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Learn how to shoot in FPS.

Unlikely. 4x ACOG Scope.

Not necessarily. At the Bianchi Cup 1000 yard shots with open sights is pretty common. If brandonwh64 was hitting those I was going to give him a high five!

FYI I've shot with this guy in the past http://www.robleatham.com/ just to give you an idea my knowlage on this stuff. I mean I'm no expert but I do know a good deal ;)
 
Not necessarily. At the Bianchi Cup 1000 yard shots with open sights is pretty common. If brandonwh64 was hitting those I was going to give him a high five!

I said unlikely not impossible. Anyway flying past on a UH-60 hitting a target at 800m is madness in its own right.
 
The only reason I can imagine the bullet actually moving upwards is because of the coriolis effect.

It's not so much the coriolis effect as it is the gyroscopic force being applied.

The Coriolis effect causes drift related to the spin of the Earth, known as Coriolis drift. Coriolis drift can be up, down, left or right. Coriolis drift is not an aerodynamic effect. It is a result of flying from one point to another across the surface of a rotating sphere (Earth). For small arms, this effect is generally insignificant, but for ballistic projectiles with long flight times, such as extreme long-range rifle projectiles, artillery and intercontinental ballistic missiles, it is a significant factor in calculating the trajectory.

Even in completely calm air, with no sideways air movement at all, a spin-stabilized projectile will experience a spin-induced sideways component. For a right hand (clockwise) direction of rotation this component will always be to the right. For a left hand (counterclockwise) direction of rotation this component will always be to the left. This is because the projectile's longitudinal axis (its axis of rotation) and the direction of the velocity of the center of gravity (CG) deviate by a small angle, which is said to be the equilibrium yaw or the yaw of repose. For right-handed (clockwise) spin bullets, the bullet's axis of symmetry points to the right and a little bit upward with respect to the direction of the velocity vector as the projectile rotates through its ballistic arc on a long range trajectory. As an effect of this small inclination, there is a continuous air stream, which tends to deflect the bullet to the right. Thus the occurrence of the yaw of repose is the reason for bullet drift to the right (for right-handed spin) or to the left (for left-handed spin). This means that the bullet is "skidding" sideways at any given moment, and thus experiencing a sideways component.

The following variables affect the magnitude of gyroscopic drift:

* Projectile or bullet length: longer projectiles experience more gyroscopic drift because they produce more lateral "lift" for a given yaw angle.
* Spin rate: faster spin rates will produce more gyroscopic drift because the nose ends up pointing farther to the side.
* Range, time of flight and trajectory height: gyroscopic drift increases with all of these variables.
 
Can anyone please start a "Learn how drive in racing games" thread as well?
 
Can anyone please start a "Learn how drive in racing games" thread as well?

Start with the first GTR game, it had a very good tutorial iirc and you can enable an option that shows you the correct path (iirc?).

But in general, it is more complicated to explain. The only way to learn is to drive and take it easy: start braking more and way sooner than you should, instead of doing it late and always take curves correctly, even if you do at a speed less than optimal. I swear that doing this you will see an improvement every lap and you will make good times after just 50 laps. Also:

- Recommendation #1: choose a day in which you can make a long gaming session in order to make lots of laps and learn faster.
- #2: Choose one circuit and only one and play on that one until you feel you have mastered it. If you change cisrcuit every few laps, you will learn nothing.

Remember this are recommendations on how to learn to drive fast, not how to enjoy the game. Follow these rules as long as the game is entertaining, you are not going anywhere if you are bored.
 
Can anyone please start a "Learn how drive in racing games" thread as well?

If your Philippino no chance it won't help. Not the gaming part, the driving part. Sorry bad taste:D
 
If your Philippino no chance it won't help. Not the gaming part, the driving part. Sorry bad taste:D

WHAT????

First, its Filipino, not Philippino. You don't want me to call you Amerikano now, wouldn't you?

Second, what exactly is your point?
 
WHAT????

First, its Filipino, not Philippino. You don't want me to call you Amerikano now, wouldn't you?

