It's not inherently bad, but it did indeed frick up a lot of things. A game with a non-serious gameplay loop shouldn't have it. Titanfall 2 is a game I'd bet be better without sights.
I don't remember if I used them much but in most games assault rifles are just slower and more inaccurate smgs with the upside of being more accurate when you go into ADS.
For a game where gameplay is constant running and jumping around that just doesn't make them good weapons.
there's a lot of derivative indie boomer shooters, it's true, but the era where there was none of them and everything was aping call of duty or gears was such a miserable and boring time for shooters. they are all nearly the same game.
I don't want a million more hard quake clones or anything but I like shooters that are relatively original genre blends and genre blends just seem to work better if you have snappy movement, like splatoon, a platformer, and ultrakill, a character action game
Boomer shooter gets boring after a while, i rather prefer stalker like shooter where you have limited resources and enemy are neither bullet spongy nor to easy also having a responsive world also plays a role where game doesn't treat you like some main character and world will still exist even if you die
>what do I prefer
Unironically the shooters I've had the most fun with are shooters that aren't reliant on the shooting aspect of the game as their core gameplay loop.
Doom wads and phantom forces were staple games of mine growing up and I've played everything in between, so it's not like I cant appreciate these types of shooters, or that I think they're bad, even, but I've slowly gravitated towards games like RO2, RS2, hideous destructor, Ashes 2063, squad, RON or SWAT 4.
The big thing that ties these games together for me is that the shooting mechanics are generally supplanted with other aspects and dont try to build their merit off of how much depth they can put into clicking on heads.
It's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
I don't mind ADS I just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
I agree. A bullet isn't less accurate because of how you hold your gun, YOU'RE less accurate. If you're within a reasonable range then you should be able to pick someone off without going into the dedicated aiming mode first.
This seems most egregious with shotguns, where they seemingly get more range if you ADS.
I liked the way this was handled in BF3 where using a certain bullpup with a laser sight and crouching was more accurate than standing up and ADS, it felt like a lot of the guns were tuned to be more usable without having to aim.
I liked the way this was handled in BF3 where using a certain bullpup with a laser sight and crouching was more accurate than standing up and ADS, it felt like a lot of the guns were tuned to be more usable without having to aim.
That makes sense, although at that point you've also relegated your shotgun to being a pump action sniper rifle (unless you're playing MW II, which still imparts a range limitation on slugs that only seems to exist to avert them being fast sniper rifles).
>although at that point you've also relegated your shotgun to being a pump action sniper
You mean with slugs? Hunt prevents this by impleting muzzle velocity (travel time) and damage drop off. Slugs have very sharp damage drop off which means that they're basically useless at sniper range. Also you need to hit the chest or the head if you want to oneshot at short ranged
they should had made readying a gun and aiming down the sights two separate things. in actual cqb you just shoulder the gun and aim over the sights. no game seems to do this as far as i know
It was a weird feeling having the red dot as my favorite optic in CoD4 then when I became an adult and bought a firearm realizing the red dot in that game doesn't really exist except as a cheap airsoft toy.
It's strange, what I like in video games doesn't always translate to real life and vice versa. I absolutely hated the Acog in CoD but in the real world it's a solid optic.
Also why the hell do iron sights always end up looking like this? No one anywhere ever feels this obstructed by the rest of their gun when they aim using their weapon's built-in sights.
It's the same as driving from the wienerpit view in a racing game. Your actual field of view in a real car doesn't take into account the massive amount of dashboard and cabin structure over what you're seeing out of the window.
because mimicking the effect you create when you ADS IRL is infinitely worse, so might as well make the gun use night time ironsights and call it a day
It's a taste thing. America's Army did this too I think. It's not really pleasing to the eyes of a layman. The Rule of Cool reigns above all in the business, almost every time.
You can do both but target focus is much faster at closer ranges than sight focus shooting
And also Im not sure what any of these noguns are implying but if you aren't always shooting with both eyes open you are moronic, whether it's close or far.
well actually it is perfectly right.
Both eyes open is for close shooting and focus should be on target
One eye open is for precise (long range) shooting and focus during aim should be on front post.
This is right thing to do.
The issue is that suddenly, aiming down sights gives you laser accuracy even if you're moving, but shooting from the hip from a stable, static position means you're incapable of hitting the broad side of a barn.
