![]() The more muzzle heavy your gun gets the harder it is to swing around quickly and accurately to adjust your aim. It will likely also impede your ability to transition between positions and sprint if you're holding the weapon in your hands as opposed to slung around you.Īdding accessories to the gun will increase overall weight which should increase these problems, but it also will aid in reducing recoil due to the increased mass of the weapon.Īs for balance, you need to represent the inherent disadvantages that exist for tricking out your gun with accessories at the front end of the muzzle or handguard. You should lose more endurance the longer you're moving with it or holding it up to aim down it's sights. It should take longer to bring the sights on target. A heavier weapon should take longer to swing from one side to another. If this were modeled properly then you wouldn't see the need for artificially making the SAW so inaccurate as the only way to make everyone not want to use a SAW over an M4. Heavier weapons have drawbacks in reality that aren't properly represented in the game. Weapon weight and balance seems to not be taken into account with weapons handling and performance. Overall weight should also effect your transition speed between positions and transition time into sprinting. It can also effect sprint speed or sprint duration. Endurance levels effect aimsway and recoil management to a degree. You need an endurance meter that is effected by overall weight and endurance is depleted with actions and movement and to a small extent firing (based on the gun used and the position it's used from). There's a reason soldiers historically hate being the ones who have the carry around these heavy squad support weapons despite the weapon being more effective in many roles over the standard issue rifle. There's a reason soldiers don't want to pack around the weight of a full combat loadout of 7.62x51 ammo, preferring the 5.56 weapons for that reason. There's a reason that US soldiers actually say they wouldn't want to wear more armor than they currently do, despite the added protection, because they are concerned that the lack of mobility that comes from that would be more likely to get them killed by not letting them be nimble or fast enough in combat. Overall equipment weight doesn't have enough of an impact on performance. So this is another way that the differences between guns can and should be modeled. Certain gun designs (like being open bolt), and handguard or heatshield designs, will also do a better job of dissipating heat. But the weight penalty of a heavier barrel doesn't seem to be properly modeled. Heavier barrels will also be less effected by heat. And there's no reason not to dump mag after mag repeatedly without concern for the consequences to the weapon. As of right now there's actually too little reason not to always use a suppressor if you can. This all needs to be modeled to properly differentiate the ups and downs of the various platforms and accessories. It will also probably result in more heat buildup in the barrel or in the case of ARs (because of their gas system design) more buildup of heat in the receiver. Sustained firing will cause it to fail and blow up. The heat buildup in a silencer is massive. That's why you don't use assault rifles as machine guns.įurthermore, there's a reason you never see suppressors on MGs. If it gets bad enough with mag dump after mag dump then it will be destroyed and unusable. ![]() If the heat buildup gets worse you'll have more malfunctions or changes in firing speed. All rifles will experience varying degrees of degrading or shifting accuracy as the barrel heats up. ![]() Heat management also extends to other areas of the game. Red Orchestra incorporated overheat and barrel changes into their MGs over a decade ago. There's a reason the SAW was developed with a quick change barrel. Some of the biggest errors and oversights: I mean, some of this stuff you could just find out by browsing youtube videos about the guns, much less talking to people who actually use them. However, as I've learned more over the years about what actually is entailed in shooting firearms, I'm somewhat shocked that the developers have not sought to amp up the fidelity of the gun simulation to account for some pretty glaring errors in the way it currently works. I was originally drawn to games like Red Orchestra and Insurgency back in the day of them being mods specifically because they attempted to do the best job I had ever seen in a game up to that point of trying to simulate what it's like to to actually handle and fight with these weapons. A bit of background where I'm coming from here: ![]()
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