this post was submitted on 02 Mar 2026
365 points (97.9% liked)

Gaming

7411 readers
188 users here now

!gaming is a community for gaming noobs through gaming aficionados. Unlike !games, we don’t take ourselves quite as serious. Shitposts and memes are welcome.

Our Rules:

1. Keep it civil.


Attack the argument, not the person. No racism/sexism/bigotry. Good faith argumentation only.


2. No sexism, racism, homophobia, transphobia or any other flavor of bigotry.


I should not need to explain this one.


3. No bots, spam or self-promotion.


Only approved bots, which follow the guidelines for bots set by the instance, are allowed.


4. Try not to repost anything posted within the past month.


Beyond that, go for it. Not everyone is on every site all the time.



Logo uses joystick by liftarn

founded 2 years ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] sp3ctr4l@lemmy.dbzer0.com 2 points 2 days ago

You are describing what I described, the viewpunch primarily method, where the camera auto returns to nearly the original aimpoint, in a way that treats every shot after the first as... different.

What I am saying:

Each shot = view angle gets shifted upward by say 2 degrees (+/- range of 0.75) and then left/right -0.5 to 0.5, something like that.

So, for each shot, you feel the recoil and must adjust manually to return to your original point of aim.

Which is actually very realistic, if you've ever shot a gun. Thats... true for timed aimed single shots, not just full auto or bursts.

Your method is basically this, but, the recoil is 0 for every shot after the first.

Which is kind of odd, from a realism perspective.

Typicially you have a crosshair, your 'cone of fire', that expands for each successive shot in rapid progression... that actually expands faster the more shots you fire in a given time frame, and then it usually maxes out at some max innaccuracy level.

But also typically... most games... do... what you are 'suggesting'. That's... the whole thing I am saying is basically 'easy mode'.

It makes sense for joycon users, they already need auto-aim to come anywhere near close to being able compete on par with MK users.

The fairly small number of FPS games that went cross platform and either did not have auto aim or allowed servers to turn it off showed this very quickly, you can see in RDR2 or GTAV online for more recent examples of this (assuming you can find and instance that isn't plauged with hackers...)

If you think that needing to physically account for each full auto, or rapidly repeated single/semi-auto shot... does not require actice physical effort for each shot... I don't think you've ever aimed and a shot a weapon accurately in rapid succession.

I'm one of the seemingly very small amount of people who has both shot real world firearms, and designed entire game systems that simulate firearms.

There's a fairly good chance half the advanced SWEP systems you may have ever encountered in Garry's Mod are... ultimately derivatives of my code, that I wrote almost 20 years ago now.