Fun fact about the revolver from the Metro series, it's based on a Nagant revolver (in universe I believe they produced rechambered versions in .44 magnum to better deal with mutants.) The cylinder of the Nagant revolver actually does press against the barrel when in firing position, creating a seal and allowing it to be suppressed.
The nagant used different shaped cartridges not like the ones you think if you look up 7.62x38mmR the truncated casing around the bullet is what seals the gas
I dunno. Can't be fixed by having them be low damage (Or add in an armor system that makes torso shots with smgs and shotguns do less damage the higher the armor level)
Best way imo to balance recoil mitigating guns (i.e. Vector, AA12, A545, AK107, KARD etc.) is to give it a much more uncontrollable horizontal spread as well as recoil, since the best these guns can do is mitigate vertical recoil
Probably already been mentioned, but at 7:22 when you show the g3 reload as part of the “inability to hold extra round in chamber” exhibit, it actually makes sense for the g3. After all, he’s pulling the charging handle back and up, which would eject the round in the chamber
I think the reason why he pulls back the handle is (only applies to hk roller delayed blowback weapons) because of the way the gun is designed it makes it very hard to insert a new magazine when there is a bullet in the chamber. So the operator sacrifices the bullet to save himself the hassle.
@@lvnt7183 no I get WHY he does it, but in terms of the “mistake” munancho is trying to showcase, that being the lack of an extra round in the chamber, doesn’t really apply to the G3’s animation, the animation he’s using to demonstrate.
The shotgun having insultingly short range has always been a pet peeve of mine. Which is why I giggled a bit when in one game I hit a sniper with a single pellet in the head. I really appreciate games that don't just magically despawn buck shot at an arbitrary range.
I remember back then I played a game called Section 8, and I'm surprised that the shotguns there actually have quite a range (as in, it's still effective at damaging the enemy even around 50-60m range, though with the spread, you need 5-6 shots to actually kill them at this distance instead of 1-2 shot kill at close range)
I remember one time, I was playing Phantom Forces on PC, I beamed this guy with the 870. Everyone was going bananas because they thought I cheated. Nah fam I'm just good at FPS games
4:03 It's funny 'cause in Far Cry 2 the NPCs still can react to gunfire (and try to find you from surrounding areas shortly after) when using weapons with suppressors attached on, which makes sense. 7:01 If I recall correctly, Cry of Fear didn't have that mistake when it comes to reloading the majority of the weapons like the Glock 17 and M16 (or "Stag Arms AR-15" in-game). Though they kinda botched the Taurus Model 605's reload where the player will drop every single round *including the unfired ones.*
Cry of Fear also had just magnificent work put into the guns in general. When your handgun is empty, and you pull the trigger, the hammer falls on an empty chamber with a distinct click. Any trigger pulls after that are the full sound of the mechanism moving inside the gun, rather than just the hammer click. A magnificent detail that I don't think any other game has properly implemented.
Far Cry 2 goes beyond that, they only react if the bullet passes near them or hits anthing close, same goes if you don't use headshots as they'll hear screams
Yes, the unfired ones drop for a hard choice: It's basically "should i risk dropping a few more monsters with half a cylinder/mag" or "should i reload and waste half the cylinder/mag but be prepped for more monsters?"
Some of the games that reload all 6 rounds for revolvers should be passed as technical limitations rather than mistake. Those can't be fixed even if the animators wanted to.
the large spread & short range of shotguns on most of video games are possibly done for balancing reasons. Since most of the time the engaging distances between you vs the enemies are mostly on 5 ~ 10m on average
Actually, the revolver from metro its canonically able to be supressed, since originally its supposed to be based of the Nagant 1895 revolver. The games just decided to go with some kind of S&W model for some reason
Surpisingly however, there was a Steyr prototype using the same gas-seal system, but with a swing-out cylinder and ejector, like a S&W (or similar) revolver!
@@danialyousaf6456 The only advantage of a wheelgun is its intrinsic simplicity. The only real reason they were used after the invention of the autoloader is that it is damn near impossible for the weapon to jam or malfunction so in all conditions the weapon will work. If you add a complex gas seal to it then you might as well just use an autoloading pistol, which is what everyone just did.
*Note: This video did not consider the balancing issue / technical difficulties in developments. These little details could be ignored on purpose to simplify the game.*
@@ryszakowy then you are stuck with an incredibly small and boring set of weapons dont you think? games are meant to provide a fun experience, not a realistic one
Wasn't the case with suppressors that if you actually want to your shots to be quiet (or well, as quiet as a gunshot can be) then you need to use subsonic ammo, because the gunpowder exploding is not the loudest part, but the bullet breaking the speed of sound is?
Yea but any subsonics with significant lethality will still be pretty loud. Suppressors arent used for sneaking right next to people and shooting, they're used for conducting raids and not alerting everyone in a 5 mile radius, and with supersonics because it makes it significantly harder for the enemy to locate someone firing with a suppressor.
