFFN
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Joined: Wed Apr 14, 2010 6:52 pm
Posts: 1174
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
I'm still spamming this Falcon piece of s*** and I honestly can't see any difference from last week.
If anything I'm killing people twice as often just b/c they're letting their guard down now.

The current nerfs should stay and Spread added on top.


Wed Jun 13, 2012 11:39 pm
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LHeureux
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Joined: Tue Dec 06, 2011 8:35 pm
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Post Re: Instead of balance/nerf SMG/AR why not just add recoil
hvcterr wrote:

SxxyKate wrote:
if you want CS recoil, then the bullets must be hitscan
u can't have both


I disagree. Care to explain why you think they're mutually-exclusive?

I think SxxyKate never played BF games, Planetside, etc. Just another troll post to show his "PLEASE DON'T NERF MY AUTOS, the only way I'm good in T:A cause I can't predict s***"
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Thu Jun 14, 2012 4:24 am
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peacedudes12


Joined: Sun Jun 19, 2011 6:11 am
Posts: 123
Post Re: Instead of balance/nerf SMG/AR why not just add recoil
T1/T2 had cones of fire on the CG

It's probably still the best method of making sure autos aren't OP.
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Thu Jun 14, 2012 5:36 am
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