The Many Types Of Recoil In FPS Games

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  • เผยแพร่เมื่อ 1 มิ.ย. 2024
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ความคิดเห็น • 525

  • @jibbs_aim
    @jibbs_aim ปีที่แล้ว +692

    The one thing to be said for random spread is that it works really well as a range limiter for certain weapons. Sombra, tracer, etc are not supposed to be effective at long ranges, and the wider spread is a useful mechanic. Especially because their fire rates are so fast you don't notice the individual shots, and the aim is more about hitting the % of shots.
    This same mechanic feels so terrible in Fortnite because there is a low rate of fire, and it is used on weapons that *are* supposed to be long range. There it is working not as a range limiter but rather as a skill limiter.

    • @badideagenerator2315
      @badideagenerator2315 ปีที่แล้ว +22

      its the same reason people hate the commando rifle in halo infinite.

    • @mcbonkytron8411
      @mcbonkytron8411 ปีที่แล้ว +30

      A skill limiter? I’m calling shenanigans
      The reason why games like Fortnite and Battlefield have bullet deviation that progressively gets worse over time is to incentivize shot pacing.

    • @ripples1072
      @ripples1072 ปีที่แล้ว +2

      great observations

    • @garbaj
      @garbaj  ปีที่แล้ว +82

      I briefly mentioned it's usefulness as a range limiter, though I feel like camera recoil is just as good or better since the effect of recoil is magnified over distance, making it harder to hit far away shots

    • @sajinth2006
      @sajinth2006 ปีที่แล้ว +6

      Nah in fortnite it helps you from getting beamed from no where. Thats why shotguns were so good cause u couldnt use a normal assault rifle by itself to kill them, you had to build up to them and kill them with a pump.

  • @heyheywhadyasay2640
    @heyheywhadyasay2640 ปีที่แล้ว +199

    The physiscs based recoil is definitely my favorite, it makes gunplay in games like RS2, Hell Let Loose, Insurgency, etc. feel much more satisfying, particularly with hip fire kills.

    • @dankovac1609
      @dankovac1609 ปีที่แล้ว +9

      Definitely my opinion too. Plus, those kinds of games usually try and make individual guns have recoil true to the actual real life ones. This is why when i play a realistic shooter and it has an AKM, i kinda just know how to control the recoil. I like my AKs. When you know what to expect it really isn't that big of a deal to learn how to shoot.

    • @melcorchancla9431
      @melcorchancla9431 ปีที่แล้ว +9

      I don’t think that hell let loose has physics based recoil. It’s more of a cod like gunplay but with more realistic firearms. I got 80 hours on HLL and the recoil doesn’t feel anything like rs2 or squad for example, which isn’t surprising as it’s kind of a transition between arcade shooters and milsims.

    • @dogus4728
      @dogus4728 ปีที่แล้ว +4

      Hell Let Loose has the barrels fixed to the middle of the screen. Sandstorm uses hitscan in the first 100 meters and the projectiles come out of the sights when you ADS.

    • @zwenkwiel816
      @zwenkwiel816 ปีที่แล้ว

      yeah insurgency is fucking awesome like that. the way you can pie around corners without ADS-ing and then just ADS as you start shooting. whole thing just feels so natural once you get used to it.

    • @melcorchancla9431
      @melcorchancla9431 ปีที่แล้ว

      @@dogus4728 for an FPS like insurgency, it’s better to have the projectiles come out of the sights instead of the barrel as you’d need to shoot higher like in ready or not

  • @kephas-media
    @kephas-media ปีที่แล้ว +531

    Warzone uses recoil patterns. I know that CoD Vanguard uses a more random recoil system I think, but warzone should still be using recoil patterns

    • @Remnant9947
      @Remnant9947 ปีที่แล้ว +58

      For Warzone and the newer Cods the weapons each have a path/pattern the recoil takes that is always the same (like up to the left and then straight up or something) but the pattern has a set amount of deviance and leads to slight variations of the pattern, I believe it is based on the position of the idle sway when fired but I’m not certain.

    • @garbaj
      @garbaj  ปีที่แล้ว +78

      I didn't know that! Thanks for pointing it out

    • @LeSkinner
      @LeSkinner ปีที่แล้ว +6

      @@garbaj i believe since bo4 or if not definitely since mw2019, all weapons in cod are predictable

    • @erikpersson190
      @erikpersson190 ปีที่แล้ว +2

      I was about to say

    • @CripplingMemeAddict
      @CripplingMemeAddict ปีที่แล้ว +5

      @@garbaj it works like csgo's so its predictable up to a certain point.

  • @Daelon_Suzuka
    @Daelon_Suzuka ปีที่แล้ว +175

    Planetside 2 probably has my favorite recoil system. CAMIKAZE78 has a good video going over the mechanics. It's sort of complicated, but it's produced a game with a lot of interesting and uniquely handling weapons.

