Doom actually gave a canonical explanation as to how doom guy could carry so many guns. I forgot exactly what it was but I think it was an experimental personal pocket dimension technology.
At least the Borderlands games explained the massive inventory conundrum, and picking ammo by walking over it. Guns were warped into a personal "storage dimension" for you to retrieve at will, and ammo was magnetized and zapped to the same storage area. Far-fetched, but it was an explanation nonetheless.
@@camstorm5476 Dark Souls 3 has you respawn from the bonfires because you are “Unkindled Ash, unfit even to be cinders.” You can’t die because you are _meant_ to sacrifice yourself to the first flame and prolong the Age of Fire.
@@backonlazer791 Ah, a fellow of equal thought! Power being the main issue with carrying a minigun, as in electric power. M134 "only" weighs in at 19 kilos for a lightweight version, considering most games doesn't even let you fire it on the move and only from the hip, this makes sense. One minute of sustained fire at 2k rpm weighs in at 52 kilo, here the Spartan armor really comes in clutch, carrying a backpack of it.
I was thinking the same thing. the spartan armor acording to lore is a exo-sceleton built to multiply the wearers strench. howevet it was so powerfull that only the ogmented spartans with modified titanium isc bone strukture was able to use it without instantly breaking every bone in their body.
@@trollge3712 Until the game kicks you when your stupid ass teammate runs out towards the enemies after you just threw a grenade at them. Or, when you're about to shoot, only to have someone run right in front of you
The ammo section is what I like about Arma games, The stress added on to having to manage mags and ammo is suprisingly fun, so is having to scavenge enemies for guns and propper mags rather than "Oh everyone uses the same ammo so here have an AK mag that magically fits your M4"
if you really like that part, try escape from Tarkov, where we also have realism all the way to what scope mounts work with certain guns and certain scopes lol
games like Ground Branch, Zero Hour, Ready or Not, and Escape From Tarkov pretty much do a similar thing where ammo is in independent magazines instead of a shared ammo pool.
One other thing too is that in RE5, I forget which gun it was, but there was a gun that if you've fully upgraded it and beat the game, you can give Chris a minigun which he carries the box of ammo on his back. My brother and I found out that the box on Chris's back is bullet proof. If you're playing with another person and you have Chris equipped with the minigun. You could actually defend the other player from bullets by standing in front of them, facing them. It was handy when we started playing the later stages on the harder difficulties 🙂
@@Blazeww I think the logic behind that is that lore wise they were good enough to never get bitten, but considering you're a PLAYER trying to prove it, the game isn't at fault if you fail at dealing with zombies proper. Not meaning this as an insult, because let's face it, we all got bitten in zombie games at least once in our first playthroughs.
Well Chris in that game is like, the living embodiment of roided out lol. My boi punches boulders away xD Also it is the Scorpion that you have to upgrade all the way.
You should see New Vegas after you clear out the Sierra Madre. I usually buy probably 50000 rounds of different types of ammo. I've carried 2000 rounds of 5.45x39, which is only slightly heavier than 5.56x45, for the machine gun. I have not held an M249, but I know for a fact that I'm carrying at least half a ton with that one weapons system alone. Add in the 1000 or so rounds of .308, the few dozen rockets that I never use and never will use, about 8000 rounds of 9mm, about 7000 of 10mm, 3000 of .357 magnum, and many other cartidges, and I'm carrying a decade's worth of the entire NYPD weapons budget
@@filmandfirearms I hate most of survival mode features. So bullet weight might as well as not exist since the only way to use it is to remove all the fun in the game
As for the cutscene bullets I've always treated "health" system more as a "luck" resource. The lower it is, the more suppressed you are, probably grazed as well, maybe a few bruises and cuts here and there so that medpack will definitely come in handy, especially that stim syrette or whatever to keep character on their feet. But as long as you still have that little bit of health/luck left, you are relatively combat-ready. And the moment it runs out the next bullet or explosion kills you off, just like in the cutscene.
