History Main / LawOfInverseRecoil

19th Apr '18 2:51:06 AM Sumatris
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* In ''VideoGame/Prey2006'', the [[{{BFG}} Worm Gun]]'s [[EleventhHourSuperpower final ammo type]] turns the weapon into a ridiculously powerful (and awesomely noisy) beam cannon that can kill anything below boss level with a mere glancing hit. It also has so much recoil that you need to hold down the "walk forward" button just to remain stationary during continuous fire. Firing it unsupported will push you backwards at alarming speed and may actually kill you if you failed to notice the BottomlessPit behind Tommy.
19th Apr '18 2:50:23 AM Sumatris
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* In ''VideoGame/Prey2006'', the [[{{BFG}} Worm Gun]]'s [[EleventhHourSuperpower final ammo type]] turns the weapon into a ridiculously powerful (and awesomely noisy) beam cannon that can kill anything below boss level with a mere glancing hit. It also has so much recoil that you need to hold down the "walk forward" button just to remain stationary during continuous fire. Firing it unsupported will push you backwards at alarming speed and may actually kill you if you failed to notice the BottomlessPit behind Tommy.
5th Apr '18 4:55:43 AM XenMon2
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* ''VideoGame/{{Battlefield}}2'' doesn't have a proper recoil system, but attempts to emulate one with some of the most exaggerated random spread in any shooter. Try firing a lmg while standing and be amazed as bullets leave the barrel at 70-degree angles.
26th Feb '18 9:15:41 PM tmustard
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* Avoided in the ''VideoGame/CallOfDuty'' games. The rocket launchers have zero recoil, the cannon on the first game's tank will actually make you move back a couple feet and all guns have as realistic recoil as possible. A notable and severe exception is the [=M240B=] in VideoGame/ModernWarfare 2 - it's a 7.62mm heavy machine gun that weighs 27 pounds empty. The recoil is severe to the point that the ideal firing position is from a tripod, and if the gunner doesn't have enough time he makes do with the built-in bipod. In the game, however, it has the ''least'' recoil of all the machine guns and can be fired easily from the shoulder - and as such, [[ArbitraryGunPower it is also the weakest of the game's machine guns, despite firing the largest bullet among them]]. The worst part is that they could have done that realistically by using the Mk. 48, a much lighter and smaller version that ''can'' be fired from the shoulder. It still has a hefty kick, though.

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* Avoided in the ''VideoGame/CallOfDuty'' games. The rocket launchers have zero recoil, the cannon on the first game's tank will actually make you move back a couple feet and all guns have as realistic recoil as possible. A notable and severe exception is the [=M240B=] in VideoGame/ModernWarfare 2 - it's a 7.62mm heavy medium machine gun that weighs 27 pounds empty. The recoil is severe to the point that the ideal firing position is from a tripod, and if the gunner doesn't have enough time he makes do with the built-in bipod. In the game, however, it has the ''least'' recoil of all the machine guns and can be fired easily from the shoulder - and as such, [[ArbitraryGunPower it is also the weakest of the game's machine guns, despite firing the largest bullet among them]]. The worst part is that they could have done that realistically by using the Mk. 48, a much lighter and smaller version that ''can'' be fired from the shoulder. It still has a hefty kick, though.
26th Feb '18 9:03:37 PM tmustard
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Firearms depicted in films and television seldom (if ever) demonstrate realistic recoil action (ironically, it is usually more realistic in comedies or when used for comedic effect). The practical reason for this is because blank-firing prop guns have no projectile, meaning very little mass is pushed out of the barrel, hence minimal recoil (Newton's third law) -- it is not true that they have none, however, or they would not even be able to cycle their own action. No matter what type of small arms are used in fiction -- even fully automatic, high-caliber ordnance and heavy-gauge shotguns -- the shooter will not so much as flinch.