    • @shinsekai101
      @shinsekai101 ปีที่แล้ว +9

      havent heard of that game for a long time. is it still populated? how does SEA server look like?

    • @garbaj
      @garbaj  ปีที่แล้ว +47

      I keep telling myself I'll play planetside 2. Gotta get on that

    • @ItsMoorbinTime
      @ItsMoorbinTime ปีที่แล้ว +6

      @@shinsekai101 Depends on the server. I can testify that the EU server Cobalt is really fun, especially during prime times. This could be better or worse for other server's though.

    • @ItsMoorbinTime
      @ItsMoorbinTime ปีที่แล้ว +11

      @@garbaj Planetside 2 seems to have a lot of recoil mechanics (i.e. spread, increasing bloom, camera movement), but as Daelon said CAMIKAZE78 made a comprehensive video here: th-cam.com/video/3hVEYapp2jw/w-d-xo.html&ab_channel=CAMIKAZE78

    • @rayclemenes7638
      @rayclemenes7638 ปีที่แล้ว +2

      I like that game a lot. The atmosphere, the aesthetic, and the flow of the game. The gunplay is a little too spread based with too high of a TTK in my opinion.

  • @MarieAvora
    @MarieAvora ปีที่แล้ว +38

    Battlefield used a "hybrid" system, where you will have camera recoil, but also the bullet will deviate a random amount from your point of aim - and they only got rid of the random deviation with BFV and 2042. In BFV (and in Warzone, actually), an element of random recoil is present - the direction and magnitude of recoil is determined by two factors: the recoil pattern and magnitude, as well as a secondary "accuracy", which offsets your recoil a random amount away from the predicted path. It's sorta like random spread, but your gun is still shooting where it's pointed

    • @latewizard301
      @latewizard301 ปีที่แล้ว +1

      Yup, and it could be really annoying at times. Remember the F2000 in BF3? You couldn't hit a barn from 4 meters away with base attachments. I'm glad they got rid of the awful spread.

    • @ZeFrenchiestFry69420
      @ZeFrenchiestFry69420 ปีที่แล้ว

      Battlefield 1 LMGs have a tendency for the bullets to go everywhere BUT where the gun is pointed

    • @latewizard301
      @latewizard301 ปีที่แล้ว

      @@ZeFrenchiestFry69420 same with BF3s assault rifles

  • @KebabTM
    @KebabTM ปีที่แล้ว +71

    This video was really informative and I learnt a couple things about simulated recoil which I didn't know before. Nice one Garbaj.

    • @garbaj
      @garbaj  ปีที่แล้ว +1

      glad you enjoyed the video :)

    • @stare4539
      @stare4539 ปีที่แล้ว +1

      fr

  • @OrangeDied
    @OrangeDied ปีที่แล้ว +17

    Ah, a new Garbaj video, literally answering a question I had while planning out a game like always! Probably the best game-dev info videos!

  • @JettJamesGD
    @JettJamesGD ปีที่แล้ว +34

    One other thing I find fun is weapon recoil as a movement mechanic. Say, with the Ballista in Doom Eternal. The recoil is so strong that it _propels_ you backwards. You can shoot it behind you midair to make jumps that you otherwise couldn’t as easily.
    It’s kind of an evolution of rocket-jumping. Instead of looking at the floor or finding a wall to shoot against, you just… shoot. It’s unrealistic, absurd, and fun as hell. And that’s why I love it.

    • @devforfun5618
      @devforfun5618 ปีที่แล้ว +13

      not so unrealistic with the size and power of guns in doom, the guns are the unrealistic part

    • @JettJamesGD
      @JettJamesGD ปีที่แล้ว +2

      @@devforfun5618 fair point.

    • @residual
      @residual ปีที่แล้ว +1

      omg hi jett james !! haii :3

    • @JettJamesGD
      @JettJamesGD ปีที่แล้ว

      @@residual hello !!! >w< im so gay and i love movement shooters!!!! ;3

    • @unimportantcommenter4356
      @unimportantcommenter4356 ปีที่แล้ว +5

      This concept has been a thing since the introduction of the Half Life Multiplayer's Tau Cannon, and further expanded with Opposing Force's M60.

  • @macduck3781
    @macduck3781 ปีที่แล้ว +9

    My favorite recoil system is the one where I use aimbot

    • @etellerandet2216
      @etellerandet2216 ปีที่แล้ว +1

      yea idk csgo dont like me using it tho

  • @matthrew
    @matthrew ปีที่แล้ว +6

    VR games use the physics based recoil, and in VR it works very well
    For example in pavlov, recoil is simulated by making your guns barrel rise up, which is counterable by twisting your hand, often leaving you in the situation of leaving your hand pointed downward of the recoil is so high
    Or in Boneworks, where EVERYTHING is physics based, the recoil works by pushing the gun back with your arms, and rotating the barrel upward slightly

  • @TheLEGITstuff
    @TheLEGITstuff ปีที่แล้ว +2

    Csgo has spread as well as a spray pattern. A lot of people dont know this.
    You can toggle spread in a private server if you want to see yourself, theres a command for it. Spray patterns have tiny deviations depending on the weapons accuracy. Meaning sprays are never EXACTLY the same although they still have a pattern.

