Third option: after each shot, have the character automatically cock the hammer as if it were a single-action revolver.
@19bravo513 жыл бұрын
That might be the best option yet, since it doesn't require you to hold down the fire button, and could shoot instantly, and would also look real
@zephyrumalsend3 жыл бұрын
The Alt Revolvers in ULTRAKILL do this. The standard revolver is snappy and fires like a semi-auto pistol, but the alternate trades higher stopping power for slower fire rate, implemented by cocking the hammer after each shot.
@zeruh63 жыл бұрын
Yus Red Dead Redemption 2 guns are doing it right
@legitplayin69773 жыл бұрын
Still sad no one is talking about Hunt: Showdown
@pustota72543 жыл бұрын
Your comment got liked 69 times.
@specialagentdustyponcho10653 жыл бұрын
A revolver having a delay can make it feel very punchy and meaty, if the animations are designed for that. It helps if the payoff is good. Single action revolvers can be done by having the cocking animation be automatic after firing, which fits into the slower firerate. You should look up autorevolvers as well, they're an interesting edge case in the world of revolvers. The recoil from firing is used to recock the hammer and index the cylinder.
@garbaj3 жыл бұрын
I was about to say, who would want a blowback operated revolver? until i realized I want a blowback operated revolver
@marko80953 жыл бұрын
yes
@roxannebednar91633 жыл бұрын
@@garbaj technically revolvers don't have slides or bolts, so really they work on recoil operation. the most recognizable auto-revolver is the Webley Fosbery, basically a standard Webley that's been cut in half. the top half recoils independently of the grip, and tracks on the cylinder that index with a pin on the frame rotate the cylinder. Mateba also makes a more modern autorevolver similar in looks to the rhino shown in the pubg clip that is a bit more complex. the autorevolver from the medic class in bf1 was a Webley Fosbery
@tommapar3 жыл бұрын
@@garbaj Technically, semi auto pistols are blowback operated revolvers. The blowback pulls on the slider and the slider cocks the gun. The bullets however are readied via a spring-load inside of the magazine.
@joelambert71283 жыл бұрын
@@tommapar so they don't revolve in any way, making them not revolvers at all.
@atalocke3 жыл бұрын
As long as there's an instant shot sidearm option and the revolver has a fair payout (more damage) in return for the slower fire rate realism is the way to go.
@garbaj3 жыл бұрын
hmmm, a very good point
@achille00723 жыл бұрын
Yeah, if deagle has instashot and less time before the next bullet, it would have sense if it takes 2/3 shots to kill someone, while if revolver has a strong delay before every bullet, even the first, making it a one-shot kill weapon is imo a good thing to do for making it not OP or useless
@wotwott23193 жыл бұрын
@@achille0072 that being said, if you're going for the one shot kill route, do not give the gun an alt fire that instantly fires the gun at the cost of accuracy. This mechanic broke CSGO for a week lmao.
@tommapar3 жыл бұрын
Also, keep in mind that even double action revolvers can be cocked in advance of taking a shot. That way you can ready the shot before taking it, and if you took the time to have it readied it you get rewarded with an instant shot that way
@sentane80313 жыл бұрын
he should make a wristbreaker which is just a snubnose that shoots 50. ammo the recoil is massive and you have a chance to lose health with every shot, but it's an instant kill and can turn the tides of any battle, you sacrifice safety, aiming, ammo availability, and firespeed all to kill anyone you shot and seriously hurt anyone that shot passes through.
@eternal_shrimp2 жыл бұрын
Funnily enough, using hand cannons (revolvers) in Destiny 2 on a controller will utilise the fact the button input is on a trigger, so it detects you pushing it down, and plays the hammer&barrel animation accordingly, firing when the trigger is far down enough.
@surrealmeme83442 жыл бұрын
A few other fps games do this as well. When I was playing modern warfare 2019 I noticed that when I pulled the controller’s trigger the operator pulled the weapon’s trigger accordingly. It works for all weapons, I don’t know how realistic it is for revolvers though since there’s only one revolver in that game (unless you count warzone). I wouldn’t be surprised if it did pay a lot of attention to the realistic animations because all the weapons are pretty realistic (attention to details wise), the desert eagle even has the ring of fire instead of a standard muzzle flash.
@discreetvortex82372 жыл бұрын
same with vr games
@Xebozone2 жыл бұрын
Metal Gear Solid 3 on PlayStation 2 did this. The X button was programmed as a sensitive button (actually, any of the X O Square or Triangle buttons can be should the developer want this). Pressing the trigger slightly would prepare the gun and aim down the sight. Fully pressing it would fire. Releasing half way would return the gun to sidearm. This was a very useful mechanic when preparing for just the right moment for that stealthy shot
@xxiLink2 жыл бұрын
Was going to mention this. Garbaj didn't give tribute to this detail that I love about D2. Maybe he didn't know, being a KbM player, for the most part.
@Wild.Beaver2 жыл бұрын
Unfortunately you can't do this on pc
@AedanTheGrey3 жыл бұрын
I think Destiny uses the fully animated style for its Handcannons, giving them a very tactile response on a gamepad as you pull the trigger to peak input and cycle it realistically as a result. Felt very fun to use them.
@tituscaesar69603 жыл бұрын
was gonna post this. for all destiny's flaws, bungie did great with the weapons
@Tailmonsterfriend3 жыл бұрын
Plus, if you're playing with a controller, you can pull the trigger like 70% of the way and see the hammer being pulled back but not firing until you pull your controller's trigger all the way. It's a really nice touch.
@slipshodleaf74663 жыл бұрын
I think the weirdest part of that, is it doesn't even seem like there is a need for a rotating cylinder, as there is just the single ... round? that gets replaced with most (or all) hand cannons. It still is awesome they did that though.
@AedanTheGrey3 жыл бұрын
@@slipshodleaf7466 Its possible the cylinder is only aesthetic, but it could be a heat dissipation for the block, perhaps? Like the Talon from Mass Effect 3.
@tartfruit8013 жыл бұрын
I always found playing with the trigger and messing with the hammer when I was walking around in-game.
@dutch_asocialite3 жыл бұрын
This is really only a real issue when using a mouse, because with a controller the revolver can be programmed to go through the whole double action with the real life trigger pull, which is the case in the first Destiny if not the second; if you pull the trigger lightly you can even overtly see the hammer pull back, which is pretty neat in my opinion.
@deak37263 жыл бұрын
I'm pretty sure Siege, RDR2, and even GTAV all do this too. It's one of my favorite details to see in a game
@TekuTaurus3 жыл бұрын
If you have a mouse with thumb buttons they could make the game give you the option to bind one to the hammer cocking
@clairedonahue88213 жыл бұрын
it's there in destiny 2, which i know because i spent a significant amount of time looking at the hammer go back when I pulled the trigger back partway when i first saw it.
@cheafmin13993 жыл бұрын
@@clairedonahue8821 as you mentioned, it's definitely there in D2 as well. It's honestly one of my favorite details in the game.
@dutch_asocialite3 жыл бұрын
@@deak3726 Well I only play good games, so I wouldn't know about those.
@justkarkat95753 жыл бұрын
In overwatch, honestly Mei's ice gun acts more like a dual action than mccrees
@garbaj3 жыл бұрын
dear god you're right :O
@JifalosJM3 жыл бұрын
E
@teaflavouredcoffee833 жыл бұрын
@@JifalosJM E
@Blossoming_Fate3 жыл бұрын
@@teaflavouredcoffee83 E
@Malidictus3 жыл бұрын
And as a result is really difficult to aim. Not just for the projectile, either. A lot harder than McCree's revolve, at the very least.
@potionseller89432 жыл бұрын
I’ve always liked the longer trigger pull animation. Not just for realism sake, but also because it makes the gun stand out from just normal pistols, it also gives it a distinctly more mechanical feel that pairs well with the damage output they tend to have in the game.
@powerdude_dk Жыл бұрын
Yeah, I really like the implementation in CSGO. Makes it a more skill based weapon.
