Shpongled said:
Treblaine said:
Oh that's what you meant, that wasn't very clear.
ADS as a mechanic for all guns may have started on PC but didn't spread on PC like it spread on consoles.
Call of Duty 1 (not the first to do it, but one of the first) was really pushing for realism and had loads of stuff like mountable machine gun emplacements and other details the series would drop later for a "different" approach that long standing fans weren't hugely keen on. I remember playing the game and noticing how the cross-hairs were so tight it didn't make much difference whether aiming down sights or not
COD2 was seen as a betrayal by PC gamers, it was dumbed down compared to the last game and the PC version scored lower on average than the console release. Score aggregates don't say inherently of a game's worth, but they are a good measure of the expressed opinions of critics.
Operation Flashpoint and ARMA focused a lot on "hyper-realism", they could not have something representative like a reticule, even though realistically they would be aiming down the sights to shoot with precision and have their left eye open for wider field of view, it needed to go beyond plausible to "exactly as you would see it" even if things got awkward.
I don't think ADS was "invented" as a console crutch but more as a step towards even more realism.
I do think however that ADS was ADOPTED by so many console games FOR how it could be used as a crutch to compensate for thumbstick's slow imprecision when combined with aim assist.
I hope that cleared that up.
So what? Doesn't change the fact that, as you pointed out in the paragraph right above that one but seem to have already forgotten, many PC games use ADS for completely different reasons. L4D and many other games use the exact same mechanic already in the fact that reticles decrease/increase in size depending on movement. It is the EXACT same mechanic as ADS, the only difference is the fact that ADS displays a visual representation of the fact that you're becoming more accurate whereas CS/L4D etc don't bother.
Whether it's used as a crutch on console games or not is entirely beyond the point. A) Console games kinda need ADS in some ways for obvious reasons, and B) There are a plethora of PC games out there that use ADS to represent the fact that you can't aim accurately when you're running around.
Just as a sort of aside, have you ever played paintball or anything similar? If so, you'll have noticed how utterly pointless it is to fire without aiming down the sights at any range beyond a few feet, and you'll also noticed how utterly fucked you are if you spend literally the entire game actually aiming down the sights. Some video games are going to want to represent this aspect (just as some games aren't, mainly earlier FPS's, but TF2 also comes to mind), and ADS mechanics are by far the most "realistic" ways of doing this. You can use a simpler reticle expanding/retracting as you move sort of mechanic to represent this if you want, but it's merely a cosmetic difference, the same mechanics are going on beneath.
So i'm guessing you're not actually complaining about the mechanic itself, what you're actually complaining about is that you personally don't enjoy seeing iron sights on your screen. Which is completely fine, different strokes and all that, but don't tell the rest of us that just because we like seeing iron sights that we're somehow wrong for our opinions.
Please do consider my original post on parallax, how they could very well be aiming using their right eye and that is represented as the reticule in the centre of the screen.
I wouldn't say L4D/Counterstrike style "dilating crosshairs" is
exactly the same as ADS though they DO have an equivalent principal. ADS always takes time to enter and obscures your view, while you could just open your left eye to get a clear look around you have to release ADS to get a clear view. I find the countr-strike method much more flexible and intuitive.
Yeah, I agree that console games need ADS for aim-assist and a permanently dilated crosshairs helps that broad to fine aiming, but when you build a game around Console ADS then you're not pulling to full advantage of pc controls, I think there needs to be a more clear line drawn between PC and console on this aspect of games interface.
I don't have the hugest problem with iron sights to be honest, especially when they are low profile like this:
Though all to often they are very obscuring and I wish I could use my in game avatar's left eye to get a better look around.
My problem is in the mechanics of the transition:
-it suddenly changes the shape of what you are trying to line up to aim,
-it always takes time to go into and go out of
-there is some performance limitation that is hard to shake out of like FORCED to go slower, rather than losing accuracy if you try to move fast.
-even with a keyboard of so many different keys, I only have so many fingers that's using up a valuable finger for what should be automatic
I really can't stand COD any more for how the best rampages are ended by some guy hiding in a shadowy corner with his weapon sighted in, no way would I be able to fight back without knowing they were there and sidling around the corner already sighted in.
But games with ADS that:
-Does not have oversized sighting obscuration
-Does not have onerously long sight-in-sight-out time
-Doesn't impose heavy movement penalties that encourage camping
-somehow doesn't complete with "finger space" on controls
Then it becomes really trivial. But the title of this is that you don't need ADS to have realistic shooting mechanic in an FPS game.