  • @mvrtin3682
    @mvrtin3682 ปีที่แล้ว +9

    Tracking while shooting in Apex eliminates recoil, you might be interested in that mechanic

    • @magicalchicken5667
      @magicalchicken5667 ปีที่แล้ว +1

      I think that's actually an unintentional side-effect of their recoil return system, I had that very issue on a similar system I did, it's related to the reduction of the recoil to reset afterwards when controlling the mouse (so that it doesn't shoot to the ground after letting go of a long burst), a lot of things can go wrong there as I've learned the hard way, one of the most complicated parts of recoil systems that no one talks about. I did manage to fix it but I think by accident and can't remember how.

  • @RandomAwesomeDude
    @RandomAwesomeDude ปีที่แล้ว +2

    2:00 Battlefield actually has a mixture of camera recoil and random bullet deviation. Imagine the playet has an invisible cone in front of them. Depending on the weapon type, the cone varies in volume and increases or decreases in size depending on how long you shoot, adding a blend of randomness and camera control

  • @gavinotheshitpostartist5586
    @gavinotheshitpostartist5586 ปีที่แล้ว +3

    A perfect example of physics based recoil would be TABG

  • @dancing_odie
    @dancing_odie ปีที่แล้ว

    great video as always my man

  •  ปีที่แล้ว +5

    About the random recoil, maybe a simple way to make it a little more skill friendly would be the solution that classic Doom uses for the pistol and chain gun, where every first shot will always land, and the following shots will be offset randomly as long as you keep the trigger pressed, something similar to what you've shown in the video where you explained the CS:GO spray patterns.

    • @mateusz_0
      @mateusz_0 ปีที่แล้ว +2

      So you can just spam fire

  • @FLNKmusic
    @FLNKmusic ปีที่แล้ว +6

    to me I seperate recoil from spray, spray is patterns, wether it's random or not, and recoil is camera movements. And btw, even tho cs go patterns and recoil isn't random, i still widely prefere just camera recoil, because you still have the precise visual information of where your bullet will land, and it's just your job to keep controlling the recoil to place the crosshair back where you want, meaning even if the recoil movements are random, well it's still skillfull to use, and i prefere it random. It's like if you added some movements parameters on the target, except it's directly on the camera instead, so everything is still about aim, here about tracking.

  • @santaboom2980
    @santaboom2980 ปีที่แล้ว

    Just wanted to say that i found you yesterday and i watched almost every video you have. One day late i can say that you are my favorite channel. ♥

  • @javianbrown8627
    @javianbrown8627 ปีที่แล้ว +9

    It's worth noting that despite the fact that apex uses a hybrid method including the camera movement method, they also have a mechanic that decreases the amount of recoil you get while based on how much you move the camera in order to make it easier to track a moving target. While an intended mechanic when players found out about this they started to jitter aim

    • @javianbrown8627
      @javianbrown8627 ปีที่แล้ว +3

      Weird how players will exploit good things once they find out about it,
      this is why we can't have nice things

    • @Helperbot-2000
      @Helperbot-2000 ปีที่แล้ว +3

      hypersweats ruining the game like usual

  • @fishincheap1102
    @fishincheap1102 ปีที่แล้ว +1

    Battlefield 3 and 4 actually do have a barrel bloom of sorts where the bullets do eventually deviate from the sights. Also when hip firing In those games the crosshair isn’t actually connected to the gun and is more of a guide

  • @jbritain
    @jbritain ปีที่แล้ว +1

    My favourite example of 'physics based' recoil is Totally Accurate Battlegrounds, it takes it to the extreme

    • @badideagenerator2315
      @badideagenerator2315 ปีที่แล้ว

      when the recoil is so high it turns the minigun into a movement tool.

  • @szatyor2204
    @szatyor2204 ปีที่แล้ว

    I really like Garbaj videos they are all informative, interesting

  • @tinyweirdo624
    @tinyweirdo624 ปีที่แล้ว

    This was a really cool video! I don’t have much experience with recoil in different games cause I usually only play Fortnite and vr so it was really cool to learn about this!

  • @thenorwegiangamerr
    @thenorwegiangamerr ปีที่แล้ว

    The screen moving up when aiming down sites and Physics based when hip fire combo is the best!!!
    You get a realistic firing mode but if you need it you can aim down sites too get a more reliable firing mode.

