At 0:30 . Many of you mentioned that the Phantom Forces weapon is an "AK-47" despite the fact that it uses an AKM Mount and a Stamped receiver... They incorrectly modeled the "AK-47" into an AKM
But in the game there's actually an AKM, although it uses an incorrect folding stock if I'm not wrong You should probably need to do a more indeep analysis of AK mistakes.
There are three types of an AK-47, and iirc the type 3 actually has the stamped reciver and a scope mount like that. AKM's differences from that are only really the muzzle device and the ribbed top cover.
@@redwood518 the game was made in 2009 and is still one of the best remembered games I'm not a big gun nerd but it was a cool effect to have but Activision and IW didn't have the resources to look at certain guns in call of duty 4 the AK74U is modeled of the air soft version. But I must give credit to IW for giving us all the weapons they did very iconic guns from the modern era intervention, AK47, Desert Eagle ect
The AK is such a pain in the ass, you always notice the "AK-47" being a frankenstein of different bits (take Far Cry 3 for example), or just AKM, but mislabeled. Two tube reload is also a rare treat, since most characters cram the shells into a single tube...
@@GoredonTheDestroyer It's not AK-103. It's modelled directly after an ICS AK-74 (literally the worst replica AK of airsoft world) and topped off with a 7.62 mag.
@@aMiyafuji I feel as if the mirrored models is an homage to the start of the series, or at least, something to set itself apart visually over other franchises
In most games the spas is semi auto which is probably more correct since pump is mostly used for non lethal rounds that aren't powerful enough to move the action
I’d be pretty fucking cool if an ammo type you could equip on your spas 12 Had the downside of swapping the gun to pump action instead of some boring stat swap downside, sometimes realism in video games can fucking amazing and adding to the experience in a very positive way, *SOMETIMES…*
@@GoodlyData86596 i feel like it might work in CoD MW (i think i named the right one) tho i am not an expert in guns, so idk for what type of ammo that could be done
Don't forget how silencers reduce damage and or range despite that not being the case also slamming the top on the lmg when reloading ain't a good idea
Silencers decreasing damage kind of makes sense. In most games, silencers usually make the gun much quieter than they should, which IRL would only be achievable by using subsonic ammunition, which would decrease the weapons effective range and bullet speed. So let's just say game silencers come with subsonic ammo.
Another common gun mistake you should mention is how in some games the magazines are either empty or full regardless of how much rounds you have in your magazine, this also counts for belt-fed LMG bullets not dynamically reacting to the ammo count of the box magazine.
Some guns incorrectly named to avoid copyright reason (depend on company but I'm sure having license is pain) The rest are fine because of how old every games are before triple A exist Abt vector's recoil it's because for balancing reason especially in multiplayer games
Well done on another video! These are always fun to watch. If you’re doing a Part 3, maybe “magazines always seem to carry the wrong ammo count/wrong mags in guns” like how the 20 round magazines on M16s always seem to have 30 rounds?
@@snekhuman ehhh but if I'm burst firing why didn't I just go rifleman and get an M16 which 2 shots in a 3 shot burst plus better pen for 3 or 4 credits cheaper.
Eh, it's more of just a personal preference thing rather than an actual error. Some people just think it's more convenient to not have to reload twice in a row
@@fyretnt it is but it should cock on the second shot though when it doesn't with certain attachments, including the stock version. Plus it takes more force to fire uncocked as the trigger has to pull the hammer back first before it strikes the firing pin.