-P90 ejects spent casings sideways instead of downwards -M202 FLASH launching regular rockets instead of incendiary rockets -RPG-7 is always loaded with PG-7VL HEAT rockets, the anti-infantry frag OG-7V rockets is rarely seen -Cooking the grenade in hand with the fuse counting down without the lever being released -Belt-fed machineguns will always load a full belt no matter how many reserve ammo remaining -Frag grenade being treated like HE grenade
Much like flicking a revolver cylinder shut, flipping a break-action gun closed has a chance to break it. I’ve never seen a case where this happens, but I’ve always been told this by friends and firearm enthusiasts
Many FPS Games(e.g., The Finals, PUBG, Call of Duty, Counter-Strike, Warface, Apex Legends, Valorant, Far Cry, Grand Theft Auto, and Redfall) doesn't have extra round inside the gun's chamber Other FPS Games(e.g., Roblox Phantom Forces, Advanced Weapon System, Battlefield, and Metro Franchises) have extra round in a chamber(except revolvers, belt-fed machine guns, MAC-10/11, AA/USAS-12, and SPAS-15)
Game play and balance > realism (within reason). If suppressors weren't so quiet in any FPS games they'd be useless. Shotguns are more likely to be broken if they had longer ranges and less pellet spread. Not every FPS is Arma or Rising Storm
3:26 - Some games do have features that take this into account but 99% of the time the bullet comes out of the camera (face) when shotting so the shooter can be more accurate in these arcade type games
yeah we all know that revolvers that use speedloaders for the animations will always use a speedloader but 1:34 BUT THIS IS 1998 MAN, I DONT EVEN THINK THERE WERE 3D REVOLVERS IN VIDEO GAMES BEFORE THIS MANNN
@@KyuMachi fair, but a neat little observation. In the segment where he's talking about shotguns having terrible range, he gives the Olympia from Black Ops 1 as an example. but if you look at the muzzle flash, it seems to be using breaching rounds, since there's little particles in there.
I mean, to be fair, the revolver from the Metro games is stated to be based off the Nagant 1895, and the cylinder, forcing cone, and cartridge all interface to create a gas seal
except the nagant wasn't a swing out cylinder like in the games. The Nagant required the user to manually eject the casings out like a catridge conversion Colt SAA.
@@munanchoinc I'm aware, but it's a video game, so concessions would need to me made to not force the player to wait for a long ass reload animation to play out, especially given how long some of the reload animations for other weapons already are.
2:20 this is probably just a balance thing and not an oversight, I usually notice that the aa12 in games does have significantly less recoil that other auto shotguns in games tho
0:30 Gustloff Volkssturmgewehr VG 1-5 actually have a automatic variant, but scrapped due to unnecessary issues for a last ditch weapon. 4:15 Yes, IRL suppressor only alter the sound firing to confusing the enemy hearing or harder to being found out. But they're not entirely silent. 6:45 Actually, in Metro:Exodus they describe that revolver (unlike the previous 2 series) was based on Nagant 1895 and recraft (and rechambered in. 44 Magnum) it. So it can use Supressor. Also there's real variant that can be swing out but not very famous and eventually dropped out IRL.
i am aware of that but that said, the Volksturm in almost all depictions of it is always portrayed as a Automatic weapon because of the misinterpretation of the "Sturmgewehr" part of the name with many thinking it's an "Assault Rifle" just like the STG 44 while in reality it's translation means "people's rifle". Evidence of it's automatic variant is little to none. All Volksturms even just after the war was all Semi-Autos. And evidence of it's existence is close to the infamous Helriegle.
also, the swing out cylinder (Nagant m1910) would prevent the functionality of suppressor as the gap between cylinder and barrel would leak gas. (Note that there was a similar revolver that was gas sealed however it was produced by Steyr and not produced in the USSR nor Russia)
@@munanchoinc Yeah, I agree that. So it should be described as: Gustloff Volkstrum-Gewehr 1-5 (not sure if correct). And the automatic have it's own designated Model name: MP508. Similar design to MP507 (Semi auto variant), but with select fire variant. Only difference is MP508 have Select Fire and fixed forward grip. However as you mentioned, lack of solid details. But BFV had shown MP507 and MP508, which in terms not entirely wrong (except fire selector, which Dice common lazy things will do in most first season).
@@munanchoinc Maybe their description forget to tell that it's heavily reverse engineering (which try to strengthen the gas seal or so)? Or it just designer brilliant idea? Who knows?
0:32 Dude, Fallout 4, Literally has laser guns, and the Church of Atom or whatever they're called, probably just you know, fucking modified it to be full-auto
Having the ability to have an extra round in the chamber is something I find neat, but I guess it really depends on what style your game is going for. If they want to be super grounded, then sure, but more arcady games probably shouldn’t have it. Something that has me split is CoD including such a feature since it somewhat lies in between, by all accounts, it’s an arcade game, but something about it keeps it from going full on in my mind. If they would include it, I feel they should only put it in the hardcore game modes and custom games, and leave it out of the arcade modes.
I can honestly understand why they don't animate each for revolvers. It's a weapon that doesn't typically get much popularity in shooters where mag feds are an option but requires like 20x the effort for animators.
It's nice to go, "Ha, that's wrong" every once in a while. Most of these greivances are simply due to balancing the game, or because of tradition. Traditionally, shotguns have never been treated well in most games.