  • @jacksim5759
    @jacksim5759 ปีที่แล้ว

    garbaj videos are all pretty neat dives into game dev but when you wanna pull up a video you vaguely remember they're all titled You Will Not Believe What This Game Does
    all in jest, cool work dude

  • @jasoninirllife
    @jasoninirllife ปีที่แล้ว

    The physics type of recoil which I have only experienced in VR in my opinion works really well at least for vr because it best simulates what shooting a gun is really like

  • @S0me0ne124
    @S0me0ne124 ปีที่แล้ว +1

    I have no idea why but these types of videos are so interesting

  • @ceoofonionincorperated418
    @ceoofonionincorperated418 ปีที่แล้ว +1

    I like Apex's system the best, consistent patters you can memorize and you'll still always hit the spot you're aiming for

  • @ablationer
    @ablationer ปีที่แล้ว +10

    I really like how recoil works in Killing Floor 2. Instead of each shot being random, it starts to push your gun away in a random direction, then sticks to it. The result makes for a gun that feels like it's progressively "slipping" away from you rather than having parkinsons. Haven't seen that very often.

  • @RogueGMR
    @RogueGMR ปีที่แล้ว

    A game called Squad ( aka : Rising Storm 2 in our modern era ) is using the last method and actually the button which switch the engagement distance of the weapon is important ! Because if you set it on 400m and your target is 50m away and you shoot while aiming to his chest, the bullet will hit it in the head instead because the barrel is inclined upward to hit the target in the chest and avoid the bullet dropping !

  • @Saas_1
    @Saas_1 ปีที่แล้ว +1

    This guy will never run out of interesting topics for his videos

  • @Poofy1932
    @Poofy1932 ปีที่แล้ว

    I think it would be interesting to see Garbaj talk about VR games. With all the mechanics and depth to them I think they would make for a great commentary video.

  • @Zw285
    @Zw285 ปีที่แล้ว

    A combo of random hip fire spread based off where the barrel is pointing and recoil patterns while ADS would be my ideal system. Also taking into account sight over bore.

  • @DerFinder
    @DerFinder ปีที่แล้ว +1

    I like the Camera shake Version the most

  • @nevergonna
    @nevergonna ปีที่แล้ว +1

    Good video. But here's one thing you didn't mention: aim offset recoil. Ground Branch implemented that thing. When firing, recoil amount added to the character's arms and camera is different, so the weapon drifts upwards and right-left more than the camera. In Ground Branch for instance the camera stays perfectly straight.
    Also, in many fps games weapon doesn't come back to the initial position after firing. In real life, when firing a gun your aim naturally comes back to the target.

  • @dexterity494
    @dexterity494 ปีที่แล้ว

    I think a good middle ground between random spread and spray patterns is something R6 has. Basically, it has spray patterns, but they're based on where you are in the map AND what gun you're using, so you can't just memorize the pattern and become a god. The patterns are all similar, though, which means you can get good without having laser point accuracy everytime.

  • @ltownandfriends4531
    @ltownandfriends4531 20 วันที่ผ่านมา

    really cool video, thanks for this! i wish cs2 would move from spray pattern to camera movement recoil

  • @devz117
    @devz117 ปีที่แล้ว +2

    I am trying to figure out which kind of spray pattern I want in my FPS. Right now I have it linked up to an AnimationPlayer so each spray pattern is set to move the camera up a bit then reset where your crosshair was originally. I really like the way it feels as it's not random so you can get use to the guns, very easy to set up and implement new type of patterns, diverse, and this is a single player games so not hyper competitive which I feel is a huge part of this discussion.

  • @videorowtv5198
    @videorowtv5198 ปีที่แล้ว

    I like the physics based recoil the most. I got introduced to it first with Rising Storm 2: Vitnam and even though it might seem harder for new players for me it's much easier than memorizing "spray patterns". I also bought Insurgency: Sandstorm after that and one advatnage of this system is that you can fire your weapon while vaulting and if you're aware of your weapon's muzzle, you can shoot people while doing basically anything.

  • @t3hp0larbear
    @t3hp0larbear ปีที่แล้ว

    Halo used a random spread system, but used two values for an upper bound and scaled between them based on how long the player was holding the trigger. The pistol was highly accurate when players fired it semiauto, but if they held the trigger down bullets would spread randomly. However, not many other weapons really used this as many of the other weapons were slow-firing, semiauto only, or had very unique projectiles (e.g. needler or fuel rod gun).