@Random-gn6ew Жыл бұрын
Or he could, you know, have 2 revolvers
@powerdude_dk Жыл бұрын
@@Random-gn6ew Wouldn't be much different than just two pistols... Having a unique firing mechanism will make a big difference gameplay wise 👍
@i_love_games110 Жыл бұрын
i imagine it'd be hard to balance it though, in one of the games i play the revolver animation is slightly too long and it's so infuriating to use because the ttk of the other guns almost eliminates the damage bonus a revolver has
@ExtraThiccc9 ай бұрын
It's true that it differentiates it from other pistols, but it making the delay feel long enough that it matters but also making it not frustrating is a difficult balance
@gabek57603 жыл бұрын
You put it best yourself. As a game developer, when adding ANYTHING, it's important to ask yourself: "Does this fit my game?"... If you're making a realistic shooter based in recent years then 100% have realistic everything, but if you want to prioritize giving the player more power then I think it's better to have an instant revolver.
@flow1853 жыл бұрын
Depends on or you do the delay
@thomaspatnode70533 жыл бұрын
"Does it fit my game?" is important, but so is "is it fun?"
@midgetman42063 жыл бұрын
I think fanning only works with single action
@sweatysunder46813 жыл бұрын
I prefer realistic and delayed on click/trigger press. It raises the skill floor which can be rewarded via increased stopping power. On top of that, it adds weight to each shot since it isn't as snappy and immediate as firing off a semi round from magazine fed pistols.
@alexjackyperson1013 жыл бұрын
well cod mw you can make the gun you want like if you want it to be fast you can or if you want it to be slow but pack a punch you can
@mrspiffy85873 жыл бұрын
I remember hearing a quote from one of the developer of H3VR talking about how difficult the spy's revolver was to make. they said no part of the revolver lines up in a way that makes any mechanical sense.
@syweb23 жыл бұрын
It wasn't Tf2's VR mode, it was Meat Fortress, a gamemode in Hotdogs, Horseshoes, and Hand grenades (or H3). His video series/devlogs about how he made Meat Fortress was interesting, would recommend.
@themastergluesniffer3 жыл бұрын
MrSpiffy more like MrPossum
@mrspiffy85873 жыл бұрын
@@themastergluesniffer *i Am NoT a PoSsUm!*
@zeniththetoaster97123 жыл бұрын
I was so confused when you said VR mode before I realized you were talking about H3VR.
@MK.51983 жыл бұрын
the developer. It's just anton as far as I know
@Dingo_Doom3 жыл бұрын
The revolvers in Destiny 2 have a neat detail when using controller where the hammer animation syncs up directly to the analog trigger pull, you can pull it slightly to prep the hammer and even let go to cancel it
@ThatSpecificIndividual3 жыл бұрын
Plus it also has a single action revolver named the last word where the user cocks the hammer with the flat of their hand
@dancineevee3 жыл бұрын
Destiny 2 hand cannons have no hammer animations. They only animate the cylinder and the "rounds" which just looks like a weird battery thing.
@starzariaguy51513 жыл бұрын
@@dancineevee. The hammer is animated, but only with a controller, you can slightly press the right trigger button and see the hammer move, you can even move it back and forth without shooting anything.
@Pairrot3 жыл бұрын
Fun fact this also works with traveler’s chosen and probably a few other sidearms and maybe Dead Man’s Tale
@Levi-rd1jv3 жыл бұрын
It also works with the aforementioned Last Word which makes no sense but eh, semantics.
@fobo3361 Жыл бұрын
after playing rdr2, i'd honestly say single action feels pretty good, if you want it to be more snappy just shorten the time it takes for them to cock the gun back, but double clicking to prep the next shot feels pretty good in my opinion
@MicJej3 жыл бұрын
The way Hunt: Showdown gets around this problem is interesting. Most revolvers in the game are single-action (and quite satisfying to shoot too - the way it's implemented and animated is a great example of how to make single-action revolvers and single-shot guns feel good), with only a few variants of the Nagant being double-action. Their solution to the double-action problem was to... not actually animate the hammer, and obscure thag fact with the recoil animation. To be honest, I never noticed that until just now, when I specifically started paying attention to it after watching the video.
@josephd81293 жыл бұрын
Oh yeah I never noticed that either huh. What's weird about that is the Nagant Officer Carbine does have an animation for the hammer.
@cman89953 жыл бұрын
I was going to suggest this. I don't get why Garbaj quickly abandoned the idea of using single-action when Hunt made the perfect video game single-action revolver that feels powerful and beefy.
@lauchieohearn65093 жыл бұрын
Destiny has an interesting solution for this when using a controller. When pulling the trigger on the controller lightly, you can actually see the cylinder and hammer of your hand cannon begin to move but the gun will not fire unless you pull the trigger all the way, not unlike a real double action revolver. It was something I noticed around the time of The Taken King's release for Destiny 1 and it was a detail I really appreciated. I think it's a fantastic option though it wouldn't really work on mouse and keyboard. I'm actually not even sure how Destiny 2 handles this with a mouse. :/
@spork87213 жыл бұрын
I noticed that when I played d1 back on my ps3/4 and when I played d2 on pc I noticed that they basically just went with the overwatch solution
@boazmather7933 жыл бұрын
@@spork8721 It still works in d2 if you use a controller on pc too
@Denkmaldrubernacht3 жыл бұрын
This is in a lot of games lol, even GTA
@Blackpapalink3 жыл бұрын
I noticed that back i year 1 after getting Fatebringer from Vault of Glass. I enjoyed messing with the hammer.
@ilhambahniar28923 жыл бұрын
So it handles like bows in some games where releasing the button release the arrow
@DrWickedSH3 жыл бұрын
Killing Floor 2 found a perfect workaround for this with its revolvers. You start the animation with the hammer already cocked, so you can have a snappy shot as soon as you press the button, followed by a short recovery animation of you cocking the hammer manually. It's the best of both worlds, in my opinion.
@doggonemess13 жыл бұрын
I think this is done in Cyberpunk as well.
@Verbose_Mode3 жыл бұрын
Of note though: those are single-action revolvers. They *need* to be cocked before firing.
@UCmDBecUtbSafffpMEN3iscA3 жыл бұрын
I was thinking the same thing as well, why nobody is talking about this more?
@morgankwok45063 жыл бұрын
@@Verbose_Mode iirc you can also do that in double action revolvers. The trigger just feels lighter
@dar56472 жыл бұрын
@@Verbose_Mode no on a double action revolver, you can do both. Its actually better to pull the hammer mqnually on a double action because it makes the trigger pull much shorter and smoother than if you pull the hammer with the trigger.
@Chaziltasm3 жыл бұрын
I would love to see what developers could do with Playstation 5's adaptive triggers. They could literally give the trigger a little resistance, gradually building up to 80%, then once you hit that threshold you feel it give with a sort of snap and then it fires. Would be dope for immersion.
@tysoncharles71192 жыл бұрын
Some games have this feature
@sergeantnerfsalot2784 Жыл бұрын
It is dope
@CB-141 Жыл бұрын
Would also be extremely annoying and would likely make people not want to use revolvers.
@Chaziltasm Жыл бұрын
@@CB-141 then just turn it off 🤦♂️
@CB-141 Жыл бұрын
@@Chaziltasm I...can't. I don't have the means to acquire a PS5.
@SinaelDOverom3 жыл бұрын
Autorevolver is the obvious answer. Another option is to have cocking the hammer be a part of equip animation and subsequent recock after each shot. With probable altfire being "fanning" the revolver with hand on the hammer.
@kryptyk643 жыл бұрын
That’s what I thought of too I made a comment like this before seeing yours
@superpilotdude3 жыл бұрын
@@kryptyk64 same
@Idah09H3 жыл бұрын
the logical conclusion to the problem
@Dante9013 жыл бұрын
In the game Day of Infamy he locks back the hammer after each shot.
@sakesaurus3 жыл бұрын
or make it optional so experienced players btfo novices for not realizing
@scorbiot3 жыл бұрын
I don't remember the exact specifics (it's either "press a key to cock the hammer" or "hold a key to hold the hammer so you can cock it without firing"), but Receiver 2 has realistic mechanics that let you fire revolvers single action for instant response, or double action for convenience.
@Kyuschi3 жыл бұрын
this actually, cause realistic double action can also manually cock the hammer for an instant shot and lighter trigger pull. If you didn't want to add a specific hammer button though i do remember playing a game once that had you cock the hammer automatically for the first shot when you ADS, possibly rising storm 2 but don't quote me on that.