Shotguns need to stop being treated like a damn blunderbuss, if you don’t wanna make em how they actually are, or aren’t willing to balance them, don’t put em in your game, so sick of it.
The devs don't take account height over bore as an QoL feature, as when you do take account, guns like M16A1 with optical attachments will be a pain to use as the optical attachment will be practically useless because you will have to aim so high to actually land a shot on the enemy. Not to mention that would break games with bullet drop where you will have to account for long range shots
I think what needs to be understood is some of these things may have been realized in development, but were ignored for either ease of gameplay, lack of time to put into implementation, or balancing. Take the revolver thing: obviously it’s an issue, but the devteams likely just didn’t see much reason to make new unique animations for animations that’ll only be seen a few times throughout a full playthrough and only appreciated by less.
@@MACARONIEMANIAC A semi-automatic firearm chambered in a subsonic ammo type, and I guess he didn’t rwally mean semi-automatic since if the slide locks, you’ll need to manually chamber a round. Like the pistol Snake uses in MGS2z
Depends on how you define *silenced* - even those Soviet Sneeki Breeki guns with piston ammo aren't completely quiet - they're more like an airgun (both in regards to sound profile and loudness).
no gun can be silenced but you could get close with a good enough suppresser sub sonic ammo and if you want to go the extra mile you can make it bolt action
I think some problems like loading a full cylinder when you have less than that is the devs not necessarily not caring but just not implementing such a small thing because very few would actually notice.
Some of these are for balance, very small details, and stuff that is just expected for what they are (suppressors being completely silent is just a thing that has been used in so much media that it’s expected for them to be that way)
Fun fact about the suppressed revolver example, The Nagant revolver. It had a unique mechanical trait of pushing the cylinder forward, creating a seal on a uniquely cupped barrel. Making it one of the only revolvers capable of being suppressed. The revolvers in Metro however, are not the Nagant. They are the smith and wesson 29.
in the suppressor section, most of that is true, just depends on which ammo you're using (excluding revolvers) and if it's designed to be suppressed or not, examples of this include 9x39 subsonic ammo designed by russians for the sole purpose of suppression. Epic vid tho. Also at 7:20, the animation of the G3 makes it incapable of keeping a round in the chamber as the operator pulls back the charging handle, solid vid tho.
Sandstorm was a bad example to use for the bore height since when you pull up the irons the rounds also go exactly where your reticle is like Siege, it only takes into account the position of the muzzle itself when you're using softaim. Squad or Ground Branch woulda been a better choice.
Some games only have trigger discipline based on era or training, or it’s only visible on third person models. Shotguns and the vector have vertical recoil because of balance.
Game name: Battlefield 5 Ready or not Csgo Fallout 2? Battlefield 4 I think Half life 2 Half life 1 Cod mw3 and bo2 Insurgency sandstorm Phantom forces (roblox) you can prebuy aa12 but it's expensive to buy Rainbow six siege Mw 2019 Far cry 3 Css Fallout vegas Metro exodus Mw2 (2022)
Well the AA-12 does have recoil. It has a very long bolt travel that kind of spreads out the recoil but i think the recoil of the AA-12 is depicted well enough. Especially considering that that weapon is very weird and never left the prototype stage, most being destroyed and none of us will ever fire one. I think there is currently just one AA-12 still in existence and it is semi auto only.
I think you might be getting the AA-12 and Pancor Jackhammer confused. The AA-12 most definitely did leave the prototype stage, and is still produced to this day, although not in large numbers.
@@Hornbyhenry ua-cam.com/video/xV0AVv0oExM/v-deo.html Nope. They had multiple AA-12s but they would only run with a certain brand of ammo due to the shape of the rim. They also had serious production issues and bad management. The final nail in the coffin was the ATF.
@@bob445566DE Wow, they destroyed almost every single AA-12 in the United States? I thought it was only an issue with the Sol Invictus civilian variants. Well, I’ve learned something today
The part about the guns having the inability to have an extra round in the chamber You are completely right with that I'm thankful zombie uprising is the game to allow for that to happen
about the shotguns range at 5:00 ish, ghost recon breakpoint is one of the few games to get it right, you can kill an enemy from like 80m, but it'll take several shots to do so and you must aim very high
Well technically HK’s guns in MW2022 there wouldn’t be a round in the chamber because he pulls the charging handle back first, ejecting a round (which is not shown). But I see where you’re coming from.
"the player would alway insert a full speedloader into cylinder despite lacking enough rounds to do as such" To make sense They inserted some Empty Cartridge To cylinder
Something people trying to correct developers get wrong: The Volkssturmgewehr 1-5s was a series of different rifles. I'm sure one of which was full auto. Also, the insultingly low shotgun ranges are relative to the insultingly low assault rifle ranges.
One thing that has bothered me is that in some games, they name an Arctic Warfare an AWP regardless of the model of the said sniper. Like, all AWPs are Arctic Warfares but not all of them are AWPs. It could be an AWM or an AWF for all that I know.
funnily enough they could just fix the speedloader by having it only have the last bit rounds available on it(but to be fair, then people would be "that doesn't make any sense! did he underload the speedloader?").
small detail but this is a video mostly about small details the m1911 and Kriss Vector are chambered in 45ACP which is typically subsonic so while the guns wouldn't be as quiet as in the games the would still be very quiet.