  • @salvadormuro7346
    @salvadormuro7346 ปีที่แล้ว

    I low key studied every recoil pattern in Apex 👀 helped a lot since each gun is unique. Did for COD too. Really nerded out 😅

  • @peterpeterson4800
    @peterpeterson4800 ปีที่แล้ว +1

    There is also random spread on top of the spray patterns in CS:GO, which generally both increase with every shot, as well as movement inaccuracy. These values are different for every weapon in the game, so there are weapons that don't lose as much accuracy when shooting long bursts, like the M4A1-S, or weapons that are fairly acurate even when moving, like the SMGs. The SMGs have a high spread to begin with though, so they suck at long range etc.
    It's very interesting how the whole weapon balance is just broken down to a few numbers, and they actually share what these numbers in patch notes etc.
    Then there is also tagging, which decides how much you get stopped when someone shoots at you, damage, damage fall off over distance, and penetration. Penetration decides the dmg that is dealt through light cover or enemies wearing kevlar armor.
    I don't know a single game where shooting and moving works as well as in CS:GO, or other Source Engine games. PUBG for example has atrocious movement and shooting, and on top of that, the game is designed in such a way that you often don't see that much action, at least if you don't want to dive into the spots where everyone else is going, which is of course very risky, so it's hard to get used to the guns in the first place. If you do get into a fight, you often die without even being able to see the enemy.

  • @Qimchiy
    @Qimchiy ปีที่แล้ว

    I like the Division 2 recoil. Most probably because of it's dynamic crosshair that lets you know of the general area of where the bullet is guaranteed to be within and the dot that moves just before the bullet is shot showing exactly where it hits within the area.

  • @Jacob-zo5fv
    @Jacob-zo5fv ปีที่แล้ว

    Obe beat thing about the physics based systems is it allows shots that cross hair type systems could not. For example, Tarkov allows you to blind shoot around cover, something I've never seen another game do

  • @arshiaa104
    @arshiaa104 ปีที่แล้ว

    Your content is the best

  • @remyxedfern5008
    @remyxedfern5008 ปีที่แล้ว

    Shot Rng is used in splatoon, typically where the first few shots of a weapon are very accurate while shooting for a while creates more variance

  • @EinhanderSn0m4n
    @EinhanderSn0m4n ปีที่แล้ว

    Borderlands 3 is all over the place about this: I see random spreads, camera recoil, and sometimes spray patterns. It really depends on the specific gun.

  • @henryhamilton4087
    @henryhamilton4087 ปีที่แล้ว

    I think the Physics based recoil is typically used more for tactical shooters with fast time to kills, that emphasizes realistic accurate semi-auto volleys instead of trying to control the spray of a full auto gun. Games with it like RS2, Squad, Insurgency (maybe?), and EFT greatly favors semi auto fire similar to irl, with full auto fire limited to short ranges (how short depends on the game) or certain weapons like LMGs when setup with a bipod.

  • @thebillyd00
    @thebillyd00 ปีที่แล้ว

    Having spent so much time in H3VR, I've come to love the physical recoil so much.

  • @roh3522
    @roh3522 ปีที่แล้ว

    Camera and physics is the best one in my opinion. you have the most control and you arent lied to like in cs and valo about where your bullet is going even tho you see your crosshair totally in different place than the bullet is hitting.

  • @NotShilKa
    @NotShilKa ปีที่แล้ว +2

    Phantom Forces has a weird pattern for shotguns... A pellet will always go to the middle of your aimpoint, and the rest are random

    • @badideagenerator2315
      @badideagenerator2315 ปีที่แล้ว +1

      a simmilar system is used in team fortress 2, exept its only from the first shell you fire.
      i think shotguns should be made to use a semi-random spread system, having multiple smaller cones that the pellets can travel down, creating a less inconsistent spread pattern which still has some level of randomness.

    • @supergaming8946
      @supergaming8946 ปีที่แล้ว

      No wayyy phantom forces

  • @brokenbmw3441
    @brokenbmw3441 ปีที่แล้ว

    This channel is too f**king underrated

  • @badass6300
    @badass6300 7 หลายเดือนก่อน

    CoD's recoil system(along with Battlefield) is random within vertical and horizontal ranges and has centerpseed which brings the camera back to the center of the screen. Also it's my favorite recoil system.

  • @residual
    @residual ปีที่แล้ว

    My personal favorite type of recoil is the camera-based recoil. Although it is much easier to control than some of the other methods and not very skill based it still feels incredibly satisfying. It feels more like you're actually controlling the recoil rather than just pulling down to counterract it. I love Counter-Strike's spray patterns, but i have to admit the recoil can seem way too random at times.
    I feel like Apex Legends has a perfect balance of having spray patterns but also being camera based, and recoil in that game is more challenging to control than something like Siege, but it feels really good to do it at the same time.

  • @roberthouse4817
    @roberthouse4817 ปีที่แล้ว

    one thing you might have forgot to mention is in games like battlefield where you have screen based recoil where you can also have certain weapon attachments that alter the spray pattern and gun sway when firing, like adding a slanted forgrip instead of a vertical forgrip and so on.