@garbaj3 жыл бұрын
there's a Receiver 2?
@scorbiot3 жыл бұрын
@@garbaj Or at least a very convincing knock-off. It fooled me.
@Kyuschi3 жыл бұрын
@@garbaj yep kzbin.info/www/bejne/nV62mKKBd654aJY
@DanielLCarrier3 жыл бұрын
For anyone not familiar with it, Receiver takes realism to the point of insanity. You don't press a button to reload. You press a button to eject your magazine, then you press buttons to load bullets into it one at a time, then press a button to put it back, then press a button to cock the gun.
@TheSteam023 жыл бұрын
Interesting thing: In Borderlands 2, the Jakobs brand of revolvers are all single-action revolvers. However, they have a really fast fire rate because the animation shows your character actually fanning/cocking the hammer back automatically. Essentially, the moment the revolver is pulled out, the hammer is already cocked back.
@cagneybillingsley21653 жыл бұрын
yes bad video game revolvers behave like this. this is like going to mcdonalds and complaining that the meat tastes like cardboard. stop buying garbage copy and paste triple a titles if you want quality.
@TheSteam023 жыл бұрын
@@cagneybillingsley2165 wut?
@horseeatsdogfood57213 жыл бұрын
@@cagneybillingsley2165 Huh? What do you have against Borderlands, also the commenter wasn't even complaining, just pointing it out
@meljXD23 жыл бұрын
@@cagneybillingsley2165 mans is mad reactionary for no reason haha
@Jabberwockybird3 жыл бұрын
fanning the revolver, great idea
@Patchyclaw2 жыл бұрын
The revolvers and Hunt Showdown are a good example of a character cocking the hammer after every shot as people are suggesting. It also adds a nice mechanic of different revolvers having easier or harder hammers that take longer.
@RomaCHEIMS2 жыл бұрын
yeah but the problem is mostly with double action ones, and i dont remember well how the animation works in hunt, but being an instant shot i think the cylinder rotates after
@ng.tr.s.p.12542 жыл бұрын
So just make all DA revolvers in games SA. 🙃
@notNajimi2 жыл бұрын
@@RomaCHEIMS double action revolvers can still be manually cocked
@RomaCHEIMS2 жыл бұрын
@@notNajimi yes, but bringing that out is pointless in this convo
@nonono4680 Жыл бұрын
@@RomaCHEIMSI think the cylinder rotates while the hammer is cocked
@orionthehunter9223 жыл бұрын
RDR2 deals with single action revolvers well, when aiming down sights you have to hit the fire button twice once to cock it and once to shoot it same with rifles.
@brb19943 жыл бұрын
Also, in RDR2 if you fire the double action revolver, Arthur pulls the hammer back when you aim, so the first shot is quick and accurate, but then if you continue to fire each shot is sluggish and inaccurate.
@SStupendous3 жыл бұрын
@@brb1994 He does that because it as popular to have DA revolvers in that time to be able to be used as single action, also, so you can use it like a single-action revolver. Would be a cool feature in RDR2 to use it like an SA revolver beyond the first shot.
@thefirstjim3 жыл бұрын
you can even pause the cocking of the rifle for added effect if you want to, same with revolvers
@imaginehavingpfp57793 жыл бұрын
If i don't remember badly in console the hammer goes back along with the controller's trigger, which is pretty cool and a way to sort this problem out
@Jarekthegamingdragon3 жыл бұрын
The best solution is to have the delay when hipfiring, but to play an animation of cocking the hammer when ADS so the revolver is accurate and responsive when you need it to be.
@angryginger7913 жыл бұрын
The hammer could then stay cocked when ADS is released, allowing the player to shoot the next shot from the hip with the same quickness. You'd then have a decision to make about subsequent shots. I'd probably make cocking the hammer after each shot automatic when ADSing, but not when hip-firing, just to add some variety. Or maybe if the player holds the trigger when hip-firing that makes the character hold the trigger and "fan" the hammer, like in westerns.
@thetaminus23343 жыл бұрын
We be in "No More Room In Hell"
@calcumalations12353 жыл бұрын
Co ck
@spaghettiwaffles3 жыл бұрын
the problem with this is that you really want the snappy response time when you’re hipfiring; usually a player hip fires when they either don’t have time to aim or they’re close enough up that the movement speed (since most games have an ADS movement penalty) is better than the accuracy of aiming
@angryginger7913 жыл бұрын
@@spaghettiwaffles You can still snap off a shot with a revolver but it will require a longer trigger pull if the hammer hasn't been cocked. Maybe make those shots less accurate? The real problem is that the issues with using a revolver in real life don't translate well to games. IRL, the way one pulls the trigger has a significant effect on the accuracy of shots. So a longer, heavier trigger will make that more difficult, but that can't really be modeled in games. Actually, IRL, the only time you'd be forced to fire a revolver without the hammer cocked is when firing quickly straight out of the holster, or when firing multiple shots quickly. Any other time, if you had your gun out and pointed, you'd probably have the hammer pulled back as well. It really depends on how realistic you want to go. Unless this is going to be a mil-sim with extreme attention to detail, it's probably not worth getting overly complicated with it.
@DocH14053 жыл бұрын
They make “Hammerless” Revolvers like the Ruger LCR. If you’re making your own game, consider adding one like that. It’s not truly hammerless, but the hammer is internal so you don’t see the action. It also prevents something from snagging on the hammer in close quarters.
@DARTHNECRION3 жыл бұрын
They had a hammerless snubnose in Battlefield Hardline as the base sidearm for the police, I always thought that was pretty cool.
@JSHADOWM3 жыл бұрын
there is also the nagant "automatic revolver", which after a double action first shot, which cocks the hammer on each shot, almost like a DA/SA semiauto.
@Markworth3 жыл бұрын
This was my first thought. Out of sight, out of mind.
@JonatasAdoM3 жыл бұрын
@@DARTHNECRION As far as I'm aware the revolvers are always sort of automatic in Battlefield.
@Spunney3 жыл бұрын
@@ccox7198 if you can find me a striker fired revolver, ill give you 100$ :) (to anyone else reading, there are no striker fired revolvers and this guy is just saying words that he heard somewhere)
@madrex5122 жыл бұрын
Destiny 2 also has some cool revolver (in this case hand cannon) animations, especially on controller. If you pull the trigger down slowly you can see the hammer moving back based on how much you’re pulling down the trigger. Probably the best revolver animation i’ve seen in a game.
@TheAmusingLobster3 жыл бұрын
There's something in fighting games called "negative edge" basically, a negative edge attack won't come out on the button press, but the depression. Maybe having the revolver go through 80% of the trigger pull on click and actually fire on release of the mouse button would be a good idea?
@MrPlayermacik3 жыл бұрын
had that same thought, its a good idea imo
@sharcc25113 жыл бұрын
@Pud Pete Sort of. See with how the R8 works in CS:GO, you hold down fire, and after a delay it will shoot. But with this idea, you can hold down fire *before* getting into the engagement, and release it when you want to shoot, so if you're prepared then there's no delay, and if you prepare poorly, then there is one.
@deepblueking52453 жыл бұрын
that would be really good
@DinosaurSuccess3 жыл бұрын
i think itd be unrealistic to be holding a revolver 80% cocked for an extended period
@EdgarAllan2pointPoe3 жыл бұрын
@@DinosaurSuccess The solution for that would be to have the pistol's shot delayed very slightly while the button is held down while also allowing players to fire more rapidly if they release the button quickly.
@facelessgreen89973 жыл бұрын
Tarkov has a very interesting take on it's revolving shotgun MTs-255-12. It offers you a choice between two "firing modes", one is a single fire where your character re-cocks the hammer after every shot and the other is a standard double action. The double action is faster but it has a delay making it better at the chaotic close range fights while single fire is slower but more precise as it fires precisely when you pull the trigger making it better for use with slugs on mid to long range.
@SpaceMissile3 жыл бұрын
tarkov is king
@fart62033 жыл бұрын
You can also switch to single action to pull the hammer back, and then switch to double with the hammer still pulled. That combined with just how many animations they packed into letting you load/unload every cylinder individually makes it feel amazing to use. I can't wait for them to add normal revolvers.
