• CheeseNoodle@lemmy.world
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    17 hours ago

    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.

  • ouch@lemmy.world
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    18 hours ago

    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.

    • AwesomeLowlander@sh.itjust.works
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      11 hours ago

      Basically when missing, your luck increases, and eventually that helps you hit

      XCOM 2 has that same mechanic, in case you didn’t know. It’s just not advertised to the player. So this is purely psychological on your end :P

  • HelixDab2@lemm.ee
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    1 day ago

    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.

    • Rin@lemm.ee
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      17 hours ago

      Arma 3 did this like 10 years ago.

      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.

      • HelixDab2@lemm.ee
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        15 hours ago

        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.

      • RedAggroBest@lemmy.world
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        19 hours ago

        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?

    • Corkyskog@sh.itjust.works
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      1 day ago

      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.

      • JordanZ@lemmy.world
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        20 hours ago

        Oddly enough Hell Divers 2 does this…which nobody would call realistic in any other way.

        • JackbyDev@programming.dev
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          13 hours ago

          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.

    • Sylvartas@lemmy.dbzer0.com
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      21 hours ago

      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)

  • supersquirrel
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    9 hours ago

    Try Operation Harsh Doorstop!!!

    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.

    https://store.steampowered.com/app/736590/Operation_Harsh_Doorstop/

    Here is my previous comment about Operation Harsh Doorstop and my other fav recommendation Easy Red 2.

    https://sopuli.xyz/comment/14276590

    Here is a recent video compilation of OHD gameplay. (Don’t miss the apache attack run at 3:18!)

    https://youtu.be/TxWgoWVD_Eg

    • JackbyDev@programming.dev
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      13 hours ago

      I think the game is meant to abstract away simultaneous actions. So it’s like the alien and you are moving at the same time, not like hitting a stationary target next to you.

      But still, missing those 99% hits like this hurt.

    • ramjambamalam@lemmy.ca
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      14 hours ago

      Way too close for even a bullpup rifle. 65% is honestly pretty good if he’s already at point-blank range by the time brain impulse to fire the trigger is sent.

      • chiliedogg@lemmy.world
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        16 hours ago

        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.

        • admin@sh.itjust.works
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          16 hours ago

          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.

          • chiliedogg@lemmy.world
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            15 hours ago

            You should try 10mm if you’re good with 40.

            I am not. I’m too much of a skeet shooter to be good with a pistol.

            • admin@sh.itjust.works
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              13 hours ago

              I have tried it, is my girl’s favorite so we shoot it pretty often.

              Edit: and how funny, I’ve never tried Skeet Shooting, but seems like a lot of fun.

  • Walk_blesseD@lemmy.blahaj.zone
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    2 days ago

    I’m gonna take this opportunity to plug Phoenix Point, an XCOM clone by the original creators of XCOM. It’s definitely not as polished as XCOM EU and XCOM 2, but its targeting system feels a lot less bullshit: you get to manually aim with two concentric circular reticles. There’s a 100% chance that all projectiles fired will land within the outer reticle, and a 50% chance of any projectile fired to land within the inner one. Though this does mean that you’ll never miss a properly aimed point blank shot from one tile away.

    Besides that, there’s also a lot more to do in the geoscape section of the game than in XCOM 2.

  • Delta_V@lemmy.world
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    2 days ago

    and then there’s Fallout 3 & NV, where low skill points in Small Guns makes bullets bend away from the crosshair

    • ArxCyberwolf@lemmy.ca
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      14 hours ago

      And your gun sways all over the place. Worse in 3, your character just moves their neck forward instead of using the sights when aiming. That just magically makes the bullets spread less despite not actually aiming… thank fuck for Tale of Two Wastelands.

  • Aurenkin@sh.itjust.works
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    2 days ago

    For every 100 shots you take with a 99% chance to hit you will miss around once. I think the max hit chance was capped at 95% from memory too but I could be wrong.

    I’m still re loading that save though.

    • kinsnik@lemmy.world
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      2 days ago

      i don’t know how xcom does it, but if you are reloading a save, it is possible that you are always using the same random number generator, so the results would not change

      • Sylvartas@lemmy.dbzer0.com
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        21 hours ago

        Save scumming is such a staple of modern XCOM that it’s actually a toggle. Just like when I was save scumming in fire emblem, you can probably just mutate the seed differently by taking different actions before attacking though.

      • Aurenkin@sh.itjust.works
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        2 days ago

        I think that was an option you could enable for your playthrough where it would use a consistent seed. You could get around it still by taking a different action first to use up the bad roll before trying again though.

        • abigscaryhobo@lemmy.world
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          2 days ago

          At least in war of the chosen, the seeds for the round are static. Idk if there was a way to turn it off, but by default they used it to nerf save scumming. So if you know you’re going to miss and you want to bother with save scumming you can at least try a different tactic instead of going over and over hoping to eventually hit.

          Honestly, just get a mod that buffs your hit chance like the rest of us sore losers lol

          • NoSpotOfGround@lemmy.world
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            21 hours ago

            I’m Battle for Wesnoth, after clearing a map it showed a statistic about how lucky you’d been in your dice rolls. Which really meant how often you’d rerun dice rolls by saving and loading. When it said something like “370% above average luck”, I realized that, oh shit, the game knows?!

          • skulblaka@sh.itjust.works
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            2 days ago

            “Save scum” is an optional Second Wave option; you can opt in or out either way. I think by default it preserves the RNG on reload.