@@honzabalak3462 yeah I love the sykov but I'm not a fan of how they implemented -- why does the stock version have a 12 round mag? It would make sense if we had a PMM magazine/magwell conversion option but we don't, we only get an aftermarket grip that somewhat resembles the grip we see on the PMM. And the hammer issue bugs me a lot.
aren't the akm and ak47 in phantom forces separate guns though?? pretty sure they intended for that one to actually be an ak47, and then also added the akm
Ones that I found 1 allmost every single game with the m79 doesn’t have a cocking arm and level IF you don’t know is the metal piece that connects the barrel with the weapon itself without those the m79 would remain uncooked but games still thing that the m79 is double action 2 The rpg is missing it booster system which is a cardboard tube and the rpg it self is missing the grove in the loading port AND the rpg warhead is missing it’s screw which you locate with said grove 3 rpg Carl Gustav and any rocket launchers unrealistically have some sort of recoil this is inaccurate as all rocket launchers have all of rocket’s energy is released through the back 4 silencers having more recoil than a unsurpressed on this is inaccurate as silencers weigh down the gun as you fire making less recoil
One I really hate is when they give to access to modifications that don’t work. Like, removing the stock from a gun with a long recoil spring that goes into the stock. Then there’s also the far too common one of the muzzle flash putting the mobrez to shame
I'm pretty sure that the first issue about weapons often being incorrectly named, is that there are firearms companies IRL who get really, REALLY picky about licensing and how their firearms are portrayed in videogames. As a result, most devs just incorrectly name the firearms in their games on purpose to be on the safe side and not get a lawsuit. Tho this doesn't apply to firearms manufactured by defunct companies or states that no longer exist (Like Ingram which produced the MAC-10 or the USSR), as there's nobody to sue them, hence why sometimes the devs can get away with it.
I was hoping you'd show BF1 correctly animating the manual reload of individual rounds with sidearms and rifles. That was one of the greatest features and details about the game which gave it a unique feel compared to other Battlefield titles.
as a 3D modeler and animator and can firmly say that NO ONE wants to animate the bolt catch on AR15 pattern rifles. no one notices, its super subtle. its just like animating a trigger pull, you dont really animate the actual trigger moving (on 99% of the guns)
1:02 the spas reload in black ops 1 is more than likely accurate to the time, the early models did not have the carrier latch button so you were able to just load shells as you would a normal shotgun but later models then added the button for safety reasons
RPG-7 is wrong in every game. Loading grenade is wrong , you have to use different sights in different temperatures , it has unique flying pattern and aiming , grenades will always have their safety cap until loading etc.
tbf, having only one gun in your game recoil downward (the kriss vector) would make recoil control feel kind of awkward and probably throw off players muscle memory whenever they used it
@@munanchoinc i never played any tactical shooter before maybe pkayers are used to playing with unique recoil patterns in that genre am talkimg things like cod and battlefield and maybe csgo
another few: when the mag isnt empty but the character still hits the bolt release also when you reload a non-empty mag and the extra round in the chamber just magically disappears
Speaking of the RPG, most videogame characters hold it the wrong way. Right hand goes on the forward grip, (with the trigger and hammer) left hand goes infront of the chest on the reargrip/shoulderstock. If you ever have the chance to hold an RPG (or even just mimicking where your hands would be) youll see how uncomfortable "left hand forwards" is.
The incorrect naming of the weapons is because there are so many iconic names and most people don't actually know the difference with the variants that come out over the years
I wouldn't fault Phantom Forces for most of the technical mistakes like the static bolt catch and not switching magtubes for the KSG, the game is 7 years old, running on roblox and was simply not made for the guns to be truly accurate to life. Most games that do the "Realistic Guns" are often made specifically for the weapon animations and kits, not actual full games because the amount of balancing and tweaking needed to make the guns accurate both client and server side, not to mention making sure the game isn't a buggy mess, is staggering. Phantom Forces is developed by five people, and only two of them are responsible for the models and animations.
You forgot about all weapons having crazy recoil, comparing to real life, and having difference between hip fire and direct aim bullet spread. Also somehow mg having strangely high spread and crazy recoil while its that heavy that it will do recoil control by itself
for the recoil it's mostly for balance in game i think, no real reason for using an ar while you can just use a lmg with the same, even better performance (except for reloading time).
1:11 To be fair to FEAR, the Point Man incorrectly reloading his shotgun is probably the least abnormal thing to happen during the game, given how things go during that game.
