Norrdicus said:
Then thank you, that context was seriously needed in your first post. However, you still go and say that "It only really makes sense to use such a feature when you've got a scope or you've got a third-person shooter", which is entirely untrue, and ignores FPS that are NOT Halo. What is left is a false dichotomy between Halo and TPS.
Again, we're talking about Halo here, so in a Halo-related thread, it should be assumed that we're talking about Halo. The context should be obvious. The dichotomy is meant to illustrate a game that would be considerably lesser without such a feature. Halo, being a first person shooter, has lived without an ironsights system save for its scopes. Its a game that shows that an ADS system is non-essential.
This either means that most games with iron sights do the system all wrong, or you do not know how they work yourself. The existence of iron sights does not and should not reduce the basic accuracy of any gun. Iron sights are not magical insta-sniper-switches, I should know. I can only hit a target at 150 meters with an RK 95 TP assault rifle, while lying down on the ground, 8 times out of 12 when I take my time to aim. And that's to generally hit, my chances of headshotting are around 10% if even that.
You claim that I do not know how they work, but in what context do you mean? In real life, yes, you are correct that iron sights do not make the gun more accurate, and do not affect things like bullet spread and drop. However, video games often handle bullet-based weaponry differently. In Halo as well as many other modern shooters, hit detection in bullet-based weapons are (mostly) done through a system called hitscan. When the trigger is pulled, and the gun fires, hit detection is calculated simply by determining a yes or a no in whether you hit the target. No bullet is actually fired, and thus no bullet physics are actually simulated. Hitscan weapons fire at the speed of light, meaning that the effect is instantaneous. Because of this, hitscan weapons only fire in a straight line, negating bullet drop and velocity. To simulate velocity, a firing delay is made between the trigger pull and the initiation of the hitscan. To simulate spread of bullets, the designers artificially reduce the accuracy of a weapon. With this in mind, shooters with ironsights systems that use hitscan weapons reduce accuracy further when the "Aim down sights"(ADS) button is not depressed, therefore making the ADS button the "Magical-insta-sniper-switch" that you mentioned, meaning that yes, in video game design, the ADS button increases accuracy. I know that more and more modern games are finally starting to simulate bullet physics more realistically, but in a game like Halo, the hitscan system is still used widely to save computing power.
I repeat, ironsights don't simply make the gun itself more accurate. Sure, it might decrease recoil, as now your face is also holding the gun steady, but the general bullet spread is still as reliable or unreliable as before. Looking down SMG ironsights should not make the bullet spread any less close-range oriented as regularly shooting with it.
Again, you're using real-world logic regarding firearms to make sense out of a simulation, whose methods of simulating the concepts are at best a show of smoke and mirrors.
For example, in STALKER, even though I can look down the barrel of my SMG, I'd still not use it outside urban enviroment, as there I can keep enemies at under 30-meter range.
The part where your argument falls apart here is that you're assuming that Halo and STALKER are using the same methods to calculate their bullet physics. This is incorrect. You see, STALKER is one of those games I mentioned earlier that actually simulates bullet physics for individual rounds. Each bullet is actually generated from the weapon as it fires, and the laws of physics apply to each one, meaning that bullet drop, spread, wind flow and environmental factors affect them. Your SMG is more accurately simulated than a comparable weapon from Halo or COD.
This system ignores the existence of "jack-of-all-trades" guns, which assault rifles are. Now, I've not played Halo in years, but I'm positive there are automatic weapons with rather nice effective range, but spread that suffers in longer ranges.
This was an intentional design choice. Halo is a game where no weapon is supposed to be a "jack of all trades" weapon. Everything is designed to have a purpose, so no weapon feels entirely useless.
Plus, the role of each gun does not suddenly turn immensely harder to convey if you give players limited amount of better aiming when they look at the sights of a short-range weapon.
Pistols have simplistic ironsights. Why? Because putting more elaborate sights, or heaven forbid, a scope, is often wasted effort and resources, as the gun will still be inaccurate as hell.
What adding such a system to this though is artificially reduce the weapon's capabilities through the method outlined above. The idea in the current design is to keep it simple: it it zooms: use it for long range. If it doesn't, use it for close range. The mechanics tell you what the weapon does. If every weapon had the exact same model, the guns would still be distinct in what they do because the designers use the mechanics as metaphor. We're talking game design, not gun design here.
Because DMR is innately more accurate thanks to longer barrel (less spread), scope (helps you make use of the afore-mentioned accuracy), and bipod (significantly less recoil)
Let's take a look at the holes in this argument. First of all, Figure 1:
This is Halo Reach's M392 DMR. Yes, you're correct that it has a longer barrel and a scope, but I'm not seeing any bipod. Now, let's replace this with a squirt gun model in game. How do you tell that it functions as a DMR? The answer is the mechanics. Halo uses zoom exclusively on longer-range weapons, so by zooming in, you can tell that it's a long-range gun. Mechanics as metaphor.
CQC??? Either we have completely other definitions of that or you ignore that this is one of the things that defines an assault rifle :
And it should at least have a firing range of 300 meters (1000 feet)
Now this, I'll admit, is where the term "Assault Rifle" is often played fast and loose in many modern games, and Halo is no exception. If we were to classify Halo's weapons by their ballistics, the assault rifles would really classify as PDWs or Sub-machine guns more than anything.
What you must realize is that Halo is a simulation, and the logic of a simulation is the best lens to look at it from. It's clear that you're well-versed in gun design and function, but the concepts that you've come to know as fact cannot always be effectively simulated, and by design, are occasionally thrown out. As a person who enjoys games most when they don't always try to pull off a 100% realistic simulation, I'd like Halo to stay as gamey as it is. Why? Because it's good fun, and trying to make it more realistic could cost it quite a bit of that.