@Indianaexplorer3 жыл бұрын
that's pretty much how it is IRL. You can rapid fire a double action without needing to cock if shit gets hairy. Or you can cock it back before placing your finger on the trigger for a nice, clean easy break on the trigger ratehr than having to put extra effort in your finger squeeze to move the hammer and cylinder
@Disktoaster3 жыл бұрын
This may be the point that sells me on buying this game. I just left a comment suggesting this exact thing. Controller players get that "real feel" with no shot cooldown, KBM players get an instant bullet with a longer cooldown. Perfect balance.
@Ikaros---3 жыл бұрын
Rising Storm 2: Vietnam has had this mechanic with their revolver for years, it's double action usually, but you can press a button to cock the hammer and fire a shot in single action.
@torb-no3 жыл бұрын
I wonder if a good solution is simply to go for the single action revolver and have the recocking be automatically done after a shot.
@blipboop55943 жыл бұрын
I thought this was how most revolvers (and shotguns) worked in games, it was weird that he said single action would have to be cocked manually by the player
@Ninjat1263 жыл бұрын
I've had a lot of fun in some games, mostly Red Orchestra and Rising Storm, where re-cocking your weapon can be set to manual. Mostly this is with bolt-action guns: click once to fire, click a second time to work the bolt. It doesn't seem like much, but it lets you CHOOSE whether or not you want to take a second to load another round. Sometimes it's safer to hit the dirt or stab with a bayonet, and chamber a new round when you're in the clear. It also makes the weapon feel a lot more deliberate in its use, IMO, since you need to consider "fire" and "prepare to fire again" as two different actions even if they're done with the same key. Games like Receiver take the cake, of course.
@garbaj3 жыл бұрын
I know there are a few games with single action revolvers and they automatically do the thumb cocking animation after every shot
@LiquidFracture3 жыл бұрын
damn was about to comment this thinking i was clever. figuring out reloads would be weird but reloading a revolver is always weird so i guess no change there
@GrizonII3 жыл бұрын
I think Fistful of Frags does this for at least some of its revolvers; there’s a lot of them in that though so I’m not entirely sure on the details.
@briancoty883 жыл бұрын
2:00 they didn't say screw realism, they modeled it off of a method of operation you're unfamiliar with, specifically the Mateba Model 6 Unica recoil operated semi-automatic revolver.
@Swifteroos2 жыл бұрын
If that were the case then the hammer would be cocked before and after you fire it.
@antigamzee2 жыл бұрын
@@Swifteroos Does that really matter? There still is some realism. The hammer and cylinder can move after the firing pin hits the striker by itself. Not all revolver need to be the same.
@SStupendous2 жыл бұрын
@@antigamzee Barely any realism. Plus nobody said all revolvers have to be the same
@Swifteroos2 жыл бұрын
@@antigamzee It does matter, hammer fired weapons do not have strikers, the hammer hits the firing pin then the firing pin hit the primer. Striker fired weapons have a spring operated firing pin, meaning there is no hammer.
@Swifteroos2 жыл бұрын
@@antigamzee The firing pin does not hit the "striker" it hits the primer which is the little button looking thing on the back of the cartridge.
@ezzocorbi3 жыл бұрын
There's a game in which revolvers do work realistically by having a little delay between clicking and actually shooting but you can press middle mouse to pull back the hammer and have the gun ready the next time you need to shoot.
@garbaj3 жыл бұрын
ok, now that's really unique
@Dat-Mudkip3 жыл бұрын
Which game?
@jackawaka3 жыл бұрын
@@Dat-Mudkip I think it might be receiver 2
@Dromaeosaurs3 жыл бұрын
@@Dat-Mudkip scp:sl added that too (currently beta only)
@cholasimmons3 жыл бұрын
Sounds like the brains of a rockstar child
@brianindiana93753 жыл бұрын
Fallout New Vegas did it right, the character always cocks the hammer back when equipping it and after every shot, even if it's a double action model, basically treating every revolver like it's a single action after every shot so there's no delay For your game you could have the character use double action for any kind of rapid fire and normal single action when ready for action
@freedoomer25243 жыл бұрын
Fallout 4 does that as well!
@optiTHOMAS3 жыл бұрын
I could have sworn the 44 revolver in fallout 3 and new Vegas was double action and it's animation didn't bother with the hammer. It's been a while since I've played it, though. 😅👍🏻
@freedoomer25243 жыл бұрын
@@optiTHOMAS yeah they don't bother with the hammer
@IamFish_20093 жыл бұрын
Bethesda and obsidian payed attention, shame to interplay, they didn't even making revolver cocker action
@BlazingOwnager3 жыл бұрын
Easily the best solution. It's technically accurate and has no gameplay roadblocks. Win win.
@汉3 жыл бұрын
i just love these videos
@garbaj3 жыл бұрын
glad you like em!
@quack58903 жыл бұрын
Who doesn't
@liamkhoi3 жыл бұрын
Yeah it’s pretty short and easy to understand cause people keep making 10 min long vids which is just clickbait and have no clear explanation because they are meant to show off their gameplay
@hitboii00653 жыл бұрын
U american? 😂
@jamesjohnXII3 жыл бұрын
@@hitboii0065 shut up
@skothoosy47862 жыл бұрын
I think the best option that I haven’t seen yet would be when you aim down sight, the finger pulls the trigger almost up to the firing point, meaning the hammer is pulled back. And then when you fire, the hammer is already back and would be almost instant.
@romxxii3 жыл бұрын
What about just having single-action revolvers, then adding the hammer-cocking animation to the _end_ of the firing cycle? That would solve the "sluggishness" issue a bit.
@Compgeek863 жыл бұрын
The reload is what gets you on a single action revolver, they usually use a loading gate and you have to manually eject and load each chamber individually. The exception is break-top revolvers, like the s&w model 3, where the frame split and you could access all the entire cylinder at once.
@Logan-xo9uc3 жыл бұрын
thats what hunt showdown does iirc
@romxxii3 жыл бұрын
@@Compgeek86 a sluggish reload's not unfamiliar at least; we've been dealing with slow-reloading pump actions just fine. If the weapon can hit hard and fast, you'll excuse needing to hide for a few seconds to get a full reload.
@romxxii3 жыл бұрын
@@Logan-xo9uc I'm not really a fan of PVP, but I'll give that game a go when it's on sale.
@TheJunakajun3 жыл бұрын
I think both would be great. Pick your poison type thing. Want to shoot as soon as you pull the trigger, get a single action, but pay on a delay on the next shot. Double action gives you faster loading of the next round, but got to pay on the delay of pulling the trigger all the way. May be cool to go around with a half pulled trigger on a double action to get that fast first shot.
@Donnerwamp3 жыл бұрын
You could tackle this a few realistic ways. One: Like they do in CoD, firing with a delay Two: Having an animation cocking the hammer when drawing the revolver and after every shot, reducing the fire rate Three: Two buttons, one for cocking and one for firing. The cocking button cocks the hammer and the firebutton either shoots instantly when the gun is already cocked or with a delay when the gun is not. I personally think the last one is the most fun as it allows for more control and gameplay variety.
@Spicysparrow13 жыл бұрын
Personally I would like to see a system like No More Room in Hell, where hip firing with the revolver is double action with noticeable delay but faster follow-up shots, while aiming down the sights would cause the player to pull back the hammer before adsing, making shots almost instant but general fire rate being slower as the character has to pull back the hammer before every shot.
@someonestolemyname3 жыл бұрын
@@Spicysparrow1 it also makes a lot of sense as the main argument for shooting in single action is to make more accurate shots as the delay and trigger force are lower.
@Donnerwamp3 жыл бұрын
@@Spicysparrow1 Hm, so more like a combination if One and Two? Sounds also pretty amazing. I'd say the most versatike would be implementing all three and letting the players decide how they want revolvers to do.
@Donnerwamp3 жыл бұрын
@@someonestolemyname Shooting single action from the hip mitght also be desirable when anticipating an encounter around the corner where aiming down sights might be undesirable due to the smaller FoV but you still don't want to deal with the delay of double action shooting. So I'd say the two button solution might be even better in this case.
@thatguybob60883 жыл бұрын
Or you could just cock with the fire button before firing
@manbat45823 жыл бұрын
Red Dead 2 have players manually cock the hammer for single action. Personally, I like it, for making the guns feels tactile. Especially in first person view.
