• sad_detective_man@sopuli.xyz
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    9 months ago

    Their isn’t a video game minigun in existence that will bankrupt you in seconds either, you just gotta suspend your disbelief and enjoy the fantasy

    Except for maybe bloodborne. The most fantastical minigun but you become bankrupt in multiple lifetimes attempting to acquire it

    • merc@sh.itjust.works
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      9 months ago

      Hmm, I wondered so I looked up some prices. Retail ammo costs for 7.62x51mm (used in the M134 minigun) costs about $1 USD per round. In the movie Predator, the gun fired at 20 rounds per second. So, that’s $20/s or $1200 per minute. But, as soon as you start looting enemy bodies, you’re not the one paying that cost.

        • P00ptart@lemmy.world
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          9 months ago

          In bulk maybe. But my .308 rounds are generally ~$30 for 20 depending on certain factors.

        • merc@sh.itjust.works
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          9 months ago

          No idea. It would make sense though. It would be strange to use a standard NATO round specification but require special versions of that round. There’s nothing about how it works that suggests it should need special bullets. The rotating barrel and firing mechanism are different, but otherwise it’s just a machine gun.

    • Korhaka@sopuli.xyz
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      9 months ago

      Plenty of games have ammo costs in some way. But a lot I can think of miniguns are one of the smaller weapons.

      From the Depths, a minigun is often a secondary weapon. Missiles cost a fair bit more.

      • sad_detective_man@sopuli.xyz
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        9 months ago

        Are any of them so astoundingly expensive? Now that you mention it I do remember going into debt from bullet costs in armored core 4

        • Korhaka@sopuli.xyz
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          9 months ago

          From the Depths can be, it costs materials so you need to take it into consideration when building. If you design it well it should be fine but designed poorly you can easily run out of materials for supplying your guns with ammo. Or even run out of fuel.

          Also got games like escape from duckov where you need to buy/make/loot every single shot.

  • SabinStargem@lemmy.today
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    9 months ago

    I guess that if I was trying to make realistic game, I would give the player multiple lives. Each mission, there is a large number of friendly troops trying to advance through each area. Whenever the player dies, they swap into one of the surviving soldiers. The game is over if the troops run dry. This allows us to have each and every weapon on the field be fully effective for both sides.

    There are a lot of difficulties with this, since traditional game design doesn’t account for a massive number of characters. It would probably be best to make a mod for Arma III and playtest the concept with D-Day and other operations.

    It would be kinda like the isometric Army Men games or Cannon Fodder, but from a FPS perspective.

    • JackbyDev@programming.dev
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      9 months ago

      This is sort of how Battlefield, Battlefront, and Helldivers 2 work, but you okay as an incoming reinforcement, not someone already on the field.

    • mapleseedfall@lemmy.world
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      9 months ago

      I remember playing something similar to this on a ps2. you can press a button and youd swap with friendlies

  • P00ptart@lemmy.world
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    9 months ago

    Tbf even the gau-8 used by the A-10 warthog only has 18 seconds of brrrrrrt. So if anything carryable could last 5 seconds, you’d basically be out of ammo anyways. It’s a way of making it “realistic” without limiting you to the point of making it worthless. Which in reality, in any extended engagement, a ground mini-gun is absolutely worthless. No one person by themselves could use that gun effectively against more than ~10-15 people and only in VERY specific situations. Only in a kamikaze rush would it be of any value. I’d take 3 marksmen with bolt action rifles and iron sights over one dude on foot with a mini-gun all day, every day.

    Mini-guns are very, very good in specific applications, but absolutely worthless in others. But it’s fun in a video game to weird. It’d be unrealistic and OP to carry with enough ammo to make it useful outside of fallout power armor, or a full mech.

  • Xerxos@lemmy.ml
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    9 months ago

    Same with flashlight batteries in horror games

    Or weapon degregation in any game… Sorry this METAL weapon can’t be used for more then a few minutes?

    • Alberat@lemmy.world
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      9 months ago

      this can all be solved with expert world-building: for example, maybe the nighmare creatures siphon the energy of the flashlights? and for breath of the wild, maybe dr. eggman has secretly infiltrated the world’s metal supply chain and sabotaged it with poor alloys.

