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{{game|real}}
 
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[[File:Recoil.png|thumb|300px|An example of recoil with the [[MG42]] in ''[[Call of Duty: World at War]]''.]]
 
'''Recoil''' is the movement of a weapon caused by firing the weapon.
 
'''Recoil''' is the movement of a weapon caused by firing the weapon.
   
 
This movement causes the aim of subsequent shots to suffer unless the user pauses between shots to re-aim the weapon.
 
This movement causes the aim of subsequent shots to suffer unless the user pauses between shots to re-aim the weapon.
 
 
== In Game ==
 
== In Game ==
''[[Call of Duty: Modern Warfare 2]]'' represents recoil in three different ways:
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The [[Call of Duty series|''Call of Duty'' series]] represents recoil in four different ways:
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*'''Spread''' - Subsequent shots will not hit the center of the cross-hairs. Almost all weapons have quite high spread when hip-firing but no spread when aiming down the sights. Only [[shotguns]] have spread when aiming with some exceptions like the [[Stakeout]] in ''[[Call of Duty: Black Ops]]''.
#Visual recoil - While firing, the weapon moves slightly on the screen. This movement is bi-directional meaning, for example, if the gun moves to the right it will quickly move back to the left if the player keeps firing. If the player stops firing, the weapon will quickly reset back to the original aim point. The visual recoil does affect accuracy as rounds fired will always strike where the reticle or front sight post is on the screen, regardless of the angle at which the barrel is pointing and whether the sights are aligned. A good example is the Desert Eagle as the barrel points at an extreme angle during the recoil animation and the sights are clearly not aligned, but if fired during the animation the rounds will still strike where the front sight post is.
 
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#Accuracy recoil - Subsequent shots will not hit the center of the crosshairs.
 
#Aim recoil - While firing, the crosshairs will actually move from the original aim point. This movement is directional meaning it will never counteract itself. That is, a weapon that aim recoils up will only ever aim recoil up, never down. This type of recoil can be countered by manually adjusting the aim through the mouse on PCs or the right stick on consoles. When available, the [[Grip]] reduces aim recoil.
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*'''Gun Kick''' - While firing, the weapon moves slightly on the screen. This movement is bi-directional meaning, for example, if the gun moves to the right it will quickly move back to the left if the player keeps firing. If the player stops firing, the weapon will quickly reset back to the original aim point. The gun kick does affect accuracy as rounds fired will always strike where the reticle or front sight post is on the screen. In ''Modern Warfare 3'', when using the [[Thermal Sight]], gun kick is removed completely (since there is no weapon model, only the scope overlay), making weapons with high gun kick like the [[L86 LSW]] or [[MK46]] extremely accurate.
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*'''View Kick''' - While firing, the view will actually move from the original aim point. Most weapons can kick in multiple directions, while some others will always kick in the same. This type of recoil can be countered by manually adjusting the aim through the mouse on PCs or the right stick on consoles. When available, the [[Grip]] reduces view kick.
   
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*'''Visual Recoil''' - The firing animation of the weapon. As this is only visual, it will never affect actual recoil, but since it will often cause the sights to be misaligned or the barrel to point in another direction, many players try to counter it by adjusting their aim while firing, actually making them miss more shots. Good examples for this are the [[Desert Eagle]], where the barrel will kick up and to right, pointing at the sky, and the [[AK-47]], where it is noticed easily with the [[Red Dot Sight]], since the shots will hit below the red dot while firing.
Some players claim that visual recoil does not actually affect where bullets will hit and that any deviation from the original aim point is actually caused by accuracy recoil. This is very hard to confirm or deny as visual recoil happens so quickly it's impossible to correlate with shot placement.
 
   
Some weapons, particularly sniper rifles, exhibit "sway." Sway is very similar to aim recoil but since it is not caused by firing the weapon it is not technically recoil. Sway affects every shot, while recoil affects the aim of all shots after the first.
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Some weapons, particularly sniper rifles, exhibit "sway". Sway is very similar to gun kick but since it is not caused by firing the weapon it is not technically recoil. Sway affects every shot, while recoil affects the aim of all shots after the first. In most games, most weapons have sway, but some have different speeds and amount of the sways, and in ''[[Call of Duty: Modern Warfare 3]]'' sway can be reduced if crouched or prone. In ''[[Call of Duty: Modern Warfare 2]]'', only sniper rifles, weapons with [[Thermal Scope]] and [[AK-47]] with any attachment have sway.
   
