Difference between revisions of "Recoil"

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= Recoil levels =
 
= 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.
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Every Recoil level has a limit called the '''accuracy drop threshold''' or '''ADT''', which represents a certain amount of shots that can be fired before losing accuracy. If you shoot more shots than the ADT allows for the current Recoil level, it is called '''going/passing over ADT''', and you will sustain maluses for the entire string of fire. 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 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.
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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 window''. 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. Lastly, if you shoot 25 rounds or more, you are '''going over ADT twice''' (shortened to '''2+ pass''') and thus receive the second level of penalties. The effects do not stack; you receive either no effects, the 1 pass effects or the 2+ pass effects depending on the amount of shots fired.
  
"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 (bot)|Tsuchinoko command]] '''&bodyaim''' is typically used to determine where the projectiles will go in the event of a point of aim shift.
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"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. The [[Tsuchinoko (bot)|Tsuchinoko command]] '''&bodyaim''' is typically used to determine where the projectiles will go in the event of a point of aim shift.
  
{| class="wikitable" style="font-size:10pt; text-align:center" width="1300"
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{| class="wikitable" style="font-size:10pt; text-align:center" width="1000"
 
|-
 
|-
| ''Recoil level'' || ''Name'' || ''ADT'' || Accuracy window || ''Effects (1 pass)'' || ''Effects (2 pass)'' || ''Effects (3+ pass)''
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| ''Recoil level'' || ''Name'' || ''ADT'' || Accuracy window || ''Effects (1 pass)'' || ''Effects (2+ 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
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| '''1''' || Negligible || 12 shots || Shots 1-12 || (Shots 13-24) [[IR]]+1 || (Shots 25+) [[IR]]+1
 
|-
 
|-
| '''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
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| '''2''' || Low || 10 shots || Shots 1-10 || (Shots 11-20) [[IR]]+1 || (Shots 21+) [[IR]]+2
 
|-
 
|-
| '''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
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| '''3''' || Medium || 8 shots || Shots 1-8 || (Shots 9-16) [[IR]]+1 || (Shots 17+) [[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
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| '''4''' || Heavy || 6 shots || Shots 1-6 || (Shots 7-12) [[IR]]+2 || (Shots 13+) [[IR]]+3
 
|-
 
|-
| '''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
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| '''5''' || Punishing || 4 shots || Shots 1-4 || (Shots 5-8) [[IR]]+2 || (Shots 9+) [[IR]]+4
 
|-
 
|-
| '''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
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| '''6''' || Brutal || 3 shots || Shots 1-3 || (Shots 4-6) [[FT]]+1, [[IR]]+2 || (Shots 7+) [[FT]]+1, [[IR]]+4
 
|-
 
|-
| '''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
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| '''7''' || Extreme || 2 shots || Shots 1-2 || (Shots 3-4) [[FT]]+1, [[IR]]+3 || (Shots 5+) [[FT]]+1, [[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
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| '''8''' || Insane || 1 shot || Shot 1 || (Shot 2) [[FT]]+1, [[IR]]+3 || (Shots 3+) [[FT]]+2, [[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.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 16:35, 17 March 2020

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

Every Recoil level has a limit called the accuracy drop threshold or ADT, which represents a certain amount of shots that can be fired before losing accuracy. If you shoot more shots than the ADT allows for the current Recoil level, it is called going/passing over ADT, and you will sustain maluses for the entire string of fire. 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 window. 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. Lastly, if you shoot 25 rounds or more, you are going over ADT twice (shortened to 2+ pass) and thus receive the second level of penalties. The effects do not stack; you receive either no effects, the 1 pass effects or the 2+ pass effects depending on the amount of shots fired.

"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. 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)
1 Negligible 12 shots Shots 1-12 (Shots 13-24) IR+1 (Shots 25+) IR+1
2 Low 10 shots Shots 1-10 (Shots 11-20) IR+1 (Shots 21+) IR+2
3 Medium 8 shots Shots 1-8 (Shots 9-16) IR+1 (Shots 17+) IR+3
4 Heavy 6 shots Shots 1-6 (Shots 7-12) IR+2 (Shots 13+) IR+3
5 Punishing 4 shots Shots 1-4 (Shots 5-8) IR+2 (Shots 9+) IR+4
6 Brutal 3 shots Shots 1-3 (Shots 4-6) FT+1, IR+2 (Shots 7+) FT+1, IR+4
7 Extreme 2 shots Shots 1-2 (Shots 3-4) FT+1, IR+3 (Shots 5+) FT+1, IR+6
8 Insane 1 shot Shot 1 (Shot 2) FT+1, IR+3 (Shots 3+) FT+2, IR+6