The short bullet range on shotguns is sometimes meant to balance the gun, it would probably be frustrating for other players to get domed by something that has multiple pellets fired at them from a long distance.
What pains me is that rainbow 6 siege actually did account for height over bore at launch and then it was patched out because people didn't understand what that meant and why they were shooting the corner right in front of them when micropeeking
There also are Silenced Revolver that do work, Knights Armament Corp. did one back in the days and the nagant revolver is infamous for being silenceable and there are others out there working fine with silencers
Height over the barrel not being taken into account is one of the many sins FPS games are guilty of. While I can see why for balance purposes, this is far from reality.
Most of the time, the absurdly high shotgun pellet spread is a part of the balancing process. It could one-shot you from a distance if it had the supposed range, which is not ideal. I get your point, though.
Common gun mistake: VG 1-5 originated as a term referring to the series of late war Volkssturm rifles as a whole. Someone screwed up somewhere down the line and thought it was the proper term for the Gustloff Volkssturmgewehr.
0:21 There was a weapon called MP507 made by Gustloff to compete with the then MP43/1 assault rifle, is was full auto. It was the Base for the later Volkssturmgewehr Spezial / VG1-5.
It never left the prototype stage nor is there any physical evidence left. There's also no footage ever recorded of it ever firing. All Gustloff Volkssturmgewehrs that were ever deployed in combat were all semi-automatic. Majority of all supposed "MP507" lacked evidence as the foregrip found on those models are not uncommon as field made attachments.
Fun fact about the revolver from the Metro series, it's based on a Nagant revolver (in universe I believe they produced rechambered versions in .44 magnum to better deal with mutants.) The cylinder of the Nagant revolver actually does press against the barrel when in firing position, creating a seal and allowing it to be suppressed.
Sure doesn't look like a Nagant revolver at least in the first two games.
@@graysonrichter9210 It kinda does tho, or well idk I never played the actual first 2 games I always played the redux versions.
The nagant used different shaped cartridges not like the ones you think if you look up 7.62x38mmR the truncated casing around the bullet is what seals the gas
@@Lksupasteien in Metro its same catridge design, upscaled to .44.
Quality of the the seal may vary however depending on who built the gun, but that's why we have Tokarev around.
AA12 and Vector having no recoil mitigation system maybe a way to balance them. Having laser accurate SMG and shotgun could be pretty game breaking
Exactly, also maybe coding as well
I dunno. Can't be fixed by having them be low damage
(Or add in an armor system that makes torso shots with smgs and shotguns do less damage the higher the armor level)
@@danialyousaf6456 add in a whole new mechanic to balance low recoil guns?
@@Gekquerel only way. Or nerf their damage
Best way imo to balance recoil mitigating guns (i.e. Vector, AA12, A545, AK107, KARD etc.) is to give it a much more uncontrollable horizontal spread as well as recoil, since the best these guns can do is mitigate vertical recoil
Probably already been mentioned, but at 7:22 when you show the g3 reload as part of the “inability to hold extra round in chamber” exhibit, it actually makes sense for the g3. After all, he’s pulling the charging handle back and up, which would eject the round in the chamber
I think the reason why he pulls back the handle is (only applies to hk roller delayed blowback weapons) because of the way the gun is designed it makes it very hard to insert a new magazine when there is a bullet in the chamber. So the operator sacrifices the bullet to save himself the hassle.
@@lvnt7183 no I get WHY he does it, but in terms of the “mistake” munancho is trying to showcase, that being the lack of an extra round in the chamber, doesn’t really apply to the G3’s animation, the animation he’s using to demonstrate.
The shotgun having insultingly short range has always been a pet peeve of mine.
Which is why I giggled a bit when in one game I hit a sniper with a single pellet in the head. I really appreciate games that don't just magically despawn buck shot at an arbitrary range.
MW2019 kinda did that with it's 725, where it has the range effectiveness of a goddamn AR with the consistency of a sniper.
It didn't go well.
I remember back then I played a game called Section 8, and I'm surprised that the shotguns there actually have quite a range (as in, it's still effective at damaging the enemy even around 50-60m range, though with the spread, you need 5-6 shots to actually kill them at this distance instead of 1-2 shot kill at close range)
Battlefield 4 was pretty good with shotgun logic
Surprisingly payday 2 have that long ass of a range for shotgun to kill snipers who sitting their asses on top building
I remember one time, I was playing Phantom Forces on PC, I beamed this guy with the 870. Everyone was going bananas because they thought I cheated. Nah fam I'm just good at FPS games
Flicking the revolver is like the number 1 most common issue in my opinion, but you have to admit, it's cool.
I mean doing so isn't unrealistic, it's just vary damaging for the gun, and same is said for like slapping the handle on an HK
@@deadman2oo HK themselves encourages the slap. It's even on their manuals/brochures.
@@M4V3R1CK_13 Though using the thumb rather than performing the "HK slap" is faster.
