On FPS Sniping And The Ruination Of Gameplay
An anonymous reader writes "FiringSquad has a great article today which puts forth the claim that sniper rifles in multiplayer FPS games have made the genre infinitely worse. They take the time to explain why, and what improvements need to be made. It's definitely not the standard 'I hate campers' article." The editorial argues: "Every... 'reason' for the existence of sniper rifles - realism, historical accuracy, weapon diversity, giving players identifiable roles - is a lie", concluding that "...in games, snipers are given a ludicrous advantage over everyone else."
Not true...in America's Army (My FPS of choice)...the sniper rifle is a very difficult weapon to master, and leaves you very adept to attack...there is almost no way of defending yourself at close range.
In real life. Snipers are a bitch. It takes very real work to take out a sniper in a battlefield, especially a good one.
If I recall correctly, Army counter-sniper doctrine begins with "first, call in an artillery strike..." That should tell you just how serious the armed forces take snipers: the preferred method of dealing with one involves saturating city block-sized areas, one after another, with artillery barrages until there's nothing living larger than an amoeba.
In real life, snipers suck. Unless they're on your side, in which case they're so "cool" they have their own nickname: Murder, Incorporated.
There are only a few well-known snipers (or, as they're called in the Marines, scout-snipers) in the last century. Vasily Zaitsev and Carlos Hathcock are probably the two best-known, Zaitsev working in the Siege of Stalingrad and Hathcock working during the Vietnam War. Zaitsev's exploits are legendary: read the book Enemy at the Gates (avoid the movie, if you want to know the real story) and you'll shudder.
Hathcock's exploits are just as well-known. During the Vietnam War, he and his spotter once eliminated an NVA weapons platoon--around fifty men--in eight hours. It was Hathcock's scout-sniper unit which first received the appellation Murder, Incorporated. To this day, the Marine Corps nickname for their scout-sniper teams is "Murder, Inc.".
Many regular soldiers and Marines hold scout-snipers in contempt. Why? Because regular soldiers and Marines are scared shitless of snipers. They are the total antithesis of warfare. Soldiers understand killing in the heat of battle, when the adrenaline's pumping and you know you're in danger and your buddy just got severed in half by an RPG-7. They don't like it any--and no sane person should!--but they understand it. To a regular trooper, a scout-sniper isn't war: a scout-sniper is the Angel of Death following you wherever you go, and ending your life at a totally random moment, without warning, without escape, without mercy.
A scout-sniper who's working for you may be the Angel of Death walking the field on your side, but he's still the Angel of Death, and troops tend not to like that one bit.
The problem's with their implementation.
Sniper rifles in most games are, as the article describes, fingers of God. Point them at where you know a target's going to be, click fire as the target moves under the crosshairs, he's dead. Then near-instant repeat.
A couple of really simple additions would level the playing field, bringing sniper rifles back to more realistic levels...
Variable Cones Of Fire
Most sniper rifles aren't that fast to fire. Ghost Recon does a great job of this with a cone of fire that expands the more you move. Those things fire large caliber rounds to try negating wind effect so have the thing recoil heavily, throwing the cone of fire waaay off for a second or two.
Slow Reloading
Now add a slow reloading animation for WWII era rifles. You end up with a weapon that can be devastating but can't clip off entire squads in a couple of seconds. Again, Ghost Recon does a great job: Modern rifles do use clips but, because of their large caliber, you only get half a dozen shots before you have to slowly change clips.
Wind
Just like golf games, add wind effects. Put a wind gauge or whatever on the screen. Now the sniper requires genuine skill to factor in the wind speed and distance of shot as the crosshairs are now just a guide.
Combine a cone of fire that widens as the player moves and now it takes real skill to balance tracking a shot to compensate for wind changes with moving it smoothly enough to not lose your accuracy.
Wind can also become a balancing factor. Make it a server config option. Sick of snipers? Make it a very windy, gusty day. Feel like there aren't enough snipers, calm the wind right down.
Slow Focusing
Have you ever tried moving your eyes, from something close to something far away, really quickly. It takes a moment to adjust. Make the responsiveness of scopes somewhat slower and you take out the ability to sit zoomed largely out, watching the wide angle, then zoom in for the kill. All of a sudden you need a spotter, just like many real world sniper teams who watches the wide angle, tells you where people are coming from, and guides your shots.
Mix all of those in and a sniper rifle can still be truly lethal. But it takes a genuinely skilled marksman, with a smooth aim, the ability to factor in wind and distance, and a spotter working with him - and he kills one at a time. The unbalanced 4:1 ratios stop and normal players stand a genuine chance while rushing them.
Not forgetting...
Simo Hayha. Finland. 1939 - 1940. A member of the 34th Infantry Regiment and a farmer by trade, Simo Hayha became a most feared sniper during the 1939-40 (30 November 1939 14 March 1940) Winter invasion of Finland by the Soviet Union. Using nothing more than an iron sighted Mosin-Nagant Model 28, Simo is credited with killing 505 Russians during a nine month period - a feat still unmatched today by any sniper in any conflict.
snipercountry.com/sniphistory
This total control is why the sniper is feared. Their gun is no more deadly than an AK-47 in real life - a bullet is a bullet, and the author says this in the article.
.30-06 with a shortened case. The .30-06 will reliably take down anything short of an elephant; and it'll even take down an elephant if you can get a good shot. (At the dawn of the 20th century, the .30-06 and 8mm Mausers were weapons of choice for African poachers.) It's used, repeatedly and successfully, against bears, elk, moose, water buffalo, rams, and other big and tough-to-kill animals.
.300 Winchester Magnum... four thousand foot-pounds. Or the .338 Lapua... five thousand foot-pounds. And these are all common sniper weapons.)
The muzzle energy of a 5.56mm NATO (the M-16's cartridge) is about 1300 foot-pounds. The muzzle energy of a 7.62mm Russian (the AK-47's cartridge) is about 1500 foot-pounds.
The muzzle energy of a 7.62mm NATO (most military sniper weapons) runs 2,650 foot-pounds. In other words, a 7.62mm sniper rifle more than doubles the muzzle energy of an assault rifle.
The number one indicator of how bad a gunshot will hurt you is where the bullet is placed. A 9mm to the tip of the nose will obliterate the medulla oblongata and cause instantaneous death within a hundredth of a second; but a 12-gauge to the foot will just take off your foot.
The number two indicator of how bad a gunshot will hurt you is how much muzzle energy the round has, and the round's wound ballistics. Read Mark Bowden's Black Hawk Down for examples. Army Rangers equipped with the M-16A2 were scoring multiple torso hits against Somali insurgents, but the 5.56mm round simply went clean through. It left neat holes which, while painful and probably eventually lethal for the insurgents, didn't do very much to incapacitate them.
On the other hand, the Delta Force snipers were equipped with M-14 battle rifles firing the 7.62mm NATO round. The 7.62mm round more than doubled the muzzle energy of the 5.56mm round--and unlike the 5.56mm round, the 7.62mm rounds generally did not exit their targets. The Delta Force snipers were getting reliable one-hit kills--not incapacitations, outright kills--on pretty much any shot that landed from the pelvis on up.
The 7.62mm cartridge is basically a
The 5.56mm cartridge is a varminting round--typically used against anything up to a coyote.
Not all bullets are created equal. Shot placement is first and foremost the determinant of damage; but it's nonsense to say that an AK-47 round does roughly equal tissue damage and trauma to a 7.62mm NATO round.
(And don't even get me started on the