    • tiramichu@sh.itjust.works
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      9 months ago

      Or how flashlights make a little circle of light in otherwise near-total darkness, as opposed to real flashlights which light up a pretty wide area.

    • lime!@feddit.nu
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      9 months ago

      it costs two hundred thousand dollars to fire this gun… for twelve seconds.

      • EndlessNightmare@reddthat.com
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        9 months ago

        Chris Rock: “You don’t need no gun control, you know what you need? We need some bullet control. Men, we need to control the bullets, that’s right. I think all bullets should cost five thousand dollars… five thousand dollars per bullet… You know why? Cause if a bullet cost five thousand dollars there would be no more innocent bystanders."

      • merc@sh.itjust.works
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        9 months ago

        Roughly $1 per bullet, roughly 20 rounds per second in the Predator movie, so only about $14,400 for 12 seconds. For $200k, you could shoot it for almost 3 minutes!

        • wonderingwanderer@sopuli.xyz
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          9 months ago

          Wait, I don’t get it. 20 rounds per second for 12 seconds is 240 rounds, right? So at $1 per bullet, that’s $240, right?

          What am I missing?

          • merc@sh.itjust.works
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            9 months ago

            I accidentally did the math for minutes instead of seconds. You’re right, it’s $20 per second, $240 for 12s.

    • merc@sh.itjust.works
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      9 months ago

      It would happen too, just not after a handful of seconds.

      Miniguns use multiple barrels so that the barrels don’t overheat. But then they increase the fire rate significantly. In Vietnam, a common machine gun mounted in the door of a helicopter was the M60 which has one barrel and fires at about 600 rounds per minute. Door mounted miniguns like the M134 have 6 barrels but fire at up to 6000 rounds per minute. So, the barrels would actually overheat even faster than an M60s would at the full rate of fire despite having multiple barrels. Of course, you couldn’t actually shoot at 6000 rounds per minute while carrying one of those on foot, the recoil would not be possible to manage.

    • merc@sh.itjust.works
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      9 months ago

      Someone on Reddit actually did the math on this 5 years ago.

      The scene in Predator where someone holds down the trigger and fires continuously for 45 seconds is actually vaguely possible.

      The gun weighs 39 kg or 85 lbs, so it’s possible for a soldier to carry it, especially the soldiers in Predator who are shown to be much, much stronger than the average soldier. The ammo used in 45 seconds would weigh 25 kg, so it’s still vaguely possible that the soldier could carry it along with the weapon. The volume of ammo wouldn’t be that much of an issue. It’s under 1000 rounds for 45 seconds of fire, which would fit in a backpack-sized box.

      Another big issue is the recoil. On earth, someone experiences 9.8 newtons per kg of mass. We don’t know how much Bill Duke weighs, because he’s just an actor, but since Jesse Ventura used to be a “wrestler”, we know his billed weight of 111 kg in his wrestling days. So, without any gear on he’d be experiencing 1088 N of force from gravity. Add the weight of the minigun and its ammo that’s 175 kg, or 1715N.

      The recoil generated by the gun is based purely on the rounds it fires. An online calculator puts the recoil impulse at 13.4 Ns of impulse per bullet. From that reddit post, they figured out the minigun in that scene had been slightly slowed down from the normal 2000 rounds per minute (33.3 rounds per second) to only about 20 rounds per second. But, even then, that means the gun would be generating 268N of force. So, just to avoid being moved, someone would have to lean atan(268/1715) = 8.8 or about 10 degrees forward. That may not sound like a lot, but when you’re already carrying the equivalent of another person from the weight of the minigun and its ammo, that’s a lot of extra force to deal with.

      In many games, you can move normally while carrying a minigun, but as soon as you start firing it you slow to a crawl. They actually got that part right. It would be hard to move freely while this thing is shoving you back with such force.

      • sp3ctr4l@lemmy.dbzer0.com
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        9 months ago

        Something that used to be a thing in a lot of games with firearms, but is increasingly minimized or just absent:

        To sustain full auto aim at one spot, you would actually have to keep pulling the mouse down, to basically keep fighting the recoil kick.

