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Found 9 results

  1. Comparison Image Comparison Video Side by Side Stats The recoil stat for M4 is 174 and for AK-74 is 227 but in practice the m4 has more recoil. I am by no means a weapon expert but just with a quick test I found that a well modded M4 has more recoil (unmodded m4 is even worse ) than a default AK-74N. The M4 does have a higher fire rate but considering the M4 is modded and is worth $1000 compared to the AK-74N which is worth $210 it doesn't really make sense. Further, the best M4 round, the M995(you need level 7 sniping for this) has 38 damage and 50 armor pen where as the 5.45x39 BS has 40 damage and 48 armor pen. The next best M4 rounds has worse armor pen than the 5th best 5.45x39 round. at level 4 Peacekeeper you can only buy M855A1 5.56x45 which only has 28 armor pen, worse than most 5.45x39 ammo. So basically there is no practical reason to use the M4A1 when i can put a dot sight on the ak-74 and its a better weapon. Are there plans to change this or is this the way its mean to be?
  2. Dooum

    M4A1 Lowest Recoil

    Hello , Je post une M4A1 avec un recoil au plus bas , je peut pas faire mieux , si sa intéresse certain modders ;) .
  3. Automatic Recoil As a player dedicated to both realism and balance, I suggest that full-auto should not be automatically compensated by your character, but rather a traditional player-controlled compensation(such as ArmA 3's system) where you have to manually pull down to adjust for recoil. Please take note however, I only wish to apply this to full auto; semi-automatic is fine the way it is, with the aim point resetting after each shot - although I wouldn't mind if there were some minor tweaks. This would discourage the full-auto meta that is currently in effect while promoting longer firefights in general, with skill becoming more important than who has a faster firing weapon. Limb Damage My second suggestion is that blacked out limbs can be repaired to a percentage of their respective health. Three ways to achieve this off the top of my head could be: 1. A personal medical item, such as the Xstat syringe - would require a bleeding, destroyed limb to be patched and take 'x' amount of time to apply. 2. A rest mechanic with the character resting for an certain amount of time - not a huge fan of this tbh, but it is an idea. 3. A surgical kit to be used by another player, which would promote teamplay, but give diminishing returns upon consecutive uses. This came to me when I thought about the eventual free roam of the entire map; I for one don't want to be limited to limping for kilometers on end, be continually dehydrating due to a blacked out stomach before I hit an extract or in general becoming a liability to my teammates. I believe this would extend the capabilities of casualties by giving them more options beyond popping painkillers and make consecutive firefights more attractive as an options, rather than having a casualty becoming a 'walking dead man' with multiple limbs destroyed. Please feel free to add your own thoughts, I am curious to see how our community would feel if these mechanics were implemented. Song of the day: Valkyrie - Battle Tapes
  4. After I'd posted in the weapons department it got me thinking that I haven't seen or heard about them adding comps or ported slides for pistols. This would be a great addition to the modifications you could conduct on your handguns to help control recoil and muzzle climb.
  5. qS_Sachiel

    AKS74U recoil (buttpad)

    PSA: some have probably already figured it out (did a quick search, didn't see much - search actually broke and told me to search in 3 secs, loop). Basically the long and hard: rubber butpad got nerfed from --15recoil down to --4. This means for the AKS74U best 'stats' has changed (i'm currently at lv3 all traders and haven't seen beyond yet)... See attached for comparison, where Option 1 is the previous loadout i'd rock, was superior at --55recoil and has now changed +11 to an inferior --44 recoil (ergo appears unchanged from memory).
  6. Kedzie

    6G15U Unavailable

    The rubber recoil pad for the AK began disappearing as of today (1/13/18). Not sure if players are just hoarding an insane amount of them or if the quantity went down. Please increase the quantity of the recoil pads at reset, because they're a really good item that shouldn't be so restrictive to get.
  7. Hey guys, Since the new 0.5.xx patch we have noticed that the recoil on M4s are ridiculously high now. For comparison you can better control an AKM (in 7.62 caliber) than you can an M4 (in 5.56). An AK74 has far better recoil. Highly anoying and unrealistic. The way recoil on M4 in the old patch worked was awesome and real. The fully automatic spray would start uncontrolably and then your character would get back on target after 5-6-7 shots. Now, its all over the place. Its like I am shooting an HMG handheld like rambo. Just putting our opinion out there, Cheers Rain
  8. I was surprised to find that you can mount an M4 suppressor on top of a compensator. That per se wasn't as surprising as the fact that the recoil reduction of the two is summed, instead of replaced. Let me explain why this is an error. A compensator reduces vertical recoil by forcing gases exiting the barrel upwards, causing a downward force on the barrel. When a suppressor is mounted on top of a compensator, the gasses have nowhere to go, but inside the silencer. Thus, the recoil reduction created by the compensator is negated by the suppressor. That is the expected outcome in real-life physics and should be matched with in-game mechanics. No wonder the M4 has exceptionally low recoil coupled with silenced fire: it defies physics. I consider this a glitch, because stats-wise the two components should not stack with each other, but instead the benefits of a silencer should replace those of a compensator. Otherwise, there is no tradeoff in performance. It's equivalent to adding more ergonomics for multiple tactical grips; it makes no sense.
  9. Im playing EFT since Alpha and im playing a lot. I had always a feeling that there is no big difference in terms of recoil between stock weapons and fully modded ones. So I did some test to check it out. But first overall look on recoil in different weapons. Link with all the pictures from test: https://imgur.com/a/Akdni Pic. 1 - you can see recoil test shooting from a distance about 80 meters (so most common in EFT battles) - the weapons are stock models: PP 19 (left) and MP 5 (right). PP 19 has a quite big initial kick when MP 5 has actually all the bullets in the same area. Pic 2 - Same distance (80m) - fully modded weapoons: AKM (left) vs. AK 74N (right). Simillar situation as with SMGs. AKM has bigger spread with the initial kick to the top and AK 74 is more focused. So AK74 looks better. Pic. 3 - AK74 comparison: weapon with no mods (on the left) and fully modded one (on the right), distance 100 meters. You can see there is no actual difference between them which is a big surprise. Pic. 4 - same weapons (AK74) but bigger distance. The difference between fully modded weapon and unmodded is almost unnoticeable. Pic. 5 - time for American beauty - M4 Distance 80 meters, one weapon is fully modded (left) and another one is with no mods (right). Results? - slightly bigger horizontal spread with unmodded weapon. Pic. 6 - M4 on bigger distance (160 meters) - you can see the difference between fully modded and unmodded weapon when shooting from far distance but still - its not that big. Is it worth spending couple of hundreds dollars more on it? Dont think so... Pic. 7-10 you can see how I modded those weapons in tests. TL;DR IMHO there is only very little difference (or none) between fully modded weapon and a stock weapon in terms of recoil. I dont know how is IRL but I think it should be bigger difference in that matter when you spent few hundreds of game dollars more to make your weapon looking nice.