@hnccox3 жыл бұрын
Why not use double click for cocking and shooting? With a small delay between the clicks.
@Blazberry_Yaint3 жыл бұрын
As much as that was an interesting idea ,The revolvers in that game didn't feel very good in my opinion. The reload speed is cracked and I feel like it stripped alot of the fun out of what could have been a very fun gameplay designed around being able to carry four very different firearms and managing the time needed to reload them and knowing when to use them in conjunction with other throwable items instead of just reloading immediately.
@manbat45823 жыл бұрын
@@Blazberry_Yaint that's true. They sped up reloading animations for most of the guns. I think that's an issue with RDR 2 in general. An attempt to simulate realism but not fully commiting. not a major problem, but it does feels off when shit happens
@McCaroni_Sup3 жыл бұрын
@@manbat4582 they wouldn't even needed to make the revolver reloads unbearably slow. Arthur is a skilled gunfighter and so in a dozen seconds he'd likely be able to unload every chamber of a single action revolver and then reload them: kzbin.info/www/bejne/r5OXqWCkmLZrf8U Also if you really wanna be realistic Arthur would carry 5 instead of 6 to avoid the risk of an accidental discharge.
@garrettbranscome55323 жыл бұрын
I prefer having it the rdr2 way because being able to shoot the weapon the second you click is important to the overall feel of the gameplay. Having to click a second time to cock the hammer on a revolver gives me that confirmation that im ready to fire again which maintains the fun gameplay and realism.
@StopMoshin2 жыл бұрын
You mentioned an attachment system that changes the function of the right mouse button, my idea is that your character fires after a short delay and throws off your aim slightly, but using right click causes the character to manually cock the hammer in single action which removes both the delay and the hand shake due to the much lighter trigger pull.
@sivoutroi91662 жыл бұрын
clever
@danielvisintainer33523 жыл бұрын
Another option is to have a revolver that has an internal hammer. They exist in the real world like a Luger LCR or S&W J-Frame. Only animation needed would be the rotating cylinder which would allow for a lot quicker and snappier animation.
@l4d21603 жыл бұрын
Revolvers with an internal hammer still function the exact same way. Only difference is you don't see it.
@danielvisintainer33523 жыл бұрын
@@l4d2160 yeah that’s exactly my point that it’s less to animate
@ARCHERonaBIKE3 жыл бұрын
Or like the Unica 6 that is a self-cocking, semi auto revolver.
@nipplecream30993 жыл бұрын
think you mean Ruger
@user-mn8lz7gf6d3 жыл бұрын
problem is that it won't look like a revolver to most people
@icedchqi3 жыл бұрын
in SCP: SL, the double action revolver does make you wait for the hammer to be cocked which means shooting takes longer.
@friendlyfire26153 жыл бұрын
You also long left click to fire. Just tapping left click cycles a round.
@PauperoftheFishies3 жыл бұрын
SCP: Sister Location
@friendlyfire26153 жыл бұрын
@@PauperoftheFishies Five Nights at Freddys: Secret Laboratory
@ZoofyZoof3 жыл бұрын
@@friendlyfire2615 That actually sounds like a real game
@sweetrollgaming36623 жыл бұрын
aha, I KNEW I WOULD FIND A COMMENT WITH THE SCP SL REVOLVER(insert d bois vs nerds with revolver)
@Anon_Omis3 жыл бұрын
You can have a snappy revolver that is accurate. Its called a semi-auto revolver. A perfect example of this is the Webly Fosbury revolver, which I depicted in BF1 as the Auto Revover. It essentially works like a semi auto pistol such as the 1911. The recoil from firing a round cocks the hammer and spins the cylinder, effectively making it a single action revolver with no need to manually cock the hammer.
@moonasha3 жыл бұрын
don't forget the Mateba, the only gas operated revolver as far as I know
@RJBond1213 жыл бұрын
Jerry miculek shot 5 rounds in .58 seconds in a 2" group with a revolver. I think that that alone proves that revolvers are quick and accurate to shoot.
@Far19883 жыл бұрын
@@moonasha he actually has the Mateba in the video but didn't identify it. It's at 2:20, the PUBG clip. The animation is actually correct with this one.
@mericaeagle93193 жыл бұрын
@@RJBond121 right? The idea that "revolvers are slow" is an overplayed falsehood perpetuated by people who don't shoot at all or can't shoot well and think there lack of skill is what should be applied to, what should be, elite gun fighters depicted in games. I've out shot an entire match of automatic pistols and came in first with a revolver in IDPA. Revolvers should Ballance with recoil first, reload speed second, and rate of fire third not the usual rate of fire, then reload, then recoil. Don't get me started on junk revolver reloads or crappy damage models poorly expressing ballistics in game either.
@advillobotomite11963 жыл бұрын
The Webly Fosbury is a fascinating revolver. It also appears in Pathologic 2 as one of the few firearms in that game.
@redlancer72632 жыл бұрын
You could have a half-way solution where the default position of the hammer is back, so when the trigger is pulled (button is pressed), the hammer slams forward and then resets after the shot
@dirtycheesedip3 жыл бұрын
I thought the single action revolver and lever actions in red dead 2 were really satisfying and fun to use. Having the player do one movement to cock the hammer and another to actually fire.
@act2wasstronger1822 жыл бұрын
It has its own charm, but in a faster paced game the gun would be pretty unviable, and i really REALLY hate when revolvers are unviable. They're my fav weapon in games and I love usin em in cod and stuff
@victorvirgili44472 жыл бұрын
Well, Ultrakill makes the first action automatic
@Stop_Gooning2 жыл бұрын
@@act2wasstronger182 It'd be pretty easy to add recocking the hammer to the recoil animation so it's ready to shoot again by the time you get your sights back.
@act2wasstronger1822 жыл бұрын
@@Stop_Gooning that's definitely possible..
@aniquinstark43472 жыл бұрын
@@act2wasstronger182 Revolvers are supposed to take longer to operate, even in fast paced games. They're balanced for high immediate damage instead of DPS like most handguns.
@Lindox3 жыл бұрын
Take a look at Hunt: Showdown's single action revolvers. Every time you fire, you pull back the hammer automatically, then it's ready to fire immediately
@troyhenson78563 жыл бұрын
Here it is the comment I was looking for
@billgrey3853 жыл бұрын
In Destiny 2, the revolver’s hammer animation is linked to the gamepad’s trigger, so, if you hold the gamepad trigger 80% of the way, you’ll see the barrel turn and hammer prime without firing. Feels veeery cool.
@personman33953 жыл бұрын
Always wondered if anyone else noticed that
@garbaj3 жыл бұрын
Woah, that sounds really interesting. I'm getting jealous of controller players
@waremergencypower60243 жыл бұрын
1:32 Here’s two games where this is depicted correctly. Counter Strike Global Offensive. SCP: Secret Laboratory
@deadstump49703 жыл бұрын
I know it seems strange, but the "delay" is more or less not a thing when firing a real revolver quickly as you just kind of yank on the trigger. I mean yes there is some time to pull the trigger, but functionally it is more or less instant. If you want the animation and still feel snappy just play the animation on top of the gun going off. In real time it would only be maybe a couple of frames and not very satisfying when not filmed in high speed.
@mr.potato70753 жыл бұрын
Pull the trigger, squeeze the trigger, gently push the trigger back. Do NOT “yank” the trigger.
@thereareantsbehindyoureyes75293 жыл бұрын
@@mr.potato7075 because you said that I am going to yank the trigger every time.
@mr.potato70753 жыл бұрын
@@thereareantsbehindyoureyes7529 That’s fine. I’m giving out free advice but if you want to do the opposite, nobody’s stopping you. You can lead a horse to water but you can’t make it drink.
@deadstump49703 жыл бұрын
@@mr.potato7075 For precision shooting, yes you just gently ease into it until it breaks. When you are shooting double action quickly you just make it go. Maybe "yank" was a bit of an exaggeration, but it is closer to the truth than gently pushing... probably pull quickly is the most accurate description.
@superbarnie3 жыл бұрын
@@mr.potato7075 Although it is frequently taught that way, unless you are shooting competition bullseye or long distance, no one actually does it that way. If you study USPSA or IDPA shooting, you'll see that their trigger pulls are anything but gentle. There are USPSA grandmasters who use and teach a trigger "slapping" technique. The whole "gentle trigger squeeze" thing is good advice for beginners but it doesn't necessary apply in practical applications.
