History Main / LawOfInverseRecoil

24th Aug '16 3:58:12 PM Cifer
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* Quite averted in the ''VideoGame/ArmA'' series. Various guns have different amounts of recoil modified by whether you are standing, crouching, lying prone or bracing the weapon and while rocket and missile launchers don't have recoil, they do sport an almost lethal backblast zone behind them and definitely should not be fired at too steep an angle or with your back to a wall.
18th Aug '16 8:47:52 PM Miracle@StOlaf
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* There's a non-fiction book in which it's pointed out that ''{{Rambo}}'' should have two spontaneously-dislocating shoulders due to the abuse they've taken from firing machine guns akimbo (he'd be deaf too, but that's [[SteelEardrums another trope entirely]]). The fact that {{Rambo}} never used Guns Akimbo in any of the films doesn't detract from the author's point.

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* There's a non-fiction book in which it's pointed out that ''{{Rambo}}'' should have two spontaneously-dislocating shoulders due to the abuse they've taken from firing machine guns akimbo (he'd be deaf too, but that's [[SteelEardrums another trope entirely]]). The fact that {{Rambo}} [[CommonKnowledge Rambo never used Guns Akimbo in any of the films doesn't films]] should not detract from the author's point.
15th Aug '16 11:29:39 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}''[='s=] guns will visually recoil when fired even back in the original ''VideoGame/HaloCombatEvolved'', but in the early games this generally had little-to-no effect on gameplay, since the reticle itself would remain essentially stationary (even if you're firing an assault rifle at full auto); this is sort of justified by Master Chief being a Spartan SuperSoldier with superhuman strength and and half-ton armor. Later games made recoil much more of a gameplay factor, particularly with automatics; for example, the ''VideoGame/Halo5Guardians'' assault rifle actually has pretty significant muzzle climb.

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* ''Franchise/{{Halo}}''[='s=] guns In ''Franchise/{{Halo}}'', firing a gun will visually recoil when fired even cause it to move on your screen (even back in during the original ''VideoGame/HaloCombatEvolved'', ''VideoGame/HaloCombatEvolved''), but in the early games this generally had little-to-no effect on gameplay, since the reticle itself would remain essentially stationary (even if you're firing an assault rifle at full auto); this is sort of justified by Master Chief being a Spartan SuperSoldier with superhuman strength and and half-ton armor. Later games made recoil much more of a gameplay factor, particularly with automatics; for example, the ''VideoGame/Halo5Guardians'' assault rifle actually has pretty significant muzzle climb.
15th Aug '16 11:20:06 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' guns had visual recoil even back in the original ''VideoGame/HaloCombatEvolved'', but in the early games this generally had a minuscule effect on gameplay, even if you're firing an assault rifle at full auto; this is sort of justified by Master Chief being a Spartan SuperSoldier with superhuman strength and and half-ton armor. Later games made recoil much more of a gameplay factor, particularly with automatics; for example, the ''VideoGame/Halo5Guardians'' assault rifle actually has pretty significant muzzle climb.