Resident Evil games, at least mostly the latter ones. RE4 for example. Like who the fuck keeps filling barrels of ammo when the owners of said barrels are farmers with the "highest caliber weapon" being the chainsaw? Because I find hard to believe the Merchant is the one dumping those around.
One thing that was always amusing to me is that you can scavenge ammo from enemies even if they use a weapon with a completely different ammo type. Fighting someone with an AR, 9mm pistol or even a melee weapon? Congrats, you now have ammo for your shotgun, sniper, bow, .50 handgun AND a free grenade while we're at it.
Warframe's ammo mutation mods amp that up by a fair margin. I guess that your pocket is fitted with a grinder that turns everything into suitable sized chunks. Do not put your hands in your pockets. Seriously. Don't.
@@brodern5308 Well, I suppose nothing is inherently stopping you from doing so but it becomes more of a question or intention then. Like, why would an entire team of AK and 9mm wielding enemies be carrying 12g or why would a minigun user be dropping arrows? Sure, you can and I can even see the argument that they could be carrying it for teammates or something similar but if no one on your team is using a certain ammo type, why would you bring it when you could use that capacity for something you or your team is using instead?
I remember the old Star Trek Elite Force games explained the "how can I carry so many guns" trope as having a transporter buffer on your belt that keeps all your weapons and gear suspended in a weightless mass of molecules ripped apart until you pull it out and it gets transported into your hands in the correct configuration, just like how the transporters in the show work.
I just wanted to comment that. It's a good explanation in my opinion, one that works well with the tech available during Elite Force and Elite Force 2.
I like that, it's a good way to add the "portal to the inventory pocket dimension", because it explains where you're putting them, as well as why equipping the weapons makes you slower but putting them away makes you faster. Otherwise you just put a heavy weapon from your hands to your back pocket and start sprinting at twice the speed.
TBH the master chief is kind of a super soldier and is wearing high-tech armor so I think it kind of makes sense for him to be able to hold a machine gun
Actually, I recently found out from a relative of mine in the military that suppressors make firearms become more powerful. This is because they are built with chambers that allow for pressures inside the barrel to be built up behind the round, so that the rounds exit them at higher speeds. Games basically change it around so that suppressors aren't OP and allow for "balance".
Lmao that’s bs about “powerful”, monolithic suppressors do indeed help bridge the gap between exit speeds but it does not make the bullet go faster. The gas within the suppressors expand to fill out the chambers, but they lose “power” because the gas loses hella energy when it fills up the suppressor. Either way, the bullet is faster then the gas pushing it towards the end of the barrel anyways.
@@mftripz8445 every chrono I've ever seen has shown higher bullet velocities coming out of the same weapon when it's suppressed versus regular, which won't necessarily mean more powerful but definitely doesn't mean weaker. What Xander's friend might be referencing is purpose built weapons with togglable slide locks that prevent them from cycling like the Hush Puppy (S&W 39 mk22). Those can significantly increase increase the force since gas that otherwise would be diverted to the action is instead put behind the projectile.
Most likely what most video games are trying to show are sub-sonic rounds which when used with suppressors make them almost silent, but greatly reduce the effectiveness of the bullet.
I own a suppressor, and it doesn't slow the round down, at all. I have no idea where this idea comes from. I'm a long range shooter and my holds are almost always the same, weather causes changes more than sup vs not.
@BloodyPFX if you match a supressor with sub-sonic ammo, because sonic boom bad, when it's normally super-sonic then ofc it has less energy. A lot of sub-sonic ammo has heavier grain bullets to somewhatmitigate the drop in velocity. Another thing that happens is using a shorter barrel with a supressor so overall length isn't unduly affected; again a power loss. More niche are supressors which use permable membranes. Even after that it's harder for a bullet to pass through an enclosed space than an open on; if a bullet is still in a 'barrel' and gas pressure drops too far the bullet will slow down because of elevated pressure of the air ahead of it.. All those aside, game balance.
