Yeah, after playing some CS:GO today I was wondering why VALVe games do not usually have ironsights. And I've seen a lot of people depising them and that.

What's wrong with them? I mean, they are a more reliable way of aiming than crossbars. And it's not that unrealistic. I mean, when you shoot a weapon you don't usually do that from the hip (unles it's a SMG or a shotgun, for example)

I will welcome any opinions, even things of the style of U n00bs irnsights R 4 n00bs, go play CoD

12 years ago*

Comment has been collapsed.

If a game alows you to zoom in iron sights , it' already has +5 points from me on a 1-10 scale

12 years ago
Permalink

Comment has been collapsed.

On left 4 dead you don't need iron sights if you are shooting tens of zombies at once, the guns are very accurate anyway, just point it at the head even at long range and your fine, i always get head shots on l4d.

TF2 doesn't need one either, its just a run and gun game

and Valve has a game with iron-sights: Day of Defeat

12 years ago
Permalink

Comment has been collapsed.

I think they were removed from DoD, I don't know if they've been implemented again.

Anyways, what I do is crouch, but I still miss iron sights on L4D.

12 years ago
Permalink

Comment has been collapsed.

there are mods for that I think, on almost all valve games, that adds sights from every weapon. although you can't play them on normal multiplayer servers

edit: and yea crouching is the closest thing to iron sights in valve games lol

12 years ago
Permalink

Comment has been collapsed.

Nothing.

12 years ago
Permalink

Comment has been collapsed.

Simple.

Ironsights makes your gun model cover up a good portion of your screen, thus blocking view of targets.
12 years ago
Permalink

Comment has been collapsed.

But that's compensated with better accuracy.

12 years ago
Permalink

Comment has been collapsed.

But you can provide better accuracy without having to obscure a good portion of the screen (scope, or just regular zoom, or more steady cross hairs, etc).

12 years ago
Permalink

Comment has been collapsed.

But then you are doing that for the sake of providing better accuracy. There's no option to the player of the sorts of. Would I sacrifice FoV and movement speed for accuracy¿ or better fire from the hip so I can move faster.

12 years ago
Permalink

Comment has been collapsed.

You could give the player any one or all of those things without having to cover up the screen. You can provide visual or other feedback through other means or simply inform the player in the tutorial or in weapon descriptions, etc. None of this necessitates iron sights.

12 years ago
Permalink

Comment has been collapsed.

Well, I like them. :3

Moreover you are missing my point, if the only option available is switching weapons for more accuracy, there's less power of decision on the player.

12 years ago
Permalink

Comment has been collapsed.

But I just said you could give the player the options you mentioned (with all the benefits and potential drawbacks they entail) without having to obscure the screen! I never said that accuracy has to be the only factor.

12 years ago
Permalink

Comment has been collapsed.

I'm not following you.

How?

12 years ago
Permalink

Comment has been collapsed.

Obviously not :p

What I mean is that it is possible to give the player the option of increased accuracy at the cost of movement speed and decreased FOV (what you mentioned earlier as factors that come into play when iron sights are activated) without having to obscure the screen. So in other words, make the player move slower, restrict their view, make their weapon more accurate, BUT DO NOT COVER THE SCREEN WITH THE WEAPON MODEL (just provide other visual feedback, if desirable).

12 years ago
Permalink

Comment has been collapsed.

I see, my point is that covering the screen is the most accurate way of simulating a careful aim.

As when you use a zooming sight with a sniper rifle you get a tunnel vission and that.

12 years ago
Permalink

Comment has been collapsed.

Thinking about it, not all games give tunnel vision with a sniper rifle. Tunnel vision is probably half design inertia and a third performance issue.

Scopes give tunnel vision in games because people see that black matte and think "scope". It's like the double circle matte being shorthand for binoculars in movies, even though using real binoculars is not like that.

Tunnel vision is treated as a balance factor as well. You get a longer range view, but you lose half the screen. So sniper rifles are made more powerful to compensate. So developers make sure they have drawbacks, like losing half your screen on top of the loss you automatically have from a 2x, 4x, or whatever zoom. (Compare that to ADS zoom... When a game gives a zoom effect with ADS, the player gets the accuracy and aiming boost, but doesn't lose their peripheral vision. But people who argue against removing or even just reducing the coverage of the scope matte will defend the ADS zoom.)

Scope tunnel vision is also a performance issue. Only the view inside the scope should be magnified. Zooming in the camera is easy. Throwing a matte to block the "outside" of the scope is easy. What is more difficult is zooming the inside of the scope while leaving the outside of the scope normal.

A real person with a sniper rifle can just look at the world with their other eye.