 
== Examples ==
 
== Examples ==
The [[Barrett]] has both accuracy and aim recoil. After firing, the crosshairs will move to a different aim point. This is aim recoil. If the user fires while the crosshairs are aim recoiling, the shots will not always hit the center of the crosshairs. This is accuracy recoil. Accuracy recoil is most noticeable when using an [[ACOG Scope]] with the Barrett as the ACOG reduces aim recoil but doesn't affect accuracy recoil. That is, the crosshairs will have stopped moving (aim recoil) but firing too quickly still results in shots missing the center of the crosshairs (accuracy recoil).
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*The [[Barrett .50cal]] has both very high spread and view kick. After firing, the view will move to a different aim point. This is view kick. If the user hip-fires the weapon, the shots will not always hit the center of the cross-hairs. This is spread.
   
The [[RPD]] has all three types of recoil but adding the [[Grip]] removes aim recoil. With the grip and fired in automatic mode, the weapon will shake side to side as well as slightly up and down, causing a rectangular pattern. This is the result of accuracy or visual recoil.
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*The [[RPD]] has high upwards and left/right view kick (it will never kick down like most other weapons) but adding the [[Grip]] reduces this. With the grip and fired in automatic mode, the weapon will still shake side to side as well as slightly up, causing a rectangular pattern.
   
The results of recoil from most weapons can be viewed here: [http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=417]. Note that it is not always possible to tell which type of recoil is causing the bullet deviation from the original aim point.
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*The results of recoil from most of the weapons in ''[[Call of Duty: Modern Warfare 2]]'' can be viewed [http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=417 here]. Note that it is not always possible to tell which type of recoil is causing the bullet deviation from the original aim point.
   
The [[ACR]] has almost no recoil. Despite a small visual bounce, the iron sights reset perfectly to their original spot after each shot. However, there is mild accuracy recoil, as not every shot will go through the same hole though the grouping is very tight.
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*The [[ACR]] in ''Call of Duty: Modern Warfare 2'' has almost no recoil. Despite a small visual bounce, the iron sights reset perfectly to their original spot after each shot. However, there is mild kick in all directions, but the grouping of the bullets is very tight. This makes the ACR a very precise and deadly weapon.
   
 
== Precision versus Accuracy ==
 
== Precision versus Accuracy ==
Some players make the counter-intuitive argument that accuracy recoil actually helps inaccurate players hit their targets. The simplest explanation is to think of a shotgun: the wider the spread, the more likely a poorly aimed shot will hit. More scientifically, this argument could be compared to the scientific principle of precision versus accuracy [http://en.wikipedia.org/wiki/Accuracy_and_precision]. Basically, precision refers to the closeness of grouping of shots where accuracy refers to how many shots actually hit the target. It's easy to see how a high rate of fire weapon that is completely imprecise (spraying bullets everywhere) may occasionally be accurate by pure luck. And an extremely precise weapon, such as the [[Intervention (Weapon)|Intervention]] , could be extremely precise but wholly inaccurate (all the shots miss in the same way.) The more skilled the player, the more precision they should desire.
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Some players make the counter-intuitive argument that spread actually helps inaccurate players hit their targets. The simplest explanation is to think of a shotgun: the wider the spread, the more likely a poorly aimed shot will hit. More scientifically, this argument could be compared to the scientific principle of precision versus accuracy <ref>[[wikipedia:Accuracy and precision]]</ref>. Basically, precision refers to the closeness of grouping of shots where accuracy refers to how many shots actually hit the target. It's easy to see how a high rate of fire weapon that is completely imprecise (spraying bullets everywhere) may occasionally be accurate by pure luck. And an extremely precise weapon, such as the [[Intervention (Weapon)|Intervention]], could be extremely precise but wholly inaccurate (all the shots miss in the same way.) The more skilled the player, the more precision they should desire.
   
An interesting example of this is to compare ''Modern Warfare 2's'' [[M16A4]] with both the [[Red Dot Sight]] and [[Holographic Sight]]. Regardless of sight, the weapon does the same base damage but the Holographic Sight is more precise. However, some players actually find the Red Dot Sight more accurate, as the precision of the Holographic Sight is actually a hindrance to accuracy for some.
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An interesting example of this is to compare ''[[Call of Duty: Modern Warfare 2]]'''s [[M16A4]] with both the [[Red Dot Sight]] and [[Holographic Sight]]. Regardless of sight, the weapon does the same base damage but the Holographic Sight is more precise. However, some players actually find the Red Dot Sight more accurate, as the precision of the Holographic Sight is actually a hindrance to accuracy for some.
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==References==
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{{reflist}}
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{{Gameplaymechanics}}
 
[[Category:Game Terms]]
 
[[Category:Game Terms]]
[[Category:Real Life Article]]
 
 
[[Category:Gameplay mechanics]]
 
[[Category:Gameplay mechanics]]

Revision as of 03:15, 21 December 2016

The subject of this article appeared in Call of Duty. The subject of this article appeared in Call of Duty: United Offensive. The subject of this article appeared in Call of Duty: Finest Hour. The subject of this article appeared in Call of Duty 2. The subject of this article appeared in Call of Duty 2: Big Red One. The subject of this article appeared in Call of Duty 3. The subject of this article appeared in Call of Duty: Roads to Victory. The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty 4: Modern Warfare for the Nintendo DS. The subject of this article appeared in Call of Duty: World at War. The subject of this article appeared in Call of Duty: World at War for the Nintendo DS. The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare: Mobilized. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Call of Duty: Black Ops (Nintendo DS). The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Modern Warfare 3 for the Nintendo DS. The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Extinction mode The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article exists in or is relevant to the real world.
Recoil

An example of recoil with the MG42 in Call of Duty: World at War.