@@CodyDBuni Well most would disagree. The SAS found it to be effective using the slap.
@@M4V3R1CK_13 I'm no expert, but I believe it's to give the handle more speed to make sure the bolt goes home right
4:03 It's funny 'cause in Far Cry 2 the NPCs still can react to gunfire (and try to find you from surrounding areas shortly after) when using weapons with suppressors attached on, which makes sense.
7:01 If I recall correctly, Cry of Fear didn't have that mistake when it comes to reloading the majority of the weapons like the Glock 17 and M16 (or "Stag Arms AR-15" in-game). Though they kinda botched the Taurus Model 605's reload where the player will drop every single round *including the unfired ones.*
Cry of Fear also had just magnificent work put into the guns in general. When your handgun is empty, and you pull the trigger, the hammer falls on an empty chamber with a distinct click. Any trigger pulls after that are the full sound of the mechanism moving inside the gun, rather than just the hammer click. A magnificent detail that I don't think any other game has properly implemented.
Far Cry 2 goes beyond that, they only react if the bullet passes near them or hits anthing close, same goes if you don't use headshots as they'll hear screams
Yes, the unfired ones drop for a hard choice: It's basically "should i risk dropping a few more monsters with half a cylinder/mag" or "should i reload and waste half the cylinder/mag but be prepped for more monsters?"
I don't much about games but that's definitely Far cry 3
Some of the games that reload all 6 rounds for revolvers should be passed as technical limitations rather than mistake. Those can't be fixed even if the animators wanted to.
Not what this is about
the large spread & short range of shotguns on most of video games are possibly done for balancing reasons. Since most of the time the engaging distances between you vs the enemies are mostly on 5 ~ 10m on average
Yeah. We all know by now what happens when you make shotguns realistic.
You get mw19 and mw22.
@@danialyousaf6456 No God please I'm sorry
@@cygnus190 not your fault
@@danialyousaf6456 😭 I can't take this goofy ass beta
@@danialyousaf6456 problem? 👀
Using the words of a famous FNV animator "Sometimes you need to learn when stop to be reallistic in detriment of fun gameplay"
3:57 that ‘I need to load’ line fits so well with the music
7:20 To be fair to the game, the animation does depict the operator locking the bolt back, which would eject any round already in the chamber
Actually, the revolver from metro its canonically able to be supressed, since originally its supposed to be based of the Nagant 1895 revolver. The games just decided to go with some kind of S&W model for some reason
Surpisingly however, there was a Steyr prototype using the same gas-seal system, but with a swing-out cylinder and ejector, like a S&W (or similar) revolver!
@@ternarycode wonder why it didn't catch on among hitmen and covert ops people
@@danialyousaf6456 The only advantage of a wheelgun is its intrinsic simplicity. The only real reason they were used after the invention of the autoloader is that it is damn near impossible for the weapon to jam or malfunction so in all conditions the weapon will work. If you add a complex gas seal to it then you might as well just use an autoloading pistol, which is what everyone just did.
@@daveswietlik6291 alright
The AA-12 having recoil makes sense from a balance perspective.
height over bore is something i genuinely wish all fps games had because it is basically an all-in-one cure for headglitching.
Ah, yes Hollywood's greatest failure: taking suppressors to literally
*Note: This video did not consider the balancing issue / technical difficulties in developments. These little details could be ignored on purpose to simplify the game.*
yeah but the video i bet is mostly just bc its interesting
then DON'T put these guns in the game
@@ryszakowy then you are stuck with an incredibly small and boring set of weapons dont you think? games are meant to provide a fun experience, not a realistic one
Wasn't the case with suppressors that if you actually want to your shots to be quiet (or well, as quiet as a gunshot can be) then you need to use subsonic ammo, because the gunpowder exploding is not the loudest part, but the bullet breaking the speed of sound is?
Generally I feel like concealing where your shots are coming from is good enough, but you're right about that
Yea but any subsonics with significant lethality will still be pretty loud. Suppressors arent used for sneaking right next to people and shooting, they're used for conducting raids and not alerting everyone in a 5 mile radius, and with supersonics because it makes it significantly harder for the enemy to locate someone firing with a suppressor.
-P90 ejects spent casings sideways instead of downwards
-M202 FLASH launching regular rockets instead of incendiary rockets
-RPG-7 is always loaded with PG-7VL HEAT rockets, the anti-infantry frag OG-7V rockets is rarely seen
-Cooking the grenade in hand with the fuse counting down without the lever being released
-Belt-fed machineguns will always load a full belt no matter how many reserve ammo remaining
-Frag grenade being treated like HE grenade
Much like flicking a revolver cylinder shut, flipping a break-action gun closed has a chance to break it. I’ve never seen a case where this happens, but I’ve always been told this by friends and firearm enthusiasts
Many FPS Games(e.g., The Finals, PUBG, Call of Duty, Counter-Strike, Warface, Apex Legends, Valorant, Far Cry, Grand Theft Auto, and Redfall) doesn't have extra round inside the gun's chamber
Other FPS Games(e.g., Roblox Phantom Forces, Advanced Weapon System, Battlefield, and Metro Franchises) have extra round in a chamber(except revolvers, belt-fed machine guns, MAC-10/11, AA/USAS-12, and SPAS-15)
Game play and balance > realism (within reason). If suppressors weren't so quiet in any FPS games they'd be useless. Shotguns are more likely to be broken if they had longer ranges and less pellet spread. Not every FPS is Arma or Rising Storm
Facts
3:26 - Some games do have features that take this into account but 99% of the time the bullet comes out of the camera (face) when shotting so the shooter can be more accurate in these arcade type games
yeah we all know that revolvers that use speedloaders for the animations will always use a speedloader but
1:34 BUT THIS IS 1998 MAN, I DONT EVEN THINK THERE WERE 3D REVOLVERS IN VIDEO GAMES BEFORE THIS MANNN
This really has a lot of “I can’t believe they’re prioritizing balance over realism!” In it. Usually that’s kept to a minimum.