Here's few: Hip fireing LMG's,although possible,it's not advisable(definitely not the Rambo way) Claymores used as proximity mines instead of manually triggered booby traps(similarly how C4 are triggered in CoD but you're able to chose the direction of explosion) RPG-7 being inaccurate and not deploying stabilizers GP-25 wrongly ejects casing after firing,in reality,it uses caseless grenades Suppressors lowering weapon's effective range(although this is done for balancing purposes) Shotgun pellets disappear after certain range(again,for balancing purposes or shotguns would be OP) Stun grenades and Flashbangs(you're still able to stand normally and run after being affected by them instead of rolling on the floor cause you're disoriented but the rest is realistic)
Hip/Point shooting LMGs is inadvisable due to the fact you're carrying a 30 or more pound gun, the things have barely any recoil due to the weight but are unusable because you can't even put it on target in the first place lmao.
For the spas12, i think in order to load it you need to hold down the bolt release and for the striker, theres a knob on the front of the drum which the user has to manually twist so that they can load more shells and so that the drum can even rotate
Common gun mistakes in video games: Calling the AK an AK-47 (AK-47 is not the official name of the weapon, it only got popular because of videogames and sometimes movies)
Yes, AK-47 was one of ten prototypes names for the gun when it was still in development, there was even an AK-48 but then they eventually began production of the AK until the AKM became a thing and I assume you know the rest of the story
In defense of the Beretta uncocked hammers, it’s a single/double-action semi-automatic… so the hammer can be uncocked and still be able to fire. Although yes, it should still be animated as moving with the trigger pull
Well beside of all of those mistakes that many game studios are made and many of them are appointed on that, could anyone tell me about the music in video? Because i don't think that the Shazam could recognise those musics with the Gunfire and other noises on the background
Phantom forces was suprisingly few times shown for an error in gun depiction, I think the mosin nagant and the m1903 have the inserting a full clip issue, but I think that is a technical issue with the game if I am remembering correctly, with the ammount of guns in the game I was expecting more issues with them
Popular FPS Games have been bothering me alot with these lack of details... Like the Dev. Team never used a gun before, a hires any fool that calls himself a "specialist" for easy cash.
In Ready or Not, if I'm not mistaken, it is infact an MK18. They both look EXTREMELY similar (because it's pretty much just a m4 variant) but standard M4A1's have longer barrels and not a short barrel like the MK18 which is for CQB and is more likely to be used by a SWAT team like RoN. While the standard M4A1 is mostly used for military combat. BUT games sometime incorrectly name guns for copyright reasons. Like in COD for example. Or I might just be wrong and wrote all of this for nothing🤷♂️
4:00 also holding it incorrectly (you have to hold the first handle with your right arm and the second handle with your left), the way they usually hold the rpg in games is extremely uncomfortable
oh boy KSG. i think because most game devs find it hard to code reloading with 2 tubes. THings could be said for SRM 1216 shotgun which uses quad-tube magazine.
In defense of Phantom Forces here... they have a hard enough time updating their mistakes or adding specific detail as is, 9 year old code in roblox is less likely to get updated easily than you are likely to win the lottery 6 times in a row
Another common mistake is how many games don’t regard how single action revolvers should be loaded. They always load all 6 even though the safer practice was to load one, skip one, and load the others. If the revolver had a transfer bar or was put on half-cock, it’s an exception.
At 0:30 . Many of you mentioned that the Phantom Forces weapon is an "AK-47" despite the fact that it uses an AKM Mount and a Stamped receiver... They incorrectly modeled the "AK-47" into an AKM
But in the game there's actually an AKM, although it uses an incorrect folding stock if I'm not wrong
You should probably need to do a more indeep analysis of AK mistakes.
Truly beatifully crafted gun
That's Stylis Studios for you. One of the laziest and corrupt dev teams out there.
There are three types of an AK-47, and iirc the type 3 actually has the stamped reciver and a scope mount like that. AKM's differences from that are only really the muzzle device and the ribbed top cover.
