If you want this image to be more accurate, put the alien head right next to the muzzle.
I could never stand the way recoil works in counterstrike, in any other system your crosshair is moved around and its intutative to compensate for recoil, in counterstrike you just have to memorise the pattern in which the bullets come out of the barrel sideways.
Not true. Players who memorize the spray pattern choose to turn off the dynamic crosshair. By default it is pretty standard with other games.
That’s actually an option you can turn on.
An elegant algorithm, from a more civilized age.
Lisp is fun, and recursion can be slick. it is hard to read though!
I hate the PRNG of XCOMs. For anyone suffering from that I recommend Hard West. It’s a buggy game, but the luck mechanism is interesting. Basically when missing, your luck increases, and eventually that helps you hit. So missing a good shot isn’t that bad, because you can build a strategy on it regardless.
Basically when missing, your luck increases, and eventually that helps you hit
XCOM 2 has that same mechanic, in case you didn’t know. It’s just not advertised to the player. So this is purely psychological on your end :P
Try Operation Harsh Doorstop!!!
I already sold it pretty hard in other threads so I will give it a break but in short it is a free moddable tactical shooter with vehicles and realistic ballistics.
https://store.steampowered.com/app/736590/Operation_Harsh_Doorstop/
Here is my previous comment about Operation Harsh Doorstop and my other fav recommendation Easy Red 2.
https://sopuli.xyz/comment/14276590
Here is a recent video compilation of OHD gameplay. (Don’t miss the apache attack run at 3:18!)
Yeah, the deepstate definitely rigged those guns
The shooting in R6 feels so fucking bad now. It’s also quite unbalanced :(
Wait til you try to hit a target 25 yards away with a FN 5.7 with no sight… IRL
I mean, if there’s a pistol cartidge it’s easy to shoot with precisely at medium range it’s a 5.7x28. Recoils like a 22 with downright stupid velocity. A good shooter can do a 2-3-inch 5-shot group at 25 yards without an optic on an FN FiveSeven. With a red dot, they can get 1.5 inches pretty easily.
Some would say it’s grossly underpowered, and only really useful tactically in the armor-piercing variety. But there’s no arguing it’s a breeze to shoot.
It is indeed a breeze, but as a personal preference I think is more effective at 25 yards or less, I don’t consider myself a good shooter and I have trouble hitting the target at 25 yards accurately with a 5.7, but with a 40 I can do 50 yards with ease.
Maybe the projectile speed plays a factor, also I tend to practice shoot with one hand, which might be playing against me.
You should try 10mm if you’re good with 40.
I am not. I’m too much of a skeet shooter to be good with a pistol.
I have tried it, is my girl’s favorite so we shoot it pretty often.
Edit: and how funny, I’ve never tried Skeet Shooting, but seems like a lot of fun.
I would like to see a game that calculates the distance to the target, the wind speed and direction, and the mechanical accuracy of the rifle, and the adjust the bullet trajectory accordingly. E.g. an AR-15 should have a mechanical accuracy of about 2-3 MOA on average, and usually has a 50/200 zero (e.g., your optic is zeroed at 50 yards, and height over bore means that you’ll hit slightly below your point of aim at less than 50 yards, above your point of aim between 50 and 200 yards, and then below after 200). So you should have to aim, say, about 24" high on a target that’s 400y away, but then your point of impact is anywhere within about a 12" diameter circle. 7.62x39mm in an AK? You get a 25/200 zero, 4 MOA mechanical accuracy, and at 400y you have to aim 46" high.
Oh, and calculate velocity for realistic time to impact, and actual damage; at 600y, a 5.56 is doing to be stopped by pretty light body armor with minimal injury.
Essentially I’d like a game to force people to understand real-world ballistics and performance, and adjust their strategies accordingly.
Arma 3 did this like 10 years ago.
They also considered thing like the speed of sound, stars in the sky and other stuff i don’t quite remember. I wonder if they simulate bullet drift from the earth spinning.
That’s a real thing at extreme-long-distance shooting, but not really an issue at realistic engagement distances for small arms. E.g., if you were doing a King Of 2 Miles simulation, you’d want to account for it, or an artillery sim, but probably not for infantry engagements.
Hotdogs horseshoes and handgrenades does all of this.
Doesn’t Tarkov model this somewhat correctly ? (Save for the wind not affecting bullets, and the optics zeroing/distance setting being a bit too arcade-y)
Nah the hackers don’t follow these rules
Just play Arma with Ace installed. Already has all that and more
Does anyone really play Arma, or does one person build a mission, and then everyone fucks around until that person gets frustrated and stop trying to direct anything?
I also want the player to slow down if they get pegged in the legs. If they get hit in the arm your accuracy falls or you have to do it one armed and your accuracy really drops. If you get hit in the chest there should be at least a couple seconds where your stunned or your accuracy drops.
TBH, most of those would simply knock you out of the fight for all practical purposes, except being hit in the chest or back in areas fully covered by armor. A rifle bullet through your shoulder can be fatal quickly without being able to pack the wound, and you won’t be able to use that arm at all if your scapula has been hit. ANY solid hit with a rifle is going to be a very, very bad time for you.
To put it in context, armor only covers the places on your torso where a hit will cause near instant death.
Oddly enough Hell Divers 2 does this…which nobody would call realistic in any other way.
Helldivers 2 has a super interesting damage model. You can really notice it with a sniper rifle against the bots. You can knock off so many parts of their body.