I don’t think your in quite the understanding of why he makes these videos…
Yeah this feels very pedantic in a way
@@KyuMachi fair, but a neat little observation. In the segment where he's talking about shotguns having terrible range, he gives the Olympia from Black Ops 1 as an example. but if you look at the muzzle flash, it seems to be using breaching rounds, since there's little particles in there.
I mean, to be fair, the revolver from the Metro games is stated to be based off the Nagant 1895, and the cylinder, forcing cone, and cartridge all interface to create a gas seal
except the nagant wasn't a swing out cylinder like in the games. The Nagant required the user to manually eject the casings out like a catridge conversion Colt SAA.
@@munanchoinc I'm aware, but it's a video game, so concessions would need to me made to not force the player to wait for a long ass reload animation to play out, especially given how long some of the reload animations for other weapons already are.
2:20 this is probably just a balance thing and not an oversight, I usually notice that the aa12 in games does have significantly less recoil that other auto shotguns in games tho
Loved the music in the intro
0:30 Gustloff Volkssturmgewehr VG 1-5 actually have a automatic variant, but scrapped due to unnecessary issues for a last ditch weapon.
4:15 Yes, IRL suppressor only alter the sound firing to confusing the enemy hearing or harder to being found out. But they're not entirely silent.
6:45 Actually, in Metro:Exodus they describe that revolver (unlike the previous 2 series) was based on Nagant 1895 and recraft (and rechambered in. 44 Magnum) it. So it can use Supressor. Also there's real variant that can be swing out but not very famous and eventually dropped out IRL.
i am aware of that but that said, the Volksturm in almost all depictions of it is always portrayed as a Automatic weapon because of the misinterpretation of the "Sturmgewehr" part of the name with many thinking it's an "Assault Rifle" just like the STG 44 while in reality it's translation means "people's rifle". Evidence of it's automatic variant is little to none. All Volksturms even just after the war was all Semi-Autos. And evidence of it's existence is close to the infamous Helriegle.
also, the swing out cylinder (Nagant m1910) would prevent the functionality of suppressor as the gap between cylinder and barrel would leak gas. (Note that there was a similar revolver that was gas sealed however it was produced by Steyr and not produced in the USSR nor Russia)
@@munanchoinc Yeah, I agree that. So it should be described as: Gustloff Volkstrum-Gewehr 1-5 (not sure if correct).
And the automatic have it's own designated Model name: MP508. Similar design to MP507 (Semi auto variant), but with select fire variant. Only difference is MP508 have Select Fire and fixed forward grip. However as you mentioned, lack of solid details. But BFV had shown MP507 and MP508, which in terms not entirely wrong (except fire selector, which Dice common lazy things will do in most first season).
@@munanchoinc Maybe their description forget to tell that it's heavily reverse engineering (which try to strengthen the gas seal or so)?
Or it just designer brilliant idea?
Who knows?
@@munanchoinc there's literally another version of the 1-5 in the game that is just purely semi-automatic, and has no front grip. Just use that lol
0:32 Dude, Fallout 4, Literally has laser guns, and the Church of Atom or whatever they're called, probably just you know, fucking modified it to be full-auto
Guns with recoil mitigation system portrayed in games with absurd recoil is always insulting.
Lost opportunity to show the Killing Floor 1's AA12 cuz that's prolly has the hardest recoil to control compared to other games.
i unfortunately uninstalled KF2 awhile back and Internet Speeds here in the Philippines is abysmal.
@@munanchoinc kf1
Having the ability to have an extra round in the chamber is something I find neat, but I guess it really depends on what style your game is going for. If they want to be super grounded, then sure, but more arcady games probably shouldn’t have it. Something that has me split is CoD including such a feature since it somewhat lies in between, by all accounts, it’s an arcade game, but something about it keeps it from going full on in my mind. If they would include it, I feel they should only put it in the hardcore game modes and custom games, and leave it out of the arcade modes.
I’ve accepted it in valve source games, but it still doesn’t stop my anxiety from shooting off the charts seeing details like that lol
I can honestly understand why they don't animate each for revolvers. It's a weapon that doesn't typically get much popularity in shooters where mag feds are an option but requires like 20x the effort for animators.
As soon as I saw the revolver, I knew exactly where it was going
It's nice to go, "Ha, that's wrong" every once in a while.