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* ''Franchise/{{Halo}}'' ''Franchise/{{Halo}}''[='s=] guns had visual will visually recoil when fired even back in the original ''VideoGame/HaloCombatEvolved'', but in the early games this generally had a minuscule little-to-no effect on gameplay, even since the reticle itself would remain essentially stationary (even if you're firing an assault rifle at full auto; auto); this is sort of justified by Master Chief being a Spartan SuperSoldier with superhuman strength and and half-ton armor. Later games made recoil much more of a gameplay factor, particularly with automatics; for example, the ''VideoGame/Halo5Guardians'' assault rifle actually has pretty significant muzzle climb.
7th Aug '16 10:29:35 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' series, automatic rifles, submachine guns, and even a semi-automatic shotgun capable of sending a charging Flood zombie flying two feet backwards if hit at close range all produce negligible recoil, to the point that you can fire them while in mid-air and not alter your trajectory whatsoever. Much of this is justified by you usually playing as Spartan {{Super Soldier}}}s with superhuman strength and and half-ton armor. {{Lampshaded}} by one Marine in ''VideoGame/{{Halo 3}}'' side material, who recounts with awe the time he remembered seeing a Spartan dual-wield submachineguns, noting how you'd have to be a "half-ton walking tank" to pull something like that off.
** [[AllThereInTheManual Background material]] mention that the pistols fire a round just shy of being as large as the real-world .500 S&W Magnum. However, in ''VideoGame/HaloCombatEvolved'', you can see normal humans fire them one-handed, despite the fact that the ''CE'' pistol is one of the [[SniperPistol most powerful guns]] in the game.
** Averted in ''VideoGame/Halo3ODST'', where automatic and semi-automatic weapons have much more noticeable recoil. For example, rapidly pulling the trigger on a pistol will result in significant muzzle climb, while slowing the rate of fire down will result in much more fire control. This is justified in the story by the {{player character}}s not being [[HollywoodCyborg augmented]] and [[PoweredArmor power armor]]-wearing {{super soldier}}s, but elite unaugmented soldiers.

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* In the ''Franchise/{{Halo}}'' series, automatic rifles, submachine guns, and guns had visual recoil even a semi-automatic shotgun capable of sending a charging Flood zombie flying two feet backwards if hit at close range all produce negligible recoil, to back in the point that you can fire them while in mid-air and not alter your trajectory whatsoever. Much of this is justified by you usually playing as Spartan {{Super Soldier}}}s with superhuman strength and and half-ton armor. {{Lampshaded}} by one Marine in ''VideoGame/{{Halo 3}}'' side material, who recounts with awe the time he remembered seeing a Spartan dual-wield submachineguns, noting how you'd have to be a "half-ton walking tank" to pull something like that off.
** [[AllThereInTheManual Background material]] mention that the pistols fire a round just shy of being as large as the real-world .500 S&W Magnum. However, in
original ''VideoGame/HaloCombatEvolved'', you can see normal humans fire them one-handed, despite the fact that the ''CE'' pistol is one of the [[SniperPistol most powerful guns]] but in the game.early games this generally had a minuscule effect on gameplay, even if you're firing an assault rifle at full auto; this is sort of justified by Master Chief being a Spartan SuperSoldier with superhuman strength and and half-ton armor. Later games made recoil much more of a gameplay factor, particularly with automatics; for example, the ''VideoGame/Halo5Guardians'' assault rifle actually has pretty significant muzzle climb.
** One notable aversion even in the earlier games is the SMG, whose ''VideoGame/{{Halo 2}}'' incarnation had particularly insane muzzle climb at full auto.

** Averted Particularly averted in ''VideoGame/Halo3ODST'', where automatic and semi-automatic weapons have much more very noticeable recoil. For example, rapidly pulling the trigger on a pistol will result in significant muzzle climb, while slowing the rate of fire down will result in much more fire control. This is justified in the story by the {{player character}}s not being [[HollywoodCyborg augmented]] and [[PoweredArmor power armor]]-wearing {{super soldier}}s, but elite unaugmented soldiers.
7th Aug '16 9:03:55 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' series, automatic rifles, submachine guns, and even a semi-automatic shotgun capable of sending a charging Flood zombie flying two feet backwards if hit at close range produce negligible recoil, to the point that you can fire them while in mid-air and not alter your trajectory whatsoever. Admittedly, though, the Master Chief does have superhuman strength and his armor is said to weigh half a ton, so perhaps it's more realistic than it seems. {{Lampshaded}} by one Marine, who recounts with awe the time he remembered seeing a SPARTAN dual-wield submachineguns, noting how you'd have to be a "half-ton walking tank" to pull something like that off.
** One oddity about this is that, since the pistol is one of the weakest weapons in the original ''VideoGame/HaloCombatEvolved'' (except when you nail headshots, [[SniperPistol which are very easy to do]]), allied [=NPCs=] you see using them will fire them one-handed. [[AllThereInTheManual Background material]], however, tells us that those pistols are firing a round just shy of being as large as the real-world .500 S&W Magnum.