It favors players that alternate sprinting and ADS against careful and even static defenders. It's just moronic. I wish we would return to a more classic mechanic where the character's aim is only relative to his posture, movement speed, and stamina, and aiming down sights is just a gradual visual effect.
>abysmal TTK: who sees who first wins >RNG spread >slow movement speed, no verticality >basically 1 map
8 months ago
Anonymous
So you just don't like it personally? That's fine but don't make an objective statement about its quality based on your own preferences. It's really narcissistic.
8 months ago
Anonymous
If I don't like something then it's shit. Simple.
8 months ago
Anonymous
At least you're honest but narcissism is a disorder and your life will be better if you get it fixed.
8 months ago
Anonymous
>who sees who first wins
Completely incorrect >RNG spread
CS has, objectively, the least amount of aim cone in any competitive shooter >slow movement
Movement is fast-paced & there is also a very high skill ceiling to master movement. >no verticality
nuke? overpass? >basically 1 map
Yep, you're silver kek
8 months ago
Anonymous
>Movement is fast-paced
It's only a little bit faster than games like R6, Arma etc.
8 months ago
Anonymous
CS has the opposite of RNG spread and its arguably even worse
>how dare you making something new and fresh instead of unreal quake tournament arena 2001 VI 3D
8 months ago
Anonymous
this isn't really cs' fault but it wasn't just making something new, the growth of slow military-derived shooters basically killed anything to do with movement for years and years and that was pretty weak.
Like people ask why the fighting game genre is so gatekeepy but looking at fps it feels very possible that if the genre ever got dumbed down to a point that it effortlessly reached mass audiences, the old stuff could struggle to ever come back. Mass appeal and convenience always wins in every entertainment medium
Sniping isn't about reactive aiming, it's precision and timing.
ADS as is used in the general sense refers to mid-range engagements that don't rely on magnified sighting systems. It often comes down to who can get their sights up fast enough and who has the clearer sight picture.
8 months ago
Anonymous
>>this ADS is not ADS because .... just because, mmmkay?
Tell me why AWP should have ADS in CS
Just make it fire from the hip like AK. Tell me why not.
8 months ago
Anonymous
Functional overlap? You want your sniper rifles to be ranged weapons and assault rifles to be something you can walk around with and fight people on sight rather than at a distance.
8 months ago
Anonymous
>It's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
Checkmate zoomer.
8 months ago
Anonymous
by any chance are you moronic or is this just bait
NTA but the scopes in CS function very differently than CoD-style ADS.
8 months ago
Anonymous
Cope.
Same mechanic. Low accuracy from the hip for AWP (tell me why such design).
Near precise accuracy fro ADS AWP (tell me why such design)
Low mobility with ADS AWP (tell me why such design)
Transition time bettwen hip and ADS for AWP (tell me why such design).
8 months ago
Anonymous
CS >only some weapons have a scope >it's toggled >some of the scoped weapons are just as accurate unscoped
CoD >all weapons have ADS >it requires a button to be held down >most weapons are useless without aiming down the sights
Doth games balanced their weapons based on those differences and thus have different feel and pacing. One isn't better than the other. Sure, both are aiming mechanics but saying both are the same is like saying that a Prius and a F150 are the same because they're both cars with four wheels.
8 months ago
Anonymous
>>it requires a button to be held down
u wut m8?
aslo you didn't explain why such AWP design fro all 4 points. Explain why not make AWP perfectly accurate on teh run and jump. I'll wait >t's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
8 months ago
Anonymous
I don't care about whatever stupid argument you guys were having before, but the awp is set up like that for game balance. The zoom restricts the awper's vision but trades being able to see farther (no shit). The low accuracy from the hip, low mobility, and transition time are all to restrict the awper's utility. (cannot run and gun at all, scoping in is a commitment). As proof, the scout does not restrict movement speed & you can even shoot while jumping.
8 months ago
Anonymous
>(cannot run and gun at all, scoping in is a commitment).
Why not? >just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
8 months ago
Anonymous
What? I just told you it's for balance; to restrict the capabilities of the awp with respect to the cost / performance of the other weapons in the game. >if you're not ADS you can't hit the broad side of a barn from 5ft
You are accurate with every weapon besides the awp and scout without ADS of any kind, so you are wrong.