  • @rodolfodelagarza6720
    @rodolfodelagarza6720 ปีที่แล้ว

    Insurgency sandstorm is a hybrid, when shooting from hip-fire thr bullet comes from the end of the barrel but when ADS it comes from the center of your screen, and has camera recoil

  • @jeryang1998
    @jeryang1998 ปีที่แล้ว +1

    I'd like to add in Rising Storm 2, when your weapon is running low, the recoil hits harder and the sight misalignment becomes even more disjointed. I really like this feature as it adds emphasis on semi auto fire and constant reload for better accuracy for longer distances

  • @Cuestrupaster
    @Cuestrupaster ปีที่แล้ว

    Having the camera based recoil is by far the best, as is intuitive that the bullet will go to where you're pointing... and for me it's those kinda of game that I can play better too, since I don't need to learn anything, just how much a gun will kick, wich is learned the first time you shoot a gun...

  • @LukeSmith1984
    @LukeSmith1984 ปีที่แล้ว

    If there is one thing I can count on, it's the "hello everyone, garbaj here!" Every few days.

  • @HenryCraftCZ
    @HenryCraftCZ ปีที่แล้ว

    I like CS:GO spread patterns AND realistic shooting.

  • @pacifistminigun3987
    @pacifistminigun3987 ปีที่แล้ว

    1:44 this is probably my favourite type of recoil: always perfectly accurate, and a fixed recoil only going upwards
    that said, i also kinda like the "random spread" one, but just for its feeling of "spraying" in a general direction, not really for it's effect on gameplay

  • @njs-tv6565
    @njs-tv6565 ปีที่แล้ว

    TitanFall/Apex/COD method has always been my favorite, Halo is a honorable mention as its also similar

  • @fabuli9666
    @fabuli9666 ปีที่แล้ว

    Csgo has both spray patterns and spread at the same time. You can see what difference spread makes by tap firing at the exact same point with ak-47 over very long distances. (also shotguns only have spread)

  • @theabnormalpenguin8150
    @theabnormalpenguin8150 ปีที่แล้ว

    the physical barrel pointing recoil seems annoying but after getting used to it tarkov recoil is one of the most fun. factors like barrel length come into play like a short gun vs long in close quarters being actually important as one doesnt have to stand so far back to peak and windows or gaps require accurate positioning as well as a fun blind fire feature which you don't even look down your barrel and instead shoot at an angle all create for extremely fun gun fights. (i also noticed tarkovs recoil is heavily mixed with camera recoil)

  • @yaroslav4965
    @yaroslav4965 ปีที่แล้ว

    Recoil that’s simulated by the physics of the game engine is still a new concept I think. Although EFT uses the weight of your gun, it’s handling stat and other variables to avert your recoil while shooting, I still believe there’s ways to go in simulating digital weapons firing digital bullets.

  • @hamstercow6219
    @hamstercow6219 ปีที่แล้ว

    I love camera and physics based the best, since its so intuitive to learn and based on a honing of reactions and skill IN THE MOMENT instead of "spend hours memorizing a pattern for each gun you want to use". If a game uses spray patterns but no camera to indicate it, you won't learn just by playing normally.

  • @SmellyCandle42
    @SmellyCandle42 ปีที่แล้ว

    I've been playing Resident Evil 2 (remake) lately and I like the approach it takes to accuracy and recoil. When you first raise your gun, your crosshair is wide, but after a brief delay, it closes in tight. That way, your shots will be more accurate if you wait before you shoot. The crosshair resets when you shoot so you'll need to space out your shots if you want them to hit your target consistently. Of course the systems in a survival horror game don't necessarily translate to other genres so I would expect other games to do this unless it's appropriate.

  • @Masterf-ub3fu
    @Masterf-ub3fu ปีที่แล้ว

    For competitive shooters i like the camera recoil most because you can see where your bullets go. Thats why shooting in R6 Siege feels so much more precise than in Valorant or CS. But for more realistic shooters like Rising Storm 2 the physics recoil has its own feeling which seperates it from the others, i really like it.
    Also I am surprised to see RS2 beeing featured in a Video, its a pretty overlooked game and more people should try it out

  • @HawkGaming3721
    @HawkGaming3721 ปีที่แล้ว

    I like the version that moves the camera best for realism. Also, fortnite actually uses a combination of moving the camera and having random spray. I think this is to prevent spray and pray.

