an annoyed writer said:
I did not call them stupid, I said they were unnecessary. The context here is in Halo. You see, in Halo, you play as a genetically modified superhuman with cybernetic upgrades and an aim assist system integrated into the armor.
Then thank you, that context was seriously needed in your first post. However, you still go and say that "It only really makes sense to use such a feature when you've got a scope or you've got a third-person shooter", which is entirely untrue, and ignores FPS that are
NOT Halo. What is left is a false dichotomy between Halo and TPS.
an annoyed writer said:
All iron sights would do in Halo is artificially reduce the accuracy of whatever firearm you currently wield, and upset game balance in the process.
This either means that most games with iron sights do the system all wrong, or you do not know how they work yourself. The existence of iron sights does not and
should not reduce the basic accuracy of any gun. Iron sights are not magical insta-sniper-switches, I should know. I can only hit a target at 150 meters with an RK 95 TP assault rifle, while lying down on the ground, 8 times out of 12 when I take my time to aim. And that's to generally hit, my chances of headshotting are around 10% if even that.
an annoyed writer said:
In Halo, the designers make each weapon fit a specific role. If the weapon has a scope, it'll be used for medium to long-range combat. If it doesn't, you can be certain it's for short to medium-range combat. Having no scope means that the weapon is not meant for range, so having the ability to "make the gun more accurate" doesn't make sense on something whose purpose is not to be accurate.
I repeat, ironsights don't simply make the gun itself more accurate. Sure, it might decrease recoil, as now your face is also holding the gun steady, but the general bullet spread is still as reliable or unreliable as before. Looking down SMG ironsights should not make the bullet spread any less close-range oriented as regularly shooting with it.
For example, in STALKER, even though I can look down the barrel of my SMG, I'd still not use it outside urban enviroment, as there I can keep enemies at under 30-meter range.
an annoyed writer said:
This helps define each weapon's purpose. This way the player is quickly informed that if they want to pick off others from a distance, they should pick the Designated Marksman Rifle, and If they want to fight enemies up close, they should pick an Assault Rifle or Shotgun. The purpose here is clarity: to be clear which weapon does what, and what it should be used for.
This system ignores the existence of "jack-of-all-trades" guns, which assault rifles are. Now, I've not played Halo in years, but I'm positive there are automatic weapons with rather nice effective range, but spread that suffers in longer ranges.
Plus, the role of each gun does not suddenly turn immensely harder to convey if you give players limited amount of better aiming when they look at the sights of a short-range weapon.
Pistols have simplistic ironsights. Why? Because putting more elaborate sights, or heaven forbid, a scope, is often wasted effort and resources, as the gun will still be inaccurate as hell.
an annoyed writer said:
After all, why would you pick a DMR when you could snipe with an assault rifle?
Because DMR is innately more accurate thanks to longer barrel (less spread), scope (helps you make use of the afore-mentioned accuracy), and bipod (significantly less recoil)
an annoyed writer said:
The reason you can't snipe with with an AR is clearly communicated to you by it not having a "make the gun more accurate" button: it's meant for CQC. If you want something accurate, go with a DMR or Battle Rifle.
CQC??? Either we have completely other definitions of that or you ignore that this is one of the things that defines an assault rifle :
And it should at least have a firing range of 300 meters (1000 feet)
an annoyed writer said:
Clear
er, definitely