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 Post subject: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 3:59 pm 
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Joined: Thu Jan 15, 2015 3:18 pm
Posts: 7
Hi all,

I play Americas Army since AA2 and I am ACI owner member,

I wish start one discussion to improve final AAPG,

I all FPS games I enter in off line game mode and do many tests shooting in walls ( I did this in AA2, AA3, Battlefield 3, 4 and AAPG).
I noticed that recoil was increased in last update (RFI-4), but the problem is with spread bullet.
In Battlefield (that try to have a real weapons physics skills), has recoil, spread and drop bullet too, but it are explained how works:

- All weapons informations
http://forum.symthic.com/battlefield-3/ ... anism-etc/

- Weapons information:
http://symthic.com/bf4-weapon-charts?as ... &adsc=DESC

- Here you can see weapon bullet spread:
http://symthic.com/bf4-accuracy-plots

- And here you can see the how attachments change the weapons:
http://symthic.com/bf4-attachments?p=list

I put these Battlefield links just to show that weapons informations is important and how you will use your weapon choosed.

I dont want AAPG like Bettlefield, but BF weapon shoot and bullet system is very developed and explained. In BF you have a huge spread bullet in first shot, and in subsequent shoots have small penalities but cumulatives, has to drop bulet penality system to far range shoot.

I just want one AAPG cool weapons to play and I think that is possible decreasing spread bullet.
In RFI-1, 2 spread bulet was good. But in RFI-4 is close to impossible to control the weapon (and inst about recoil).

If spread bulet was increased to no use mouse macro, in BF if you try use macro or script you are automatic kicked from servidor immediately. So Punk Buster is able to detect when mouse macro or script are used.

Many times you are being killed by enemy after him see you and start fire, this happen not only because lag or ping. But because you miss all yours bullets, its a spread fault.

Am am not trying to do the AAPG like BF, just sugesting improve weapon skills to better play.

Huge maps (like Farm Raid, Oasis, Radio Tower, River Basin, SandStorm, HQ Raid...), enemies uniforms, few new weapons, enemy weapons and atachments (to earn in training) will be great in next version too ;-)

Amazing work with AAPG, thx a lot!!!!!!

HOOOAH

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 5:58 pm 
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+1


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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 6:51 pm 
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Joined: Thu Jan 15, 2015 6:50 pm
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Yes i have also noticed that the recoil is very bad with hip fire.


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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 7:20 pm 
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Joined: Thu May 01, 2014 2:06 pm
Posts: 476
devs won't touch the recoil or spreads anymore. They have done just that for the last year. We don't want any more tweaks as a community, and the game is to be released in April. So detailed stats is possible but you won't get the tweaks BF implements. It's a closed case.

If they do, well.. then they are digging their own grave.


edit:
however i am curious how PB kicks for macro in BF


edit2: nvm. it's useless. Macro now days are hardware stored so no way to detect without a very complex AC client.

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 7:51 pm 
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rokis wrote:
edit:
however i am curious how PB kicks for macro in BF

edit2: nvm. it's useless. Macro now days are hardware stored so no way to detect without a very complex AC client.


Very simple my friend, if game detect that one weapon is shooting more than it fire rate....

And if game detect a wrong recoil, not mouse, but how weapon behaves after shoot. Wrong behave = kick

I suppose this ;-)

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 7:53 pm 
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rokis wrote:
edit2: nvm. it's useless. Macro now days are hardware stored so no way to detect without a very complex AC client.



Wasn't that hard :)

Come play AA2, where using mouse macro will get you banned.
http://aao25.com

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 8:06 pm 
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Joined: Sun Sep 08, 2013 3:54 pm
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To be honest i stopped listening when you mentioned BF. That game has the WORST system of any FPS i have played for recoil and bullet positioning...


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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 8:48 pm 
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Altan_AA wrote:
rokis wrote:
edit2: nvm. it's useless. Macro now days are hardware stored so no way to detect without a very complex AC client.



Wasn't that hard :)

Come play AA2, where using mouse macro will get you banned.
http://aao25.com


why not do it for aapg then?

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 8:56 pm 
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Joined: Thu Apr 03, 2014 3:32 pm
Posts: 764
rokis wrote:
Altan_AA wrote:
rokis wrote:
edit2: nvm. it's useless. Macro now days are hardware stored so no way to detect without a very complex AC client.



Wasn't that hard :)

Come play AA2, where using mouse macro will get you banned.
http://aao25.com


why not do it for aapg then?


Macro usage typically lands in the responsibility of PB, so I can understand that the AAPG devs don't add detections in their part of the equation. In 25Assist there is no more development from PB, so we felt it was important to add it our self.

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 Post subject: Re: AAPG Recoil and Spread
 Post Posted: Thu Jan 15, 2015 8:58 pm 
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Joined: Fri Apr 04, 2014 2:31 pm
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If I hear BF and realism in the same context, my eyes glow red and... I get very angry. But the AAPG forum is not the right place to explain why.

1) AAPG has bullet drop. But is it not ridiculously scaled up, like in BF.

2) AAPG has high recoil? Yes. Is it controllable? Absolutely! By the way: why would you need low recoil? Just pop them in the head once, and problem solved.

I think the current system is not flawless, especially with the shotgun. But we has SOO many of recoil changes in the past. It was more than enough. (The beginning of the beta was a laser party, every gun was easier to control. Step-by-step it got increased to it's current level. So we had to re-learn the recoil after every single update. It got a bit annoying.)

The recoil can be a bit harsh to a new player, but with some practice it is very controllable. Especially when you know the maps and use the supported positions. But I can shoot about 10-15 bullets with the M249 close to zero recoil (walking+ADS), which is more than enough for any target. (I have no macro, no special gamer mouse, no tricks.)

3) In my opinion the non-ADS firing cone works on most guns. And yes, you have some recoil there as well.


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