@warriorinagarden75733 жыл бұрын
One note: your example for Pubg (or at least when you said pubg) was a Chiappa Rhino. The "Hammer" on the Rhino isn't actually a hammer at all. It's simply a cocking device to indicate whether or not the firearm is in single or double action. The firing mechanism of the Rhino is completely enclosed within the gun. Not 100% certain on the mechanics of how it looks when fired, but seeing as the Rhino is built extremely different compared to other revolvers, I would imagine that it's not easily comparable to them. Just a fun fact and note. Otherwise, great video as usual!!
@HeavySandvichGuy13 жыл бұрын
What you're saying is Rhino is just built different
@warriorinagarden75733 жыл бұрын
@@HeavySandvichGuy1 Y'know, I spent quite about of time on that comment three months ago. And you've just rendered all of that time wasted with this perfect summation of what I said. You are exactly right: The Rhino is just BUILT DIFFERENT
@usergaming283 жыл бұрын
@@warriorinagarden7573 for what its worth, as a fan of the rhino, i read your comment and appreciate people like you who take the time to correct and educate others, politely too!
@prestigiouschili79113 жыл бұрын
I own a Chiappa Rhino 60DS (the exact same model as in PUBG). There’s a little red piece of plastic that pops up to the left of the external hammer when it is cocked in single action, kind of like a safety indicator. The external hammer’s only purpose is to cock the internal hammer. It doesn’t move at all when firing in double action. The only thing that would move on the exterior would be that little red piece of plastic as you pull the trigger back.
@stevenbobbybills3 жыл бұрын
The cocking lever on the outside of the Rhino shouldn't move unless it is manually pulled back, even when fired in double-action, and it should automatically return to its original starting position after the internal hammer is cocked by pulling the external cocking lever. Unfortunately, PUBG is far from the only game to get this wrong. Killing Floor 2 also gets this wrong because the Rhino basically reuses the animations for the S&W Model 500, since it was around that point that Saber Interactive took over from Tripwire for updating the game, and they don't have as much detail or realism in their DLC content.
@URoblivion3 жыл бұрын
Don't know if this has been suggested, but you could treat the revolver like a single action where the first action is handled automatically upon drawing/after firing, so the delay in firing upon hitting the trigger/button is strictly the duration of the hammer striking
@user-nb8yt2il2r3 жыл бұрын
Thats pretty much how it would work in real life, the first thing you would do upon drawing your weapon/ firing it is cock it so you have a nice crisp single action trigger pull waiting for you
@Wh1teNoise6163 жыл бұрын
Maybe you should do both, make two revolvers, one with snappy firing but it's not as powerful as the more realistic revolver which has a short delay to firing making it kind of awkward to fire but make it more powerful.
@awanderer30472 жыл бұрын
Ultrakill did that
@doltBmB3 жыл бұрын
The solution would be to use single action, and include the cocking as a tail for the firing animation, so you fire, and the character automatically cocks the hammer, ready to go. Much like how pump action shotguns are automatically pumped after firing, and not adding a delay before firing.
@busterbeast9993 жыл бұрын
Yep, that's exactly what Hunt Showdown does. A game that all the sidearms but 3 are revolvers, most of which are single actions
@Crusader10893 жыл бұрын
Coming to it late: I think slow and deliberate revolvers have to feel more powerful. They need to feel like they are a risk-reward. You need to carefully time your shot, but it will be an insta-kill sort of thing, like the slot a a sniper rifle usually fills, but maybe a little less powerful and a little less certain death
@kuelhomaster3 жыл бұрын
the CSgo revolver was awesome, did a bunch of damage to compensate for the delay when firing and it's pretty accurate when you're not running around. Sadly got nerfed because people don't think they should be getting oneshot by a revolver headshot (??)
@johnnycatR583 жыл бұрын
@@kuelhomaster R8 got nerfed because it was 1 shot kill to the body.
@StalinkTz3 жыл бұрын
@@kuelhomaster it was a handgun awp, literally. it was ultra precise and it killed 1 shot to the body no matter what, that's why it got nerfed
@JustCallMeQuincy3 жыл бұрын
SCP: Secret Laboratory has a very realistic revolver: There is a delay when shooting, but you can also manually cock the revolver beforehand to get rid of the delay
@FIVEBASKET2 жыл бұрын
yeah
@master_conck2 жыл бұрын
Finally another scp sl player
@LightCrib23 жыл бұрын
In Destiny/Destiny 2 if you use a controller and slowly pull on the trigger, you can see the hammer be pulled back and the cylinder rotate
@OldCouches3 жыл бұрын
I always applauded Red Dead Redemption 2 for getting this accurate. I had so much fun using the revolvers in that game, and even the single action ones were a lot of fun to learn and shoot.
@LoveSickWorld3 жыл бұрын
I don’t know how many games do this but there’s a neat detail in Destiny where with the revolvers, and playing on controller, if you gently squeeze the trigger button it will actually slowly move the hammer with it, just like you’re actually squeezing back the trigger on a double action
@Freelix20003 жыл бұрын
I noticed that too a while back. Funny considering Destiny is not a game with much gun realism, but they still thought to do that. I guess they just really wanted the hand cannons at least to be as cool as possible.
@bigcoffinhunter55003 жыл бұрын
@@Freelix2000 Hahah, right. I was just about to say that Hand Cannons were probably a studio favorite.
@breakfastboii3 жыл бұрын
1:23 SCP:Secret laboratory does this mechanic in their newest update, it’s really cool (although as you said it sometimes isn’t that fun). The reason why they do this is so you fire the gun instantly without a small delay for the hammer animation.
@giulgu173 жыл бұрын
There's a button to manually cock the hammer so the next shot wont have delay
@CAPTAiNC3 жыл бұрын
so you have to hold the firing button to shoot one shot right?
@JXLegends2 жыл бұрын
I always wondered why the revolver in modern warfare felt strange to shoot. That’s fantastic
@vedantpatil32863 жыл бұрын
Call of Juarez can be a good example.
@filiperubin3 жыл бұрын
I would do this way: When you're holding the revolver in your hands the character does the animation for holding the trigger (like 80% of it) and the hammer gets cocked. When you press the fire button (usually LMB) the player pull the 20% left of the trigger, releasing the hammer and firing the revolver.
@azbyn6923 жыл бұрын
Horrible trigger discipline irl, but yeah, could work in a game
@filiperubin3 жыл бұрын
@@azbyn692 Well, trigger discipline isn't respected in most games anyway haha
@PJBloop3 жыл бұрын
It made the game even more unrealistic. Since if you jump or run it's hard to hold the gun steady and not shoot randomly
@filiperubin3 жыл бұрын
@@PJBloop True, even tho it's hard, not impossible
@garbaj3 жыл бұрын
this comment gives me anxiety
@THeEpiCInFiNEty3 жыл бұрын
the revolver in pubg is a chiappa revolver based on the metebe unica 6, so they actually got it correct, because it is neither single or double action. Meteba style revolvers operate similar to a semi automatic pistol.
@guywithatippmann2 жыл бұрын
the chiappa rhino is actually just a regular double action with a 6 o'clock bore sadly, the Unica 6 had a 6 o'clock bore as well but it essentially had an upper receiver that would recoil and cock the hammer and rotate the cylinder. Which in effect means you get a single action trigger pull on every shot.
@melodybeck4152 Жыл бұрын
Even when you shoot chiappa rhino, that hammerlike thing doesn't acutally move at all. because it's not really a hammer, but a cocking lever for when you fire it in single action.
@inquisitorbenediktanders31422 жыл бұрын
My personal preferred version is in synthetik 2: it's a top down roguelike shooter. The revolver you can randomly find in that game works a bit weirdly: You need to hold the firing button for a very short but still noticeable time similarly to overcoming the resistance on the last bit of a double action trigger. This means that you need to adjust a bit, but it also makes it very satisfying.
@UsernameDoesntCare3 жыл бұрын
I love how ammo is surprisingly infinite in fps games, like how you can shoot 1 bullet and your character will just unload and drop all the bullets to the ground and reload with an entirely new clip.
