I can live with iron sights. But I find that if the game is designed as being overly reliant on them, they just slow the game down and make it a lot easier to master weapons. Which is a problem in CoD for me since it only takes a small amount of bullets to kill someone, everyone moves so slow and travels on the same limited space, it doesn't leave much room until you reach a level of considerable skill or effectiveness.
I agree with the notion that older games such as Quake and UT take more skill than current games do now.
Back in the beginning of big online shooters, the idea of dying in 1 to 3 bullets to anything that wasn't a triple rocket launcher was pretty much unheard of. "Skill" wasn't about who could fire off a shot first, it was about who could keep their target under the cross hairs while also keeping yourself out of the enemy's cross hairs. The ability to simultaneously sustain your aim and continuously dodge the attacks against a fast moving enemy who is also fighting back and dodging your projectiles at the same time was a demanding one, especially considering how fast everything moved. Mastering actual projectile weapons such as rocket launchers that takes every element mentioned above AND prediction is even more demanding.
UT and Quake players (not to say they were the first online FPS, but they were kind of the first BIG ones that really blew open the MP part of the genre) will be used to this style of shooter. Most guns in these games had little to no recoil because characters moved fast, jumped high and took a lot of bullets to drop. I find that the demand for "skill" was higher in these games, they take longer to master, and just have much higher skill ceilings and leave a lot of room for impressive feats of skill.
Quake was a game where a guy jumped over your head at 30mph, spun, put 3 rockets in your grill and landed without slowing down and no one called "aim bot!" at it. You could jump sideways off a bridge 10 stories in the air and fire your minigun down at an enemy who was flying past you up into the air while they were also shooting back. It was incredibly fast paced and near unpredictable, with this kind of craziness, anything could happen at any moment.
Iron sighting, from what I've seen, slows everything down. Some games have iron sightng with much more insane recoil even while iron sighting so there is still involves difficulty in aiming. Then CoD, with it's often tiny maps with extremely limited pathways and sluggish movement and iron sighting which has almost no recoil at all and instant deaths, just screams "easy" to me. And in my experience, it is easy.
Although that most likely is the problem with CoD on it's own rather than just Iron sighting. But from what I've experienced, over-reliance on iron sighting mechanics have a very profound effect the flow of gameplay, and it slows it down immensely.
I agree with the notion that older games such as Quake and UT take more skill than current games do now.
Back in the beginning of big online shooters, the idea of dying in 1 to 3 bullets to anything that wasn't a triple rocket launcher was pretty much unheard of. "Skill" wasn't about who could fire off a shot first, it was about who could keep their target under the cross hairs while also keeping yourself out of the enemy's cross hairs. The ability to simultaneously sustain your aim and continuously dodge the attacks against a fast moving enemy who is also fighting back and dodging your projectiles at the same time was a demanding one, especially considering how fast everything moved. Mastering actual projectile weapons such as rocket launchers that takes every element mentioned above AND prediction is even more demanding.
UT and Quake players (not to say they were the first online FPS, but they were kind of the first BIG ones that really blew open the MP part of the genre) will be used to this style of shooter. Most guns in these games had little to no recoil because characters moved fast, jumped high and took a lot of bullets to drop. I find that the demand for "skill" was higher in these games, they take longer to master, and just have much higher skill ceilings and leave a lot of room for impressive feats of skill.
Quake was a game where a guy jumped over your head at 30mph, spun, put 3 rockets in your grill and landed without slowing down and no one called "aim bot!" at it. You could jump sideways off a bridge 10 stories in the air and fire your minigun down at an enemy who was flying past you up into the air while they were also shooting back. It was incredibly fast paced and near unpredictable, with this kind of craziness, anything could happen at any moment.
Iron sighting, from what I've seen, slows everything down. Some games have iron sightng with much more insane recoil even while iron sighting so there is still involves difficulty in aiming. Then CoD, with it's often tiny maps with extremely limited pathways and sluggish movement and iron sighting which has almost no recoil at all and instant deaths, just screams "easy" to me. And in my experience, it is easy.
Although that most likely is the problem with CoD on it's own rather than just Iron sighting. But from what I've experienced, over-reliance on iron sighting mechanics have a very profound effect the flow of gameplay, and it slows it down immensely.