  • @ProcyonLotorGaming
    @ProcyonLotorGaming ปีที่แล้ว

    3:12 my man was already dead you didn't have to do him like that

  • @eveleynce
    @eveleynce ปีที่แล้ว

    probably the combination that feels most realistic to me is a combination of camera shake and bullet spread. bullets DO spread in real life, but it should be much lower than what most games show, and the camera shake gives you the feeling of being rocked by the recoil as well as throwing your aim slightly off. personally with the camera shake I prefer it to have a 2 or 3 frame buffer so that your camera isn't instantly getting jerked around to the side, and in real life the recoil has a delay as it passes through your arm and into your neck before your actual head gets moved around. and if you want you can add the gun tilting upwards and have the bullets fire from the actual barrel if you like, though that's more important for things like pistols and smgs that tend to climb a lot, long rifles tend not to have this issue as much since you have more leverage towards the barrel end of the weapon and more weight to help counter it

    • @eveleynce
      @eveleynce ปีที่แล้ว

      also, it's a lot easier to emulate physics based recoil just using a pair of animation keyframes, some blending, and some random offset. I just store a heat value for how much the gun is being recoiled and then use that to blend

  • @benrboss
    @benrboss ปีที่แล้ว

    war thunder casually having every single type of recoil listed here

  • @stimolego9989
    @stimolego9989 ปีที่แล้ว +3

    I think Apex’s just makes sense and is realistic. Hipfiring a gun in real life means your aim won’t be very precise and random chance spread works for that. In real life, hipfiring or just aiming down sights with a gun, you have to use your stock to absorb the recoil into your shoulder and you have to hold some grip in the front by the barrel to keep it on target, just like in apex.

    • @spiceforspice3461
      @spiceforspice3461 ปีที่แล้ว

      The most realistic one is the one where the bullet goes where the barrel points, like in tarkov, since that's how guns actually work. It's not gonna be one to one ingame, of course, but that's the closest you can get to real life in a game.

    • @stimolego9989
      @stimolego9989 ปีที่แล้ว

      @@spiceforspice3461 yeah I guess, but the iron sights should be pretty tuned in to where the barrel is.

  • @sytonicflux
    @sytonicflux ปีที่แล้ว +1

    Rust just changed this from being a pattern to progressively more random with an angle - cone gets larger the longer you shoot, I understand this was done to stop scripters etc. You'll find a lot of feedback on what players think of both of these, its still an ongoing discussion.

  • @Phoenixstorm36
    @Phoenixstorm36 ปีที่แล้ว

    Random diviation is a good choice in a team oriented slow tactical shooter where planning, positioning and communication is the key instead of individual aim capabilities.

  • @yacoop7432
    @yacoop7432 ปีที่แล้ว

    in valorant there is camera moving recoil but only if you use ADS
    and the recoil is a bit randomized but there are much more visible traces that helps you predict where the next bullet goes

    • @yacoop7432
      @yacoop7432 ปีที่แล้ว

      oh you said that but leaving comment for statistics xD

  • @joaoie
    @joaoie ปีที่แล้ว

    CoD mobile uses recoil patterns as well but combined with a little bit of random spread from where the cross hair is

  • @Serv-ul7uo
    @Serv-ul7uo ปีที่แล้ว +19

    I absolutely love the old recoil system rust had. A fixed spray pattern, with the bullet always hitting where the crosshair is pointed. I also like csgo and valorants recoil, but i find it extremely annoying that the bullets always deviate from the corsshair when spraying for more than 5 shot.

    • @rraaiin
      @rraaiin ปีที่แล้ว +11

      old rust recoil sucked. at top level it was down to who saw who first and a mixed skill level the person with even slightly worse control would almost always lose. i get it for a game like csgo which is highly competitive but rust just isnt that

    • @Bloodsole
      @Bloodsole ปีที่แล้ว +4

      rip Rust

    • @zwenkwiel816
      @zwenkwiel816 ปีที่แล้ว +5

      CS:GO they start deviating after the first shot (and even the first shot has some random spread depending on which weapon you're using) it's probably not the most intuitive or realistic way to portray aiming in a videogame but for competitive shooters it works really well.

    • @Sketh94
      @Sketh94 ปีที่แล้ว +4

      I love rust but hated its old recoil system. The skill ceiling In that game is already insane. Drawing an "S" pattern to control the Ak was so stupid imo.

    • @IdleWorker
      @IdleWorker ปีที่แล้ว +3

      That was some arcady trash which turned the rust community from toxic to cancerous and the only ones who had time to waste ”practicing” those spray patterns were 12yo’s and nolifers.
      Fixed spray patterns are a dumpsterfire, and super easy to make cheats for (which rust made extremely clear).

  • @saroi7583
    @saroi7583 ปีที่แล้ว +3

    Garbaj !

  • @omgitssupercheese
    @omgitssupercheese ปีที่แล้ว +1

    I think camera based and randomized but tight spread (like a recoil pattern with bounds) feels like the best of both worlds. Skill required to keep sights on target and no memorizing spread patterns to even out skill between new and experienced players. Needing to be able to move the crosshair a small, but randomized direction with each bullet I feel can keep the gunplay interesting and accurate. I feel like I'm playing osu when firing in apex. I have this gun, my mouse moves this specific way each time I shoot. Fun but repetitive.

  • @EhmedCousCous
    @EhmedCousCous ปีที่แล้ว +3

    Suprised you didn’t mention rust

  • @sevehayden1463
    @sevehayden1463 ปีที่แล้ว

    I like the janky-mover-shooter approach to recoil, where it moves the shooter themselves, actually becoming useful in midair.