Phantom forces!11!1!1
Let's be honest, a reciprocating charging handle is the _least_ of the Modern Warfare 2 FAL's problems.
It was made in 2009 the guns play very well and when you shoot the gun smokes up every time.
Are we talking about MW2 or MWII?
@@SolidRaiden2655 The one that just ca- Of _course_ I mean the one from '09.
@@declangaming24 which isnt accurate? Turns out shooting guns doesnt make the barrel smoke
@@redwood518 the game was made in 2009 and is still one of the best remembered games I'm not a big gun nerd but it was a cool effect to have but Activision and IW didn't have the resources to look at certain guns in call of duty 4 the AK74U is modeled of the air soft version. But I must give credit to IW for giving us all the weapons they did very iconic guns from the modern era intervention, AK47, Desert Eagle ect
The AK is such a pain in the ass, you always notice the "AK-47" being a frankenstein of different bits (take Far Cry 3 for example), or just AKM, but mislabeled.
Two tube reload is also a rare treat, since most characters cram the shells into a single tube...
The Far Cry 3 AK isn't even a Frankenstein's AK - It's just an AK-103 with the wrong name and wood/wood effect furniture. That's it, that's all.
@@GoredonTheDestroyer It's not AK-103. It's modelled directly after an ICS AK-74 (literally the worst replica AK of airsoft world) and topped off with a 7.62 mag.
🤓
Farcry 6 also does the KSG reload right, which is pretty impressive coming from a franchise that still flips models lul
@@aMiyafuji I feel as if the mirrored models is an homage to the start of the series, or at least, something to set itself apart visually over other franchises
I'm surprised you didn't mention the SPAS-12 not being semi-automatic, or even switching between pump and semi-automatic depending on ammo.
In most games the spas is semi auto which is probably more correct since pump is mostly used for non lethal rounds that aren't powerful enough to move the action
Some game do have semi auto spas 12 one of example being gta vc ,gta sa, saints row 2006 far cry 2,3,4,5 and left 4 dead 2
I’d be pretty fucking cool if an ammo type you could equip on your spas 12
Had the downside of swapping the gun to pump action instead of some boring stat swap downside, sometimes realism in video games can fucking amazing and adding to the experience in a very positive way, *SOMETIMES…*
@@GoodlyData86596 i feel like it might work in CoD MW (i think i named the right one)
tho i am not an expert in guns, so idk for what type of ammo that could be done
Don't forget how silencers reduce damage and or range despite that not being the case also slamming the top on the lmg when reloading ain't a good idea
Yeah, the LMG part kinda gets on my nerves and the suppressors reducing damage and/or range is really annoying.
Silencers decreasing damage kind of makes sense. In most games, silencers usually make the gun much quieter than they should, which IRL would only be achievable by using subsonic ammunition, which would decrease the weapons effective range and bullet speed. So let's just say game silencers come with subsonic ammo.
@@izperehoda yeah I get it but the only game that really have sub sonic ammo is hitman
@@Quickdrawingartist or when the 100 mag option for a assault rifile is a box and not a beta c mag it annoys me more than it should...
@@MagnumLoadedTractor That gets on my nerves, too.
5:44 the early COD rifles were crazy. They would eat the whole stripper clip and not leave any remains
it was standard practice to make sure your rifle was well fed, especially during war times when they'd be more active
0:54 As someone who spent hours looking for a correct SPAS re-animation in L4D2 workshop, this hurts the most.
I admit that specific animations are flashy, but they are actually reloading the animations incorrectly.
@@lazyxeno9404 That's le exact problem, they look good on the eyes, but they don't even press the carrier latch button.
This guy should do gun mistakes on movies they seems to have infinite ammo clip
Big fan dude
Clip?
clip 💀
thats a mag
Another common gun mistake you should mention is how in some games the magazines are either empty or full regardless of how much rounds you have in your magazine, this also counts for belt-fed LMG bullets not dynamically reacting to the ammo count of the box magazine.
So many games back then had dynamic belts, and then we have games today that don't. Bruh...
