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When it comes to firearms, their behavior, movement,animations and health, it is being overlooked by a check SF operator. Of course including mocap. What you see in the game is something that would be seen in the field in use
I don't think there is a real 'standard' for either one though, at least not in the U.S. military / contractor forces. Someone correct me if I'm wrong.
Personally, I had better balance when I ran w/ barrel up, especially through tall/thick brush or lots of debris to maneuver through versus barrel down; but I went barrel down plenty too, especially on level ground. Just my 2 cents. ;)
It doesn't seem like the most real and/or appropriate movement to me. In the game it looks completely wrong, clumsy, like it's an animation that isn't on the same level as the other animations.
Personally, I think you should leave your love for the game aside and pay attention to this. Greater care in this detail would make the game better.
The tactical movement of the sprint is not in any fps that values greater realism.
I doubt the team has true SF operators consulting on the project. If they do, they definitely never saw a day of combat.
Finally someone who understands something and doesn't just want to defend the game.
This current movement is very strange.
It's trained since WWII and - for example - considered unsafe not to, when using SUT.
So if you don't believe Navy SEALs and a SF Op from Czech, what's your expertise?
It's not trying to be another BF, CoD, Counter Strike, Fortnite, etc.
Like I said, there are certain situations where it is the correct choice like working in close proximity to teammates. Stacking up to clear buildings, and CQC where you want to avoid snagging the weapon, sure, go for a high port. Tell me, how does a high port increases situational awareness over a ready position or even a low port?
Since you like acronyms, I was with 1st MRB.
https://highvaluetarget.com/blogs/warriors/running-high-port
But maybe Raiders train differently, I wouldn't know.
When I watch videos of real conflicts and human movements with a rifle, I realize that they don't move like they do in this game. In the game, all of them run in High port, when in the reality the majority runs at low ready, as it is much more commom. The low ready animation also looks more natural.
I can't understand why you just defend the game, when in fact it would improve with the change in this detail I'm talking about, becoming more realistic.
Look, I don't mind walking for kilometers, I like this type of game, but the run animation is weird, strange. What's the problem with accepting this and reviewing the concept of the Tactical sprint animation that appeared in a COD?
I can't understand... This talk of Navy Seals using this feels like escapism. Any video of military personnel in Ukraine or elsewhere shows how personnel hold rifles differently than this.
Devs have a SF guy who might have been trained exactly using this technique.
Not only the article I posted speaks about the advantages in avoiding flagging, muzzle concealment in CQB and situational awareness.
There's no defense of the game here, just a reminder that it isn't important that CoD (or Sandstorm) has it, it's important that it's being used in rl.
Not sure why you think the XP of a SEAL is escapism. Sounds more like a legit source of information to me (a sofawarrior with zero combat experience).
Exactly. You wouldn't know. Because you have no combat or dynamic range experience. Yet you feel compelled to share an opinion. Typical gamer.