Silencers?

Post » Fri May 13, 2011 4:59 am

Btw guys, this doesn't count fot nade launchers

That would be both amusing and ridiculous.

"teleporting grenade, incoming!"
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john palmer
 
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Post » Fri May 13, 2011 5:34 pm

The Russians have had silent grenade launchers for years, starting with the BS-1 "Tishina" in the 70's

but remember only subsonic rounds can be silenced, supersonic can only be suppressed
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Lynne Hinton
 
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Post » Fri May 13, 2011 1:02 pm

That would be both amusing and ridiculous.

"teleporting grenade, incoming!"

You literally wouldn't know what hit you.....
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Kelli Wolfe
 
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Post » Fri May 13, 2011 9:40 am

I just found a 'suppressor' thread

Okay, don't know if there is a more recent one but i found this first.

Would suppressors reduce recoil?

Suppressors reduce firing recoil significantly, primarily by diverting and trapping the propellant gas. Propellant mass is generally a fraction of the projectile mass, but it exits the muzzle at multiples of the projectile velocity, and since recoil energy is a function of mass times velocity squared the elimination of the propellant recoil can be significant. Paulson et al., discussing low-velocity pistol calibers, suggest the recoil reduction is around 15%
http://en.wikipedia.org/wiki/Suppressor Although this could be false since most people troll and give out false information. But it could slightly reduce recoil. I would like to see reduced recoil.
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Eve(G)
 
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Post » Fri May 13, 2011 5:19 pm

Given that there is near-to-no recoil in BRINK already, suppressors probably don't make much of a difference.
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Maya Maya
 
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Post » Fri May 13, 2011 4:14 am

In COD, its damage changed over a distance. You're bullets don't disappear at certain point. I'm sure this game will do it the same.

I beg to differ. In COD, if you shoot a shotgun at a glass window from far away, it won't even hit it. They bullets disappear after a certain amount of distance.
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Phillip Brunyee
 
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Post » Fri May 13, 2011 1:39 pm

I beg to differ. In COD, if you shoot a shotgun at a glass window from far away, it won't even hit it. They bullets disappear after a certain amount of distance.

Truth, but mostly for shotguns and pistols, I haven't played COD in a while...

Given that there is near-to-no recoil in BRINK already, suppressors probably don't make much of a difference.

The obvious exception being hip firing
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Frank Firefly
 
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Post » Fri May 13, 2011 1:47 pm

The obvious exception being hip firing

Well ... firing from the hip usually doesn't include recoil, but only accuracy reduction.
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Marie Maillos
 
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Post » Fri May 13, 2011 2:33 pm

I beg to differ. In COD, if you shoot a shotgun at a glass window from far away, it won't even hit it. They bullets disappear after a certain amount of distance.

In Cod shotguns are the only weapons that do not have unlimited range and in COD MW2 the Spaz is the only shotgun to have unlimited range. Pistols do have an unlimited range in COD and other then shotguns, that could be a toss up, The guns in brink should have a damage to range ratio.
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Big mike
 
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Post » Fri May 13, 2011 5:29 pm

There's a misbelief that range negatively effects damage in all circumstances. Obviously extreme ranges with certain weapons would, but some weapons are designed to do damage at range and don't do as much up close, and vice versa, a factor changed even more by ammunition variants.

Example: A high powered rifle designed for long range accuracy fires a round with such velocity that at close ranges the shell goes clean through the target and continues on with a bit of a slow down, but you end up with a very clean through and through. However, that same rifle shoots someone 500+ meters away and it's lost a tremendous amount of it's initial velocity, so it gets in but doesn't go through cleanly and instead rips out a huge chunk on the way out. Both targets may well die, depending on where they are hit, but the second guy takes far more "damage".

Silencers reduce the range at which that change in velocity takes effect because they create resistance early on, but they don't substantially change how much damage is done within the recalculated effective range. The longer and more dense the item used is the shorter the effective range.
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Izzy Coleman
 
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Post » Fri May 13, 2011 3:49 pm

there is near-to-no recoil in BRINK already.

Yet they have a 4 muzzle break and 6 muzzle break to reduce recoil but it lowers the accuracy. Anyone else seeing how useless those seem right now?
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Maria Leon
 
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Post » Fri May 13, 2011 11:09 am

My topic was revived :blush2:
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Love iz not
 
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Post » Fri May 13, 2011 1:20 pm

Yet they have a 4 muzzle break and 6 muzzle break to reduce recoil but it lowers the accuracy. Anyone else seeing how useless those seem right now?


