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.
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.
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.
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.
Spoilers for Reach+ I personally found it very satisfying that the mission leading up to a space battle actually then includes participating in the space battle, and it’s fun. Most games would cutscene past what the game engine couldn’t handle, or would include a barely playable space battle. The one in Reach was a nice surprise. + The cutscene after taking down the space station is easily among the top 10 video game cutscenes, for me. It may be the most Spartan thing ever Spartan-ed. + The end fight is pretty unique. I replayed it recently with my kid, and I was amused by the respect it earned with him. I can’t even put it in a spoiler tag, though.
I wish i hadn’t spoiled it for myself years ago though
For what it’s worth, I read the book the game was based on, before playing the game, so I knew ::: spoiler (vague nature of a Reach spoiler) how the ending would go ::: in advance, but it still works great, even when spoiled. The game really earns it, so it works even if it’s not a surprise.
But that’s why I still can’t even include it inside a spoiler tag. Feels best to let folks find it themselves, who don’t already know.
Nothing too fancy, but certainly enough to get me by until i upgrade the GPU. I have a Ryzen 3700x i bought used, 32 GB of DDR4 RAM, a 1 TB NVME SSD and a 250 GB HDD, and a Radeon RX 7600 XT 16 GB. I planned it around having a bit of wiggle room to upgrade. The CPU is probably fine, but the GPU i want to upgrade eventually. Maybe not now, but someday
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.
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.
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.
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.
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?
Just go play Operation Harsh Doorstop, it is free (community funded free not microtransaction casino “free”), runs a million times better, has vehicles and support for large maps and is moddable!
(including support for players downloading a server’s mods on connection so players only have to click on a server to try out a new gamemode or mod)
I constantly praise this game and it is because of the crazy potential of it, it’s accessibility and the fact that the foundation is already awesome.
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)
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.
I’m thinking it’s the monitor. I think i was just referring to the wrong manual for a newer version of mine when looking at it. I’m a bit disappointed, but I’ve lived this long without 120hz, i can live a while longer
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