Quick answer: Track the recoil offset separately and recover it back to zero, return to the pre-recoil aim point, and tune the kick and recovery rates.
Recoil not recovering is missing or wrong recovery. Returning the offset fixes it. Here is how.
How to fix it
1. Recover the recoil offset
Track the accumulated recoil as an offset from the player's aim and recover it back toward zero over time, so the aim returns after firing stops. Without recovery, recoil permanently walks the aim away.
2. Return to the pre-recoil aim
Recover toward where the player was aiming before the recoil, not an absolute center, so the player's intended aim is preserved. Returning to a fixed center fights the player's aiming.
3. Tune kick and recovery
Tune the per-shot kick and the recovery rate so the weapon is controllable — recoil that recovers cleanly between shots feels good. Recovery too slow drifts the aim; too fast removes the recoil's effect.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.