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 Edit
The Insurgency series represents recoil two different ways:
- View Kick - While firing, the view will move from the original aim point. Most weapons can kick in multiple directions, but vertical kick is usually the most prominent. This type of recoil can be countered by manually adjusting the aim. When available, the foregrip reduces view kick.
- 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. Gun kick is significantly less noticeable than view kick, and is often not considered.
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 Insurgency sway can be reduced if crouched or prone.
Sway is represented by two variables:
- Sway Speed - How quickly the weapon sways.
- Sway Radius - How large of a cone the sway travels.
These variables are affected by the following:
- Player speed
- Player stance
- The M40A1 has both very tight spread and extremely high view kick. When aimed-down-sights, the shots will always hit the center of the cross-hairs. This is spread. After firing, the view will move to a different aim point. This is view kick.
- The FAL has very high upwards view kick and moderate left/right view kick but adding the Foregrip reduces this.
Precision versus Accuracy Edit
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 . 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 M40A1, 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.
[Edit]Gameplay Mechanics of Insurgency
|Player Mechanics||Health • Stamina • Weight • Player speed • Slide • Crouch • Prone • Lean • Focus • Suppression • Aiming • Heads-up display • Commo Rose • Hitbox • Item pickups • Tactical Map|
|Weapon Mechanics||Damage • Damage multiplier • Fire mode • Recoil • Penetration • Reloading • Weapon attachments • All Kit Weapons • Weapon collision • Weapon length|
|Engine Mechanics||Source Engine|
|Multiplayer Mechanics||Supply Points • Squad • Spectator Mode • Scoreboard • Ranks • Tiers|
|Miscellaneous||Achievements • Console Commands • Steam Workshop|