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Recoil

1,050 bytes removed, 16:35, 17 March 2020
= Recoil levels =
Depending on the Every Recoil level, you can only fire has a certain amount of shots until the listed effects apply. This amount of shots is referred to as limit called the '''accuracy drop threshold''' or '''ADT''', which represents a certain amount of shots that can be fired before losing accuracy. What If you shoot more shots than the ADT determines allows for the current Recoil level, it is called '''going/passing over ADT''', and you will sustain maluses for the amount entire string of rounds you can fire before suffering from . It is also possible to '''go over ADT twice''', if the effects amount of Recoilshots 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 maluses. This may also be referred to as the ''accuracy window''). If you shoot between 13 and 24 rounds, this is referred to as "passing you are '''going over ADT". You can ''' (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 up twice''' (shortened to 3 times'''2+ pass''') and thus receive the second level of penalties. The effects do not stack; you receive either no effects, at which point the listed 1 pass effects cannot get any worseor 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.
{| 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 || (Shots 25-36) Point of aim shifted, [[IR]] +2 || (Shots 37+) Point of aim shifted, [[IR]] +31
|-
| '''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]] +63
|-
| '''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 Shots 4-6) Point of aim shifted, [[FT]] +1, [[IR]] +2 || (Shot Shots 7-9+) Point of aim shifted, [[FT]] +21, [[IR]] +4 || (Shot 10+) 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 3 || (Shot Shots 5-6) Point of aim shifted, [[FT]] +2, [[IR]] +4 || (Shot 7+) Point of aim shifted, [[FT]] +31, [[IR]] +6
|-
| '''8''' || Insane || 1 shot || Shot 1 || (Shot 2) Point of aim shifted, [[FT]] +1, [[IR]] +2 3 || (Shot Shots 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.
[[Category:Game mechanics]]