Red Orchestra 2 I believe uses the zoomed center with unzoomed outer view. I believe it also models seeing the inside wall of the scope when moving the gun.

12 years ago
Permalink

Comment has been collapsed.

I assumed you'd close an eye when aiming.

But apart from that you are right.

12 years ago
Permalink

Comment has been collapsed.

.. He said you can give the player all or any of those things without having to cover up the screen. He didn't say anything about having to switch weapons??

You can, as he said, give other visual indicators of "aiming down the sights" than actually drawing the gun up and covering half the screen. This is the one thing I hate about Killing Floor. You can also have the gun come up, but the view zoom in somewhat, so your screen isn't covered with the gun model.

12 years ago
Permalink

Comment has been collapsed.

But that's a joke, you can also have homing bullets to improve accuracy.

But covering the screen with the gun is the most accurate way of portraying it. How do you aim with a weapon, by aproaching your face to it, thus you get a limites vision field.

12 years ago
Permalink

Comment has been collapsed.

it slows the pace of the game.

12 years ago
Permalink

Comment has been collapsed.

yeah, i guess it would, but not that much, cod its kinda of really fast paces, and it has iron sights

12 years ago
Permalink

Comment has been collapsed.

the difference here is that cod is built around that system. Something like counter strike is built around bullet patterns and controlling recoil in very specific ways, and fully on reticule control. Adding iron sights would limit your visibility and also remove one of the aspects that's made the franchise different.

Alot of people bring up halo and for something like this the focus has always been on bullet sponge levels of damage people can take up, so you have the camera pulled back so you can control your spray, keep it aimed easier, and not sacrifice the speed and mobility that you would normally get.

12 years ago
Permalink

Comment has been collapsed.

iunno, i really like iron sights, i mean if you dont want to use them then unbind them or something, considering how much i fail at aiming sometimes, i would welcome some iron sights, but cs or any valve game has been know to keep everything the traditional game, so putting iron sights would be like a sin to any valve fanboym or just fan.

12 years ago
Permalink

Comment has been collapsed.

Well, I like them. It gives an air of authenticity, as opposed to bright neon crosshairs painted on the screen. Also, you're supposed to have your view obstructed somewhat when aiming down the barrel of a rifle. It's not a spaceship HUD.

12 years ago
Permalink

Comment has been collapsed.

That's exactly my opinion on them

12 years ago
Permalink

Comment has been collapsed.

I personally love the mechanic of aiming down your sights. Knowing when to shoot from the hip and when to bring up your sights adds another dimension to shooters.

12 years ago
Permalink

Comment has been collapsed.

what I find funny that every plausible reaction why the iron sights wouldnt be included in valve games, you comment in a way standing that its not relevant to the topic.

12 years ago
Permalink

Comment has been collapsed.

I wanted to discuss the mechanic itself. Not if it's included or not.

12 years ago
Permalink

Comment has been collapsed.

I am terrible at using iron sights. I prefer crosshairs. :S

12 years ago
Permalink

Comment has been collapsed.

Deleted

This comment was deleted 6 years ago.

12 years ago
Permalink

Comment has been collapsed.

Iron sights are pure aesthetics in FPS games, unless they also feature a decent zoom. Crosshairs are more accurate, and faster than iron sights. Someone said it adds a dimension to a game, but it can also subtract from another dimension. It's really just a preference. There is no substantial different between the two. I like iron sights just because I enjoy immersion. I play Arma for that though. CS:GO is a better game than CoD for me.

12 years ago
Permalink

Comment has been collapsed.

I find iron sights to be waste of time in most shooters - it's way faster to just remember where middle of your screen is. It's different for scopes becaues of zoom, but since most shooters always hit centre of screen it's just something that slows your gaming.

Of course, there are few games where not using iron sights is punished (since it's not aimed in centre until you started aiming). But in the end, only good thing that comes from iron sights is that mouse start to move slower, allowing better aim (hopefully you'll know what I mean).

12 years ago
Permalink

Comment has been collapsed.

But that's a license the developers took. Because if you fired from your hip I'd bet like 95 out of 100 bullets won't end where you wanted them to. So ironsights should be a must when trying to achieve an accurate aiming.

I understand why fast paced games avoid them though.

And yeah, it's a feature similar to the hold breath button, allows for better aiming by getting less sensibility.

12 years ago
Permalink

Comment has been collapsed.

I don't know how many shotguns or sub machine guns you've fired, but hip-firing isn't something you do with any firearm.

12 years ago
Permalink

Comment has been collapsed.