Silencers themselves don’t hurt the performance of a bullet’s muzzle velocity, actually, sometimes increasing it, it actually just takes dampens the sound of the action of the gun powder exploding. But the reason why they hurt muzzle velocity in games, is most likely because they also swap in subsonic ammo in the gun, making the crack from the bullet passing the sound barrier, non existent. And while I’m at it, silencers to make guns a lot quieter, but not as quiet as movies and games would lead you to think. Another thing is, you can pick up ammo from a 7.62 AK, and use that ammo in your MK18. Also, the ammo from your (Lets just say you’re American.) MK18 has the same exact ballistics as your German friend’s HK416, even though, they’re most likely made by a different company.
_Silencers themselves don’t hurt the performance of a bullet’s muzzle velocity_ There is one famous exception - MP5SD6. It is specifically designed to slow down standard (ie supersonic) bullet to subsonic velocities.
the reason they hurt muzzle velocity in games is because its just a cheap-out way of balancing things, because 99% of games don't have weapon temperature mechanics, and if they don't do something blatantly unrealistic there would be no negative to equipping suppressors.
@@DrymarchonShaun i get why suppressors get the damage reduction in siege other wise everyone would just use them, as they remove bullet indicator on misses
I also want to point out that suppressors don’t make your bullets go slower on real guns, assuming the barrel length stays the same. Lucky Gunner Ammo did a video on this. Suppressors don’r change the velocity and if they do it’s actually a negligible *increase* in velocity with the suppressor.
Completely dependent upon the type of suppressor used. Old school WW2 era, limited use, models did reduce velocity and accuracy over medium to long range. Modern equivalents have the same effect but aren't common because of this.
You have to use subsonic ammo for a suppressor to be effective this is why video games depict suppressors working like this, because subsonic ammo is literally slower
@@dirpyturtle69 good point 🤔 If they genuinely know this and apply it within game physics... Good on them 👌 Although it doesn't explain reduced damage within shorter range. The damaged caused by a .45 subsonic at 40yards is often far more traumatic than a supersonic. The difference between a through n through and a slug going on a guided tour of your torso. Other than long range applications where supersonic is essential (even if combined with a suppressor).... most suppressed weapons are for either close quarters, where the tumble is more damaging, or for operator comfort/reduced fatigue; which is also mostly close quarters where unsuppressed discharges present a risk to said operator.
Well according to an Army Ranger on a Gamology video of "Experts React," the suppressor just catches a bunch of the gas and redirects it all over the place. Idk how much, if at all, that slows down the bullet, but...that.
For 9 I will say mass effect did a great job at attempting to logic this one where the gun was full of....whatever ammo was and instead of changing clips you simply ejected whatever was inside when it overheat. Still flawed but a pretty good attempt at the ammo thing.
one of the things I love about insurgency, you get a slow reload where you keep your half spent mag or a fast one and drop the mag will the left over bullets.
Thermal Clips & heat sinks. Mass Effect 1 used thermal soak from firing as a resource management system, where the gun would overheat and be disabled for like 10 seconds as it was forcibly cooled down as a 'jam' if you fully soaked the heat sink of the gun from constant firing, to encourage burst-fire of your guns and not just full-auto spray-n-pray (sniper rifles being able to sometimes get 2 shots from a cold heat sink if it's one of the top-end ones with an enhancement on it especially used this mechanic to encourage you to be precise with your shots). Mass Effect 2/3 used disposable thermal clips as an evolution of the heat sink tech of the first game, where as the ammo block loaded in to the gun was shaved away at to make the fragments used as bullets, the clip would soak away the heat from the gun and when it was fully expended you had to eject it and load a new thermal clip in to reset the gun, and if you ran out of thermal clips or ammo block for a gun then it'd be disabled until you picked up more to reload it. And it made sense with the thermal clips if you ejected a part-used one to load a fresh one in that it'd reset the clip's ammo counter but you still lost out on the full capacity of the part-used clip, taking down your total overall spare ammo count as if you used the clip fully anyway.
Mass effect also did a good job at number 10 too. All the weapons are on Shepard's back, so we know where Shepard keeps all there guns. There's also an animation of Shepard pulling there gun off there back when you switch guns.