Some guns incorrectly named to avoid copyright reason (depend on company but I'm sure having license is pain)
The rest are fine because of how old every games are before triple A exist
Abt vector's recoil it's because for balancing reason especially in multiplayer games
Well done on another video! These are always fun to watch.
If you’re doing a Part 3, maybe “magazines always seem to carry the wrong ammo count/wrong mags in guns” like how the 20 round magazines on M16s always seem to have 30 rounds?
Is surprising seeing how many big studios make this type of "easy to fix" errors
Some games are just old and they wont fix it because theyre working in new games some studios are just small (Like the roblox studio that made PF)
Used to make*
Unless you still in 2010 lmao
@@sacklbp big game studios dont care about older games since they are working on newer games what part of that did you not understand?
@@noobplaye1218 He wasn't replying to you my guy
@@certifiedcnnuyhunter oh sorry i just though i was replied to
actually Insurgency: Sandstorm has the correct recoil feel for the vector, it goes straight back and down a little when firing
Which is exactly why I hate the gun lmao, it's like a Recoilless Shotgun IRL. Throws you all the wrong ways.
@@AlexDenton0451 that’s why it’s really effective to just burst fire it
@@snekhuman ehhh but if I'm burst firing why didn't I just go rifleman and get an M16 which 2 shots in a 3 shot burst plus better pen for 3 or 4 credits cheaper.
@@AlexDenton0451 i mean like tap firing. do short bursts of 3 to 4 shots and do that rapidly
Not ejecting a round when reloading a bolt action rifle. Constantly racking the charging handle even though there's a round in the camber.
The charging handle thing was covered in part 1
For me I hate when games have partial reload animations but don’t have +1 mechanics.
Eh, it's more of just a personal preference thing rather than an actual error. Some people just think it's more convenient to not have to reload twice in a row
I think it's fine if Open Bolt guns don't get +1 because of the design
Closed bolt guns without +1 is so annoying
That only really applies to open bolt guns, as for closed bolt guns, yeah.
@@tangerinepaint3643 Yeah I know that.
MW2019's Makarov's hammer is the most inconsistent thing ever when it comes to being cocked.
To be fair the makarov is double action so would still fire without the hammer cocked
@@fyretnt To be fair, the thing in MW isn't even a proper Makarov. It's a hybrid of PM and APS (with PB and PMM bits sprinkled into the mix).
@@honzabalak3462 yeah
@@fyretnt it is but it should cock on the second shot though when it doesn't with certain attachments, including the stock version. Plus it takes more force to fire uncocked as the trigger has to pull the hammer back first before it strikes the firing pin.
@@honzabalak3462 yeah I love the sykov but I'm not a fan of how they implemented -- why does the stock version have a 12 round mag? It would make sense if we had a PMM magazine/magwell conversion option but we don't, we only get an aftermarket grip that somewhat resembles the grip we see on the PMM. And the hammer issue bugs me a lot.
Luckily, Insurgency Sandstorm, Far Cry 6, and Hot Dogs, Horseshoes and Hand Grenades fixed the KSG problem
aren't the akm and ak47 in phantom forces separate guns though??
pretty sure they intended for that one to actually be an ak47, and then also added the akm
Yes, but the weapon model itself is just an AKM with a flat non-ribbed dust cover. You can even see the by comparing a stamped vs milled receiver
@@munanchoinc fair enough
Ones that I found
1 allmost every single game with the m79 doesn’t have a cocking arm and level IF you don’t know is the metal piece that connects the barrel with the weapon itself without those the m79 would remain uncooked but games still thing that the m79 is double action
2 The rpg is missing it booster system which is a cardboard tube and the rpg it self is missing the grove in the loading port AND the rpg warhead is missing it’s screw which you locate with said grove
3 rpg Carl Gustav and any rocket launchers unrealistically have some sort of recoil this is inaccurate as all rocket launchers have all of rocket’s energy is released through the back
4 silencers having more recoil than a unsurpressed on this is inaccurate as silencers weigh down the gun as you fire making less recoil
One I really hate is when they give to access to modifications that don’t work. Like, removing the stock from a gun with a long recoil spring that goes into the stock. Then there’s also the far too common one of the muzzle flash putting the mobrez to shame
I'm pretty sure that the first issue about weapons often being incorrectly named, is that there are firearms companies IRL who get really, REALLY picky about licensing and how their firearms are portrayed in videogames. As a result, most devs just incorrectly name the firearms in their games on purpose to be on the safe side and not get a lawsuit.
