I agree with the general sense that the way the game is played, and game-play progresses is not particularly realistic; in fact very unrealistic in many if not most cases. However some of the deconstruction here as to why that is in terms of understanding real weapon handling and WW II weapon performance is at best...uninformed. Native weapon accuracy, and recoil performance of the weapons depicted in the game is in fact fairly to-scale and good execution on Tripwire's part.
The problem here is in the real world, this is a learned skill that has a lot of Shooter variation; some can line up a shot very quickly but are only average Marksmenship with respect to consistency; while others may take more time to line up a shot, but almost never miss -- and there everything in between and outside of that creating a lot of additional variation to ranged Marksmanship performance.
The Posters here are correct that point out that the player metrics of windedness (breathlessness after a sprint and recovery time), breath hold (it does take an absolute minimum of 3 to 6 seconds for a degraded Solider to recover between shots), and movement recover (when you're prone or resting a weapon and traverse your line of fire for a new shot it takes time to realign yourself and your weapon to take another shot) -- all of these are only marginally represented or have almost no effect in RO2...
But there are additional metrics not, or poorly represented in RO2 besides weapon displacement due to movement, settling in to a fire position, and breathing control: we also have virtually infinite turning speed, and very very fast turning speed even when moving... Rapidly turning with a long rifle, especially on the move, is virtually impossible, and fast target acquisition should be out of the question. Even with SMGs and handguns turning speed should realistically limit fast target acquisition to a range of motion of less then 30 degrees, and add additional settle time and weapon sway outside of that, as increased range of torso rotation or change of stance outside that radically increases time to accurate fire on target.
Lastly all of these fictional player skill metrics mediate real player skill, and fictional player skills should be the same for everyone; we should not be able to for example 'level up' and 'win' magic casino prizes of that gives us magic infinite turning speed, or infinite breath hold capability, or anything different to the challenges other Players confront so everyone confronts a the same contest in terms of real skill challenge.
:IS2:
Epoksi's excellent point offers an example of just one one aspect of realism that has no analog in games; our sight picture is instantly and automatically aligned for us in games so this dimension of skill in the 'shooter, weapon, skill' platform is totally absent from the game.Problem as I see it is not actually the accuracy of the weapons as they are very accurate(especially rifles) but the fact that the soldier is able to raise his weapon so that his sight through the Iron Sights is always perfect. If that makes any sense to you. It's like a computer which is taught that 1+1 is 2 and never makes a mistake(bad example but hopefully you catch my drift)
The problem here is in the real world, this is a learned skill that has a lot of Shooter variation; some can line up a shot very quickly but are only average Marksmenship with respect to consistency; while others may take more time to line up a shot, but almost never miss -- and there everything in between and outside of that creating a lot of additional variation to ranged Marksmanship performance.
The Posters here are correct that point out that the player metrics of windedness (breathlessness after a sprint and recovery time), breath hold (it does take an absolute minimum of 3 to 6 seconds for a degraded Solider to recover between shots), and movement recover (when you're prone or resting a weapon and traverse your line of fire for a new shot it takes time to realign yourself and your weapon to take another shot) -- all of these are only marginally represented or have almost no effect in RO2...
But there are additional metrics not, or poorly represented in RO2 besides weapon displacement due to movement, settling in to a fire position, and breathing control: we also have virtually infinite turning speed, and very very fast turning speed even when moving... Rapidly turning with a long rifle, especially on the move, is virtually impossible, and fast target acquisition should be out of the question. Even with SMGs and handguns turning speed should realistically limit fast target acquisition to a range of motion of less then 30 degrees, and add additional settle time and weapon sway outside of that, as increased range of torso rotation or change of stance outside that radically increases time to accurate fire on target.
Lastly all of these fictional player skill metrics mediate real player skill, and fictional player skills should be the same for everyone; we should not be able to for example 'level up' and 'win' magic casino prizes of that gives us magic infinite turning speed, or infinite breath hold capability, or anything different to the challenges other Players confront so everyone confronts a the same contest in terms of real skill challenge.
:IS2:
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