@Ninjat1263 жыл бұрын
That's the standard, but of course some games work differently and have you replace entire magazines at a time. Insurgency lets you choose whether you discard a magazine for a slightly faster reload, or keep it to use the remaining ammo later. Games like Receiver and Hideous Destructor not only track magazines, but let you carry loose rounds separately and load those into empty magazines later. HD has a fun mechanic with its causeless ammunition, where you can actually ignite the rounds if you force them into a magazine too fast! The Darkness has you "reload" pistols by throwing them away and grabbing a new one from under your edgy 90s trench coat, so you obviously lose any ammo left in the magazine. The assault rifle works similarly, you toss the magazine out and pop in a fresh one. Amusingly enough, the shotgun uses the same "discard the magazine when you reload" mechanic, even though it's a pump-action with an internal magazine and you load the shells one at a time...
@pieandcheese6473 жыл бұрын
Cry of Fear has a system where if you reload, all ammo in the current mag is wasted and isn’t returned to the stockpile. It’s definetly realistic and considering that it’s a survival horror game and ammo is already super scarce it’s terrifying when you realize that you will need to either waste 4 bullets to have a full mag or be unable to defend yourself if there are more than 3 enemies around the corner.
@nightblade1783 жыл бұрын
Metal gear solid 3 had single action army in it where snake would pull the hammer back in place automatically after drawing it and shooting it. That feels like the way to go with revolvers since it's snappy and realistically accurate.
@danielw3493 жыл бұрын
"if the goal is realism..." well that's where the argument ends
@TheJacklikesvideos3 жыл бұрын
Not really. Weapon characteristics are important gameplay mechanics for balancing purposes, and I'm kind of surprised he glossed over this. A delayed action makes the weapons feel different and your choice of one more significant, as well as providing a downside to the close range punch it can have.
@dablop13 жыл бұрын
The thing is, when you learn to shoot an actual gun, especially handguns and more so revolvers, you learn to shoot around that and you get the tactile sensation of pulling the trigger back, the effect that it has on your sight picture, and in the end the round going off when the hammer falls.
@Wylie2883 жыл бұрын
@@TheJacklikesvideos Then in that case the reolver better have "railgun" or "sniper" level damage. Which doesn't make much sense realistically either. So no matter what you do. Trying to be realistic is a bad choice for the game.
@cevune-86523 жыл бұрын
@@Wylie288 That's only true when you try to 'spot-fix' a particular problem without considering what it means in context and how to accommodate it appropriately. In this scenario the only reason trying to make revolvers behave realistically doesn't work well is the fact that none of the other weapons behave realistically either and lack characteristics that make them unique, characteristics that they should have. To be brief, because I wrote about it at greater length in my own comment, every weapon has a trigger weight and a relative delay between initiating a trigger pull and the release of the hammer/firing of the round. Forcing it into revolvers alone would imbalance them because the other weapons still get to enjoy magical instant reaction. That is, one problem is 'solved' without regard for the context of its use case or attempting to accommodate these changes in a broader scope.
@khakipeach21283 жыл бұрын
@@Wylie288 that’s not true at all, the revolver would shoot a lot faster and is also a secondary, bolt-actions shoot around ~50 RPM while the double action revolver would shoot at ~150 RPM
@sivoutroi91662 жыл бұрын
another method if implementing the double action revolver is to just have the shot fired instantly but the animation lags 1 frame behind to show the hammer going back for one frame (ofc this would imply perhaps an unrealistic representation of finger strength) but the player wouldn't really notice the difference in normal play. you would still see the hammer going back for a split second.
@craftusmaximus3 жыл бұрын
I'd say, it's more important for it to be fun than realistic, and by that logic, instant shooting revolvers are more fun. realistic is good, but fun is better
@myclamish3 жыл бұрын
Hmm, I think that distinction is entirely arbitrary. Mechanics don't fall on a 2d line of fun vs realistic. And mind you I understand your argument is to weigh more towards fun things than realistic things, but I would say that having a delay in the firing animation of a pistol doesn't make it less fun at all, it could easily land in "fun and realistic" depending on the context of how the weapon is being used.
@degiguess3 жыл бұрын
I think delayed revolvers could be just as fun as instant ones if they're done right
@Kyuschi3 жыл бұрын
the delay can be an interesting gameplay consideration, and i personally find the unrealistic animations ruin my immersion a bit, but that's probably just because i know too much about guns.
@allstarwoo43 жыл бұрын
Animation aside, the reason they don’t use “double action triggers” is because progressive triggers only work on controllers. To add to that aiming on console is(assuming people still use a controller) already harder than pc so now you want to add another point of difficulty.
@amuplay23022 жыл бұрын
This animation happens on both revolvers in Pavlov VR. In that game, you can choose if you want to fire in full auto, semi auto or burst. This feature doesn’t work on every gun in the game but I think that pressing the button should cock the hammer on the revolvers because it would be cool :)
@imperialofficer61853 жыл бұрын
> "how should I make revolvers in my game true to reality mechanically?" > enemy is a one-handed bean
@darkphoenix23 жыл бұрын
This would actually make weapon balancing more interesting. The regular pistol and the "hand cannon" archetype are common in shooters, but they both generally fire when you press the button. There's usually not much functional difference between the two handguns, aside from fire rates and damage, which are two categories that can still have differences within a single class of weapons. If I wanted to make a game with faster, weaker, easier to use pistols and bigger, stronger, harder to use revolvers, the slight delay would make using the two classes of weapons actually feel different.
@kinglycaon00243 жыл бұрын
One of the cool features of the revolvers in CoD and also Hand Cannons in Destiny 2(which are all revolvers) is that if you play on a controller, you can show that animation in progress by very slowly pulling the trigger, and once the trigger is fully depressed, it fires. I personally really like that feature, and if I were designing a game, I would use that method.
@Tangent_Frank17 күн бұрын
funny enough, the revolver in cruelty squad works like this, where it delays before firing
@drwhothehell3 жыл бұрын
Wish more games made it like how a game I love, Receiver, does its revolvers. You can use it in double action but it’ll take longer to shoot, or you can pull back the hammer and be ready to fire it off right away
@thomaspatnode70533 жыл бұрын
I feel like it could be handled mostly like a single-action such that if your character has a moment, they'll set the hammer - or if the player just needs to spam shots, they can. It's really how you'd use a SA/DA revolver.
@trulyinfamous3 жыл бұрын
Yeah, the additional force needed for a double-action also means you might be less accurate. Having the first shot be single-action means it is quick and accurate.
@GVilleAnarcho3 жыл бұрын
You forgot the "Receiver" option: Make it as complicated as possible to fire, while you're at it, do the same for all the other guns.
@tylerkillspoon3 жыл бұрын
Yeah I was definitely expecting Receiver to get mentioned...oh you want to shoot the gun? Make sure the hammer's cocked, and the safety is off, and there are no jams. And don't pull the gun out of the holster too quickly because you'll shoot yourself in the leg and die.
@TulkOrkan2 жыл бұрын
There’s something so juicy about getting a kill with a nice realistic shot from a revolver
@dndoodles22913 жыл бұрын
I like the way overwatch does it tbh Edit: I like both if there’s other sidearms that are slower but with higher damage
@PrismariLaura3 жыл бұрын
tbh, considering how futuristic overwatch is, it wouldn't be out of this world for the revolver to have such an after-shot rotation mechanism. if only the hammer was cocked all the time, it'd be perfect for that.
@ScAr_wlvrne3 жыл бұрын
@@PrismariLaura maybe the hammer going back in OW is actually the result of the firing pin moving separately and shooting the hammer back. Like, you pull the trigger and the firing pin strikes the bullet, and the force knocks the hammer back, giving the cylinder room to rotate to the next round without messing anything up, and the firing pin is retracted so the next shot doesn’t go off
@vicvance13873 жыл бұрын
The same can be said for open bolt weapons, like the Uzi, there should also be a short delay before the gun fires.
@StealthTheUnknown3 жыл бұрын
Underrated comment!
@optiTHOMAS3 жыл бұрын
Yeah, I thought that, too. I guess it's never included cause many open bolt guns fire fast or having it on an auto gun like that could feel a bit strange when shooting it. Or it's just not as noticeable I guess.