Except the bullets come out of the player’s eyes, not the gun.
That’s what’s shown for Rainbow 6.
The bullets also come out of the players eyes in Counter Strike. I don’t know how it is in the other games.
I’m gonna take this opportunity to plug Phoenix Point, an XCOM clone by the original creators of XCOM. It’s definitely not as polished as XCOM EU and XCOM 2, but its targeting system feels a lot less bullshit: you get to manually aim with two concentric circular reticles. There’s a 100% chance that all projectiles fired will land within the outer reticle, and a 50% chance of any projectile fired to land within the inner one. Though this does mean that you’ll never miss a properly aimed point blank shot from one tile away.
Besides that, there’s also a lot more to do in the geoscape section of the game than in XCOM 2.
i’m missing ARMA here
Take Battlefield’s, but add a few more arcs as the bullet bounces.
I need to try Arma again. I love the concept, but with all the complicated controls it felt like a marriage between Battlefield and QWOP.
and then there’s Fallout 3 & NV, where low skill points in Small Guns makes bullets bend away from the crosshair
And your gun sways all over the place. Worse in 3, your character just moves their neck forward instead of using the sights when aiming. That just magically makes the bullets spread less despite not actually aiming… thank fuck for Tale of Two Wastelands.
Needs one for Halo where the bullet does go to the target but it doesn’t originate from the weapon barrel. lol
Meanwhile cod is a straight line at 500+ meters with an smg
Well yes, SMG means Sniper-Mega-Gun
Eh, Battlefield has crazy bloom (their version of deviation) on most guns except the SMG. The kind where you can stand 6 feet in front of a player and full auto a magazine at them and only hit them once or twice. Been an issue with BF forever. Even the SMGs suck with increasing range. Unfortunately there’s a glut of players exploiting Aim Assist with hardware, so far too many laser beam kills at 60+ meters with full auto tiny guns.
Idk what BF you’ve last played but BF1, BFV and 2042 have crazy accurate DMRs that are piss easy to use even at sniper ranges.
Also no need for aim assist to control the smgs with how little recoil they have anyways, with a bit of practice you’ll hit most of your mag at 60m+
DMR’s are fine. No complaints there, Aim assist doesn’t help much in that class. There’s a definite difference in people using aim assist on SMG and not. I’ve got almost 2k hours in game and it’s really, really obvious when there’s aim assist abuse vs not. Doesn’t matter which weapon. Zero bloom vs some bloom on full auto. Rapid no-miss taps with DMR, etc. You really rarely encounter this stuff in big map modes like Rush or Conquest, it’s nowhere near as obvious thanks to the greater distances, but I play a fair bit of TDM and people abusing the aim assist feature stand out like sore thumbs.
I play on pc so aim assist isn’t really something I encounter a lot outside obvious cheaters, but aim assist in general isn’t something that should exists outside of singleplayer imo.
LMG sniping represent
I hate those advansys snipers. Damn.
Are we pretending this wasn’t an issue in the previous XCOM: Enemy Unknown? Or is it just that much worse in 2?
Also I don’t know which of these is the most ridiculous. Maybe R6.
Shoutout to the original STALKER games for having good ballistics.
Part of the issue is there’s a disconnect from what’s being shown and what’s already happened. So, XCOM, and I think XCOM2 (it’s been a while since I played both) create a table with “random” values on map load. This means, you can 100% save scum the shit out any encounter because cause and effect will always be the same, it’s not a live “dice roll”. Part of this sucks, because what happened is hidden from the player. Something like BG3, you can see “Oh, I swung, rolled a 3, and these modifiers, my total was 14 and they have an AC of 15”. Also, some games help by using a pseudo-random where the probability of something happening, actually increases over time. Example would be Dota2, where something like bash, shows a given percent, but it’s actually on a scale. Each attack changes the % chance the next bash may happen, eventually getting to a point it’s nearly a guarantee. This type of random is often used to make the game feel more fun for the player (to nudge the numbers one way or the other). However, with a pre-seeded table, this likely isn’t happening.
Then you add the visual component. Point blank range, it’ll say “99%” and you miss. Or the number will seem low, despite point blank range. And you have the visual of the %.
So you add those together, the game likely not helping the player and just using a pre-seeded table plus the visuals with the human notion of really only remembering the extremes and you get the overall feeling of “game not fair”. You made 10 shots in a row with only 30% chance, but you only remember the single 99% chance you missed
cause and effect will always be the same
Actually no. Mostly, but some actions affect the PRNG and when loading saves they haven’t remembered to reset the effect of those, so the results can change a bit between loads. It has been a while, so I don’t remember the specifics. But you can abuse this property to get out of really tough spots by gaming the PRNG across loads.
I have probably save scummed too much.
That’s probably the best explanation I’ve seen, thanks.
It’s never really been an “issue”. The rolls have always been accurate, and the XCOM devs have even said in XCOM 2 they gave an invisible “buff” on hit chances on some difficulties.
The problem is we as people assume that something like 90% is a guarantee, and a miss in XCOM always feels so much worse, especially when they changed from time units to just a flat “do a shot, hit or miss them all” approach. So even though statistically you’re going to miss 1 of every 10 on a 90% shot, when it happens twice it’s “bullshit”. But that’s just odds man, gamblers fallacy is real.
Is Stalker 2 worse, do you know? Thinking of getting it.