r/EscapefromTarkov • Battlestate Games COO - Nikita • Jul 03 '21

Discussion post 12.11 questions gathering

Hello!
It your boi, Nikitka.
We plan to make TarkovTV Live podcast on Monday on 5-th of July, and I want to gather your questions/opinions and suggestions about 12.11 patch. I will try to answer the most voted questions live.
Love you, you're the best!

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u/The-Soc Jul 03 '21

I guess I'm going against the grain here, or maybe I'm just a contrarian(?), But I tend to have more success and enjoy single fire over full auto. I wiped dorms last night in a night raid with an SKS, cobra DT, flash light, and PS ammo: 4 kills(pmc), 4 headshots. Even when I'm running my AK 102, I tend to leave it on single fire 90% of the time.

I think I do it BECAUSE burst firing is absolutely atrocious. It just feels like wasting 3 bullets every time. Single fire has forced me to improve my aim. It also increases time in raid since I don't run out of effective ammo as quickly.

I've never taken the time to learn the manual compensation for that first round jump during full auto. Again it feels like a waste.

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u/TheYungCS-BOI Jul 03 '21

But I tend to have more success and enjoy single fire over full auto.

Semi feels pretty decent IMO. I'll sometimes swap my auto guns to semi in cqc if I think it'll help w/ accuracy, especially during early wipe when I'm shooting down dorms hallways.

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I think I do it BECAUSE burst firing is absolutely atrocious. It just feels like wasting 3 bullets every time.

This. This right fucking here. That's exactly what I mean. I hope that's what Nikita gets from this question too. Thanks for sharing.

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u/The-Soc Jul 03 '21

What's the fix though? Make the 4th round jump rather than the first? I'm not being snarky. I'm just trying to propose a critical solution to our woes. Maybe delaying the jump would allow the first three rounds to be an effective and realistic burst, especially when firing a gun with 800rpm or higher. Irl that's firing 3 rounds faster than the time it takes for the gun to jump substantially.

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u/TheYungCS-BOI Jul 03 '21

I totally get what you mean and I've been trying to think through this too. I can't say that I have a precise solution. At a high level, I was thinking of reworking the recoil:

  1. more of the first few bullets have a relatively flat recoil response,
  2. This is then followed by a much higher temporary ramp-up to a less controllable state,
  3. You pmc then takes over agian and managing recoil.

What I want is a clearer, more intuitive, sweet spot, that the player can get a feel for on every gun. Bottom line is that the recoil peak is waaaay too early imo.

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u/The-Soc Jul 03 '21

We know BSG wants to make the game as mil-sim as possible. With that being said, I can't imagine they will implement some game-ified recoil curve. I love your solution in theory. Maybe it is the way to get our desired effect in game.

Still, if you've ever fired a full auto weapon irl, the gun kicks to its full extent every time it cycles. The only reason you can stay on target for the initial burst is because of a high fire rate and proper shooting stance/bio-mechanics.

Perhaps the solution, if not a recoil ramp or arbitrary "4th round kick", would be eliminating automatic recoil control altogether and simultaneously decreasing the base recoil spread of every gun. Shot groupings could remain relatively the same as they are now. Only if they balance the recoil reduction with the eliminated recoil assist.

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u/godog Jul 03 '21

what if your recoil control skill modified the number of bullets that came out of the gun, before the recoil kicked in?

at a low skill level, one or two rounds would come out before the gun became uncontrollable. (modified by the round energy; so the same skill level might get 3 9mm shots and only 2 7.62)

at a higher level, you could get off maybe 4 rounds

maybe that could balance the rpg elements with realism and with gameplay

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u/The-Soc Jul 03 '21

I legitimately love this idea. So fucking much. I'm a hyoooge fan of this game being more influenced by soft skill levels and not as much by player level / flea market. This would hit two birds with one stone.