Tho this doesn't apply to firearms manufactured by defunct companies or states that no longer exist (Like Ingram which produced the MAC-10 or the USSR), as there's nobody to sue them, hence why sometimes the devs can get away with it.
I was hoping you'd show BF1 correctly animating the manual reload of individual rounds with sidearms and rifles. That was one of the greatest features and details about the game which gave it a unique feel compared to other Battlefield titles.
as a 3D modeler and animator and can firmly say that NO ONE wants to animate the bolt catch on AR15 pattern rifles. no one notices, its super subtle. its just like animating a trigger pull, you dont really animate the actual trigger moving (on 99% of the guns)
This one with 'How it should work.' is so better and has much more info than ur part1 without that. great job
FEAR spas reload is like Schrodinger cat theory. Since the animation is not shown, it is both right and wrong at the same time lol
you can't make mistakes in the reload animation, if there is no reload animation
"huh. Siege was the one game that got the spas 12 right"
/Proceeds to get th g36c reload wrong/
0:28 That was one hell of a mag flick!
that's normal to me
1:02 the spas reload in black ops 1 is more than likely accurate to the time, the early models did not have the carrier latch button so you were able to just load shells as you would a normal shotgun but later models then added the button for safety reasons
Deadline on Roblox is the only game I've ever played that features the Vector's recoil system
RPG-7 is wrong in every game. Loading grenade is wrong , you have to use different sights in different temperatures , it has unique flying pattern and aiming , grenades will always have their safety cap until loading etc.
0:28 bro that mag flick was farther than my progress in life
Seeing MW2 guns and arm models on BO1 Firing Range is so strange but cool.
1.running with Thompson(4.5kg) is faster than running with AKM(3.3kg)
2.AA-12 have huge recoil
tbf, having only one gun in your game recoil downward (the kriss vector) would make recoil control feel kind of awkward and probably throw off players muscle memory whenever they used it
But that would make the gun very unique and require re adjustment to muscle memory.
@@munanchoinc witch would make no one use it
@@scorpionscorpion9162 except people did use the Kriss Vector in INS Sandstorm.
@@munanchoinc i never played any tactical shooter before maybe pkayers are used to playing with unique recoil patterns in that genre am talkimg things like cod and battlefield and maybe csgo
That’s also kinda why the Halbek device is never used in pf outside of meme loadouts
1:08 Guess Valve surely know nothing about firearms so they made Gordon insert shells into heatshields
0:30 Are we just not gonna talk about how far he launched the mag?
i didn't even notice at first XD
Robloxians are quite strong.
another few: when the mag isnt empty but the character still hits the bolt release
also when you reload a non-empty mag and the extra round in the chamber just magically disappears
0:24 to be honest, this is not AKM, but AKMN, because it has Dovetail for nightsights on it
Speaking of the RPG, most videogame characters hold it the wrong way. Right hand goes on the forward grip, (with the trigger and hammer) left hand goes infront of the chest on the reargrip/shoulderstock. If you ever have the chance to hold an RPG (or even just mimicking where your hands would be) youll see how uncomfortable "left hand forwards" is.
I love that Insurgency is so realistic with its guns
i think the most common mistake is reloading in ways that isn't possible or reloading too fast
Don't tell half life 2 spas 12 that
I love that you included phantom forces
The clip reload stuff can't be blamed on old games, likely just a limitation.