Second, what exactly is your point?
They drive bad..







hehehe just pulling your leg :D. Where is Philippines anyway?

but it does have a scripted event where you can hide in the grass!
Lol yeah.. in Crysis, this can be done anytime anywhere.
 
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They drive bad..

hehehe just pulling your leg :D. Where is Philippines anyway?

Have you been to our country?

250px-The_Phillipines_and_ASEAN_%28orthographic_projection%29.svg.png
 
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This thread deals with learning how to shoot in an FPS game and people have noted that FPS games give them a form of motion sickness.

It is interesting to note that there is a little known term for this motion sickness. Not widely known because game developers don't want the negative connotation of a disease associated with their games.

For First Person View sickness the term is primorisaliosis. (pronounced pri-mor-is- al-i-o-sis) Taken from the Latin words for first, person and osis meaning a morbid condition. 7 syllables.

There is a lesser known term for people with third person view sickness. (I personally suffer from this) called tertiusaliosis (pronounced ter-ti-us-al-i-o-sis) 7 syllables.
 
They don't do the super realism because gaming has not evolved that far yet.

Can you imagine what would happen if any half decent gamer today played pong with an average player when it was released? It would be a slaughter fest.

Gaming skills have literally evolved with us, also note why younger kids are playing, also leads to better skills as they get older.

But to this day, your average game buyer wants to play the single player game and they want to be able to play it. If it's too hard or complicated it drives sales down and customer satisfaction, jump into a game and play it for 5 minutes and can't barely hit a target, most people would quit, some would even call the game mechanics broken.

Games are simple because it's good for business, on top of that they save millions of development costs.
 
This is one thing I have always disliked about FPS. the lack of bullet effects like gravity, wind drift, velocity loss, movement, etc...


Hunting I have always known with a set sight to distance compensate, wind compensate, and compensate for target movement. However this has never really been the case with FPS, and sometimes has cost me in gaming. I guarantee a custom loaded .270 with a good dual shift scope will shoot accurately out to 600 yards, as I have done it while shooting prairie dogs. The owner however would not sell me his .270 damn him. We setup a friends new 30.06 with a dual shift scope from 100-800 yards to within 1.5" pattern with three shooters and three different types of bullets. Mark the vertical shift dial in increments of 100Yd.
 
Thank you for the elaborate post!

But my problem is not ballistics in tank games, but in shooters where I have to fight against "mouse-kiddies" or "mouse-gods": people who seem to click and kill, like telepathy!!!!!! (apart from this not being realistic at all in 99% of the games, try Operation Flashpoint :) Delta Force 1, 2, 3 was indeed a good training back in the Voxel days !

I am an old fart and born before computers existed, so i learned to use a mouse when I was over twenty years old. It is not like a part of my body.

So I wonder if there is a "mouse god" training, as 20 years of computer and mouse use has not made me one.

Maybe I just suck...
 
Thank you for the elaborate post!

But my problem is not ballistics in tank games, but in shooters where I have to fight against "mouse-kiddies" or "mouse-gods": people who seem to click and kill, like telepathy!!!!!! (apart from this not being realistic at all in 99% of the games, try Operation Flashpoint :) Delta Force 1, 2, 3 was indeed a good training back in the Voxel days !

I am an old fart and born before computers existed, so i learned to use a mouse when I was over twenty years old. It is not like a part of my body.

So I wonder if there is a "mouse god" training, as 20 years of computer and mouse use has not made me one.

Maybe I just suck...



likely, you started too late. that or your mouse/mousepad/DPI settings are not how they should be, once you find the 'right' setup for yourself it does become 'part of your body' - no thought goes into it, its just instinct.
 
Thank you for the elaborate post!

But my problem is not ballistics in tank games, but in shooters where I have to fight against "mouse-kiddies" or "mouse-gods": people who seem to click and kill, like telepathy!!!!!! (apart from this not being realistic at all in 99% of the games, try Operation Flashpoint :) Delta Force 1, 2, 3 was indeed a good training back in the Voxel days !