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* In the ''Franchise/{{Halo}}'' series, automatic rifles, submachine guns, and even a semi-automatic shotgun capable of sending a charging Flood zombie flying two feet backwards if hit at close range all produce negligible recoil, to the point that you can fire them while in mid-air and not alter your trajectory whatsoever. Admittedly, though, the Master Chief does have Much of this is justified by you usually playing as Spartan {{Super Soldier}}}s with superhuman strength and his armor is said to weigh half a ton, so perhaps it's more realistic than it seems. and half-ton armor. {{Lampshaded}} by one Marine, Marine in ''VideoGame/{{Halo 3}}'' side material, who recounts with awe the time he remembered seeing a SPARTAN Spartan dual-wield submachineguns, noting how you'd have to be a "half-ton walking tank" to pull something like that off.
** One oddity about this is that, since the pistol is one of the weakest weapons in the original ''VideoGame/HaloCombatEvolved'' (except when you nail headshots, [[SniperPistol which are very easy to do]]), allied [=NPCs=] you see using them will fire them one-handed. [[AllThereInTheManual Background material]], however, tells us material]] mention that those the pistols are firing fire a round just shy of being as large as the real-world .500 S&W Magnum. However, in ''VideoGame/HaloCombatEvolved'', you can see normal humans fire them one-handed, despite the fact that the ''CE'' pistol is one of the [[SniperPistol most powerful guns]] in the game.
31st Jul '16 12:13:13 PM nombretomado
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* A sequence in the DCComics MiniSeries ''[[GreenLantern Guy Gardner]] Reborn'', parodying [[MarvelComics Marvel's]] ThePunisher, has the title character burst into a room with GunsAkimbo, and rapidly lose control of them, injuring himself.

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* A sequence in the DCComics Creator/DCComics MiniSeries ''[[GreenLantern Guy Gardner]] Reborn'', parodying [[MarvelComics Marvel's]] ThePunisher, has the title character burst into a room with GunsAkimbo, and rapidly lose control of them, injuring himself.
31st Jul '16 10:55:22 AM Theriocephalus
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On the flip side, ''real'' shoulder-fired rocket launchers have very little to no recoil: They are open at the back and make use of Newtons 3rd law of motion, which states that for every action, there is an equal and opposite reaction (rocket power relies on this law of physics), imparting no momentum ("recoil") on the shooter (sometimes, it is augmented with counterbalancing weighted objects expelled backwards). There is ''some'' recoil, originating from either friction between projectile and tube, compressed-air expulsion system, or anything else needed to throw several pounds several feet forward. In fact, they're alternatively called recoilless rifles for this lack of recoil. Grenade launchers, meanwhile, use the same propulsion method as normal firearms, yet have very easily manageable recoil simply because the projectile moves much slower than your typical bullet. Yet, when used by a fictitious character, both of these somehow pack enough force to violently push back the wielder. Presumably, this is due to the erroneous belief that anything that destructive ''has'' to have a powerful kick. See MissingBackblast and BlownAcrossTheRoom for related [[TheCoconutEffect misconceptions]].

