Zach Karev · Senior Game DesignerSo in regards to this, there's got to be some confusion, because obviously we shipped a lot of procedural recoil in 3.22. So there are some improvements coming to the recoil system in general. Well, let me answer the initial question first. Each weapon does have a recoil pattern. There are minor amounts of variation on the recoil pattern, so the weapon isn't feeling the same every single time you fire. But each weapon does have a unique recoil pattern. So imagine a Kastak Arms weapon is more unwieldy, there's a bit more noise, it's more horizontal, whereas something Behring is more traditional, very vertical, with less firepower than Kastak Arms. So what we've done for 3.23 is we've refined these recoil patterns and made the general visual recoil and actual recoil a bit smoother than previously in 3.22. Not to any very noticeable degree; you're not going to get very static and boring weapons, but it's in the sense of helping firing at range. Because if you try to use things like the Behring at 40, 50 meter engagement ranges, you can typically struggle. And it's not the gameplay we want with the scope and the expanse of our world. It will help you basically take these fights. Other things as well, just off the cuff: looking at magazine sizes, especially damage profiles in regards to damage falloff, projectile speeds. So overall making on-the-ground PU, contesting Jumptown, contesting Ghost Hollow, far more viable with an assault rifle, as it should be.