The incorrect naming of the weapons is because there are so many iconic names and most people don't actually know the difference with the variants that come out over the years
While some avoiding copyright
I wouldn't fault Phantom Forces for most of the technical mistakes like the static bolt catch and not switching magtubes for the KSG, the game is 7 years old, running on roblox and was simply not made for the guns to be truly accurate to life. Most games that do the "Realistic Guns" are often made specifically for the weapon animations and kits, not actual full games because the amount of balancing and tweaking needed to make the guns accurate both client and server side, not to mention making sure the game isn't a buggy mess, is staggering. Phantom Forces is developed by five people, and only two of them are responsible for the models and animations.
💀
Bro’s looking for realism on a roblox game
M1 Garand only- but man, that rear sight...
After seeing how abysmal reloading armsel striker is IRL, i think i could get it slide when they simplified it in games.
0:26 but Phantom Forces has both AK-47 and AKM
Look at the receiver. It uses an AKM stamped receiver. While the AK-47 uses a Milled on. The gun in PF is a stamped receiver.
@@munanchoinc So PF basically has two AKMs, strange how that works huh?
All of PF's weapons will eventually get an overhaul to correct these issues.
But some of them make sense from a gameplay perspective.
It brings me back seeing Phantom Forces in this video.
I think this is a good video picturing that ”gun knowledge” from videogames often migt be useless
You forgot about all weapons having crazy recoil, comparing to real life, and having difference between hip fire and direct aim bullet spread. Also somehow mg having strangely high spread and crazy recoil while its that heavy that it will do recoil control by itself
for the recoil it's mostly for balance in game i think, no real reason for using an ar while you can just use a lmg with the same, even better performance (except for reloading time).
@@juliannestingray5948 yea, it's defenitely for that reason. Still kinda weird tho
new vegas strip owner REAL!!1!1!!!??1!!!!?
1:11 To be fair to FEAR, the Point Man incorrectly reloading his shotgun is probably the least abnormal thing to happen during the game, given how things go during that game.
Here's few:
Hip fireing LMG's,although possible,it's not advisable(definitely not the Rambo way)
Claymores used as proximity mines instead of manually triggered booby traps(similarly how C4 are triggered in CoD but you're able to chose the direction of explosion)
RPG-7 being inaccurate and not deploying stabilizers
GP-25 wrongly ejects casing after firing,in reality,it uses caseless grenades
Suppressors lowering weapon's effective range(although this is done for balancing purposes)
Shotgun pellets disappear after certain range(again,for balancing purposes or shotguns would be OP)
Stun grenades and Flashbangs(you're still able to stand normally and run after being affected by them instead of rolling on the floor cause you're disoriented but the rest is realistic)
Hip/Point shooting LMGs is inadvisable due to the fact you're carrying a 30 or more pound gun, the things have barely any recoil due to the weight but are unusable because you can't even put it on target in the first place lmao.
I'm pretty sure proximity claymore were a thing. And even if they weren't, it wouldn't be too hard to make.
Common one:
Recoiless Rifles having Recoil...
0:24 "Its an AKM" The "AKM" with an AK-74 magazine. Makes sense
U really should have showed Insurgency Sandstorm as the correct display of KRISS Vector recoil
The first ksg models have the feature where it alternates the mag tubes when feeding shells
For the spas12, i think in order to load it you need to hold down the bolt release and for the striker, theres a knob on the front of the drum which the user has to manually twist so that they can load more shells and so that the drum can even rotate
Common gun mistakes in video games: Calling the AK an AK-47 (AK-47 is not the official name of the weapon, it only got popular because of videogames and sometimes movies)
Yes, AK-47 was one of ten prototypes names for the gun when it was still in development, there was even an AK-48 but then they eventually began production of the AK until the AKM became a thing and I assume you know the rest of the story
In defense of the Beretta uncocked hammers, it’s a single/double-action semi-automatic… so the hammer can be uncocked and still be able to fire. Although yes, it should still be animated as moving with the trigger pull
Dude most of the recoil for the guns are for the games balancing or just for the weapons convenience
surprised to see siege as an example of the correct way to animate the gun
Well beside of all of those mistakes that many game studios are made and many of them are appointed on that, could anyone tell me about the music in video? Because i don't think that the Shazam could recognise those musics with the Gunfire and other noises on the background
Great part 2 of this common mistakes thanks my friend 👍
In cs go not AKM, but AKMN
i like how in phantom forces you yeet the guns mag when you reload
Phantom forces was suprisingly few times shown for an error in gun depiction, I think the mosin nagant and the m1903 have the inserting a full clip issue, but I think that is a technical issue with the game if I am remembering correctly, with the ammount of guns in the game I was expecting more issues with them
0:30 PF has like 4 AK models labeled as different things
Suprised you didn’t have PF for the uncocked hammers, until the most recent update the hammer on the 1858 just would not move at all
In PF, there’s an AKM and I didn’t know that the AK47 used the AKM model funnily enough.