@khakipeach21283 жыл бұрын
the open bolt should also slightly move your sights off target
@peelzboyplays60893 жыл бұрын
I think the 1st time I noticed the double-action delay in a game was when I first shot a handcannon in Destiny 1. It was surreal to me because I was able to lightly tap and release the trigger and it would show the cylinder moving the appropriate amount before I would let go of it. Small details, but definitely enjoyable when noticed :3
@xollii95933 жыл бұрын
i like the delay, it makes the gun more unique and gives players a risk/reward option when choosing a handcannon
@landonhagan4503 жыл бұрын
The delay adds to the sense of power and differentiates it from other guns. The real key is sound design, though. There's nothing quit like when the split second delay before the gunshot is filled with the satisfying sound of a revolver's action cycling. A nice chunky rendition of that justifies the delay.
@BreadYum20003 жыл бұрын
The DOOM mod Hideous Destructor does address this as well, it has a Revolver (although the sprite is sometimes noticable) but it's a good thing the mod addresses it
@Ninjat1263 жыл бұрын
HD definitely falls on the "realistic" side of the spectrum, as opposed to the "fun" side. We're talking about a Doom wad that has mechanics for random weapon jams, underpressure rounds, and collecting shell casings to re-load later. I remember that the freeware TTRPG Ops & Tactics had optional mechanics for SA vs DA revolvers as well. Don't know if they're in the current edition.
@garbaj3 жыл бұрын
I just looked that up. It's glorious. We truly live in the future
@bennettflynn52783 жыл бұрын
On the topic of single action revolvers, I always liked the mechanic of pressing the button twice to cock and fire, like a bolt action in battlefield 1 or the pump action/most revolvers in red dead. it just gives a certain rhythm to your shots I really like
@leoalpha72 жыл бұрын
In Destiny 2, if you play with a controller, the cylinder and hammer move as you further depress the trigger until it is fully pressed at which time it fires. This is fun because you can wiggle the hammer and rotate the cylinder back and forth.
@SoulBre4ker3 жыл бұрын
Try having a hammer pull back between shots, that way you get a snappy feel for the shots, and the low fire rate is also explained.
@madcomrade1213 жыл бұрын
You could go for what is called an "automatic revolver". It's far more intricate than a regular revolver, having the entire top part of the frame, cylinder and barrel included, recoil back enough to automatically cock the hammer, similar to a self loading pistol. That does, however, involve a whole new animation, which may be annoying to deal with. If you are interested, thought, look up the mateba 6 unica and the Webley fosbery, they both work on the principle described above. Also, the game's development looks pretty good so far, good stuff, man!
@staticwombat3 жыл бұрын
It's criminal you didn't consider the double action revolver in Rising Storm 2 for this. Not only does it have a delay on mouse click before firing, but you have the option to cock the hammer before firing, in which case, the gun fires instantly for that round only.
@memeymcmeme013 жыл бұрын
It never occurred to me to press x while using the 1917
@xavierh.51023 жыл бұрын
best solution IMO, most games these days already have a fire mode button, just use that for cocking the revolver.
@requisjohnson1593 жыл бұрын
It’s also worth noting the interesting way Borderlands does revolvers. Most revolvers that don’t have some legendary modifier are old-fashioned single action, but your character keeps their off hand hovering on the hammer as you shoot to instantly cock it resulting in instantaneous shooting.
@epicgamernik763 жыл бұрын
I'm glad to find out that the revolver in SCP: Secret Laboratory is actually somewhat realistic
@narrowgauge07273 жыл бұрын
it and the R8 from csgo are so far the more realistic revolvers ive seen so far
@retroelectrical3 жыл бұрын
Destiny 2 has the best feeling revolvers out of any FPS I've ever played . They just feel right, and each one has a different kick.
@supercato96133 жыл бұрын
Though I absolutely agree with you, this video is about realism
@immortal_shrooms67573 жыл бұрын
guns are real good in D2
@neillcoetzer91333 жыл бұрын
I've always thought a nice feature for the r8 in CS would've been to have a single action with the alt click. So you alt click, and gives you one shot that you can immediately squeeze off at any time after that with normal click
@viktor8986z7o3 жыл бұрын
I know of this more obscure multiplayer game called "SCP: Secret Laboratory" that does this. Though it's from a relatively recent update (~1 year ago), you could fire the revolver double action or press middle click to cock the hammer to get a more responsive shot. Very important since it often gets used as a sniper like weapon.
@ryancorner23563 жыл бұрын
If you left click the R8 it does it’s normal shot but if you right click now it mmmmmmmmm you like cowboy insta fire a round but it has random accuracy
@SadToffee2 жыл бұрын
The best way to think about it is that having that trigger delay not only gives you realism but also an interesting factor for players to think about, and another way for you to balance the gun.
@toothlessblue3 жыл бұрын
I tend to see revolvers as the difficult gun, except in CSGO's initial implementation as the mini awp. The initial delay is interesting, and adds another layer to the weapons skill ceiling and I think it fits, but it's definitely irritating.
@deathkorpsgrenadier24193 жыл бұрын
As for single action revolvers in games, look into Hunt Showdown, I personally really like the way they handled the SIRs in that game
@romeotango55973 жыл бұрын
I’d rather have something function realistically than just animate “realistically” (which a delay isn’t realistic: revolvers, like any firearm, fire when breaking past a wall in the trigger’s travel. They may have longer trigger pulls than most firearms, but other firearms still have it. And most service weapons, like the ones most likely to be represented in games, will have long, heavy triggers anyway, reducing the difference. There’s no more delay after the trigger breaks (what would be the point you “click” on a mouse) on a revolver than anything else. Only way to make it more realistic is to add fidelity to the input (ie a gamepad with analog trigger) and force feedback ala the DualShock 5 triggers, and have your game set different trigger pull travel and weight for different weapons.
@Lucas-hb7qv3 жыл бұрын
I remember the original Destiny did this, which was pretty cool. When playing on XBox, if you pulled the trigger halfway, you could see the hammer go back. One of the exotics had a special hair trigger, where it'd fire the second you pressed on the trigger at all.
@nhancao47903 жыл бұрын
@@Lucas-hb7qv Destiny 2 still has that detail for all the handcanons
@Lucas-hb7qv3 жыл бұрын
@@nhancao4790 How does it work on the mouse?
@jebbushu7113 жыл бұрын
Cruelty squad has an "accurate" revolver. The revolver does a shit ton of damage and one shots most human enemies but has a long startup that makes aiming hard.
@IAmMadMattDog3 жыл бұрын
When Battlefield 4 came out, the 44 Magnum had a slight but noticeable delay when firing the gun. It was only out a few weeks before the pushback from the community forced the Dice to remove the delay and make it instant firing like its counterpart in BF3. It was not fun to use at all with the delay, it didn't feel good and made it unnecessarily hard to use.
@DANCERcow3 жыл бұрын
But it was realistic tho! I thought we want realism in FPS games!
@fotis3v4803 жыл бұрын
If realism makes something unsuable then fk realism. If i want realism ill go shoot a real gun to have fun and above all smell the powder.
@BobTheBob93 жыл бұрын
@@DANCERcow games are supposed to be fun, if you're putting realism before fun you're doing something wrong imo
@ryansch6823 жыл бұрын
I feel like this is really only an issue on PC games, as I've noticed in Destiny especially that the hammer and cylinder *do* move the farther down the trigger is pressed until you fire
@imbadatgames5683 жыл бұрын
I'm sure you're aware but destiny is also a game that is playable on pc
@RainyRainy63 жыл бұрын
@@imbadatgames568 you can only pull the hammer back slowly in destiny using a controller though
@StonedWandererAZ3 жыл бұрын
I love how a lot of the guns in Destiny make no sense as to how they would function, but they put enough thought into the revolver animation to go as far as matching it with how far your trigger is pressed.
@archsteel84323 жыл бұрын
@@RainyRainy6 You can play games with a controller on pc, you can perfectly use a pc just as you would a console.
@Master__Chief1173 жыл бұрын
@@archsteel8432 he knows that
@ladislausferreus3 жыл бұрын
Hunt: Showdown has single action revolvers and they player character cocks the hammer automatically.
@thattf2guy862 жыл бұрын
There is the option of animating the revolver as an automatic one, like the Chiappa Rhino. It uses the kinetic energy to automatically cock the hammer after every shot. The Sheriff in Valorant is an automatic revolver, and thus, is realistic in that sense.