Quote Originally Posted by Chebmaster View Post
P.P.P.S. My solution to the problem highlighted in the video above: make the snooper rifle shoot on release, like bows in Mount & Blade. Like a mini-game. The need to lead your vic-- ahem, target is already there. Combine that with firing in the appropriate time window... Otherwise suffering outrageous penalties to accuracy. So that a zero-time instant shot goes wide most of the time and holding LMB for too long adds increasing sway.
Not a bad video but it fails to identify where games fail to simulate rifle guns entirely. The biggest reason why rifles are not good for close quarters fighting in real life is their long barrel. Why is that?
Well that barrel has some weight. And since you are holding that barrel away from your body that acts as center of rotation it has quite a lot of inertia meaning that you need to apply quite significant force to start turning the barrel toward your target and then also an equal amount of power to stop it turning toward your target at the right time so you don't turn to much and thus go past the target. And unlike in a game where you can quickly move the mouse to quickly turn yourself for a large angle and then almost immediately stop pointing at your target you would never be able to do so in real life. Not unless you are a super strong robot.
Bare in mind that it isn't just turning left and right where you are fighting against barrel inertia it is also up and down. That is why when you look at some special forces or military personnel they always walk a bit strange by having their knees bet all the time when having their weapon raised. That is needed because during normal walk people usually sway left and right to some degree and move up and down a bit when going from left to right foot and vice versa. So during normal walk you would be constantly fighting against barrel inertia.

Another problem of long barrel is that moving with it in tight spaces is quite cumbersome. Why? Because you now have one meter long "stick" (size of my bb rifle from its shoulder support to end of the barrel) or longer sticking out from you. So you can no longer move as close to the wall without hitting the wall with the barrel.
Do you want to get better idea of how cumbersome this can be but you have no actual rifle in your house? Take a broomstick put the broom brush against your shoulder as if you are holding a rifle and go walk around your house. Broom size is pretty similar to the size of a sniper rifle.
NOTE: I'm not taking responsibility for any damage you might cause in your house during this experiment

So one way of solving the problem of sniper rifle being so overpowered is making sure that bigger movement you have made more time it takes for your aim to become steady as it is in real life. And that is going to make huge difference.

But of course there is another problem. And that is simplified hit detection. In most games you are basically detecting just body shot (causes same damage whether it is in the chest or a and finger) and head shot (instant kill in most games). But in real life this is much more complex. For instance if you get shot into vital organ you are pretty much goner even if it is just from a small pistol. But you can actually get shot with a sniper rifle into non vital part of your body and live even if sniper file would have just went through you.
So why do games treat sniper rifles as one shot kills then. That is because throughout history most snipers were also expert marksman who knew which body part to hit in order to be effective. So statistically their shot to kill ratio was very high. But it wasn't as much due to sniper rifle but due to their expert marksmanship.