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Firearms depicted in films and television seldom (if ever) demonstrate realistic recoil action (ironically, it is usually more realistic in comedies or when used for comedic effect).effect, e.g., the weapon smacking the shooter in the face or flying out of their hand as they lose their grip). The practical reason for this is because blank-firing prop guns have no projectile, meaning very little mass is pushed out of the barrel, hence minimal recoil (Newton's third law) -- it is not true that they have none, however, or they would not even be able to cycle their own action. No matter what type of small arms are used in fiction -- even fully automatic, high-caliber ordnance and heavy-gauge shotguns -- the shooter will not so much as flinch.
21st Feb '18 5:46:44 PM nombretomado
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* In the "Ammo" episode of the History series "Lock 'n Load", RLeeErmey points out the effects of recoil when shooting a Barret .50 cal sniper rifle - he hadn't allowed for it properly, and the scope hit him in the face and cut him on the bridge of his nose. This and the black eye mentioned above, frequently accompanied by a nasty arc-shaped cut right below the eyebrow, are known as "scope bite" and were a common injury suffered by first-time big-game hunters on safari in Kenya "back in the day", due to using big-bore, hard-recoil bolt-action rifles like the .375 Holland & Holland Magnum or .458 Winchester Model 70 African with a telescopic sight with insufficient eye relief[[labelnote:*]]the distance between your eye and the eyepiece when you are "locked in" to the scope and have the correct field of view through it[[/labelnote]]. According to the late Col. Jeff Cooper, the professional hunters who led the safaris referred to this as "Kaibab eye", and few people who ended up needing stitches for the cut made the same mistake twice (most often, they took the 'scope off and used the rifle's iron sights exclusively after such an experience). The professional hunters, by comparison, rarely bothered with telescopic sights on their "working rifles" in these heavy calibers, as they would usually only shoot to finish off an animal that had been wounded and not killed by the client's shot, and most shooting at large African game (rhino, Cape buffalo, etc.) was done at ranges under 50 yards, where a telescopic sight was more of a hindrance than a help anyway.

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* In the "Ammo" episode of the History series "Lock 'n Load", RLeeErmey Creator/RLeeErmey points out the effects of recoil when shooting a Barret .50 cal sniper rifle - he hadn't allowed for it properly, and the scope hit him in the face and cut him on the bridge of his nose. This and the black eye mentioned above, frequently accompanied by a nasty arc-shaped cut right below the eyebrow, are known as "scope bite" and were a common injury suffered by first-time big-game hunters on safari in Kenya "back in the day", due to using big-bore, hard-recoil bolt-action rifles like the .375 Holland & Holland Magnum or .458 Winchester Model 70 African with a telescopic sight with insufficient eye relief[[labelnote:*]]the distance between your eye and the eyepiece when you are "locked in" to the scope and have the correct field of view through it[[/labelnote]]. According to the late Col. Jeff Cooper, the professional hunters who led the safaris referred to this as "Kaibab eye", and few people who ended up needing stitches for the cut made the same mistake twice (most often, they took the 'scope off and used the rifle's iron sights exclusively after such an experience). The professional hunters, by comparison, rarely bothered with telescopic sights on their "working rifles" in these heavy calibers, as they would usually only shoot to finish off an animal that had been wounded and not killed by the client's shot, and most shooting at large African game (rhino, Cape buffalo, etc.) was done at ranges under 50 yards, where a telescopic sight was more of a hindrance than a help anyway.
21st Feb '18 12:15:22 AM Cryoclaste
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* In UnLunDun when Deeba first fires the unGun she falls over because of the recoil. She gets better at firing it later on, though.

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* In UnLunDun ''Literature/UnLunDun'' when Deeba first fires the unGun she falls over because of the recoil. She gets better at firing it later on, though.
5th Feb '18 6:45:43 AM Cryoclaste
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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 [[CommonKnowledge Rambo never used Guns Akimbo in any of the films]] should not detract from the author's point.

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* There's a non-fiction book in which it's pointed out that ''{{Rambo}}'' ''Franchise/{{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 [[CommonKnowledge Rambo never used Guns Akimbo in any of the films]] should not detract from the author's point.
2nd Feb '18 7:04:04 AM PetersonZF
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* In ''VideoGame/WingCommander'', starfighter cannons have no recoil whether they are energy or projectile based, with one exception: the [[ChargedAttack fission cannons]] on the Dragon have enough recoil to send your ship backwards if it's at zero throttle.
28th Dec '17 12:24:09 PM Kazrak
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* The manga adaptation of James P. Hogan's novel ''The Two Faces of Tomorrow'' has a scene where a SpaceMarine floating outside the space station in a spacesuit fires a particle beam rifle. Small thrusters on his jetpack fire to counter the weapon's recoil.

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* The manga adaptation of James P. Hogan's Creator/JamesPHogan's novel ''The Two Faces of Tomorrow'' has a scene where a SpaceMarine floating outside the space station in a spacesuit fires a particle beam rifle. Small thrusters on his jetpack fire to counter the weapon's recoil.
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