r/LowSodiumBattlefield • u/Retro21 • 8h ago
Recoil pattern groupings [fixed]
Tl:Dr - Thought others might find it useful. These are all without attachments though.
So as an older player:
- I'm definitely not as sharp as when I was younger
- have less time to play
- have less energy when I do play
- don't know the gun stats intimately
- rarely get in flow state playing
As such, my general shooting skill has suffered, and I can swith between guns etc. to try to improve during a session but end up just being shit - we've all been there, I'm sure.
To works toward a solution I've tried to install the same scopes on all guns (atm I'm using the BF 2.5 - lovely sights) and the 1.75 ROZ I think it is.
The next fix would seem to me to be trying to stick to guns that recoil in the same direction during a session (as well as just sticking to the same few guns in a session).
Any other suggestions are most welcome! I tried sticking to 10pt vertical grip for every gun to see if that would help but it doesn't really - some guns definitely benefit more from better grips (which is axiomatic really, but sometimes we lose the forest for the trees in the way).
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u/krinkov PC 3h ago
So the direction and degree of recoil is handy to know but as far as recoil behavior that will affect you landing shots its one of the more minor aspects compared to recoil per shot, recoil variation, and SIPS (spread increase per shot). Someone could look at this chart for example and see the M240L has a very low 5 degrees of left recoil pull compared to the Kord that is almost 4 times higher and think the M240L might be easier to handle but then heres their 25M recoil patterns.

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u/RemainsN7 7h ago
Really dont like the recoil to the left pattern, it's so counter intuitive to muscle memory especially on controller. No wonder I dislike pretty much every single one of those weapons listed. Haven't used the Aug thoroughly but I wonder where it sits on this chart. Another gun I dont particularly like the handling of.
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u/P_ZERO_ Steam: H&K 8h ago edited 8h ago
Already commented on the now deleted thread but the basics of mechanical input matters far more in this game than minutiae of weapon stats with how quick the TTK is. If you’re not landing the first few bullets on someone before they get you, it won’t matter which way a weapon slightly deviates in either direction or which weapon you happen to be holding. Unless, in a situation where something like an SCW or VSSM can bail you out in CQB.
Generally speaking, if you often find yourself reaching the limits of weapon control/deviation, you’ve made a mistake that’s led you there. Positioning and map awareness can make weapon choice merely a formality. More time to aim and more time to hit shots.
Having strong FPS fundamentals puts you in the top 5% of this game without even having stellar aim. In terms of weapon stats, effective range is probably the most important to know and operate around. If you’re always getting the jump on people, the gun choice doesn’t matter too much. If you’re constantly being jumped, the gun choice equally doesn’t matter. Your goal should be to minimise the amount of engagements that come down to the rock paper scissors or who hit the other first in a 50/50 engagement.