# Recoil Assist Mode

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FEBjT2lwbKwSzFZXJ4k3V%2Fline_blue_flipped.png?alt=media&#x26;token=edf2c1fc-8d7d-4a6a-8a2e-733e59eebb83" alt=""><figcaption></figcaption></figure></div>

## Recoil Assist Mode

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FriKZc0qAljb2H1JOqAF3%2Fline_blue.png?alt=media&#x26;token=70a27eb9-19c2-4f8a-a6d3-6e3c89ac4427" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
For STRIKEPACK™ with M.O.D.|PASS™.
{% endhint %}

"**Recoil Assist Mode**" is an advanced M.O.D. CENTRAL™ GAMEPACK Configuration Setting, available in certain Shooter-type GAMEPACKs.  It has gone through several iterations, so the available options and their names vary across GAMEPACKs.

<details>

<summary>Page Contents</summary>

[**Recoil Assist Mode**](#recoil-assist-mode)

[**Available Modes**](#available-modes)

[**Old Quick Edit**](#old-quick-edit)

[**No Recoil Assist**](#no-recoil-assist)

</details>

{% hint style="info" %}
This section applies to <mark style="color:green;">**Modern Gamepacks**</mark> and a select few older GAMEPACKs with the latest implementation of Recoil Assist Mode.  If a GAMEPACK uses an older implementation, follow the specific instructions in its manual instead.
{% endhint %}

The latest Recoil Assist Mode implementation encompasses options affecting the use of Recoil Assist with "in-game" aim assist, the entry & exit behavior for Quick Edit Mode, and disabling Recoil Assist altogether:

<div align="left"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FHreRXrc5Xfdffk5DZkki%2Frecoilassistmode_MC_setting.png?alt=media&#x26;token=1873acba-96b9-4f64-bdae-99d9e6b8c120" alt=""><figcaption></figcaption></figure></div>

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FEBjT2lwbKwSzFZXJ4k3V%2Fline_blue_flipped.png?alt=media&#x26;token=edf2c1fc-8d7d-4a6a-8a2e-733e59eebb83" alt=""><figcaption></figcaption></figure></div>

### Available Modes

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FriKZc0qAljb2H1JOqAF3%2Fline_blue.png?alt=media&#x26;token=70a27eb9-19c2-4f8a-a6d3-6e3c89ac4427" alt=""><figcaption></figcaption></figure></div>

Most games have an "**in**-**game**" aim assist, NOT to be confused with the Aim Assist M.O.D. (Macro On Demand).  Depending on the "in-game" implementation, it may noticeably affect Recoil Assist.  What looks correct when firing at a wall may slightly drift up when firing on an enemy or other object with aim assist, such as a training dummy.  Recoil Assist Mode provides the following modes to mitigate this:

{% hint style="info" %}
TL;DR version:

***

<mark style="color:green;">"</mark><mark style="color:green;">**Standard**</mark><mark style="color:green;">"</mark>/Off-Enemy disregards aim assist, slightly drifting up when firing on enemy.

***

<mark style="color:red;">"</mark><mark style="color:red;">**Precision**</mark><mark style="color:red;">"</mark>/On-Enemy controls recoil better on enemy, but drifts down if your aim goes off enemy.

***

<mark style="color:orange;">"</mark><mark style="color:orange;">**Trigger Dynamic**</mark><mark style="color:orange;">"</mark>/Dynamic behaves like Precision when your **FIRE** "**TRIGGER**" is **FULLY** <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/a1rU3M3zQ35D9H4Qkcsr/hold.png" alt="" data-size="line">**HELD** down.
{% endhint %}

***

### <mark style="color:green;">**Standard**</mark>

<mark style="color:green;">"</mark><mark style="color:green;">**Standard**</mark><mark style="color:green;">"</mark> mode, also known as "Off-Enemy", WILL NOT account for aim assist's influence, relying on you to slightly tilt your aim/camera stick down as needed.  If you DO NOT find this bothersome, use this mode.  To maintain <mark style="color:green;">**Standard**</mark> behavior, Quick Edit Adjustments MUST be test-fired & fine-tuned against a wall, billboard, or static target that clearly DOES NOT have aim assist (non-assisted).

***

### <mark style="color:red;">Precision</mark>

<mark style="color:red;">"</mark><mark style="color:red;">**Precision**</mark><mark style="color:red;">"</mark> mode, also known as "On-Enemy", will apply a hidden & game-specific Recoil Assist multiplier, calculated by our team to account for aim assist's influence.  To maintain <mark style="color:red;">**Precision**</mark> behavior, Quick Edit Adjustments MUST be test-fired & fine-tuned against an enemy or training dummy that clearly HAS aim assist (assisted).  This mode will require you to be precise.  DO NOT fire until you are directly aimed on an enemy within aim assist's effective range, otherwise, Recoil Assist will be too strong and your aim will drift down.