8 months ago
Anonymous
>to restrict the capabilities of the awp
Restrict movement why? >just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
I'm definitely not hard-opposed to ironsights in games. I think they're not too bad as a balancing measure in Titanfall, for instance. Submachine guns being so powerful in hipfire was actually an issue in 2.
I think it's funny that you have people who insist that most games are improved with irons and people who insist that they ruined the genre, though. Shooters were already trending slower with or without irons. Halo, COD, CS, and MOH were already mega popular compared to Quake.
Has anyone applied RE 4-5 aaiming to any FPS, where you have to stand still while actually aiming the gun? Sounds like a fair tradeoff, you get better recoil control and accuracy at the cost of no mobility at all
Yes, if stay still you're accurate. If you crouch you're even more accurate.
Moving makes you inaccurate.
There's are no iron sights mechanics, as it was made before any game implemented these. Technically there were Golden Eye and Medal of Honor, but they were console shooters, so aim button simply let you aim in 3D.
Other than sniper rifles, there are 2 weapons that give zoomed view, but it doesn't make them pin point accurate.
That's why arenagays are still buttblasted about Counter Strike to this day.
the way ADS is currently implemented in virtually all games is shit
I wish deadzone accurate hipfire + a more realistic ads implementation was the standard
I like in killing floor where your first bullet always lands dead center of the screen regardless of what weapon or movement. Makes playing sharpshooter easy where you don't have to bother with ADS to land headshots.
The only game that did ADS right was Insurgency, where aiming from the hip didn't magically make the gun's barrel an uncontrolled rubber hose. That and the gun would swivel slightly before your character turned so you couldn't tape a crosshair to the center of your screen.
Lmao this is the kind of low IQ take you would expect from a moron who thinks valorant/CS random RNG gambling bullet spray every time you shoot your gun is "Good design" and having to sit 3 inches from your monitor at 1024 x 768 resolution is acceptable in 2023.
>”NOOOO I SHOULDNT HAVE TO ACTUALLY AIM AT THE ENEMY I SHOULD BE ABLE TO SHOOT AT THEM WITH LASER ACCURACY FROM THE HIP THE SECOND THEY SHOW ON MY SCREEN!!!!!!!!!1”
It's not like "shooting from the hip" is actually at the hip. You're telling me you couldn't hit a target from a reasonable distance with your gun held like this?
ADS takes much more skill to hit your shots.
It's more obstructive and demands you react fast ,move your aim more on point, demands you predict the enemies movement.
I say 1999 Counter Strike fad ruined FPS games. ITS so piss easy having a small cross on your screen and aiming with it. CSbabbys don't come at.me, I have played CS too.
I don't get why they still have it, it's part of the formula I guess but it's the reason I will never play it again.
ADS is like 144hz. You never go
back. IT gives you "that" feeling when aiming and shooting.
Just make ADS time and sprint-out really quick like in CoD BO2 and before. Boom, you have a fun, fast shooter. But FPS devs hate that so no fun allowed, just play ur nuMW3 bros!
I don't think it's necessarily wrong to make ADS a big part of the gameplay but the gun mechanics/behavior shouldn't be so tied to it that they behave illogically when you don't use it.
If you shoot a low-power weapon like a 9mm from a position like this and you see where it hits within...I dunno, maybe 100 feet or so, you should be reasonably be able to guess what changes you need to make in order to make your mark without having to drop into ADS. But, no, you shoot twice and one bullet hits right of center then the next shot is to the up and left. Why?
I don't mind it. It just comes with a bunch of other elements from CoD which just makes the game bland to me. I'd like to see more variability in shooters.
I like how Serious Sam 3 included iron sights. With the rifle for example it was almost purely cosmetic or preference to help line up shots. I used it a lot in that game and it never slowed you down. The thing still fired perfectly center on the crosshair at full speed regardless. Sometimes just a little mechanical animation variety is enough to add some rule of cool without it ruining the game.
There's more to it than that. The more tactical games had a good reason to use sights and there's nothing wrong with that. However the real reason sights ruined FPS was because PC gaming was dying anyway. Consoles can't take the fast paced KBM gameplay so games had to force the use of sights
It's not inherently bad, but it did indeed frick up a lot of things. A game with a non-serious gameplay loop shouldn't have it. Titanfall 2 is a game I'd bet be better without sights.