Most of these greivances are simply due to balancing the game, or because of tradition. Traditionally, shotguns have never been treated well in most games.
also the technical limitations that the animators can't fixed even if they want to
@@anhvuquang7906 very true, sometimes corners have to be cut
Shotguns need to stop being treated like a damn blunderbuss, if you don’t wanna make em how they actually are, or aren’t willing to balance them, don’t put em in your game, so sick of it.
Suppressor with .300 blackout subsonic is probably the closet to video game. While most of video games still using same ammunitions
The devs don't take account height over bore as an QoL feature, as when you do take account, guns like M16A1 with optical attachments will be a pain to use as the optical attachment will be practically useless because you will have to aim so high to actually land a shot on the enemy. Not to mention that would break games with bullet drop where you will have to account for long range shots
that one game developer that watches this guys videos taking notes so that he doesn't make the same mistake
I think what needs to be understood is some of these things may have been realized in development, but were ignored for either ease of gameplay, lack of time to put into implementation, or balancing. Take the revolver thing: obviously it’s an issue, but the devteams likely just didn’t see much reason to make new unique animations for animations that’ll only be seen a few times throughout a full playthrough and only appreciated by less.
Don't forget the misaligned irons in some guns
Actually, gunshots can be silenced, but they need to go through several tweaks: you can only go semi-auto with the slide locked and use subsonic.
&Tyler B I guess OP was getting at something like the Welrod
@@MACARONIEMANIAC A semi-automatic firearm chambered in a subsonic ammo type, and I guess he didn’t rwally mean semi-automatic since if the slide locks, you’ll need to manually chamber a round.
Like the pistol Snake uses in MGS2z
Depends on how you define *silenced* - even those Soviet Sneeki Breeki guns with piston ammo aren't completely quiet - they're more like an airgun (both in regards to sound profile and loudness).
no gun can be silenced but you could get close with a good enough suppresser sub sonic ammo and if you want to go the extra mile you can make it bolt action
ok, calling the height over bore one a mistake is unfair. These are video games, we want our bullets to go where the crosshair is.
"inability to have an extra round in the chamber"
*shows a g3/hk53/psg1/msg90/mp5 doing a hk slap partial reload*
I think some problems like loading a full cylinder when you have less than that is the devs not necessarily not caring but just not implementing such a small thing because very few would actually notice.
Some of these are for balance, very small details, and stuff that is just expected for what they are (suppressors being completely silent is just a thing that has been used in so much media that it’s expected for them to be that way)
My number one pet peeve for badly animated guns are pistol slides that magically slide backwards when the magazine drops.
A suppressed pistol/smg firing subsonic ammunition absolutely can sound like they do in games.
Quietness with a suppressor also depends on caliber, small enough calibers or lighter loads will result in near silence
4:03 Depends on suppressor size, the ammo powder load and the cartridge size itself, but yea, true
The user of the G11 never presses the mag release button.
Fun fact about the suppressed revolver example, The Nagant revolver. It had a unique mechanical trait of pushing the cylinder forward, creating a seal on a uniquely cupped barrel.
Making it one of the only revolvers capable of being suppressed. The revolvers in Metro however, are not the Nagant. They are the smith and wesson 29.
in the suppressor section, most of that is true, just depends on which ammo you're using (excluding revolvers) and if it's designed to be suppressed or not, examples of this include 9x39 subsonic ammo designed by russians for the sole purpose of suppression. Epic vid tho. Also at 7:20, the animation of the G3 makes it incapable of keeping a round in the chamber as the operator pulls back the charging handle, solid vid tho.
Sandstorm was a bad example to use for the bore height since when you pull up the irons the rounds also go exactly where your reticle is like Siege, it only takes into account the position of the muzzle itself when you're using softaim.
Squad or Ground Branch woulda been a better choice.
Seeing Phantom Forces in a video like this always hits like a flashbang
Was not expecting phantom forces to be in there 😂
Some games only have trigger discipline based on era or training, or it’s only visible on third person models. Shotguns and the vector have vertical recoil because of balance.
Game name:
Battlefield 5
Ready or not
Csgo
Fallout 2?
Battlefield 4 I think
Half life 2
Half life 1
Cod mw3 and bo2
Insurgency sandstorm
Phantom forces (roblox) you can prebuy aa12 but it's expensive to buy
Rainbow six siege
Mw 2019
Far cry 3
Css
Fallout vegas
Metro exodus
Mw2 (2022)
never thought I would hear manila sound in a gun animations video but here we are, definitely a surprise but a welcome one at that
Well the AA-12 does have recoil. It has a very long bolt travel that kind of spreads out the recoil but i think the recoil of the AA-12 is depicted well enough. Especially considering that that weapon is very weird and never left the prototype stage, most being destroyed and none of us will ever fire one.
I think there is currently just one AA-12 still in existence and it is semi auto only.
I think you might be getting the AA-12 and Pancor Jackhammer confused. The AA-12 most definitely did leave the prototype stage, and is still produced to this day, although not in large numbers.