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On the flip side, ''real'' shoulder-fired rocket launchers have very little to no recoil: They they are open at the back and make use of Newtons 3rd Newton's third law of motion, which states that for every action, there is an equal and opposite reaction (rocket power relies on this law of physics), imparting no momentum ("recoil") on the shooter (sometimes, it is augmented with counterbalancing weighted objects expelled backwards). There is ''some'' recoil, originating from either friction between projectile and tube, compressed-air expulsion system, or anything else needed to throw several pounds several feet forward. In fact, they're alternatively called recoilless rifles for this lack of recoil. Grenade launchers, meanwhile, use the same propulsion method as normal firearms, yet have very easily manageable recoil simply because the projectile moves much slower than your typical bullet. Yet, when used by a fictitious character, both of these somehow pack enough force to violently push back the wielder. Presumably, this is due to the erroneous belief that anything that destructive ''has'' to have a powerful kick. See MissingBackblast and BlownAcrossTheRoom for related [[TheCoconutEffect misconceptions]].
27th Jun '16 6:52:37 PM Kadorhal
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* Avoided in ''VideoGame/RedOrchestra'', where all guns have realistic recoil line up every shot with your rifle, or you'll be pumping enough lead in the ceiling to make the room a radiation shelter.
** An unfortunate side effect of this in the first game is that ''every'' two-handed weapon had the same sort of recoil, regardless of how it was used or what sort of bullet it fired in real life. This resulted in the submachine guns, spitting out [[MoreDakka five hundred to one thousand bullets per minute]] as the only handheld full-auto weapons in the game, being completely impossible to control and nearly unusable in any capacity. ''Heroes of Stalingrad'' fixed this.

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* Avoided in ''VideoGame/RedOrchestra'', where all guns have realistic recoil line up every shot with your rifle, or you'll be pumping enough lead in the ceiling to make the room a radiation shelter.
**
shelter. An unfortunate side effect of this in the first game is that ''every'' two-handed weapon had the same sort game does not make much distinction between the recoil of recoil, regardless the full sized bolt-action or semi-auto rifles and that of how it was used or what sort of bullet it fired in real life. This resulted in the submachine guns, spitting out firing much smaller bullets but at [[MoreDakka five hundred to one thousand bullets per minute]] as the only handheld full-auto weapons in the game, being making those [=SMGs=] completely impossible to control and nearly unusable in any capacity. ''Heroes of Stalingrad'' fixed this.



* In ''VideoGame/FarCry2'' the PKM has so much recoil that you'd get better range with a shotgun.

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* In ''VideoGame/FarCry2'' the PKM without the accuracy upgrade has so much recoil that you'd get better range with a shotgun.shotgun. The real PKM fires slowly enough that even a moderately-long burst could be kept on target with less effort than the player in this game needs.



* In ''VideoGame/EternalDarkness'', recoil is usual shown with at least some realism, with all shotguns and rifles having some recoil, and the Holland & Holland elephant gun literally knocking the character to the floor if they doesn't take a moment to brace themselves (doing so still causes the character to take a long step back).

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* In ''VideoGame/EternalDarkness'', recoil is usual usually shown with at least some realism, with all shotguns and rifles having some recoil, and the Holland & Holland elephant gun literally knocking the character to the floor if they doesn't don't take a moment to brace themselves (doing so still causes the character to take a long step back).



** Averted with the Cracker Launcher. As with real life Rocket Launchers, the recoil is insignificantly low, and you have to look real closely to see characters twitch with each shot slightly. This allows the use of [[MoreDakka rapidly firing it.]]
* In the ''VideoGame/HalfLife'' series the .357 magnum has ridiculous recoil and the RPG has very little.

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** Averted with the Cracker Launcher. As with real life Rocket Launchers, rocket launchers, the recoil is insignificantly low, and you have to look real closely to see characters twitch with each shot slightly. This allows the use of [[MoreDakka rapidly firing it.]]
* In the ''VideoGame/HalfLife'' series the .357 magnum Magnum revolver has ridiculous recoil and the RPG has very little.



** ''Bad Company 2'', however, seems to have fixed the climb issue, so one must be a tad more careful when aiming any automatic weapon. It's particularly noticeable on guns like the MG-3, which fires so freakin' fast that you shouldn't expect to hit much of anything unless you're firing in bursts.