I would say the P2016 at least needs ads for choosing between dumping at close range and trying to hit slow enemies at long range
I mostly ran around hipfiring smg when I played titanfall 2 so I agree with you
Is it me or are assault rifles completely worthless in that game?
I don't remember if I used them much but in most games assault rifles are just slower and more inaccurate smgs with the upside of being more accurate when you go into ADS.
For a game where gameplay is constant running and jumping around that just doesn't make them good weapons.
Recently I came back to playing it, after everyone else did, and I can't do shit with assault rifles.
SMGs and Wingman Elite do fine.
>inherently
go back.
Don't forget about reloading. Keeping track of your current magazine count isn't fun.
Im tired of boomer shooters
honest question what would you prefer
there's a lot of derivative indie boomer shooters, it's true, but the era where there was none of them and everything was aping call of duty or gears was such a miserable and boring time for shooters. they are all nearly the same game.
I don't want a million more hard quake clones or anything but I like shooters that are relatively original genre blends and genre blends just seem to work better if you have snappy movement, like splatoon, a platformer, and ultrakill, a character action game
Boomer shooter gets boring after a while, i rather prefer stalker like shooter where you have limited resources and enemy are neither bullet spongy nor to easy also having a responsive world also plays a role where game doesn't treat you like some main character and world will still exist even if you die
>what do I prefer
Unironically the shooters I've had the most fun with are shooters that aren't reliant on the shooting aspect of the game as their core gameplay loop.
Doom wads and phantom forces were staple games of mine growing up and I've played everything in between, so it's not like I cant appreciate these types of shooters, or that I think they're bad, even, but I've slowly gravitated towards games like RO2, RS2, hideous destructor, Ashes 2063, squad, RON or SWAT 4.
The big thing that ties these games together for me is that the shooting mechanics are generally supplanted with other aspects and dont try to build their merit off of how much depth they can put into clicking on heads.
It's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
I don't mind ADS I just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
I agree. A bullet isn't less accurate because of how you hold your gun, YOU'RE less accurate. If you're within a reasonable range then you should be able to pick someone off without going into the dedicated aiming mode first.
This seems most egregious with shotguns, where they seemingly get more range if you ADS.
Aiming with shotguns lets you focus so you can use the force.
I liked the way this was handled in BF3 where using a certain bullpup with a laser sight and crouching was more accurate than standing up and ADS, it felt like a lot of the guns were tuned to be more usable without having to aim.
Nevermind, it was even better than that lmao
Hunt: Showdowm has shotguns that don't lose accuracy if you hipfire them unless you're using slugs.
That makes sense, although at that point you've also relegated your shotgun to being a pump action sniper rifle (unless you're playing MW II, which still imparts a range limitation on slugs that only seems to exist to avert them being fast sniper rifles).
>although at that point you've also relegated your shotgun to being a pump action sniper
You mean with slugs? Hunt prevents this by impleting muzzle velocity (travel time) and damage drop off. Slugs have very sharp damage drop off which means that they're basically useless at sniper range. Also you need to hit the chest or the head if you want to oneshot at short ranged
they should had made readying a gun and aiming down the sights two separate things. in actual cqb you just shoulder the gun and aim over the sights. no game seems to do this as far as i know
"Tactical" shooters trend started with CS
it started with Rainbow Six you under-30 dummy
I don't have a webm of it but I'm a big fan of Squads new shooting mechanics. Anyone have clips of it? Very intense and unique.
It was a weird feeling having the red dot as my favorite optic in CoD4 then when I became an adult and bought a firearm realizing the red dot in that game doesn't really exist except as a cheap airsoft toy.
If I were in the market for a real optic I'd probably get something like this, not a small reflex sight.
It's strange, what I like in video games doesn't always translate to real life and vice versa. I absolutely hated the Acog in CoD but in the real world it's a solid optic.
Not all ACOGs use the spear tip reticle, if that's what bothered you. some models have traditional crosshairs.
isn't it walther MRS? it exists and functions as a red dot sight irl. what's the problem?
Maybe that was the legit one but it's been long discontinued now with just Chinese companies making airsoft clones.
Also for handguns they don't seem particularly unreasonable, assuming you know how to zero it.
CoD4 promod was the best FPS
Also why the hell do iron sights always end up looking like this? No one anywhere ever feels this obstructed by the rest of their gun when they aim using their weapon's built-in sights.
