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Recoil

152 bytes added, 22:54, 4 February 2021
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'''Recoil''' is the rearward impulse generated by a firearm when it is fired. In the context of the game, Recoil is a mechanic meant to limit the effectiveness of shooting large amounts of ammunition by introducing gradual decreases in [[accuracy]], corresponding to the amount of recoil generated by that firearm.
Recoil comes into play only when firearms using weapons shooting Pistol, Rifle, or Shotgun [[Ammunition|firearm calibers are used]]. It doesn't apply in any other circumstances.
There are 8 Recoil levels. The Recoil generated primarily depends on the [[Ammunition|caliber]] of the firearm as well as the pressure level of the loaded ammunition. Or in other words; the hotter the ammo, the more it will recoil.
If ammo of multiple different pressure levels is fired during a single turn, the highest pressure level fired (or in other words, the "hottest" ammunition) is considered to apply to all ammunition fired this turn.
* '''-P''' ammunition: Recoil level -1
* '''SP''' ammunition: Recoil level +0
= Recoil levels =
Depending on the Every Recoil levelhas a limit called the '''accuracy drop threshold''' or '''ADT''', you can only fire which represents a certain amount of shots until that can be fired before losing accuracy. If you shoot more shots than the listed effects applyADT allows for the current Recoil level, it is called '''going/passing over ADT''', and you will sustain maluses for the entire string of fire. This It is also possible to '''go over ADT twice''', if the amount of shots fired is more than double the listed ADT; in which case you will sustain a second, harsher level of penalties. For example, at Recoil 1, ADT is 12 shots, meaning that you can fire between 1 and 12 rounds without maluses. This may also be referred to as the '''accuracy drop thresholdwindow''' or . If you shoot between 13 and 24 rounds, you are '''going over ADT'''(sometimes shortened to '''1 pass''' as in the table below) and thus receive the first level of penalties. What Lastly, if you shoot 25 rounds or more, you are '''going over ADT determines is twice''' (shortened to '''2+ pass''') and thus receive the amount second level of rounds penalties. The effects do not stack; you can fire before suffering from receive either no effects, the 1 pass effects or the 2+ pass effects depending on the amount of Recoilshots fired.
For example, at Recoil 1, ADT is 12 shots, meaning that you can fire between 1 and 12 rounds without suffering from the listed effects (what is referred to as the ''accuracy window''). If you shoot between 13 and 24 rounds, you This is referred to as "passing over ADT". You can pass over ADT up to 3 times, at which point the listed effects don't get any worse.* "Point of aim shifted" means that you will hit a random body part of your chosen target, instead of the one you were aiming at. That The [[Tsuchinoko (bot)|Tsuchinoko command]] '''&bodyaim''' is typically used to determine where the projectiles will go in the event of a point of aim shifts as many times as you pass overshift.
{| class="wikitable" style="font-size:10pt; text-align:center" width="13001000"
|-
| ''Recoil level'' || ''Name'' || ''ADT'' || Accuracy window || ''Effects (1 pass)'' || ''Effects (2 pass)'' || ''Effects (3+ pass)''
|-
| '''1''' || None Negligible || 12 shots || Shots 1-12 || (Shots 13-24) Point of aim shifted, [[IR]] +1 <br/>Point of aim shifted || (Shots 25-36+) Point of aim shifted, [[IR]] +2 || (Shots 37+) 1<br/>Point of aim shifted, [[IR]] +3
|-
| '''2''' || Low || 10 shots || Shots 1-10 || (Shots 11-20) Point of aim shifted, [[IR]] +1 <br/>Point of aim shifted || (Shots 21-30+) Point of aim shifted, [[IR]] +2 || (Shots 31+) <br/>Point of aim shifted, [[IR]] +3
|-
| '''3''' || Medium || 8 shots || Shots 1-8 || (Shots 9-16) Point of aim shifted, [[IR]] +1 || (Shots 17-24) <br/>Point of aim shifted, [[IR]] +2 || (Shots 2517+) Point of aim shifted, [[IR]] +3<br/>Point of aim shifted
|-
| '''4''' || Heavy || 6 shots || Shots 1-6 || (Shots 7-12) Point of aim shifted, [[IR]] +2 <br/>Point of aim shifted || (Shots 13-18+) Point of aim shifted, [[IR]] +4 || (Shots 19+) 3<br/>Point of aim shifted, [[IR]] +6
|-
| '''5''' || Punishing || 4 shots || Shots 1-4 || (Shots 5-8) Point of aim shifted, [[IR]] +2 <br/>Point of aim shifted || (Shots 9-12+) Point of aim shifted, [[IR]] +4 || (Shots 13+) <br/>Point of aim shifted, [[IR]] +6
|-
| '''6''' || Brutal || 3 shots || Shots 1-3 || (Shot Shots 4-6) Point of aim shifted, [[FT]] +1, [[IR]] +2 <br/>Point of aim shifted || (Shot Shots 7-9+) Point of aim shifted, [[FT]] +21, [[IR]] +4 || (Shot 10+) <br/>Point of aim shifted, [[FT]] +3, [[IR]] +6
|-
| '''7''' || Extreme || 2 shots || Shots 1-2 || (Shot Shots 3-4) Point of aim shifted, [[FT]] +1, [[IR]] +2 || (Shot 5-6) 3<br/>Point of aim shifted, [[FT]] +2, [[IR]] +4 || (Shot 7Shots 5+) Point of aim shifted, [[FT]] +31, [[IR]] +6<br/>Point of aim shifted
|-
| '''8''' || Insane || 1 shot || Shot 1 || (Shot 2) Point of aim shifted, [[FT]] +1, [[IR]] +2 || (Shot 3) <br/>Point of aim shifted, [[FT]] +2, [[IR]] +4 || (Shot 4Shots 3+) Point of aim shifted, [[FT]] +32, [[IR]] +6<br/>Point of aim shifted
|}
[[Category:Game mechanics]]