Have you ever tried running before? Probably have, but have you ever tried to turn while running? Again probably have. Now this is something few try and that is full run and turn on a dime 90 degrees. If anyone is familiar with law of motion and also bodies physical limitations. Your going to be on the ground or hurt yourself trying stop motion to make the turn.
Yea yea this is a game blah blah blah. No matter how super duper of a de-powered Bungie guardian you are. Your still top heavy which causes the above either way. How a bloom which is basically recoil. Ever shot a real gun? Yea they move around on you also no matter how strong you are. See Kentucky Ballistics who is stacked and even a 45 ACP recoils.
Simply put here is what needs to happen. If console has it then PC needs it to. So if recoil (bloom, such a stupid term) is on console so does PC. Just because you can point and click doesn’t excuse you from real physics. Crisis had realistic recoil. Nobody cried about it then. Even in that game you couldn’t turn on a dime. That game your suite was like strapping on the hulks muscles.
Note I said full run no holds bar. Not reasonable run as the game was essential a jog then full speed ahead including lead up time. Like real life in a way, even sprints are built up even a few seconds.
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Except the entire point of this post isn’t the fact that bloom and slow turn speed just exist. It’s the fact that it’s way higher on one input than the other, and the lack of it on m&k shows it isn’t necessary on console. Also bloom is not recoil. Recoil is the kick of your gun when you shoot it. Bloom is the gradual widening of the cone of aim assist and bullet spread coming out of the end of your gun as you shoot it in rapid succession. It’s meant to try to make spam fire less effective but really just often introduces more rng and inconsistency into a gun fight. This is on top of recoil, flinch, etc. And I get what you’re saying about realistic physics. But when Bungie designed their sci-fi shooter about a bunch of immortal zombies with paracausal powers that literally break the laws of physics, I don’t think they put realism very high on their list of priorities.
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Edited by acia zemko: 3/24/2020 12:59:25 AMEver shoot a gun? Yes your group widens considerably via recoil and bio-mechanical form. Aka shooting stance, grip, posture, and so on. Now it may not become a giant circle over time. Skill greatly adjusts this phenomenon person to person. I can guarantee you it’s the same with real bullets. Don’t assume I have this massive inaccuracy issue either, I can already imagine this in a response. I do agree in game it’s magnified more than it should be. Definitely not laser beams claimed on pc being realistic. Saying console and pc should match is nonsense. Saying it shouldn’t be a thing is nonsense. Now the idea in games that randomize where billet just hits in said circle is a bad idea. Needs to match accuracy rating and recoil direction pattern. The idea a real gun doesn’t widen in shot group over repeat firing is nonsense. Most people aren’t spamming 30 rounds in one go at a firing range. Digital bullets make this far more common.
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It’s how it isn’t applied equally across inputs though that OP was talking about, and I agree. There are differences between controller and m&k that are inherent to the input. But then there’s stuff like this that’s added on, and in a game that isn’t going for that realism it only serves to add extra inconsistency to the gun play that doesn’t need to be there, as evidenced by how much less it is applied to m&k. It’s not outside of their capability to remove, they just kind of keep it there cause it’s been there