It's the same as driving from the wienerpit view in a racing game. Your actual field of view in a real car doesn't take into account the massive amount of dashboard and cabin structure over what you're seeing out of the window.
what game? sovlful graphics.
Looks like bo4 with fricked up settings
because mimicking the effect you create when you ADS IRL is infinitely worse, so might as well make the gun use night time ironsights and call it a day
>because mimicking the effect you create when you ADS IRL is infinitely worse
What effect is that?
see
It's a taste thing. America's Army did this too I think. It's not really pleasing to the eyes of a layman. The Rule of Cool reigns above all in the business, almost every time.
Brothers In Arms did that.
Maybe slightly pulled back would be right but that does indeed look proper.
this is dumb, may as well be hiipfire with how far the sight is away from your face
now this is fricking kino
Trying to mimic the act of closing one eye is obnoxious and pointless. Running the game on the lowest possible settings so the DOF blur that
emulates doesn't count.
The easiest way to do it is to enable transparency when using iron sights on the specific part of gun, so aperture doesn't obscure the view that hard
I'd like to see a game mimic having both eyes open.
there are a good few indies that frick with interesting vision mechanics lately, hyper demon's 360 FOV being an obvious example
Very simple, games don't replicate binocular vision well
>left: focus on the front sight
>right: focus on the target
What kind of a moron made that picture?
Focusing on the target is recommended for close range pistol shooting.
Yeah but you can do both with one eye open or with two eyes open.
You can do both but target focus is much faster at closer ranges than sight focus shooting
And also Im not sure what any of these noguns are implying but if you aren't always shooting with both eyes open you are moronic, whether it's close or far.
well actually it is perfectly right.
Both eyes open is for close shooting and focus should be on target
One eye open is for precise (long range) shooting and focus during aim should be on front post.
This is right thing to do.
The issue is that suddenly, aiming down sights gives you laser accuracy even if you're moving, but shooting from the hip from a stable, static position means you're incapable of hitting the broad side of a barn.
It favors players that alternate sprinting and ADS against careful and even static defenders. It's just moronic. I wish we would return to a more classic mechanic where the character's aim is only relative to his posture, movement speed, and stamina, and aiming down sights is just a gradual visual effect.
spastic twitch gameplay > camper friendly gameplay
The only game I know that has amazing point-fire is Tarkov
It's just quakegays larping as if they ever play their own game
>now have to use an aim button and be slow as shit to have any precision
yes it ruined shooter, sprint as well
kys zoomer
>be slow as shit to have any precision
CS was like that and it had neither sprint nor ADS
CS is shit too
What did i just read
CS was the CoD of its time, garbage for normalgays too bad/moronic to play good shooters
I can see you have no actual criticisms of it.
>abysmal TTK: who sees who first wins
>RNG spread
>slow movement speed, no verticality
>basically 1 map
So you just don't like it personally? That's fine but don't make an objective statement about its quality based on your own preferences. It's really narcissistic.
If I don't like something then it's shit. Simple.
At least you're honest but narcissism is a disorder and your life will be better if you get it fixed.
>who sees who first wins
Completely incorrect
>RNG spread
CS has, objectively, the least amount of aim cone in any competitive shooter
>slow movement
Movement is fast-paced & there is also a very high skill ceiling to master movement.
>no verticality
nuke? overpass?
>basically 1 map
Yep, you're silver kek
>Movement is fast-paced
It's only a little bit faster than games like R6, Arma etc.
CS has the opposite of RNG spread and its arguably even worse
>how dare you making something new and fresh instead of unreal quake tournament arena 2001 VI 3D
this isn't really cs' fault but it wasn't just making something new, the growth of slow military-derived shooters basically killed anything to do with movement for years and years and that was pretty weak.
Like people ask why the fighting game genre is so gatekeepy but looking at fps it feels very possible that if the genre ever got dumbed down to a point that it effortlessly reached mass audiences, the old stuff could struggle to ever come back. Mass appeal and convenience always wins in every entertainment medium
oh so you are a movement shooter troony
move on already
technically it did have those things with crouch and the knife.
>CS had no ADS
zoomer who didnt play CS spotted
Using a scope is different from generic ADS.
>this ADS is not ADS because .... just because, mmmkay?
aim down SIGHTS not aim down SCOPE
Sniping isn't about reactive aiming, it's precision and timing.