@@Hornbyhenry ua-cam.com/video/xV0AVv0oExM/v-deo.html
Nope. They had multiple AA-12s but they would only run with a certain brand of ammo due to the shape of the rim.
They also had serious production issues and bad management.
The final nail in the coffin was the ATF.
@@bob445566DE Wow, they destroyed almost every single AA-12 in the United States? I thought it was only an issue with the Sol Invictus civilian variants. Well, I’ve learned something today
Loving the bg music.
If you don't mind, what's its title?
One thing you forgot to mention was how shotguns in videogames shoot out gunpowder for some reason
The part about the guns having the inability to have an extra round in the chamber
You are completely right with that
I'm thankful zombie uprising is the game to allow for that to happen
about the shotguns range at 5:00 ish, ghost recon breakpoint is one of the few games to get it right, you can kill an enemy from like 80m, but it'll take several shots to do so and you must aim very high
Its good to see a fellow pinoy gun enthusiast🇵🇭🇵🇭🇵🇭. Ps nice music choice
All FPS game doesn't have an extra round in the chamber when tactical reload but only VR FPS got it right and i'm impressed
Well technically HK’s guns in MW2022 there wouldn’t be a round in the chamber because he pulls the charging handle back first, ejecting a round (which is not shown). But I see where you’re coming from.
"the player would alway insert a full speedloader into cylinder despite lacking enough rounds to do as such"
To make sense
They inserted some Empty Cartridge To cylinder
i love how they included phantom forces.
5:22 safe from the cringe of the incorrect spas 12 reload
The short range shotguns are probably for gameplay balance only, most likely for balance so that shotguns arent to overpowered
Height over bore and the range/spread of shotguns are for sure some of my biggest annoyances
The metro revolver makes sense to be suppressed because it's derived from the m1895 nagant revolver which had a cylinder gap closing mechanism.
On the half life revolver it actually has all empty Chambers so technically it didn't put more rounds in that the player had
Something people trying to correct developers get wrong:
The Volkssturmgewehr 1-5s was a series of different rifles. I'm sure one of which was full auto.
Also, the insultingly low shotgun ranges are relative to the insultingly low assault rifle ranges.
My suggestions that day really worked
One thing that has bothered me is that in some games, they name an Arctic Warfare an AWP regardless of the model of the said sniper. Like, all AWPs are Arctic Warfares but not all of them are AWPs. It could be an AWM or an AWF for all that I know.
funnily enough they could just fix the speedloader by having it only have the last bit rounds available on it(but to be fair, then people would be "that doesn't make any sense! did he underload the speedloader?").
funnily enough Sandstorm did this exact thing when it came to the Speedloader attachment.
@@munanchoinc Sandstorm continues to be a based game
Shotgun one is always my biggest gripe with most games
small detail but this is a video mostly about small details the m1911 and Kriss Vector are chambered in 45ACP which is typically subsonic so while the guns wouldn't be as quiet as in the games the would still be very quiet.
One common mistakes in games is that snipers shoot marshmellows when fired from the hip.
Is no one going to comment on the fact that this man had the AA-12 on black ops 1 firing range?
3:35 most games do that now. the also usually take into account the placement of the gun on the right side of the screen too
Epik Filipino music at the background at the start of the vid
The short bullet range on shotguns is sometimes meant to balance the gun, it would probably be frustrating for other players to get domed by something that has multiple pellets fired at them from a long distance.
What pains me is that rainbow 6 siege actually did account for height over bore at launch and then it was patched out because people didn't understand what that meant and why they were shooting the corner right in front of them when micropeeking
7:22 he pulled the bolt back my man...
bro insurgency sandstorm does everything right ngl
4:02 If you think about that, you've shown the PB (rus ПБ), which is very silent.
But outdoors only as I know.
Love how each fact takes up 9 years of my fucking life.
There also are Silenced Revolver that do work, Knights Armament Corp. did one back in the days and the nagant revolver is infamous for being silenceable and there are others out there working fine with silencers
The revolvers only do that because either the devs don’t have time to make renders for less than full reloads or laziness
Height over the barrel not being taken into account is one of the many sins FPS games are guilty of. While I can see why for balance purposes, this is far from reality.
I mean fallout has never been known for accurate guns
Most of the time, the absurdly high shotgun pellet spread is a part of the balancing process. It could one-shot you from a distance if it had the supposed range, which is not ideal. I get your point, though.
Common gun mistake: VG 1-5 originated as a term referring to the series of late war Volkssturm rifles as a whole. Someone screwed up somewhere down the line and thought it was the proper term for the Gustloff Volkssturmgewehr.
0:21 There was a weapon called MP507 made by Gustloff to compete with the then MP43/1 assault rifle, is was full auto. It was the Base for the later Volkssturmgewehr Spezial / VG1-5.
It never left the prototype stage nor is there any physical evidence left. There's also no footage ever recorded of it ever firing. All Gustloff Volkssturmgewehrs that were ever deployed in combat were all semi-automatic. Majority of all supposed "MP507" lacked evidence as the foregrip found on those models are not uncommon as field made attachments.
Thank you very much sir! I will definitely never forget about these missing details!
0:47 Same goes to phantom forces with every revolver (One gun has an animation)