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.
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Logo uses joystick by liftarn
An elegant algorithm, from a more civilized age.
Lisp is fun, and recursion can be slick. it is hard to read though!
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.
If you want this image to be more accurate, put the alien head right next to the muzzle.
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
How many years of luck increases do you need in XCOM 2 not to miss a 99 % shot?
Seriously though, do you have any good sources to read about this?
If I may? A classic:
I think the game is meant to abstract away simultaneous actions. So it's like the alien and you are moving at the same time, not like hitting a stationary target next to you.
But still, missing those 99% hits like this hurt.
To be fair. Is pretty difficult to hit someone with a longgun at such close range.
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.
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?
Hotdogs horseshoes and handgrenades does all of this.
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.
Well that's kind of what I want. Although unfortunately this has been tried to be accomplished in the past and it was non-viable.
Like I want it to be realistic... But 98% of gamers don't
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.
As far as i know only tarkov works otherwise.
Yeah, the deepstate definitely rigged those guns
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.
For every 100 shots you take with a 99% chance to hit you will miss around once. I think the max hit chance was capped at 95% from memory too but I could be wrong.
I'm still re loading that save though.
i don't know how xcom does it, but if you are reloading a save, it is possible that you are always using the same random number generator, so the results would not change
Save scumming is such a staple of modern XCOM that it's actually a toggle. Just like when I was save scumming in fire emblem, you can probably just mutate the seed differently by taking different actions before attacking though.
I think that was an option you could enable for your playthrough where it would use a consistent seed. You could get around it still by taking a different action first to use up the bad roll before trying again though.
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!)
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.
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+