ADS as is used in the general sense refers to mid-range engagements that don't rely on magnified sighting systems. It often comes down to who can get their sights up fast enough and who has the clearer sight picture.
>>this ADS is not ADS because .... just because, mmmkay?
Tell me why AWP should have ADS in CS
Just make it fire from the hip like AK. Tell me why not.
Functional overlap? You want your sniper rifles to be ranged weapons and assault rifles to be something you can walk around with and fight people on sight rather than at a distance.
>It's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
Checkmate zoomer.
by any chance are you moronic or is this just bait
NTA but the scopes in CS function very differently than CoD-style ADS.
Cope.
Same mechanic. Low accuracy from the hip for AWP (tell me why such design).
Near precise accuracy fro ADS AWP (tell me why such design)
Low mobility with ADS AWP (tell me why such design)
Transition time bettwen hip and ADS for AWP (tell me why such design).
CS
>only some weapons have a scope
>it's toggled
>some of the scoped weapons are just as accurate unscoped
CoD
>all weapons have ADS
>it requires a button to be held down
>most weapons are useless without aiming down the sights
Doth games balanced their weapons based on those differences and thus have different feel and pacing. One isn't better than the other. Sure, both are aiming mechanics but saying both are the same is like saying that a Prius and a F150 are the same because they're both cars with four wheels.
>>it requires a button to be held down
u wut m8?
aslo you didn't explain why such AWP design fro all 4 points. Explain why not make AWP perfectly accurate on teh run and jump. I'll wait
>t's not using the sights but the slowing of player movement whilst doing so. There are tons of solutions to this like having a laser pointer or being a super soldier with crack aim. Or having a targeting computer like in halo. A lot of people like slowing down though. Combat based on reaction time is exciting.
I don't care about whatever stupid argument you guys were having before, but the awp is set up like that for game balance. The zoom restricts the awper's vision but trades being able to see farther (no shit). The low accuracy from the hip, low mobility, and transition time are all to restrict the awper's utility. (cannot run and gun at all, scoping in is a commitment). As proof, the scout does not restrict movement speed & you can even shoot while jumping.
>(cannot run and gun at all, scoping in is a commitment).
Why not?
>just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
What? I just told you it's for balance; to restrict the capabilities of the awp with respect to the cost / performance of the other weapons in the game.
>if you're not ADS you can't hit the broad side of a barn from 5ft
You are accurate with every weapon besides the awp and scout without ADS of any kind, so you are wrong.
>to restrict the capabilities of the awp
Restrict movement why?
>just hate that every game decided at once ADS = you can't move and if you're not ADS you can't hit the broad side of a barn from 5ft
>I am SILLY
Sprint is your default movement in CS
>brain damaged morons get filtered by having to aim instead of just having the enemy near the center and getting spoonfed autoaim
I get the point but your sentence structure is horrible. It's too long without breaks which doesn't feel good to read.
>waaaah waaaah
Twitterbrained mongoloid that can't read.
Not sure why you're so upset. Are you okay?
I'm definitely not hard-opposed to ironsights in games. I think they're not too bad as a balancing measure in Titanfall, for instance. Submachine guns being so powerful in hipfire was actually an issue in 2.
I think it's funny that you have people who insist that most games are improved with irons and people who insist that they ruined the genre, though. Shooters were already trending slower with or without irons. Halo, COD, CS, and MOH were already mega popular compared to Quake.
Has anyone applied RE 4-5 aaiming to any FPS, where you have to stand still while actually aiming the gun? Sounds like a fair tradeoff, you get better recoil control and accuracy at the cost of no mobility at all
Counter Strike?
Havent played it, is that actually how it works in there or is it the typical "just stand still and your shots are somehow accurate"?
Yes, if stay still you're accurate. If you crouch you're even more accurate.
Moving makes you inaccurate.
There's are no iron sights mechanics, as it was made before any game implemented these. Technically there were Golden Eye and Medal of Honor, but they were console shooters, so aim button simply let you aim in 3D.
Other than sniper rifles, there are 2 weapons that give zoomed view, but it doesn't make them pin point accurate.
That's why arenagays are still buttblasted about Counter Strike to this day.
the way ADS is currently implemented in virtually all games is shit
I wish deadzone accurate hipfire + a more realistic ads implementation was the standard
I like in killing floor where your first bullet always lands dead center of the screen regardless of what weapon or movement. Makes playing sharpshooter easy where you don't have to bother with ADS to land headshots.
