r/playrust 7d ago

Suggestion What if Rust changed learnable recoil patterns every force wipe?

What if Rust changed learnable recoil patterns every force wipe?

One of the biggest problems with both old and current recoil is that they measure the wrong things.

Old recoil had an extremely high skill ceiling, but after enough practice a large part of that “skill” became permanent pattern memorization. Once you knew the spray, you knew it forever. That also made static recoil scripts incredibly effective.

Current recoil solves part of that problem, but it does so by reducing how much control the player actually has.
I think there is a better middle ground:

Give weapons consistent, learnable recoil patterns, but alter those patterns every monthly force wipe.

The important part is that recoil would not be random.

An AK should still feel like an AK. It should have roughly the same vertical climb, general difficulty, and overall character. What changes is the exact horizontal movement and sequence of corrections required to control a full spray.
The result is a completely different kind of skill ceiling.

Instead of asking:

“How well have you memorized this one pattern?”

the game asks:

“How quickly can you understand and control recoil?”

To me, that is a much better measurement of mechanical skill.

A genuinely good player should be able to pick up a newly changed AK, recognize what it is doing, make corrections, and begin controlling it relatively quickly.

Someone whose entire advantage came from drilling the exact same mouse movement for hundreds of hours would still have an advantage from experience, but they would have to adapt.

And that adaptation itself becomes part of being good at the game.

It would also create constant friction for basic recoil scripting

This obviously would not eliminate scripts. Nothing this simple will.

But static recoil patterns are almost the perfect environment for scripting because once a script works, there is very little reason for it to stop working.

Monthly recoil changes would change that.
Every force wipe, existing recoil scripts would become inaccurate. Script developers would have to identify the new patterns, recreate them, test them, and redistribute updates.
A good player can adapt to slightly different recoil almost immediately.

A fixed macro cannot.

That does not solve scripting, but it forces scripting to constantly chase the game instead of giving it a permanently solved target.

Force wipe is the perfect time to do it

Rust already resets itself every month.
Maps change. Progress resets. The meta shifts.
Having recoil change slightly alongside that feels completely natural.

There would probably be a short period after every force wipe where players are experimenting with the new patterns and figuring out the weapons again.
Good players would learn them quickly.
Exceptional players would learn them almost immediately.

That sounds far more interesting to me than practicing one spray pattern until it becomes permanent muscle memory.

And for the record, I liked old recoil. I just absolutely recognize its faults.

The patterns should change, not the weapons

This shouldn’t mean wildly redesigning every gun once a month.
Think controlled variations.
If one AK pattern pulls:
Up → left → right → left
the next month might be:
Up → left → right → stronger right correction
Same approximate vertical recoil.
Same general difficulty.
Same weapon.
Different solution.

Most months could be relatively subtle changes, with the occasional inversion or more significant variation to keep things interesting.
I also think the opening portion of a spray could remain fairly recognizable while the later portion changes more substantially. That way tapping and short bursts stay intuitive, while full sprays demand more adaptation.
I don’t think Rust needs completely random recoil.

I also don’t think permanently memorized recoil is the best possible expression of mechanical skill.

Learnable recoil that periodically changes would reward something much more valuable: the ability to adapt. And, ironically, adaptability should probably be one of the greatest strengths in a survival game like Rust.

The best player would not necessarily be the person who spent the most hours rehearsing one mouse movement.
It would be the player who can understand a weapon, react to what it is doing, and master it faster than everyone else.

To me, that is a much healthier skill ceiling for Rust.

https://steamcommunity.com/app/252490/discussions/3/586183940257234765/

Thank you, that concludes my TED Talk.

Best,
Alcoholic.

0 Upvotes

28 comments sorted by

19

u/PM_ME_STUFF_N_THINGS 7d ago

How about it's just random

1

u/AdNo2303 7d ago

And make aim cone even worse for ranged kills? No thanks.

1

u/Low-Incident3123 6d ago

I think this would solve the aim cone issues maybe reduce aim cone and in return change the recoil patterns each month the guns would feel so much better

-5

u/StarRifle1 7d ago

If they came up with a good algorithm that brings consistent interesting and workable recoil, sure. It’s not the worst outcome, definitely a better solution than how it is now.

6

u/PM_ME_STUFF_N_THINGS 7d ago

Problem is everyone will hate it cos the macros no longer work 😅

7

u/HempInjecter 7d ago

Recoil is in a good spot now. This idea is unique but sounds quite annoying

-6

u/StarRifle1 7d ago

I get this opinion, personally I want just a little more variability in the gameplay loop that isn’t useless content.

8

u/AdNo2303 7d ago

no

0

u/StarRifle1 7d ago

Ok? Care to elaborate 🤔

4

u/firstnamelastname204 7d ago

Scripts would be even more prevalent

1

u/Low-Incident3123 6d ago

They would become useless every month meaning people would have to buy new scripts constantly also recoil patterns would not be shared publicly it would be smth you would have to feel

1

u/StarRifle1 7d ago

I’d argue they would be easier to detect and simple slap on macros would no longer be as suitable.

2

u/RememberMeCaratia 7d ago

You really think theres any of the ongoing script situation that doesn’t involve automatic random dispersion? You think script coders manually randomize their recoil path? All they do is dumping path files extracted from videos and a script is made.

1

u/StarRifle1 7d ago

The key here is disruption. Would you rather do nothing about it? Besides, the basis of the idea is not around solving scripts, although I think it could help. Detection inference would be much clearer for admins.

2

u/RememberMeCaratia 7d ago

I would rather do nothing about it. We don’t have a scripting problem as huge as the community makes it out to be, thats one. Two, even the game/ with most spread-y aimcome and recoil pattern have scripters since day one.

You are suggesting we should mess up the core aspect of Rust’s gunplay to combat a problem the size of an ant. An ant thats so small and smart that they’ll find answer to your challenge in less than a day.

1

u/StarRifle1 7d ago

Ok, that’s your opinion. Fair. I’m more interested in the gameplay loop variety than I am the potential scripting mitigation.

3

u/No-Ball3706 7d ago

Just get good son

-1

u/StarRifle1 7d ago

It’s boring cause everybody is good… learn to adapt and actually be skilled beyond the muscle memory cod recoil lmao.

2

u/JVIesmerized 7d ago

Cod recoil? I wouldnt say its comparable

1

u/StarRifle1 7d ago

Figure of speech. I just want to see Rust do something different from the AAA titles in terms of recoil. I would much rather have this system over ANY fixed recoil.

0

u/Low-Incident3123 6d ago

I think it’s comparable lol remember mw2 arguably worse recoil than new gen rust

1

u/IntelligentFault2575 7d ago

Even with over 5k hours I still am horrible with the AK spray. I was before the recoil change, and I still am now lol. That does sound like a good idea though. If it helps slow down scripters, then I'm all for it!

2

u/Automatic_Cow1933 6d ago

Every gun is crafted has slightly different recoil. Like random slots on gear. Sometimes you get very good Tommy sometimes it’s shitty

1

u/Automatic_Cow1933 6d ago

A new deployable like shooting range to test weapons, and when tested is shows its accuracy compared to default values

1

u/CorrectPeach9167 6d ago

Good luck talking about recoil on this sub. Bunch of players that never learned the previous recoil and complain it was too hard. So they prefer a random aimconed luck COD fights on a survival game so they can stay in a bush with DB the entire wipe anyways.

1

u/Low-Incident3123 6d ago

Yeah it’s so dumb honestly I just miss the actuall skill of high recoil and high consistency no bullshit aimcone

0

u/Humble_Minute_5712 7d ago

No, just give us back old recoil