#Firing mode/safety
1 messages · Page 1 of 1 (latest)
So you have to cycle through all three firing options?
yup. it's a weapon sim so it'd be weird not to have it
Yes
Solution have a quick press set it to semi or back to safe and a half second hold to switch it to full auto
For safe it should either be a hold of some sort or a double press. And then cycling between semi/full will be a single press
That’s good too, either way we want to isolate one of the firing modes so you don’t have to cycle through all three
Yeah that’s true
I just absolutely dread the cycle system in H3. I tend to not use it at all. You always have to keep a mental note on which is selected
Yeah it sucks
I don’t want to flame the devs but there’s definitely ways to make it more user friendly.
yeah fs
because you dont wanna accidentally shoot a friendly also more realistic
We don’t really but the devs are trying to take a very realistic approach which I appreciate
Because it's going for realism and little attention to details like that enhance games a lot
to prevent missfiring
Read through it all a bit later but lets go with a button hold for safe for convenience but a quick button press to go to the other two fire modes
That sounds most intuitive to me
I honestly don't see a purpose of ever putting your gun on safe in a game... Personal opinion
You do IRL when you're about to move with your gun, but since you're not actually running around in the game and have a chance of tripping or anything, it's kind of pointless. I mean, you can add it to where the character automatically switches the gun to safe if you sprinted and then automatically took it off safe once you aim your weapon for the sake of immersion, but to require an actual button press...
Purpose? Not really much of one in game. It's more so just for a neat attention to detail and extra feature. It also helps encourage good habits if you're someone who trains in real life. You could also just never put it on safe in game if you dont want to
But it's there for folk who see value in it
But the difference is in real life the gun is designed in a way where the switch is literally right on your thumb where you'd normally grip. So your muscle memory will kind of get you to do these things automatically. On a controller you'll have to dedicate another button press for the function where you already need a lot of buttons for a lot of different functions to simulate things that you do naturally IRL, it's not quite the same
This might be kind of an extreme example, but I think it kind of goes along with my point, imagine if you played a game and instead of just pressing a button to grab something, you need to press a separate button for each individual finger. You could argue that it's more "realistic" since you'll need to move individual fingers IRL, but mapping, remembering, and pressing keys isn't quite as intuitive as simply moving a finger, so it becomes too much. Some shortcuts do need to be made when it comes to controls in games because you lack that tactile feeling of actually holding the gun or actually driving that car, and other things that comes much more naturally when you're actually doing it IRL versus simulating it in a game...
^
But obviously this isn't "my" game or anything, and if people do want that, then sure, but I do wish if the developers choose to include it that they make it a choice to skip over safety so that you can map only one button to simply switch between the actual fire modes and don't have to account for safe
I understand what youre saying but there's already a button dedicated to the fire selector and there was discussion above about how to manage incorporating the safety into the rest of the fire modes. So far my favorite suggested solution was to have a simple button press cycle through semi, full, and burst if it's there, but to hold the button down to cycle it to safe. When on safe, simply pressing the fire selector button will switch it off safe and back to one of the fire modes. That, at least in my head, sounds like the most intuitive way of incorporating a fully functional fire selector switch into a vr game instead of simply disallowing players the option of putting it on safe at all.
Sure, as long as there's an effective way to be able to skip using it all together I don't mind it. I did say that I only wish they make it an option to use it, so whether it's a menu option or something like what you're saying, as long as you don't long press it, it won't ever use it, then it's ok. If it wasn't a VR game, I would be against that idea since in a non-VR game like GB, long-pressing the button is a "check" so it'll simply display what mode you're on without switching, so that function I feel is more important than a safety...
But since it's a VR game I could just look down at the weapon to see where it's at.
Hm, although in low-light that might be an issue if not using NODs...
And to go along with my original point, GB is considered a game geared towards realism, which is usually against having HUD elements, but it displaying what fire mode you're on using the check on your HUD is an acceptable shortcut since IRL you can quickly feel where the switch is with your thumb, something that you can't do in a game where you're not actually really holding the firearm.
I wish I was really good at autoCAD and 3D printing so I can make my own custom controllers that places buttons and triggers in spots similar to like where all the controls are on an AR platform rifle. That would be awesome, lol
I do hope the selector switch is easy to see in most lighting conditions because it is difficult to tell sometimes due to not being able to feel it but I think having the long press into safety thing would actually help that issue. Since if you're unsure what fire mode youre on and cant see your selector, then you can just long press into safety and then switch back into the fire mode you want from there. Almost like a "reset" since it would presumably go in the same order from safety every time. I also think having a vr controller with a fire selector style switch on it would be very cool
If not a switch, just having a button where you can hit it with your thumb on the side and you map that to fire select, then the other button on the side just forward of the trigger and map that to release the magazine, that would be so cool, haha
I'm sure it's already a thing but I think it'd be cool to have a vr simulator style program kind of like the shoot no shoot things with the projectors and light gun but instead of controllers, you have an ar pattern styled controller to hold with fire selector, charging handle, mag release, and bolt release. It would have "magazines" in it and you would have to wear your actual kit to store extra magazines. There would be a sidearm equivalent of this as well. It could use hand tracking or those haptic glove things to track your hands separate of the guns for things like grenades and medical equipment and such. I imagine the controller would be able to register the mags in the gun and each mag would have a corresponding virtual mag. That way you can train in vr with a more realistic tactile feel to it and be able to get better reload under stress drills. This is more of a fantasy setup and i dont see it ever practically being a thing except for training for pd or military if they aren't doing that already. It's like the next step up from the projector style simulators
Probably would be good for police trainers.
I agree
For now we will keep it in, H3, one of the most sold VR games of all time, has it too and it adds to realism. And is less annoying then you think when you know it (it will probably be explained in a tutorial) When we go further in development and we get more feedback we will ofc take everything in to consideration. Maybe we’ll even do some poles on certain stuff
I must say, hold for safety isn't a crazy idea and press for the firemodes
Yes, that way you don't add to the number of presses to cycle through the fire modes. Literally nobody will go through safety if all they're doing it switching firing modes IRL...
i was gonna say you guys should do it where you like double click for auto and single click to cycle between safe and semi auto
eh, i guess. i just wanted to the feeling of going through the modes by having to actually do something a few times instead of holding a button in
holding for safe is not practical. Ready or Not has that feature and it's too damn slow. I'd rather hold to change fire mode since switching fire modes is used less than the safety switch.
Add this
Yeah that’s not going to happen accidentally
Accidentally shooting at a friendly has happened to me multiple times, especially at night because you cannot tell if they are friendly or foe, especially in ground branch
Clearly you wouldn’t know abt that tho cuz the only games u play is tavr nd you have no friends
Something tells me having to press a button before you can shoot an enemy is a bigger risk.
Ok Nevermind this is probably dumb.
Maybe you should listen to the people that are more competent when it comes to tactics and firearms 🙂
You were there in 1993 right?😆
Ouch…… 🤣🤣🤣
This movie is what motivated me to join the US Army though.
I think I have seen it a 1000 times,it holds up really well
There are some Geronimo maps/modes based on that mission/movie👀
Love it. Represents Rangers and Delta and the hell they went through on that mission.
Definitely one of the more accurate movies in terms of depicting combat but I haven't watched it in years so I don't know how well it holds up
You would be suprised,
“This doesn’t need to be reciever vr” paremsean pope, probably
Not much.
The point is that it can be used against any suggestion
So does ready or not against nightclub level
So does your point against a night club level being added to the game.
Happy?
Goldeneye for the Xbox 360
It wasn’t that It was the concept of killing enemies to a song
Ok fair.
You don’t have to continue the argument💀
Facts