Difference between revisions of "Recoil"

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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''' 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 shooting Pistol, Rifle, or Shotgun calibers are used. It doesn't apply in any other circumstances.
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Recoil comes into play only when using weapons shooting [[Ammunition|firearm calibers]]. 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.
 
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.

Latest revision as of 22:27, 13 June 2019

Navigation: Main Page Game mechanics Recoil



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 using weapons shooting firearm calibers. It doesn't apply in any other circumstances.

There are 8 Recoil levels. The Recoil generated primarily depends on the 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
  • +P ammunition: Recoil level +1
  • +P+ ammunition: Recoil level +2

Recoil levels of all applicable calibers are listed on the Ammunition page and on the corresponding individual caliber pages.

Recoil levels

Depending on the Recoil level, you can only fire a certain amount of shots until the listed effects apply. This amount of shots is referred to as the accuracy drop threshold or ADT. What ADT determines is the amount of rounds you can fire before suffering from the effects of Recoil.

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, this is referred to as "passing over ADT". You can pass over ADT up to 3 times, at which point the listed effects cannot 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 point of aim shifts as many times as you pass over. The Tsuchinoko command &bodyaim is typically used to determine where the projectiles will go in the event of a point of aim shift.

Recoil level Name ADT Accuracy window Effects (1 pass) Effects (2 pass) Effects (3+ pass)
1 None 12 shots Shots 1-12 (Shots 13-24) Point of aim shifted, IR +1 (Shots 25-36) Point of aim shifted, IR +2 (Shots 37+) Point of aim shifted, IR +3
2 Low 10 shots Shots 1-10 (Shots 11-20) Point of aim shifted, IR +1 (Shots 21-30) Point of aim shifted, IR +2 (Shots 31+) 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) Point of aim shifted, IR +2 (Shots 25+) Point of aim shifted, IR +3
4 Heavy 6 shots Shots 1-6 (Shots 7-12) Point of aim shifted, IR +2 (Shots 13-18) Point of aim shifted, IR +4 (Shots 19+) Point of aim shifted, IR +6
5 Punishing 4 shots Shots 1-4 (Shots 5-8) Point of aim shifted, IR +2 (Shots 9-12) Point of aim shifted, IR +4 (Shots 13+) Point of aim shifted, IR +6
6 Brutal 3 shots Shots 1-3 (Shot 4-6) Point of aim shifted, FT +1, IR +2 (Shot 7-9) Point of aim shifted, FT +2, IR +4 (Shot 10+) Point of aim shifted, FT +3, IR +6
7 Extreme 2 shots Shots 1-2 (Shot 3-4) Point of aim shifted, FT +1, IR +2 (Shot 5-6) Point of aim shifted, FT +2, IR +4 (Shot 7+) Point of aim shifted, FT +3, IR +6
8 Insane 1 shot Shot 1 (Shot 2) Point of aim shifted, FT +1, IR +2 (Shot 3) Point of aim shifted, FT +2, IR +4 (Shot 4+) Point of aim shifted, FT +3, IR +6

How to read this table: The effects in each row do not stack; instead they are sequential, simply replacing the previous effect. So for example, if you use a weapon with Recoil 4 and fire 15 rounds aiming at the torso of an opponent, the effects will be as follows:

  • Shots 1-6 will go normally, towards the target's torso, with no accuracy loss from Recoil.
  • Shots 7-12 pass over ADT once. The projectiles will now shift to a different body part (&bodyaim is rolled once). These shots will suffer from a IR +2 malus.
  • Shots 13-15 pass over ADT twice. The projectiles shift to another body part again (&bodyaim is rolled once more). These shots will suffer from a IR +4 malus.