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#13 | |
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Anisymbolic
Join Date: Aug 2004
Location: Wellington, New Zealand
Posts: 1,365
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As a matter of interest, have you tried Joint Ops? It's nowhere near as realistic as what you want, but all the weaps do have Iron sights, you can hit people from absurd distances with a Sniper rifle if you're good enough (leading them a little, accounting for bullet dip & all), and the arenas are HUGE. It's still nothing like what you want, but you might enjoy it a little more than the other games currently on offer.
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Dr Possible: Core 2 Duo E6400 on Gigabyte GA-965P-DS4. Galaxy GeForce 7600GT. 2GB Corsair XMS 2 DDR2-6400 RAM (CL5). ATi Theatre 550 Pro. Windows XP MCE. All stored in Piano black Antec Sonata II, with a broken door. Mobile: ASUS M2400N, Pentium M 1.5 GHz. 512 MB DDR RAM. Intel EXTREME graphics. Windows XP SP 2 / Ubuntu 5.10. Ridiculous DOES not have an 'e' in it. It comes from "ridicule" and has less than nothing to do with the colour red. |
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#14 | |
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Registered User
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One reason for lack of realism is fun factor. Most games are made to please the lowest common denominator, weekend warriors. Just for the sake of seeing how it works, try FlashPoint. SVD can reach out to about 1.2-3k but chances are you'll waste most of your ammo trying to hit anything but a tight squad. LAW/RPG, same thing. Looks awesome in the movies, and in other games, but try hitting T80 from 60-80 meters. Extreme realism will only be in simulators. Look at flight sims, small but dedicated market. Games don't sell well, but there are some extremely realistic sims.
IL2, LOMAC damage model is VERY realistic. Bullet trajectory is calculated all the way through the frame and referenced with blue prints to see if any equipment was damaged internally. Hopefully some day we'll get something like that for FPS sims. Bullet caliber, muzzle velocity distance, windage, etc and finally body damage. FlashPoint is probably one of the few FPS games that are more sim like than the rest. Hopefully the trend will continue.
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#15 |
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Not Even Trying Anymore
Join Date: Aug 2004
Posts: 230
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Flashpoint and America's Army are both pretty realistic in terms of actual weapon physics, although AA tends to play like slow-motion Counter-Strike. I do recall taking down enemies in Flashpoint with an M16 at something like 400m.
And the whole thing isn't neccesarily that I should be able to hit a guy at a mile, just that I should be able to hit what is between my sights. Getting that guy between the sights is up to me.
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Keep Your People Armed It's for the Children |
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#16 | |
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Not Even Trying Anymore
Join Date: Aug 2004
Posts: 230
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Quote:
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Keep Your People Armed It's for the Children |
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#17 | |
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Registered User of Women
Join Date: Aug 2003
Location: Australia
Posts: 2,523
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Quote:
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#18 | |
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Registered User
Join Date: Apr 2003
Posts: 2,804
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I assume that gamedevs generally try to balance weapons to balance the gameplay in MP, at the expense of realism on the weapons.
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#19 |
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Anisymbolic
Join Date: Aug 2004
Location: Wellington, New Zealand
Posts: 1,365
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I could be wrong, but I think the reason weaps aren't perfectly accurate is that it's SO DAMN EASY to aim with a mouse, even at absurd range. Real soldiers wouldn't be close to as accurate as a person with a mouse... unless there were some way to simulate kick... like having the shots scatter a little. Still, I don't know pretty much anything about real guns, so I'll shut up now.
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Dr Possible: Core 2 Duo E6400 on Gigabyte GA-965P-DS4. Galaxy GeForce 7600GT. 2GB Corsair XMS 2 DDR2-6400 RAM (CL5). ATi Theatre 550 Pro. Windows XP MCE. All stored in Piano black Antec Sonata II, with a broken door. Mobile: ASUS M2400N, Pentium M 1.5 GHz. 512 MB DDR RAM. Intel EXTREME graphics. Windows XP SP 2 / Ubuntu 5.10. Ridiculous DOES not have an 'e' in it. It comes from "ridicule" and has less than nothing to do with the colour red. |
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#20 | ||
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Not Even Trying Anymore
Join Date: Aug 2004
Posts: 230
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Also, for reference, check out an actual examples of sniper rifle accuracy: ![]() Quote:
Just for the record, bipods do NOT make rifles 'more accurate' or easier to shoot. In fact, they make them awkward because the weight shifts forward and the gun wobbles weirdly after you fire. The function of the tripod is mainly the keep the gun out of the mud and so you don't have to support the whole weight for hours at a time.
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#21 | |
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**** Holster
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You sir are captain tactics
Quote:
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I put children in microwaves. |
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#22 | |
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Not Even Trying Anymore
Join Date: Aug 2004
Posts: 230
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My main issue is that game makers seem to intentionally refuse to learn about real guns. It's like how Marxists intentionally refuse to learn real economics, any discussion on the matter and anything they do about it is infuriatingly retarded. And actually, 'across the map' in most games is reasonable shotgun range. Shotguns don't spray out in some ridiculous fashion as depicted in CS or Doom 3.
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#23 |
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**** Holster
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Who cares if the guns are not realistic, they do it to balance the game.
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I put children in microwaves. |
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#24 | |
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Not Even Trying Anymore
Join Date: Aug 2004
Posts: 230
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Basically: I go out and shoot guns. Some mine, mostly other people's. I've fired everything from Mac-10s to sniper rifles. And I enjoy it, and I think "Man, violence is neat without danger". Thus I want a game that simulates the stuff I don't get to do with those guns to human beings.
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