Recoil Control 4: Conclusions for regular players (BF4/BF1)


In a series of previous posts:

Recoil Control: An appetizer

Recoil Control: A pattern of control (1)

Recoil Control: A pattern of control (2). More Weapons.

Recoil Control: Horizontal Recoil (and 3)

we have analyzed real records of recoil control and the pattern has been determined. The purpose of this analysis was to determine an actual pattern that could be used in the simulator for the “controlled recoil” scenario, but some general conclusions for players can be drawn.

They have been posted in the BF4 section because the records were made with BF4 weapons, but the conclusions have general validity because the mechanics are the same in both BF4 and BF1.

Although the data come from an skilled player, the pattern is fairly consistent and can help to players to improve the control, if only because the player is aware of what he is doing.

NOTE (edited): Some very experienced players may have more precise control patterns. The conclusions can be valid for average players.

Some consecuences:

1.- You can not control the first bullets

In the records it has been verified that there is a reaction time more or less fixed until the recoil of the first bullets is reacted. Although this has some variability the following rule may be given:

  • High ROF / RECOIL weapons (ROF> 700) 3 bullets are not corrected, which can reach 4 with ROF 900.

  • Low ROF / RECOIL weapons (<600), 2 bullets are not corrected. Some times 2nd bullet is partially corrected.

A consequence is that with microbursts (2-3 bullets) you have to think that they will always be uncontrolled.

2.- The correction is always progressive during the 2-3th to 7-8th bullets with an average descending movement from the point reached by the last uncontrolled bullet. The usual bursts (5-6-7 bullets) end during this phase. Think of 3 bullets up and 3 bullets descending.

3.-From this point the control is more or less stable but the point of aiming is always above the initial point. You may think that for bullets from 5Th onwards your aiming point is within a circle (diameter: 0.5 degrees for skilled players and 0.8 degrees for less skilled ones), centered 1 degree above the initial point for high ROF and 0.4 degrees for low ROF. When the 2nd bullet is controlled an almost constant average point is kept.

This is the pattern for long bursts, such as can be done with BF1 LMGs. Important: the aiming point is permanently higher than the initial one. Overcorrect.

4.-You can not control the horizontal recoil of each individual bullet, but if the cumulated effect ( right-right-right …) or the general tendency to deviate when the horizontal recoil is asymmetrical allows correction. This means that the horizontal recoil is not continuously corrected, but when you feel that the sight is out of the target. This correction usually corresponds to a great coordinated horizontal and vertical movement of correction.

As all this may be somewhat confusing I will explain it another way. A well-aimed and well-controlled bursts will produce the following results (aiming point, because spread will finally carry the bullet to another site).

Stomach-Chest-Head-Chest-Chest-Chest …

The consequence is: Don`t aim to head with automatic weapons if you are not a very skilled player (edited). You will surely lose the second and third bullets and the control may fail to recover the aim to chest.

Once this has been explained you can better understand the pattern that has been registered:

Some records (graphs degree of pitch / time - miliseconds):

General pattern of control with sinthetyc model:

The final recommendation is that with full auto weapons you must always aim low if you do not trust your control (edited). Think about how the spray works and try to keep the first bullets (uncontrolled) on the target. And aim lower the further the enemy is.