I recall replying to reddit a few months ago about how I was aware of how screwy and unfun the recoil in Rust was. It's like playing with a controller: you know what you want to happen, but you have to battle to get your cursor where you want it. I promised to address this in the future, but due to the extreme blow up on reddit about how terrible gunplay in Rust is right now, I accelerated my plans and began the recoil revamp.
I've made the gunplay in Rust feel a little bit more in line with traditional first-person shooters, and I think this is a good thing. There are three major changes. First, you're going to notice less horizontal recoil so it'll be easier to maintain your target. Secondly, you're going to notice that, for rifles, the first shot is pretty much dead accurate and the longer you hold down the trigger the more inaccurate it gets by way of an increasing aimcone. This means you'll be able to tap at targets for high accuracy or you can risk spraying more rounds down range which are less likely to hit their targets. Lastly, I've implemented recoil compensation. This means if you're holding down the trigger and the weapon is riding up, as soon as you let go of the trigger it will correct back to the original aim position. The response on twitter has been positive, but I gotta tell you guys that this is absolutely not complete. This is a first pass at a different recoil system, and I'm sure some weapons are way underpowered and others are way overpowered. I'm going to be listening to feedback and balance suggestions, and I'll flesh it all out over next week. Please let us know how you feel about it by tweeting me
@Helkus or by posting on
Our Subreddit
P.S. While rebalancing all the weapons I made some minor cost changes. The Thompson costs 10 less HQM and the pump shotgun and laser sight cost 5 less.
P.P.S. Also, if you totally hate the recoil compensation, press f1 to open the console and type 'player.recoilcomp false'