>deadzone accurate hipfire
cancer and you suck at videogames
The only game that did ADS right was Insurgency, where aiming from the hip didn't magically make the gun's barrel an uncontrolled rubber hose. That and the gun would swivel slightly before your character turned so you couldn't tape a crosshair to the center of your screen.
>actually praising the dogshit goldeneye-style aiming system
It felt good, provide an argument as to why I'm wrong.
You're moronic and so is the aiming system. There is no reason you should have to move a cursor across the screen before you turn.
kino
>ruined
Cod 4 is a great game,
I said it on release and I'll keep saying it and if you disagree just to fit in you can choke on my dick.
Buncha noguns here
Many such cases.
It's the fact that devs make the hipfire inaccurate that ruined the genre
>defender spawn on crash
Home
Lmao this is the kind of low IQ take you would expect from a moron who thinks valorant/CS random RNG gambling bullet spray every time you shoot your gun is "Good design" and having to sit 3 inches from your monitor at 1024 x 768 resolution is acceptable in 2023.
>”NOOOO I SHOULDNT HAVE TO ACTUALLY AIM AT THE ENEMY I SHOULD BE ABLE TO SHOOT AT THEM WITH LASER ACCURACY FROM THE HIP THE SECOND THEY SHOW ON MY SCREEN!!!!!!!!!1”
It's not like "shooting from the hip" is actually at the hip. You're telling me you couldn't hit a target from a reasonable distance with your gun held like this?
Works fine in Squad and Arma etc. It's just ADHD homosexual games where you're instantly into ADS is bad.
ADS takes much more skill to hit your shots.
It's more obstructive and demands you react fast ,move your aim more on point, demands you predict the enemies movement.
I say 1999 Counter Strike fad ruined FPS games. ITS so piss easy having a small cross on your screen and aiming with it. CSbabbys don't come at.me, I have played CS too.
I don't get why they still have it, it's part of the formula I guess but it's the reason I will never play it again.
ADS is like 144hz. You never go
back. IT gives you "that" feeling when aiming and shooting.
Just make ADS time and sprint-out really quick like in CoD BO2 and before. Boom, you have a fun, fast shooter. But FPS devs hate that so no fun allowed, just play ur nuMW3 bros!
ADS to shooters is like what stamina or cooldowns or some kind of restrictive system is to action games.
It was fine when only a handful of realism focused shooters had it, but they became too popular and everyone unquestionably copies ADS.
I don't think it's necessarily wrong to make ADS a big part of the gameplay but the gun mechanics/behavior shouldn't be so tied to it that they behave illogically when you don't use it.
If you shoot a low-power weapon like a 9mm from a position like this and you see where it hits within...I dunno, maybe 100 feet or so, you should be reasonably be able to guess what changes you need to make in order to make your mark without having to drop into ADS. But, no, you shoot twice and one bullet hits right of center then the next shot is to the up and left. Why?
Hipfire SMGs were extremely viable in COD4 and way to build and win CQB.
I don't mind it. It just comes with a bunch of other elements from CoD which just makes the game bland to me. I'd like to see more variability in shooters.
I like how Serious Sam 3 included iron sights. With the rifle for example it was almost purely cosmetic or preference to help line up shots. I used it a lot in that game and it never slowed you down. The thing still fired perfectly center on the crosshair at full speed regardless. Sometimes just a little mechanical animation variety is enough to add some rule of cool without it ruining the game.
BTW ADS machine pistols in MW2 didn't slow walk down.
Some guns let you move around faster in ADS to compensate for range or power issues.
Like ADS movement with an LMG is terribly slow, as is sniper rifles.
There's more to it than that. The more tactical games had a good reason to use sights and there's nothing wrong with that. However the real reason sights ruined FPS was because PC gaming was dying anyway. Consoles can't take the fast paced KBM gameplay so games had to force the use of sights
Doom 2016 had a pretty fun arena FPS-style multiplayer mode worked fine on consoles.
Crossplay like that might be a bit of a headache, I guess.
>ADS gets added to games
>shotgun spread magically tightens if you look down the sights
My issue with is that hip firing is so shit that it might as well not exist
I remember iron sights in Dirty Bomb were only for long range engagements but otherwise you were encouraged to hipfire all the time.