Monday, June 8, 2009

A short rumble on RvS weapons design

I think arguably one of my biggest beefs with Raven Shield is the aiming fundamentals.

In real life the muzzle represents where the bullet comes from, obviously; however in Raven Shield it is closer to the eyes or eyebrows, despite the animations — its the top of the head that must be "clear" of an object in order to shoot around or above or under it.

The level of accuracy you have has nothing to do with reticles or scopes, it is all about magifnication. If you fitted a snipers scope to an H&K MP5A4 you would be incredibly accurate compared to firing zoomed without scope from the same weapon. In real life, well obviously you would have a pretty darn good scope in such a scenario — but you would not be able to exceed the precision your weapon is mechanically capable of offering. Raven Shields precision is a factor of accuracy rate and magnification. In my experience the accuracy rate only reflects how much you must "feel" your point of impact, more so then what the weapons can do. Fit a sniper scope on a Mac 9/11, and you basically create a 9mm clip fed light machine gun xD. I should know, when I was in my skills "prime" as an [SAS] Trooper, I was able to score headshots at 30-50m using our double tapping training and a Mac 9/11+SD. I also wonder how Raven Shields accuracy is effected by changes in screen resolution; all of my game play has been done on 800x600 and 1024x768 resolutions, running respectively on 15" and 19" CRT displays.



Whether through game design of latency in the online game play (most of which in my experience does not have to much to do with PING time), often it is as if bullets never go where they are physically required to be going. Imagine looking down your rear sight, with your front sight not even within view... that's what I sometimes feel; often times I make remarks about firing a potato gun. That is because what you are shooting at has no real connection to what you are hitting; I have even seen bullets land BEHIND where the tango was standing, only to be killed by said tango. Also just recently I enjoyed the experience of firing down a scoped M1 shotgun zoomed on the tangos upper chest (full run, straight at target) only to have the shotgun shells entire payload (buckshot) land 1/3 a metre to the targets right crus; effectively the lower right hand corner of the screen. While I reckon this is possible in real life, it doesn't connect with the reticles in game; as I have often held the theory, the reticle spread does not actually reflect where you bullets can go — only where you are aiming. That's also why I can use an H&K MP5A4 without attachments and no reticles, just using the on screen gun and reflexive shooting in RvS.

Raven Shields model of penetration, damage, and general ballistics is also screwed. Normally I fire 2-3 round bursts on fully automatic, but when having to shoot through a window I've developed the 1-2 punch. Use an initial trigger pull to shatter the window and the follow up (full) burst to drop the target. The initial bullet may or may not penetrate the glass and do meaningful damage to the threat, so it can not be relied upon. Using a 3-round burst can also be suicidal in some cases. Use of Jacketed Hollow Point ammunition especially exacerbate this problem. The only good thing(tm) about it, it only takes 1 bullet to completely break the glass; if the tango fires just after your first shot, well you are dead. I have often wondered why there seems to be so much bullshit surrounding the use of Sniper Rifles up close, being able to do more damage with a P228 pistol (9x19mm Para) round then a suppressed WA-2000 (7.62x67mm Magnum) round; at a range of less then 3 metres. Where in, damage is defined as the number of times my pistol has killed the tango in 1 hit, but the sniper rifle has required 2 hits. After some time, I have concluded that the FMJ/JHP problem in SWAT 4, which has to do with muzzle velocity, mass, range, and force needed to penetrate, appears to be the cause. Weapons like the M82A1 fire at such a high MV, that the bullet over penetrates the target without doing enough damage. After many weapon tests using both JHP/FMJ loads with and without a sound suppressor in Raven Shield, I have come to believe this is the case. I have also begun to think this may also explain why the FN P90/Five-Seven, after all we are talking about a muzzle velocity in real life that is nearly double an MP5s... lol.


And needless to say, when you have a weapon designed to deal a killing shot from over 800m away, having to hit them twice at 3m is kind of retarded if you are packing a gun big enough to kick the fucker on his ass, even if it doesn't kill him \(^_^)/.



I suppose I should just count myself lucky that RvS doesn't screw up FMJ/JHP loadings as bad as SWAT 4 does.

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