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That... depends.
Generally, puppies have less recoil simply as function of being a bit heavier, literally having more mass, but this can vary a lot depending on what you are comparing to, and the exact bullpup's internal mechanics.
This is assuming we are comparing a bullpuppy and standard layout weapon shooting the same caliber, of course, from similar barrel lengths.
However, another large factor maybe isn't quite recoil per se, but the overall balance point, center of mass of the weapon.
A lot of guntubers I have seen give bullpups a decent chance say that they are so well balanced, that you can reasonably accurately operate them single handedly, which is fairly important in a combat scenario where maybe you get shot in an arm or shoulder.
They also say that it is easier to get the weapon aimed at a target, and that follow up shots are also easier to aim precisely and get off more rapidly, because of the balance of the weapon, and that it is less fatiguing to hold a bullpuppy in a shouldered, ready to aim and fire position, and you can do this longer without your arms tiring.
As a video game modifier and fps enjoyer, I find it funny that that last part is almost never modelled or simulated by games. Sure, sniper oriented games will have a hold breath mechanic, but almost no games simulate that... just holding a weapon upright, shouldered, sighted in... this is tiring.
Like, grab a 7 pound semi gun shaped object and hold it as if you are just 'iron sighted in', in a game... I'll bet your arms start getting weak and wobbly in a number of minutes, now try that with double or triple the weight to approimate an older /heavier rifle or MG of some kind, and you'll see how silly the notion of just running around with like an M60, and using it as an assault rifle is, unless you are a fucking beefcake.
There are also studies that show that is is significantly easier to train an untrained shooter to be a decently accurate marksman with a bullpup than it is to do the same with a standard layout weapon.
But flip side of that are things like uh, field repairs can be more difficult and time consuming to repair, and widely reported heavier and/or chunkier, less smooth trigger pulls.
==For the record, I've shot a number of different weapons and calibers irl, but never an actual bullpup, so my 'bullpup knowledge' is second hand or theoretical==
I've definitely played games where using your sights gets wobbly after a few seconds.
Such as?
Genuienly, maybe I've missed a tac shooter or milsim and could get a new recommendation to check out, but I am mostly dogging on ... the kinds of shooter games that have very realistic graphics stylings, but have rather arcady, unrealistic actual game mechanics.
I am not saying no games do this, but I am saying that such games tend to be less popular, more niche, their own subgenre.
That's the problem, I can't remember :(
A quick Google says maybe Arma 3, 7 Days to Die, and Escape from Tarkov. But I haven't played any of those, I think it's biased towards newer games.
Hah, ok so...
I have never played 7 days to die.
I have played waaaaay too much Arma 3, and from what I remember, to actually get shouldering a weapon to be its own distinct fatigue / wobbly arm mechanic, as if it was its own sort of mini stamina meter... you have to use ACE or some set of massive realism overhaul style mods.
Like, iirc, vanilla Arma 3 will make your aim shitty after you just sprinted a kilometer, but ... the act of shouldering your weapon alone does not cause its own kind of fatigue.
I have played a bit of EFT, but given that it is full of try hards and hackers, and is also basically constantly broken in some way, I haven't played much in a while, but I do not remember if it did or did not have this mechanic... but I am leaning toward no, at least a few years back, it also did not have a fatigue mechsnic specific to shouldering/aiming a weapon.
Maybe it does now?
???
But like.. COD and Battlefield, much more popular, definitely do not do this.
The only other one I can think of is America's Army, maybe 3.0 or later. I know the 2.x versions didn't do aim fatigue. But I think they shut that game down years ago.
You know, thats the only one that I also remember as actually having that feature.
But yeah, defunct now.
On the flipside of that... I think that America's Army may actually have been the first multiplayer fps to have ragdoll physics.
Not 100% sure about that, but like... 90% sure?
Either way thanks for the reminiscing lol.
Might as well also mention Squad, though I have not played in a while, don't know if they have a shouldered/sighted in arm fatigue mechanic.
Personally I've only handled a bullpup. It was created as a replacement for the old M16 the army used to use. Didn't have much training with it, after a session of virtual training, we were sent to the live firing range to shoot. Managed to get a couple of shots under marksmen. As a video game enjoyer getting to shoot, and throwing live nades, was probably the only fun part about basic training.
So yes I think it's a pretty good weapon for even novices to shoot accurately. Idk about fatigue tho since we were made to carry that thing around all the time and just got used to the weight as my own.
I more mean fatigue specifically in your arms, that makes it more difficult to aim accurately the longer you have the weapon shouldered, different from the kind of general fatigue based basically on the weight of your overall kit / loadout.
But either way, thank you for the first hand account!