Recoil vs. Spread
Posted: Sun Nov 02, 2014 9:29 pm
Due to someone (*cough* Eddy *cough*) telling me that Rifles and SMGs in AOS don't have spread I decided to make a post clarifying the difference between Recoil and Spread.
First the definition: From The Oxford Dictionary
Spread - "Distribute or disperse (something) over a certain area"
ex: volcanic eruptions spread dust high into the stratosphere
Recoil (of a gun) - "Move abruptly backward as a reaction on firing a bullet, shell, or other missile."
ex: the pistol recoiled back in the shooter's hand
Now that we have the definition out of the way. Let's see the real life differences.
If you have ever shot a gun you know that both of these elements together equal accuracy.
Recoil is affected by the weight of the bolt, how the gas is channeled in the gun, the weight of the gun, the round being fired and the ergonomics of the gun.
Spread however is affected first most by the recoil of the gun do the gun being moved, but is also affected by the quality of the bore of the barrel, rifling in the barrel, debris, shot-to-shot consistency of all internal parts, the length of the barrel, and the rounds fired.
Now let's put this in the context of Ace of Spades. (.75)
Recoil and spread both exist on all of the guns in the game. Recoil in AOS terms is just the voxel model or scope "jolting back at you" and your reticule/target/scope being moved without you directly moving it. Spread in AOS terms is how your bullets fly when you click your mouse. The shotgun obviously has the largest spread, but shoots multiple bullets to compensate for this which is lethal at close range. The rifle has the least amount of spread.
Hack types: Now there are two distinctly different hack types that spawn off of the above two listed mechanics. The first being "No Recoil". This makes it so when you fire your reticule/target/scope stays exactly where it was before you fired unless you specifically move your mouse during the firing process. "No Spread" is when you have a shot grouping of zero, this means your bullet doesn't deviate from the path your game calculated. (Where your reticule/target/scope is pointing)
Hope this clarified the difference for anyone that for some odd reason didn't know the difference.
First the definition: From The Oxford Dictionary
Spread - "Distribute or disperse (something) over a certain area"
ex: volcanic eruptions spread dust high into the stratosphere
Recoil (of a gun) - "Move abruptly backward as a reaction on firing a bullet, shell, or other missile."
ex: the pistol recoiled back in the shooter's hand
Now that we have the definition out of the way. Let's see the real life differences.
If you have ever shot a gun you know that both of these elements together equal accuracy.
Recoil is affected by the weight of the bolt, how the gas is channeled in the gun, the weight of the gun, the round being fired and the ergonomics of the gun.
Spread however is affected first most by the recoil of the gun do the gun being moved, but is also affected by the quality of the bore of the barrel, rifling in the barrel, debris, shot-to-shot consistency of all internal parts, the length of the barrel, and the rounds fired.
Now let's put this in the context of Ace of Spades. (.75)
Recoil and spread both exist on all of the guns in the game. Recoil in AOS terms is just the voxel model or scope "jolting back at you" and your reticule/target/scope being moved without you directly moving it. Spread in AOS terms is how your bullets fly when you click your mouse. The shotgun obviously has the largest spread, but shoots multiple bullets to compensate for this which is lethal at close range. The rifle has the least amount of spread.
Hack types: Now there are two distinctly different hack types that spawn off of the above two listed mechanics. The first being "No Recoil". This makes it so when you fire your reticule/target/scope stays exactly where it was before you fired unless you specifically move your mouse during the firing process. "No Spread" is when you have a shot grouping of zero, this means your bullet doesn't deviate from the path your game calculated. (Where your reticule/target/scope is pointing)
Hope this clarified the difference for anyone that for some odd reason didn't know the difference.
