In terms of gameplay mechanics, old school zoom aiming achieves the same thing as ADS. Is getting to press your nose against virtual firearms really that important in a game about shooting werevolves and vampires?
I blame this on the proliferation of Call of Duty over traditional scifi and fantasy shooter franchises. You can fucking ADS on an assault rifle in Halo now
Using my mouse and keyboard as I walk sideways across the balcony, I hold control key to mantle over the ledge before firing my weapon at the other players, a cool drink in arm's reach, the temperature a steady 72°F and comfortable humidity. The smell of a dinner preparing in my nostrils.
"This is about accuracy in gaming, something I take very seriously as a weapons expert," I state plainly.
"Who are you talking to?" my older sister asks, looking through the doorway. Her brow is furrowed.
"His name is ViperKing33 and he's basically a real commando in real life. He is an expert marksman and builds his own weapons."
ViperKing33 later asks if I've seen my sister's boobs before going offline to help his dad with the trash.
Realism in games? Retvrn to Goldeneye where if you had 2 guns the brass flew out of the opposite side on your second gun because the devs just mirrored the models and animations and we liked it that way.
If you know how to aim irons, especially illumated irons, work very well in games. Plus it looks visually neat, it more clearly distinguishes between hip fire and ads, and it's more diegetically integrated, you're looking at something that exists in the game and not a cross hair.
For a horror game irons can also restrict your fov and already limited peripheral vision, increasing the tension when you need to shoot accurately but also keep track of things aroiund you.
If the game wants you to be a cool special agent "are you a bad enough dude to save the president" then shooting accurate and effectively is what bad special agent dudes do.
It's not going to make the game worse, but it is nice to have.
Gun owners and enthusiasts are extremely annoying. Every time a gun is shown, you get a bunch of annoying people virtue signaling about le trigger finger and le magazine NOT CLIP!!
And they’re not anal about the gameplay mechanics. They’re anal about the animation details which shows the character having a normie understanding of firearm technique.
Anyway, not even Tarkov is as realistic. I’d say ARMA, Project Reality, and Squad are because the player holds the gun right in front of them at a lowered position rather than to the side like most FPS games.
This is the equivalent of those insufferable “drums are never animated correctly” videos. If the gameplay is engaging and fun, I don’t care if the serial number on the gun you can see for three frames doesn’t match the numbering system that manufacturer uses.
Call me old but I prefer the old firing from the hip approach of older games. Iron sights tend to take up the entire screen, like the shooter is pressing it right up against their eye for some scope bite.
Hell I enjoy old shooters like Rainbow Six and SWAT 3 which don't even have gun models.
I'm fine with not using the iron sights if there's no further level of aim (counter strike) or if there's not really any iron sights on the guns (Halo). But if you're in a first person game, it feels weird to just zoom in when there are iron sights on the gun that the character would be using. For me, it's about being more immersed in the game play. It's like when you look down and can't see yourself. Yeah it doesn't break the game but it definitely takes you out of it a little bit.
I like iron sights but only because I like immersion. Lack of iron sights was something that constantly bugged me in Fallout 3 for example. Idk, the zoom feels more natural because it's like your character's fov narrowing due to concentration and it's reflected by the act of looking down sights, rather than feeling like my character can just zoom in with their eyes if they try hard enough
i know ive posted a lot in this thread but i have a rant. generally i think its weird how all shooter games have very similar controls these days, bring back lock on aiming like in old skool SOCOM and PS2 half life and red faction imo. or rather instead of bringing back, come up with new stuff or new spins on old stuff. i'm absolutely exhausted and sick of playing 'COD but x genre' or 'Quake but x genre' games. i think lock-on aiming systems have a lot of potential and might even be closer to real life instinctual aiming in CQB situations. i also think more games should have a difference between 'weapon up' and 'weapon down' postures with implications for mobility and other gameplay systems. the metal gear series touches on some of this but nothing goes as far as i want. like compare how people move in any given FPS or TPS game and then watch a decent war movie like saving private ryan or full metal jacket, and notice how much more agile real people seem. diving and rolling and crawling and running hunched over. clumsy but fluid, not mechanical and floaty or glide-y. we are so so far from having that in any videogame, and im not convinced its purely an issue of controls or input. so many games animate the player characters like they are a drone more than a person or even a physically existing android.
I haven't played a lot of recent FPS titles so I don't know if this has become more prevalent, but I really liked the Rainbow Six Vegas thing of being in first person but then 3rd person when in cover. It lets you see your customized character a lot more. GTA Online had this as an option in the settings as well. I would play FPS but 3rd person in cars and cover.
Also the Army of Two games had 3 things I've not really seen in other third person games that I'd love in a single game (for some reason they kept taking these features out). The first game had a system where if you pressed fire when an enemy was right in front of you, you did a melee move instead, it was a lot more fluid than trying to remember what the melee button was. The Second game had a button you hit to switch which hand you held the gun in, so you could look around corners better, hug walls etc. The Third game had a system where if you tapped the reload button twice you drew your pistol instead, which was good if you got caught mid reload by an enemy.
i will admit my shame: I am playing COD again because i get it without paying full price (game pass) and it scratches my current need for an ADHD hamster wheel
however, i am deliberately trying to unlock attachments so i can make the weapon builds from that one tiktok guy who exclusively plays with cursed guns that graphically break the game
aim down sights
dislocate both shoulders and elbows to fire a gun with no ability to see what's in front of you