Popular FPS Games have been bothering me alot with these lack of details...
Like the Dev. Team never used a gun before, a hires any fool that calls himself a "specialist" for easy cash.
The music is so calming what is music name?
To be fair in defense of the Beretta M9, it's a double-action, so the hammer doesn't technically have to be cocked back to fire.
The vector is definitely a balance reason
Insurgency Sandstorm has the unique recoil of the vector modelled and also the correct reload of the ksg
In Ready or Not, if I'm not mistaken, it is infact an MK18. They both look EXTREMELY similar (because it's pretty much just a m4 variant) but standard M4A1's have longer barrels and not a short barrel like the MK18 which is for CQB and is more likely to be used by a SWAT team like RoN. While the standard M4A1 is mostly used for military combat.
BUT games sometime incorrectly name guns for copyright reasons. Like in COD for example.
Or I might just be wrong and wrote all of this for nothing🤷♂️
i think the reason why reloads dont press the mag release its because they are so strong that the mag will eject with their hand
I have a dream of a game with no weapon inaccuracies that I can play for fun.
Honestly it's more surprising the time taken to actually animate things like the bolt catch on an AR in (Modern Warfare 2019?)
Not all that common but I saw a game where the slide would slide open (on its own) for a partially empty mag change. That one cracked me up!
4:00 also holding it incorrectly (you have to hold the first handle with your right arm and the second handle with your left), the way they usually hold the rpg in games is extremely uncomfortable
That’s actually an AKMN because it has the rail on the side which allows to mount sights
Game dev's have never even touched a firearm in their entire lives
Akshually the AK variant in CSGO is an AKMN since it has the dovetail mount
I think most games having Kriss Vector with wrong recoil is for balance.
Honestly, you could've used FC6 KSG reload as it shows the mag tube lever a lot more clearly
oh boy KSG.
i think because most game devs find it hard to code reloading with 2 tubes. THings could be said for SRM 1216 shotgun which uses quad-tube magazine.
Does the rpg-7 's heat round causing a dramatic explosion count?
Yes, make the striker take longer to reload, that’s what we all want mmhmm
I'm surprised the BF1 clip reload did it right
In defense of Phantom Forces here... they have a hard enough time updating their mistakes or adding specific detail as is, 9 year old code in roblox is less likely to get updated easily than you are likely to win the lottery 6 times in a row
Another common mistake is how many games don’t regard how single action revolvers should be loaded. They always load all 6 even though the safer practice was to load one, skip one, and load the others. If the revolver had a transfer bar or was put on half-cock, it’s an exception.
roblox deadline has the Kriss vector recoil system surprisingly
They like naming it different things probably for copy right or something
Also to be fair the Beretta 92fs is double action so uncocked hammer isn't a problem with it
Cold war game did get The spas reload right if they put the chamber animation in
Far cry 6 got the ksg reload correct while still ,like most,if not all fps games, get the reloading the spas 12 wrong
Has anyone found a fps game that gets alot of these reload animations and other things of guns right?
00:28 where the heck that magazine went