Recoil is the movement of a weapon caused by firing the weapon.

This movement causes the aim of subsequent shots to suffer unless the user pauses between shots to re-aim the weapon.

In Game

The Call of Duty series represents recoil in four different ways:

  • Spread - Subsequent shots will not hit the center of the cross-hairs. Almost all weapons have quite high spread when hip-firing but no spread when aiming down the sights. Only shotguns have spread when aiming with some exceptions like the Stakeout in Call of Duty: Black Ops.
  • Gun Kick - While firing, the weapon moves slightly on the screen. This movement is bi-directional meaning, for example, if the gun moves to the right it will quickly move back to the left if the player keeps firing. If the player stops firing, the weapon will quickly reset back to the original aim point. The gun kick does affect accuracy as rounds fired will always strike where the reticle or front sight post is on the screen. In Modern Warfare 3, when using the Thermal Sight, gun kick is removed completely (since there is no weapon model, only the scope overlay), making weapons with high gun kick like the L86 LSW or MK46 extremely accurate.
  • View Kick - While firing, the view will actually move from the original aim point. Most weapons can kick in multiple directions, while some others will always kick in the same. This type of recoil can be countered by manually adjusting the aim through the mouse on PCs or the right stick on consoles. When available, the Grip reduces view kick.
  • Visual Recoil - The firing animation of the weapon. As this is only visual, it will never affect actual recoil, but since it will often cause the sights to be misaligned or the barrel to point in another direction, many players try to counter it by adjusting their aim while firing, actually making them miss more shots. Good examples for this are the Desert Eagle, where the barrel will kick up and to right, pointing at the sky, and the AK-47, where it is noticed easily with the Red Dot Sight, since the shots will hit below the red dot while firing.

Some weapons, particularly sniper rifles, exhibit "sway". Sway is very similar to gun kick but since it is not caused by firing the weapon it is not technically recoil. Sway affects every shot, while recoil affects the aim of all shots after the first. In most games, most weapons have sway, but some have different speeds and amount of the sways, and in Call of Duty: Modern Warfare 3 sway can be reduced if crouched or prone. In Call of Duty: Modern Warfare 2, only sniper rifles, weapons with Thermal Scope and AK-47 with any attachment have sway.

Examples

  • The Barrett .50cal has both very high spread and view kick. After firing, the view will move to a different aim point. This is view kick. If the user hip-fires the weapon, the shots will not always hit the center of the cross-hairs. This is spread.
  • The RPD has high upwards and left/right view kick (it will never kick down like most other weapons) but adding the Grip reduces this. With the grip and fired in automatic mode, the weapon will still shake side to side as well as slightly up, causing a rectangular pattern.
  • The results of recoil from most of the weapons in Call of Duty: Modern Warfare 2 can be viewed here. Note that it is not always possible to tell which type of recoil is causing the bullet deviation from the original aim point.
  • The ACR in Call of Duty: Modern Warfare 2 has almost no recoil. Despite a small visual bounce, the iron sights reset perfectly to their original spot after each shot. However, there is mild kick in all directions, but the grouping of the bullets is very tight. This makes the ACR a very precise and deadly weapon.

Precision versus Accuracy

Some players make the counter-intuitive argument that spread actually helps inaccurate players hit their targets. The simplest explanation is to think of a shotgun: the wider the spread, the more likely a poorly aimed shot will hit. More scientifically, this argument could be compared to the scientific principle of precision versus accuracy [1]. Basically, precision refers to the closeness of grouping of shots where accuracy refers to how many shots actually hit the target. It's easy to see how a high rate of fire weapon that is completely imprecise (spraying bullets everywhere) may occasionally be accurate by pure luck. And an extremely precise weapon, such as the Intervention, could be extremely precise but wholly inaccurate (all the shots miss in the same way.) The more skilled the player, the more precision they should desire.

An interesting example of this is to compare Call of Duty: Modern Warfare 2's M16A4 with both the Red Dot Sight and Holographic Sight. Regardless of sight, the weapon does the same base damage but the Holographic Sight is more precise. However, some players actually find the Red Dot Sight more accurate, as the precision of the Holographic Sight is actually a hindrance to accuracy for some.

References