#Bolt-Action "Blackout" Effect

11 messages · Page 1 of 1 (latest)

severe marlin
#

The current full-screen blackout during the bolt cycle is unrealistic. It feels like a DSLR camera shutter rather than a direct optic. In real-life shooting, maintaining a proper cheek weld ensures a constant eye relief, meaning the sight picture never goes completely dark. A 100% blackout —especially with its current duration— is a physical error that completely breaks immersion.

sleek herald
#

Not just immersion breaking, it’s straight up annoying lmao

rigid charm
# severe marlin The current full-screen blackout during the bolt cycle is unrealistic. It feels ...

Yeah, the scope shadow / blackout, as emulated in the game, would be only seen (to that extreme, at least) in only the cheapest of cheap scopes lol. I have a Vortex Crossfire HD 4-12x44mm, which certainly isn't the nicest scope (it's about $250-$350 USD), and lower-end or mid-range Vortex scopes are known for being on the heavy side and having bad eye boxes and scope shadow at maximum magnification, and the eye box and scope shadow is nowhere near as bad as it is in the game.

Hopefully, I can upgrade to the Trijicon Credo HX 2.5-15x56mm with the MOA Center Dot reticle soon though; that scope is perfect for my 6.5mm Creedmoor jack of all trades bolt-action rifle. 😩

Piggybacking off of what you said: Magnum actions and Long actions may not allow you to maintain a cheek weld (it's probably shooter/setup dependent), but Short actions and the "Mini" actions certainly do allow people to maintain cheek weld while cycling the bolt. I have no experience and thus cannot speak on the new "Medium" actions like 6.5mm PRC, though I imagine it's shooter/setup dependent like a Long action or Magnum action. Hopefully they emulate that nuance.

severe marlin
chilly moon
#

Because of this problem I don't see the reason have more than the single action rifles.

severe marlin
#

Following up on this thread and the great points being discussed:

Difficulty-Based Skill Ceiling: In the previous game, skills were earned through experience. However, I propose that in Way of the Hunter 2, the "skill ceiling" should be tied to the chosen difficulty (Adventurer, Hunter, or Ranger). A player in Ranger mode should be able to reach a level of technical mastery that far exceeds lower difficulties.

Hunter Efficiency & Speed: An experienced hunter shouldn't take the same amount of time to ready their rifle when an animal is fleeing. The progression system should specifically improve:

Weapon Deployment: Faster transition to having the rifle in hand.

Faster Cycling: More fluid and rapid bolt operation during follow-up shots.

Shouldering/Mounting: Quicker and more stable target acquisition.

Physical Mastery: It breaks immersion when a character in the highest difficulty still feels like a "beginner" or a smoker regarding breath control and stamina. Mastery shouldn't just be about smarter animal AI; it should be about the hunter becoming more proficient and agile with their gear.

This would create a true distinction between playstyles and reward those seeking the ultimate simulation experience.

rigid charm
chilly moon
rotund yoke
severe marlin