Why are there so many guns if there is no recoil? Seems a little useless :s
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Skivs
 
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Post » Fri May 13, 2011 7:17 am

Why are there so many guns if there is no recoil? Seems a little useless :s

Difference in:

Accuracy
ROF
Damage
Reload Speed
Switching guns speed
# of bullets in a Magazine
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Tanya Parra
 
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Post » Fri May 13, 2011 7:34 pm

Difference in:

Accuracy
ROF
Damage
Reload Speed
Switching guns speed
# of bullets in a Magazine


So we change guns becuase of that 1 sec reload difference, that 1 sec less switch speed and those 5 extra bullets?

Something actually smells fishy, and I've seen some videos, the guns they used did a [censored]load of damage - All of them
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LuCY sCoTT
 
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Post » Fri May 13, 2011 6:24 pm

So we change guns becuase of that 1 sec reload difference, that 1 sec less switch speed and those 5 extra bullets?

Something actually smells fishy, and I've seen some videos, the guns they used did a [censored]load of damage - All of them

That's like asking why does COD have 10 different SMGs? Because in a straight fire fight, that one extra block of damage can save your life........
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Becky Palmer
 
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Post » Fri May 13, 2011 1:41 pm

That's like asking why does COD have 10 different SMGs? Because in a straight fire fight, that one extra block of damage can save your life........


Hm, maybe.. But in Call of Duty the guns atleast have some noticable recoil o_O There has to be some recoil in BRINK?
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D IV
 
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Post » Fri May 13, 2011 6:59 am

Hm, maybe.. But in Call of Duty the guns atleast have some noticable recoil o_O There has to be some recoil in BRINK?

From what I've seen there isn't much, but they put in 4 and 6 muzzle breaks (more breaks, less recoil, less accuracy) so there has to be some other wise they're obsolete.
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anna ley
 
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Post » Fri May 13, 2011 8:12 am

From what I've seen there isn't much, but they put in 4 and 6 muzzle breaks (more breaks, less recoil, less accuracy) so there has to be some other wise they're obsolete.


Exactly, maybe it was for the stage demo?

.. But that would be stupid
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courtnay
 
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Post » Fri May 13, 2011 6:53 pm

Exactly, maybe it was for the stage demo?

.. But that would be stupid

I don't know. I hope we get a video of the finished product withing a 3 week period though.......
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Beat freak
 
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Post » Fri May 13, 2011 3:36 pm

Yet they have a 4 muzzle break and 6 muzzle break to reduce recoil but it lowers the accuracy. Anyone else seeing how useless those seem right now?


Accuracy is only really paramount to recoil reduction on the opening shot. After that, continuing to fire before your aim recovers fully, the accuracy becomes less of an important factor than recoil with each progressive shot. This is especially true for weapons with a high rate of fire. Keeping your shot deviation cone smaller for longer, and also reducing the speed at which it increases in size due to recoil, is very effective and favorable over initial accuracy during sustained bursts of fire.
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Bethany Watkin
 
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Post » Fri May 13, 2011 4:35 pm

Accuracy is only really paramount to recoil reduction on the opening shot. After that, continuing to fire before your aim recovers fully, the accuracy becomes less of an important factor than recoil with each progressive shot. This is especially true for weapons with a high rate of fire. Keeping your shot deviation cone smaller for longer, and also reducing the speed at which it increases in size due to recoil, is very effective and favorable over initial accuracy during sustained bursts of fire.


Bingo. Consistency > hitting the bull's eye.
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Mr.Broom30
 
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Post » Fri May 13, 2011 3:03 pm

Accuracy is only really paramount to recoil reduction on the opening shot. After that, continuing to fire before your aim recovers fully, the accuracy becomes less of an important factor than recoil with each progressive shot. This is especially true for weapons with a high rate of fire. Keeping your shot deviation cone smaller for longer, and also reducing the speed at which it increases in size due to recoil, is very effective and favorable over initial accuracy during sustained bursts of fire.

And with muzzle breaks your gun doesn't move up and down as much but your aim is off because of the increase in spread. I guess it's more about preference. But there is already not that much recoil.......
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krystal sowten
 
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Post » Fri May 13, 2011 12:35 pm

That's like asking why does COD have 10 different SMGs? Because in a straight fire fight, that one extra block of damage can save your life........

Modern Warfare 2 has only five (MP5K, UMP45, P90, Kriss Super V, UZI) and all of them are very different. (SMG player here.)
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Louise Andrew
 
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Post » Fri May 13, 2011 7:04 pm

Modern Warfare 2 has only five (MP5K, UMP45, P90, Kriss Super V, UZI) and all of them are very different. (SMG player here.)

Black Ops?
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emma sweeney
 
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