You actually, can, well not hip firing but something similar like non aiming spray with shotguns and SMGs. Having said that it's only effective at close quarters Something like this

Good luck doing that with a rifle, you won't hit anything on a hundred tries.

(BTW, my knowledge of firearms limits to carabines, paintball and things like that, so I'm no expert.)

12 years ago
Permalink

Comment has been collapsed.

With enough practice, you can get pretty accurate "hip firing" anything. Granted, you wont hit a fly's wings at 100yards using an uzi firing from the hip though.

12 years ago
Permalink

Comment has been collapsed.

counter strike is just retro, when valve made the first shooter maybe they didnt bother with iron sights because they didnt think people would care. then as the franchise evolved they didnt want to make to many changes.

12 years ago
Permalink

Comment has been collapsed.

Because it would ruin teh whole CS Movement, Feeling, Recoil, Spraying and so on.

12 years ago
Permalink

Comment has been collapsed.

Because it would ruin teh whole CS Movement, Feeling, Recoil, Spraying and so on.

12 years ago
Permalink

Comment has been collapsed.

I prefer iron sights with a large field of view and no cross-hairs.

12 years ago
Permalink

Comment has been collapsed.

It really depends on the game. High velocity games like Unreal Tournament and Quake established the use of crosshairs. You really need them there to speed up the gaming experience. Both games are build around the knowledge of itemplacement and maparchitecture. They are also very attack-driven (you have no health, but still you attack any opponent you see, since you might be faster). The funny thing is, that very few games today have this philosophy.
Other games that are more story/atmosphere-driven, tactical-team-based or just much slower can use iron-sights as an tactical/atmospheric element. CS might use them for an advantage, but its extremely conservative community won't accept it. I don't know however, why Valve didn't use iron sights in L4D. They work perfectly in Killing Floor.

On a sidenote: Just yesterday I had a talk with two friends about on-screen aiming (turn/look around with keyboard, aim for elements on the screen with the mouse). Some very old games at the time of Doom etc used this on pc (I remember System Shock 1 and CyClones), but it never really had a breakthrough. It's fun for some singleplayer games though. Recently especially games on Wii etc reused that concept.

12 years ago
Permalink

Comment has been collapsed.

I might know why that screen aiming never worked. It's a bit difficult to use, and less intuitive than regular aiming.

However I must admit that for example Nintendo Land uses that system and it's quite fun to play, moreover it adapts perfectly to the Wiimote. What I don't really know is how well that would function in a keyboard+mouse setup.

12 years ago
Permalink

Comment has been collapsed.

It gets interesting, when the game has adventure/rpg elements, since it blends very well with point and click style. Just holster your weapon to click some switches on the screen, without changing the whole input-scheme.

12 years ago
Permalink

Comment has been collapsed.

i guess every game has to be the same..

12 years ago
Permalink

Comment has been collapsed.

Excuse me?

12 years ago
Permalink

Comment has been collapsed.

I don't know why some folks complain about iron sights. I like to see them in my FPSs on occasion, because it adds variety to gameplay. Playing with a crosshair is a lot different than aiming down the sights on your gun. Both are equally good in my eyes.
Of course some games are better suited for one or the other. In that case, they should just have whichever better suits the action or story of said title.

12 years ago
Permalink

Comment has been collapsed.

Hell, it's not "don't usually" but "approaching never". It's just natural to fire from the shoulder or in case you have no stock, from the half-outstretched arms, even when not de facto using sights. The recoil is handled better, the place where rounds go is more obvious and it's easier to move low & fast. When you can't assume this obvious stance which you pretty much do automatically, then you're probably not gonna hit anything, or the contact will present itself on such a distance that you'll hit anyway because you can almost poke it with a barrel.

12 years ago
Permalink

Comment has been collapsed.

I thought the same thing before I started playing CS:GO, so I understand why you're asking it. These "modern" enhancements, like true ADS (aim down the sights) and sprinting, would change the core gameplay far too much. I appreciate Global Offensive so much more because it doesn't have these features. The gameplay is more grounded, firefights are longer and more intense, and it's more satisfying when you kill someone.

12 years ago
Permalink

Comment has been collapsed.

CS is as unrealistic as it can be. CS series are so bad that you don't ask those questions - you just stop playing these games. Yes - in real life you aim your gun not just randomly shoot hoping to hit someone. CS:GO is just CS1.6 with a bit updated graphics and that's all.

12 years ago
Permalink

Comment has been collapsed.

Go play ArmA 2

12 years ago
Permalink

Comment has been collapsed.

I got a copy of ArmaX but gave it to a friend, now I regret it :S

12 years ago
Permalink

Comment has been collapsed.

Closed 12 years ago by MrCastiglia.