


It works, but not quite the way I thought it would.įOV 110 - I didn't notice a difference with my regular 74.įOV 115 (as in the video from the first post) - the effect appeared. I chose several targets in the training room, at medium (about 50m), long (about 100m) and very far (150m) range, each time shooting at the same targets.

The game is already quite unfriendly to new players, and then it turns out that just training skills is not enough, you need to know the hidden mechanics.Ĭhecked on different FOV values, for the experiment I took the most inconvenient LMG-a Gauss saw 6, removing all the body kits from it. Why train the skill to cut off the queue and compensate for the return of weapons, if you can just slightly adjust the configuration of the game and shoot long bursts, having a much larger DPS, without any disadvantages? If I try to shoot at this distance (the length of the warpgate room) from any LMG available to me with continuous fire, some of the bullets will inevitably miss, even if the enemy is motionless.įor this reason, I usually use short bursts or even single shots when shooting at relatively long distances. ↑ “ I just thought of something if the recoil still stays the same but it only looks like it's gone, how would someone doing this counter the recoil if he can't see it? ”It is clearly visible that all the bullets hit the target, without going beyond the size of the player. I just thought of something if the recoil still stays the same but it only looks like it's gone, how would someone doing this counter the recoil if he can't see it? A 1x scope with default FOV is equivalent to a 2x scope with 74 FOV, with the experienced recoil being the same. Another trick is to use high FOV for the increased spatial awarness, which is great to have when hipfiring point blank targets that may move outside of the screen as well as using tactical movement yourself, yet have a 2x scope for the more narrow ADS shooting. As a good player you might actually prefer lower FOV settings to be more capable of sensing and correcting for recoil rather than try to shoot the proportionally smaller target. Just as marking a route on google maps, while it initially may draw a line across the entire screen, when you zoom out sufficiently this line becomes neglible. ↑ “ Recoil is constant, it shifts the reticule in in-game coordinates/values so is only experienced to be less on higher FOV settings.