  • @bonda4
    @bonda4 ปีที่แล้ว

    Intruder is a game i like very much that has physics based recoil, it gets annoying, but only if you play the game wrong.
    since the gun deviates from the initial point, shooting precisely and making sure that you WILL hit the first shot will most of the time make you win a fight, since getting hit in this game in critical points makes your character ragdoll.
    overall, i think is a good system if planned for tactical games, since it will make gameplay slower and makes people think of each bullet as a variable to win fights.

  • @LOBricksAndSecrets
    @LOBricksAndSecrets ปีที่แล้ว +4

    Shoutout to games that show their reticle growing in size to match the degree of spread
    Also of note is that Workd of Warships and a few other games don't make spread of shot evenly distributed within the assigned range, but a *Bell Curve*

  • @oo735
    @oo735 ปีที่แล้ว +1

    Valorant also uses spray pattern and it is only upwards for first 10 bullets then it is random until you reset the recoil there is also a thing called first bullet accuracy in Valorant which makes it more inconsistent while shooting. Sometime the crosshair is no the head of the enemy and you miss the shot bcoz of FBA (First Bullet Accuracy) and the enemy flicks and kills you. What a day of valorant.

    • @user-zp9tz1cz2u
      @user-zp9tz1cz2u ปีที่แล้ว

      CS has it as well, by the way, just under a different name. Here's one of the loading screen tips:
      A weapon's Accurate Range is the distance at which the weapon is guaranteed to hit a 30 cm dinner plate (from a standstill).

  • @cringename
    @cringename ปีที่แล้ว

    Battlefield has the camera recoil system but it also has random spread on the weapons. The longer you fire the worse the bloom gets especially on fast fire rate guns.

  • @nikatskhovrebadze5803
    @nikatskhovrebadze5803 ปีที่แล้ว

    valorants more rng based spray pattern is a design choice and it forces the player to shoot in 2-3 bullet bursts instead of spraying

  • @juliusp8269
    @juliusp8269 ปีที่แล้ว

    I love the recoil in Hell let loose and War of Rights. I think the more realistic recoil is way better and makes the guns feel more powerful and not just a bb gun like some feel

  • @TrueVenny
    @TrueVenny ปีที่แล้ว

    Nice video

  • @hytalefanboi7471
    @hytalefanboi7471 ปีที่แล้ว

    I like camera recoil because I always know where my shots are going

  • @samclarke6113
    @samclarke6113 ปีที่แล้ว +1

    i love reading the comment section here, its so interesting hearing everyone's view and opinion. its also feels very sophisticated sort of.

  • @chancecrowley9334
    @chancecrowley9334 ปีที่แล้ว

    I think it’s more dependent on what the game is going for, if you want a realistic fps do physics based recoil, if you want a comp shooter go set spread, it also can be used as a type of range limiter for different games to force certain engagements to be more common than others, like giving shotguns and smgs random spread, there all fun to use but I find set and random to be sorta frustrating if there set to high, if I’m shooting a gun I expect the bullets to go where the crosshairs is pointed, but that might just be me being bad at games.

  • @gamesgo6724
    @gamesgo6724 ปีที่แล้ว +1

    My favourite is just camera movement. I'm not competitive guy, i seek for experience, story and fun. Its easier to control

  • @henryfleischer404
    @henryfleischer404 ปีที่แล้ว

    You didn't talk about my favorite kind of recoil: pushing the player backwards. Guncaster uses this very effectively, making its shotgun and railgun dangerous to use near ledges, but also effective movement tools, allowing for sudden acceleration to dodge projectiles, or to make long jumps.

  • @DaboooogA
    @DaboooogA ปีที่แล้ว +1

    Classic Day of Defeat recoil would push your aim to the sky eventually if you were spraying 'n' praying!

  • @im.weasel
    @im.weasel ปีที่แล้ว +4

    For me it depends on the game I'm playing. If the recoil system matches how the fast or slow the game is, it doesn't really matter to me.

  • @DIE2dayORelse
    @DIE2dayORelse ปีที่แล้ว

    One thing many ppl don't know is Valorant is random spread mixed with CS's recoil system, valorant's spread isn't predictable but it is controllable

  • @seikocodm7133
    @seikocodm7133 ปีที่แล้ว

    Im getting de ja vu in this video i feel like garbaj posted this before

  • @ebeishoehuedrochevo3382
    @ebeishoehuedrochevo3382 ปีที่แล้ว

    "Physics based" is kinda just the fancier random spread but you can see where the bullet will go.
    Also not to mention how most of the games have both random spread and camera recoil

  • @May-gr8bp
    @May-gr8bp ปีที่แล้ว

    I just don't learn spray patterns because I don't see the need, I just genuinely practise recoil control on all sorts of different fps games.