Are players "too" accurate in realistic shooters?

Are players "too" accurate in realistic shooters? Does randomness need to be put into the game for a realistic depiction of inaccuracies in real life?
Or should we just continue with games where sniping a man running full tilt at 300 meters really isn't complicated if given an open field?

  1. 1 week ago
    Anonymous

    golly, we just oughta not have spaceships and dragons in vidya because gosh that just isn't realistic gee wow

  2. 1 week ago
    Anonymous

    If you ever tried VR you'd notice how easy it is to be accurate at short to medium ranges. The brain can pretty easily draw a line from the barrel to wherever you're aiming with decent accuracy.
    For long ranges where wind drag and shit comes into play it'd be far more difficult, but the other problem with games is that there is no fear of death so players can just kinda go nuts and shoot wildly, so fights don't feel realistic at all.

    • 1 week ago
      Anonymous

      This guy has never shot a gun in real life.

      • 1 week ago
        Anonymous

        you do know that in CQC combat you are not supposed to aim all the time, but hold the gun to your chest and just turn your body in the direction of the threat and shoot? You can be rather accurate like that at short ranges

        John Wick movies actually depict realistic shooting for cqc when you don't have time to aim properly believe it or not

  3. 1 week ago
    Anonymous

    Games can’t emulate the fine details of shooting a gun without practically emulating the entire human body.

  4. 1 week ago
    Anonymous

    >Play Hell Let Loose
    >everyone has hold breath function
    >everyone is a fucking sharp shooter
    >if you're within draw distance an average player can just smoke you with iron sights no problem
    I think it's a problem but I dont know the fix other than removing that hold breath bullshit

  5. 1 week ago
    Anonymous

    Lmao, gunfire in Arma 3 made just right. First reason is because firefights are took place at distances over 100m, so you need to aim more carefully and recoil and bullet velocity plays their roles. Secondly, fatigue makes you weapon sway a lot, making things even harder. Thirdly, there's complex system of damage and armor piercing makes a real difference between different types of calibers.
    In Arma 3 you can kill enemy in one shot with a regular gun, but you'll find it difficult to lay that shot.

  6. 1 week ago
    Anonymous

    Players are too accurate if I'm dying because a discolored pixel on the horizon shot me. But more importantly, I don't want to aim at a discolored pixel.

  7. 1 week ago
    Anonymous

    Soon this shit will be irrelevant because AI cheats will be everywhere
    Imagine AI that just identify threats/movement like a player and aim like a player, with zero "inside access" required
    I genuinely think we're in the last decade of playable multiplayer game

  8. 1 week ago
    Anonymous

    random spread is cancer

  9. 1 week ago
    Anonymous

    Uncertainty is fun unless you are a tryhard

  10. 1 week ago
    Anonymous

    Buddy guns are lazer beams now. What inaccuracies lmfao.

    • 1 week ago
      Anonymous

      Yeah I know a lot of guns are like 1moa nowadays, especially rifles. WW2 guns may've been as bad as 5moa that I've read about.
      However, That's always bench shooting and the like. Out in combat, how accurate really is anyone?

      • 1 week ago
        Anonymous

        A movement accuracy penalty (depending on speed of movement) would be enough. No random recoil bs.

        • 1 week ago
          Anonymous

          if we took the accuracy of an infantryman during ww2 and applied a random spread modelling that accuracy you would be very unhappy lol. but a lot of realistic tactics would arise.

  11. 1 week ago
    Anonymous

    yeah they are.

    this has been a longstanding problem for 'realistic' shooters, and possibly only Red Orchestra managed to deal with it.

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