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  1. Z

    Regarding recoil

    Then the best recoil scheme would probably be aerial kickback, and very little spread and jitter. Since sufficient aerial kickback will provide dynamic adjustment to aim based on the player's flightpath relative to target and their line of aim, and allow high powered weapons to act as ammo...
  2. Z

    Regarding recoil

    Prove it. Demonstrate how the decision on when and where to not move or move slowly is not skill (and I don't mean specific games, I'm talking in general). Because I can look at schmups like R-Type or the various Tohou games as an example where skill at moving is more important than aim is, even...
  3. Z

    Regarding recoil

    You are ascribing things to my statement I have not said. I have made no assumptions on how things like movement or shot patterning work within a game, I am merely asserting that if these- or similar- avenues exist to mitigate any deliberate inaccuracy in a weapon's function, then one cannot...
  4. Z

    Regarding recoil

    This is only true when it is the only consideration at play (i.e. stationary shooting galleries like The Brookhaven Experiment), if there is an action the player can take to render that randomness moot be it shot patterning, movement, or in fact anything then the argument falls flat, because it...