        So, the analogous thing here would be pulling the mouse down whatever the … arc/degree equivalent of ~9 degrees is, per second.

        Given say a 75 horizontal FOV, 16:9 ratio, thats ~42 degrees horizontal, 9/42 = ~ 21% of your total vertical view, or 42% of the ‘below the center aimpoint’ distsnce, so you’d have to pull the mouse down by almost half the distance of your screen, if that makes sense.

        For a 90 FOV it works out to ~18% of the whole screen, ~ 36% if you go by the center to bottom of your view distance.


        Nowadays, its much more common to have a very minor actual point of aim change from a shot, and most of the visual recoil effect is conveyed by a kind of oscilating viewpunch, that will pull the camera in a direction, but it will automatically return to the original aimpoint afterward.

        (Also you shake the camera, roll it back and forth a bit, rapidly)

        Ideally, imo, you use and blend both, but the ratio has very much shifted toward the viewpunch that auto resets, such that a short burst basically requires no ‘fighting’ it, when … in real life…

        …it depends on the weapon’s ergonomics and weight and your level of training with it and the caliber and the barrel length etc etc, but generally speaking…

        You do very much have to consciously and physically handle the recoil.


        Another thing that would factor especially into weilding a minigun would be basically it ‘clipping’ on the surrounding environment, hitting walls, door frames, nearby plants, etc.

        Theres a reason people don’t tend to do room clearing with very long and large weapons.

        But very few games even attempt to model this, so, you often get ‘meta’ weapons that… only are so because this element of reality is totally ignored.

        • merc@sh.itjust.works
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          9 months ago

          To sustain full auto aim at one spot, you would actually have to keep pulling the mouse down, to basically keep fighting the recoil kick.

          Yeah, that was so annoying. I’m glad they stopped doing it. I don’t mind if your accuracy goes down when you go full auto, or your aim point drifts in some random direction, but having to scroll down as you shot just sucked.

          Another thing that would factor especially into weilding a minigun would be basically it ‘clipping’ on the surrounding environment, hitting walls, door frames, nearby plants, etc.

          That should even be a factor with a regular rifle. Some games simulate that, but most of them do the ultra-simple thing of pretending the gun comes directly out of your nose and never interacts with the environment in any way.

          • OwOarchist@pawb.socialBanned
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            9 months ago

            I don’t mind if your accuracy goes down when you go full auto, or your aim point drifts in some random direction, but having to scroll down as you shot just sucked.

            It’s not even that realistic. In real life, you need to apply constant pressure downward to keep a machine gun firing level, but not constant movement.

            IMO, a realistic way to do it would be that when you fire the game machine gun in full auto, your point of aim gets shifted upward. To return it to where you attempted to aim, you’d then have to move the mouse downward slightly and then hold it there for the duration of the burst. (And the viewpoint/point of aim should suddenly dip back downward when you stop firing.)

            • sp3ctr4l@lemmy.dbzer0.com
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              9 months ago

              You are describing what I described, the viewpunch primarily method, where the camera auto returns to nearly the original aimpoint, in a way that treats every shot after the first as… different.

              What I am saying:

              Each shot = view angle gets shifted upward by say 2 degrees (+/- range of 0.75) and then left/right -0.5 to 0.5, something like that.

              So, for each shot, you feel the recoil and must adjust manually to return to your original point of aim.

              Which is actually very realistic, if you’ve ever shot a gun. Thats… true for timed aimed single shots, not just full auto or bursts.

              ‘Your’ method, the viewpunch method, is basically this, but, the real recoil is 0 or much smaller for every shot after the first.

              Which is kind of odd, from a realism perspective.

              Typicially you have a crosshair, your ‘cone of fire’, that expands for each successive shot in rapid progression… that actually expands faster the more shots you fire in a given time frame, and then it usually maxes out at some max innaccuracy level.

              But also typically… most games… do… what you are ‘suggesting’. That’s… the whole thing I am saying is basically ‘easy mode’.