I am an old fart and born before computers existed, so i learned to use a mouse when I was over twenty years old. It is not like a part of my body.

So I wonder if there is a "mouse god" training, as 20 years of computer and mouse use has not made me one.

Maybe I just suck...

likely, you started too late. that or your mouse/mousepad/DPI settings are not how they should be, once you find the 'right' setup for yourself it does become 'part of your body' - no thought goes into it, its just instinct.

There may be some truth in that, but I can sympathise with erixx, having joined the geriatric gamer group myself quite some time ago.

Cooperative games seem to be the way forward for senior (who said senile?) citizens: the younger members of our community put it many hours of gaming and map knowledge probably provides more of an edge than mouse mastery. In most competitive shooters, where realism reigns and one hit kills, I find myself spending more time respawning than playing.
 
Thank you for the elaborate post!

But my problem is not ballistics in tank games, but in shooters where I have to fight against "mouse-kiddies" or "mouse-gods": people who seem to click and kill, like telepathy!!!!!! (apart from this not being realistic at all in 99% of the games, try Operation Flashpoint :) Delta Force 1, 2, 3 was indeed a good training back in the Voxel days !

I am an old fart and born before computers existed, so i learned to use a mouse when I was over twenty years old. It is not like a part of my body.

So I wonder if there is a "mouse god" training, as 20 years of computer and mouse use has not made me one.

Maybe I just suck...

likely, you started too late. that or your mouse/mousepad/DPI settings are not how they should be, once you find the 'right' setup for yourself it does become 'part of your body' - no thought goes into it, its just instinct.


There is hope for you. I started out playing Doom and Duke Nukem, back when using a mouse to shoot was just retarded. Z and X to strafe, Ctrl to shoot, arrow keys to aim and move forward and backward.

Then Quake came out...... Holy crap did it suck trying to use a mouse to aim with. Couldn't hit the broad side of a Shambler with a shotgun. A few months into that game though and I was unstoppable.

But yeah, if you want to learn how to properly shoot, pick up a copy of UT2K4 and find an Instagib match... Trust me, you will learn to shoot properly. Put in well over 100 hours in that game and most people accused me of botting.
 
But yeah, if you want to learn how to properly shoot, pick up a copy of UT2K4 and find an Instagib match... Trust me, you will learn to shoot properly. Put in well over 100 hours in that game and most people accused me of botting.

:cool:

The first clan I joined was Unreal Super Shock Rifles, a UT2k3/4 IG clan. UT IG, preferably zip IG (increased speed) is the way to learn twitch shooting. Hitting fast moving targets while flying through the air is hard. Vertical aiming (higher than ~45 degrees) is hard, a skill you'll rarely get to practice in tactical shooters but is good to have. You'll learn to backpedal and move fluidly in general instead of bumbling about. You'll get better at staying centered on a target in close quarters. A lot of people seem to forget that movement is just as important as aim.

Transferring these skills to tactical shooters is easy, it's basically just learning the gun mechanics (recoil and spray), maps and any game type specific tactics.
 
I like this post. Although some people say it's easy for someone to adjust to the game mechanics naturally, I think a whole lot of MW players had trouble with BFBC2 at the beginning. I know I had a hell of a time trying to adjust for bullet drop in the beginning.

I remember being so damn proud shooting a .22 at 100 yards and accounting for bullet drop. It made my day of shooting. :laugh:
 
nice thread, also good idea :toast:

did i need to learn how to shoot :D


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Nice words and help from everyone.

Just thinking, maybe the reason is that I have had a girlfriend living with me since ever and I have never had too much time :)

Yet I remember the PsychoGib gun in Quake... :) But I enjoyed the SP part but not the fast paced MP quake/unreal/HL games, so I denied myself that hard LSD-training most followed.
Very early I went to tank, helo, flight and tact sims, where hopping like a bunny is an insta-death LOL. For example, now testing the MOH beta,.. unless the final game has bigger maps it is nothing but an evolved corridor shooter killfest again and again
 
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