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** ''Bad Company 2'', however, seems to have fixed the climb issue, so one must be a tad more careful when aiming any automatic weapon. It's particularly noticeable on guns like the MG-3, [=MG3=], which fires so freakin' fast that you shouldn't expect to hit much of anything unless you're firing in bursts.



** In ''VideoGame/MegaMan9'', similar to the ''VideoGame/EarthwormJim'' example, there are some zero-gravity sections in which the normally-negligible recoil from your ArmCannon becomes your only means of controlling your movement.

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** In ''VideoGame/MegaMan9'', similar to the ''VideoGame/EarthwormJim'' ''Earthworm Jim'' example, there are some zero-gravity sections in which the normally-negligible recoil from your ArmCannon becomes your only means of controlling your movement.



* Using any assault or battle rifle in ''VideoGame/KillingFloor'' when not playing as a Commando (a class that has a recoil reduction bonus) will tilt your aim a good thirty degrees upwards after even a moderate burst.

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* Using any assault or battle rifle in ''VideoGame/KillingFloor'' when not playing as a Commando (a class that has a recoil reduction bonus) will tilt your aim a good thirty degrees upwards after even a moderate burst. Same for the Sharpshooter's weapons, particularly the M14 EBR and the M99.



* In the [=PS2=] remake of the original ''VideoGame/{{Wild ARMs|1}}'', Rudy Roughknight displays this trope. While he's the youngest member of the cast, he uses a large HandCannon (with some magical properties) called an [[http://i.imgur.com/3mKPv.jpg ARM]] as his main weapon, and despite his small frame, he wields it with one hand.[[note]] the only time he grips the gun with both hands is for his ultimate attack[[/note]] However, this unusual strength is actually a plot point instead of a case of MusclesAreMeaningless [[spoiler: [[TheReveal as it's later revealed]] that Rudy isn't human, but an artificial construct (called a "Holmcross" in game, though it's probably meant to be "''Homunculus''") that were, quite literally, built to wield such weapons.]]

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* In the [=PS2=] remake of the original ''VideoGame/{{Wild ARMs|1}}'', Rudy Roughknight displays this trope. While he's the youngest member of the cast, he uses a large HandCannon (with some magical properties) called an [[http://i.imgur.com/3mKPv.jpg ARM]] as his main weapon, and despite his small frame, he wields it with one hand.[[note]] the [[note]]The only time he grips the gun with both hands is for his ultimate attack[[/note]] attack.[[/note]] However, this unusual strength is actually a plot point instead of a case of MusclesAreMeaningless [[spoiler: [[TheReveal as it's later revealed]] that Rudy isn't human, but an artificial construct (called a "Holmcross" in game, though it's probably meant to be "''Homunculus''") that were, quite literally, built to wield such weapons.]]
2nd Jun '16 8:24:44 PM PaulA
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* Sci-fi author Creator/HarryHarrison loves averting this trope with 'recoilless' handweapons ranging from a .75 calibre HandCannon (see ''Literature/TheStainlessSteelRat'') to an underarm-fired .50 calibre {{BFG}} in "Starworld". In his story "The Jupiter Plague" Harrison describes the "small tangent flames" that shoot out sideways from the end of the barrel when the weapon is fired. Apparently his 'recoilless' hand weapons work by venting the hot gasses out small holes in the sides of the end of the barrel, and angled toward the back, to counteract the recoil. Ouch!

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* Sci-fi author Creator/HarryHarrison loves averting this trope with 'recoilless' handweapons ranging from a .75 calibre HandCannon (see ''Literature/TheStainlessSteelRat'') to an underarm-fired .50 calibre {{BFG}} in "Starworld".''Literature/{{Starworld}}''. In his story "The Jupiter Plague" Harrison describes the "small tangent flames" that shoot out sideways from the end of the barrel when the weapon is fired. Apparently his 'recoilless' hand weapons work by venting the hot gasses out small holes in the sides of the end of the barrel, and angled toward the back, to counteract the recoil. Ouch!
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