              It makes sense for joycon users, they already need auto-aim to come anywhere near close to being able compete on par with MK users.

              The fairly small number of FPS games that went cross platform and either did not have auto aim or allowed servers to turn it off showed this very quickly, you can see in RDR2 or GTAV online for more recent examples of this (assuming you can find and instance that isn’t plauged with hackers…)

              If you think that needing to physically account for each full auto, or rapidly repeated single/semi-auto shot… does not require actice physical effort for each shot… I don’t think you’ve ever aimed and a shot a weapon accurately in rapid succession.

              I’m one of the seemingly very small amount of people who has both shot real world firearms, and designed entire game systems that simulate firearms.

              There’s a fairly good chance half the advanced SWEP systems you may have ever encountered in Garry’s Mod are… ultimately derivatives of my code, that I wrote almost 20 years ago now.

            • merc@sh.itjust.works
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              9 months ago

              It’s not even that realistic. In real life, you need to apply constant pressure downward to keep a machine gun firing level, but not constant movement.

              Yeah, exactly. Pushing downwards slightly with a thumb stick / joystick might be a reasonable approximation. But, the whole thing you’re trying to do is to prevent any movement.

              But, I like your idea for the shifting aim point. If they ever try to do one for a mouse again, that would make more sense.

              • sp3ctr4l@lemmy.dbzer0.com
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                9 months ago

                You could do the same with a mouse by making it so if you hold the trigger down, the mouse now acts like a joy con, based from where the mouse / aimpoint was when you began to hold down the trigger.

                IE, instead of mouse movements being absolute, it now acts as a mouse to joycon emulator.

                Aimpoint/camera rotation is now accelerating by the amount the mouse is moved away from the ‘began to hold down trigger’ point, as opposed to being 1:1 movement.

                With controllers, you could also do the sort of wiimote style, most controllers have spatial awareness via acceleromators these days… but that would reveal to players how weak their arms are, so it wouldn’t be very popular, lol.

                But, for some reason, thats completely fine and normal and accepted for VR controllers, VR FPS games.

                Hell, there’s the old glasses that people would get for milsims and sometimes flight sims, for games where your weapon/interaction aimpoint, and your viewpoint, are disconnected and can be moved independently.

          • sp3ctr4l@lemmy.dbzer0.com
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            9 months ago

            Scroll down?

            With a mouse wheel?

            No.

            I mean… pull down, like, move the mouse back, toward you, down.

            I personally don’t find it annoying at all, I find the near total lack of it very annoying.

            Without it, being able to control recoil is no longer an actual skill that differentiates players.

            I do see how this doesn’t jive well with more casual shooters, and … you can probably tell I prefer more complex and challenging gameplay, more detailed realism that serves a purpose.

            But yes, modelling the gun as an element of the 3D space you are in does apply to literally any firearm.

            Its why, IRL, there are different kinds of stances and aiming styles, especially so for pistols.

            Yeah, most games don’t model this at all, some have a system where if you get close to a wall, your gun will change anims into some kind of state to indicate you’re too close, push it up against you or overhead or something.

      • P00ptart@lemmy.world
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        8 months ago

        Their math was wrong. 45 seconds of sustained fire would require a belt far larger than any one man could carry. It wouldn’t even be logical in a vehicle turret.

        • merc@sh.itjust.works
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          9 months ago

          Nice, I wonder how many rounds per second he was shooting. That looked like the force pushing him backwards was similar to the force of gravity pushing him down.

  • Treczoks@lemmy.world
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    8 months ago

    Reminds me of the weapons in Breath of the Wild. You can easily break several in a single fight.

  • BigPotato@lemmy.world
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    9 months ago

    “Realism” and “Man portable minigun without support battery and backpack”

    To make the gun light enough for your character to handle it the barrels are made of aluminium foil.

    • hzl@piefed.blahaj.zone
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      9 months ago

      For real. Complaining about the realism of a trope sparked by a T-800 ripping the minigun off of a helicopter due to superhuman strength is more than a little silly.

      Ohp. Actually, it looks like Castle Wolfenstein did it first. Still, silly.