***

### <mark style="color:orange;">**Trigger Dynamic**</mark>

<mark style="color:orange;">"</mark><mark style="color:orange;">**Trigger Dynamic**</mark><mark style="color:orange;">"</mark> mode, also known as "Dynamic", will take advantage of the analog nature of your **FIRE** "**TRIGGER**", allowing you to adapt to each scenario.  It will take practice to use it effectively:

While your **FIRE TRIGGER** is **LESS THAN** fully <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/a1rU3M3zQ35D9H4Qkcsr/hold.png" alt="" data-size="line">held, <mark style="color:orange;">**Trigger Dynamic**</mark> will use <mark style="color:green;">**Standard**</mark> mode.  "Feather" the trigger when firing at an enemy outside of aim assist's effective range, or when test-firing against a wall or non-assisted target.

While your **FIRE TRIGGER** is **FULLY** <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/a1rU3M3zQ35D9H4Qkcsr/hold.png" alt="" data-size="line">**HELD** down, <mark style="color:orange;">**Trigger Dynamic**</mark> will use <mark style="color:red;">**Precision**</mark> mode, enhancing Recoil Assist against an enemy within aim assist's effective range.

<figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FRWLAYSqFx6Vkn305ZQBg%2FRight_Trigger_Analog_Example.gif?alt=media&#x26;token=f1c98ccc-8f2d-4087-9236-7dc53fcd7f61" alt="" width="563"><figcaption></figcaption></figure>

***

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FEBjT2lwbKwSzFZXJ4k3V%2Fline_blue_flipped.png?alt=media&#x26;token=edf2c1fc-8d7d-4a6a-8a2e-733e59eebb83" alt=""><figcaption></figcaption></figure></div>

### **Old Quick Edit**

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FriKZc0qAljb2H1JOqAF3%2Fline_blue.png?alt=media&#x26;token=70a27eb9-19c2-4f8a-a6d3-6e3c89ac4427" alt=""><figcaption></figcaption></figure></div>

"**Old Quick Edit**" changes Quick Edit entry & exit behavior to resemble the past implementation of several <mark style="color:red;">**Legacy Gamepacks**</mark><mark style="color:red;">.</mark>  Our team DOES NOT recommend this option when given the choice, as it wastes ammunition and leads to accidental adjustments.  It was introduced to ease long time M.O.D.|PASS™ users into the <mark style="color:green;">**Modern Gamepack**</mark> structure.  This option may eventually disappear from existing & future GAMEPACKs to make room for new features & settings.  When using this option, remember the following information for the **Quick Edit Recoil Assist** section:

To enter Old Quick Edit to make adjustments, while <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/a1rU3M3zQ35D9H4Qkcsr/hold.png" alt="" data-size="line">**HOLDING** your **AIM DOWN SIGHTS** (**ADS**) **& FIRE** buttons together, <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/sKdciZQF9hlNPAO0LWyb/tap.png" alt="" data-size="line">**TAP** any direction on the **D**-**PAD**.  <img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/SgBBp6ZIMHEak1zCSxfG/dpad_down.png" alt="" data-size="line">/<img src="https://content.gitbook.com/content/5Pbu0ytXByfDjSSpsNex/blobs/my8IggC3bHaDZQMOCpds/ps_dpad_down.png" alt="" data-size="line">**DOWN** usually makes the most sense.  You can immediately stop firing to conserve ammunition but you **MUST REMAIN ADS** to stay in Old Quick Edit.

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FEBjT2lwbKwSzFZXJ4k3V%2Fline_blue_flipped.png?alt=media&#x26;token=edf2c1fc-8d7d-4a6a-8a2e-733e59eebb83" alt=""><figcaption></figcaption></figure></div>

### **No Recoil Assist**

<div data-full-width="false"><figure><img src="https://1789109166-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5Pbu0ytXByfDjSSpsNex%2Fuploads%2FriKZc0qAljb2H1JOqAF3%2Fline_blue.png?alt=media&#x26;token=70a27eb9-19c2-4f8a-a6d3-6e3c89ac4427" alt=""><figcaption></figcaption></figure></div>

"**No Recoil Assist**" disables Recoil Assist across the entire GAMEPACK, resembling the "Recoil Assist Disabled" option of older <mark style="color:red;">**Legacy Gamepacks**</mark><mark style="color:red;">.</mark>  While somewhat redundant, it serves a purpose for quickly testing without Recoil Assist.  This option may eventually disappear from existing & future GAMEPACKs to make room for new features & settings, as you can easily avoid applying Recoil Assist by NOT assigning Supported Weapons (Optimized Weapons), and leaving Recoil Assist values set to 0.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://collectiveminds.gitbook.io/strikepackmp/guides/library/recoilassistmode.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
