Tequilla Sunrise Inc.
Member
Few ideas how to improve close-quarter fight. I think gameplay of majority of games fails in situations when soldiers engage themselve in very small distances.
1. Hipshooting (shooting without aim)
Some games allow players to shoot while running (Darkest Hour), some not (Arma). The problem of hipshooting in DH is that it s very accurate. It´s so unrealistic and starts to be annoying when you get few kills from a guy who is running around and using hipshooting. On the other hand, i can´t agree with Arma model - you have to stop yourself, aim (if u play without crosshair. Will crosshair be in TW? I hope not) and then u can shoot. It s impractical in close-quarters. In my opinion a game should allow player to hipshoot while double time or walking but not during sprinting. No doubt hipshooting should be enough inaccurate to force players to use only as "last option". I have read somewhere (i think BULL, S.: World War II Infantry Tactics.Squad and Platoon.) german soldiers used to grasp their weapons near hip and shooting while charging enemy positions.
2. Melee system
I think this is must. I use Darkest Hour (Red orchestra) as example again. It has the melee system but it sucks a lot. Now it is fixed in new RO2 and I quite like it - it s easy to use, minimazes hipshooting and It causes quick dead to the enemy.
3. Lean system - proper cornering techniques
Very important stuff but unprized by developers. Combat in built-up areas is all about cornering. Everywhere are corners which can be very deadly. Some games try to solve this problem. Brothers in Arms has own lean system but it fails because your body exposes first before u can see what s behind a corner - easy kill for camping enemy (Same situation in DH). We need something that allows players to check corner safely. Sometimes I wish to have the Cpt. Miller´s mirror linked on the knife xD.

"Correct technique for looking around a corner" (Field Manual):

The video for inspirations (SAS in-house corner techniques):
1. Hipshooting (shooting without aim)
Some games allow players to shoot while running (Darkest Hour), some not (Arma). The problem of hipshooting in DH is that it s very accurate. It´s so unrealistic and starts to be annoying when you get few kills from a guy who is running around and using hipshooting. On the other hand, i can´t agree with Arma model - you have to stop yourself, aim (if u play without crosshair. Will crosshair be in TW? I hope not) and then u can shoot. It s impractical in close-quarters. In my opinion a game should allow player to hipshoot while double time or walking but not during sprinting. No doubt hipshooting should be enough inaccurate to force players to use only as "last option". I have read somewhere (i think BULL, S.: World War II Infantry Tactics.Squad and Platoon.) german soldiers used to grasp their weapons near hip and shooting while charging enemy positions.
2. Melee system
I think this is must. I use Darkest Hour (Red orchestra) as example again. It has the melee system but it sucks a lot. Now it is fixed in new RO2 and I quite like it - it s easy to use, minimazes hipshooting and It causes quick dead to the enemy.
3. Lean system - proper cornering techniques
Very important stuff but unprized by developers. Combat in built-up areas is all about cornering. Everywhere are corners which can be very deadly. Some games try to solve this problem. Brothers in Arms has own lean system but it fails because your body exposes first before u can see what s behind a corner - easy kill for camping enemy (Same situation in DH). We need something that allows players to check corner safely. Sometimes I wish to have the Cpt. Miller´s mirror linked on the knife xD.

"Correct technique for looking around a corner" (Field Manual):

The video for inspirations (SAS in-house corner techniques):
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