    • NuXCOM_90Percent@lemmy.zip
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      2 days ago

      I want to say the devs admitted that they increased the reported chance to hit in the first nu xcom because people refused to take a sixty or seventy percent shot.

      End result? No 95 will ever hit.

      • addie@feddit.uk
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        2 days ago

        Made worse in nu xcom because shooting generally ends your turn and leaves you open to retaliation - sixty percent shot implies forty percent chance of death, and death of an experienced trooper is extremely bad. Old xcom, you could duck out of cover, take a shot, and duck back in, so “bad” chances to hit aren’t such a problem.

        Which leads to my other part of the problem with nu xcom. The original, you could load fourteen dipshits into the skyranger and they could all take their 14% shots; if half of them came back alive, then it’s promotions all round. A meat grinder for sure, but the loss of a couple of soldiers isn’t a disaster - your fault for sending your most experienced guys first through the door if it is. The new one requires exceedingly cautious play and luck. Nothing like as bad as Phoenix Point, of course, but spoiled it a bit for me.

        Tactics is choosing who to send in first. Strategy is being able to recover if that goes wrong. Nu Xcom is all tactics and not enough strategy.

        • abigscaryhobo@lemmy.world
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          2 days ago

          I kind of like the nu XCOM approach though and I get the reason for the change. It’s way less accessible when every turn around and step deducts time units and you have to do the math in your head before moving so you don’t end up stuck in the open with no time to shoot. (Forgetting the cost of turning a guy or crouching leaving me unable to shoot has cost me a fair number of chumps). There are a lot of skills in WotC and LWotC that still let you move shoot move too.

          That said Xenonauts 2 is a good split of the difference for both of them

        • NuXCOM_90Percent@lemmy.zip
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          2 days ago

          I go back and forth on it, but the main difference was that nu xcom was made in a way that learned from the mistakes of olde. Like you said, we all just sacrificed hundreds of newbies to the RNG gods until we had enough veterans for the important missions. Same with only ever attacking when we were more or less safe from consequences. It led to a very weird approach where it was increasingly obvious xcom (the org) only cared about the “named units” and screw everyone else. And any relation between that and real world militaries is purely coincidental.

          Nu xcom was made with that in mind. There was a focused effort on making each individual soldier “matter”. It was less “Oh no, we got lit up like a landing boat on D-Day. Ah well, grab their gear” and more “Shit. That sniper has 1 HP left. I need to protect her so that I have her later”. Which… turned basically anything that wasn’t a terror mission into a giant mess of overwatch hell. And that is why nu-2 had the god awful turn counts (and 1’s DLC added the resource that expires).

          And I would very much argue the opposite regarding your tactics/strategy distinction. nu is all about thinking about the long game. Because that Assaulter that just got got? That might mean you are sending rookies in a desperate attempt to not lose a nation. Which means it becomes all about how you play “on the ground” to survive.

          I forget what game it was, but I remember a REALLY good interview with a developer for one of the modern squad games who talked about this (I want to say it was on 3 Moves Ahead?). He was completely aware of how so many games in the genre were about fielding five snipers and one sacrificial grunt. And that is what led to various special abilities and so forth to make every single class viable outside of the scripted missions where you are fighting a god damned panzerklein in a single room with no cover.

          All that said: Fuck nu xcom for its cover system. It is so fricking annoying to figure out if the angle to an enemy means I want to have west or north cover…

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 🏆@yiffit.net
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      2 days ago

      The max cap is 100% but the game uses floating point numbers while only showing the player a whole number after rounding up. A 100% chance to hit is anywhere between 99.5% and 100%.

      There are mods that just make the UI show the actual percentage to hit.

    • massive_bereavement@fedia.io
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      2 days ago

      The expansion was wild. Initially the cenobites-alike trio mopped the floor with my guys but I got to a place where my team was made of demigods.

  • RememberTheApollo_@lemmy.world
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    2 days ago

    Eh, Battlefield has crazy bloom (their version of deviation) on most guns except the SMG. The kind where you can stand 6 feet in front of a player and full auto a magazine at them and only hit them once or twice. Been an issue with BF forever. Even the SMGs suck with increasing range. Unfortunately there’s a glut of players exploiting Aim Assist with hardware, so far too many laser beam kills at 60+ meters with full auto tiny guns.

    • TwanHE@lemmy.world
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      1 day ago

      Idk what BF you’ve last played but BF1, BFV and 2042 have crazy accurate DMRs that are piss easy to use even at sniper ranges.

      Also no need for aim assist to control the smgs with how little recoil they have anyways, with a bit of practice you’ll hit most of your mag at 60m+

      • RememberTheApollo_@lemmy.world
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        24 hours ago

        DMR’s are fine. No complaints there, Aim assist doesn’t help much in that class. There’s a definite difference in people using aim assist on SMG and not. I’ve got almost 2k hours in game and it’s really, really obvious when there’s aim assist abuse vs not. Doesn’t matter which weapon. Zero bloom vs some bloom on full auto. Rapid no-miss taps with DMR, etc. You really rarely encounter this stuff in big map modes like Rush or Conquest, it’s nowhere near as obvious thanks to the greater distances, but I play a fair bit of TDM and people abusing the aim assist feature stand out like sore thumbs.

        • TwanHE@lemmy.world
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          23 hours ago

          I play on pc so aim assist isn’t really something I encounter a lot outside obvious cheaters, but aim assist in general isn’t something that should exists outside of singleplayer imo.

          • RememberTheApollo_@lemmy.world
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            21 hours ago

            I’m on PC too, and yeah…I’m not a fan of aim assist at all. M&K are just as available on consoles for this game as they are on a PC.