I think it said the weapons had varying degrees of depleted uranium the were shaved of at the atomic level to create a projectile and could be fired near endlessly
Halo's chain gun actually makes sense in terms of ammo storage too as it fires considerably slower than a irl mini gun, also 2 less barrels than a mini.
The better example to use is the ODSTs in Halo 3 Odst. While they're the best the UNSC has to offer, just behind Spartans, they're not as jacked up as Spartans. But they can pick up and move decently well with the turrets just like Chief. Boggles the mind sometimes
A thing about suppressors, they actually increase the velocity of the bullet by a very small margin, they make gunshots quieter by containing the burning gasses within a series of baffles. Usually suppressors are used alongside subsonic ammo for maximum effectiveness, so that you are both muffling the initial explosion of the ammo going off and also not having a loud crack as the bullet breaks the sound barrier. (But even a suppressed pistol is usually still as loud as a balloon popping when fired indoors) .300 blackout is a good cartridge to look up if you want to find out more about suppressors and such.
To really benefit from a suppressor you should be using sub sonic rounds to eliminate the sonic boom of the round breaking the sound barrier. Now games don't explicitly say they are making the switch but for sake of argument if they did that would make the velocity significantly lower.
The reason for the increase in velocity has to do with the rifling of the barrel. A barrel has grooves on the inside that cause the bullet to spin, and that spinning motion allows them to achieve greater distances when they're flying in the air. A suppressor added to the tip of the barrel would give the bullet a slightly longer spin time, which would increase the velocity.
@@rustledentity5511 going to have to disagree. "This spin serves to gyroscopically stabilize the projectile, improving its aerodynamic stability and accuracy" The length of the barrel the amount of powder and the mass of the projectile is all that effects the velocity.
@@AP-gk6se agreed. The bullet only gets its speed from the explosion behind it. If you have a really short barrel then you lose a lot more powder before it burns, thus a lesser explosion, thus a slower bullet. Adding more barrel works wonders for increasing speed
wow I don't think it actually increases the speed of the bullet I would have said decrease because the fun thing about suppressors is that they slow down the bullet automaticly so that it doesn't achieve supersonic speeds in the first place, Most notable example is the Walrod which has holes at the start of the suppressor to slow the bullet down... maybe its just the Walrod? or am I tripping
One game that I played that I think had an interesting way of handling the cutscene gunshot wound was Brothers in Arms: Hell's Highway. You can actually go through the entire game without ever taking damage, because instead relying on a damage and regenerating health system, the game instead slowly turns your screen red whenever you expose yourself to enemy fire. The more dangerous the situation, the faster your screen turns red. Then when you take cover and get out of the line of fire, your screen returns to normal. If you expose yourself to the enemy for too long, your screen fills up with red and you get shot and die. It's a really brilliant system and I wish there were more games (or really any other games at all) that did gun fights this way. Given the current state of AAA shooters, I think we are in desperate need for another Brothers in Arms game.
Not aiming down the sights directly but still keeping the gun at a high and ready position while firing is called index firing and is practiced in real world situations especially when your in close quarters situations. Don’t really need to be 100% accurate just need to make the round meet the target and not care how or where it lands.
ohh image a game where that's a thing u have to find lucky items to surive and doing unlucky things lower stepping on cracks broken mirrors latters etc and since luck items are rare the game gets harder till the end
From points 10 and 9, this is why I love the attention to detail in Borderlands to avoid these tropes. Almost all characters in the game own a literal hammer space. It materializes the needed weapon or ammo from a digitally stored “back pack”, and even shows this effect in-game and cutscenes. It’s a fantastic aversion to this trope, and I can’t get enough of it. I also love how the Legend Of Zelda late 80’s cartoon tried to avert Link’s equipment by him having a magic pack that SHRINKS the item and expands it when needed. 👏
Also, the use of a suppressor won't really quiet a gun very much. It's the combination of a suppressor with subsonic ammo that will get that quieter sound. The reason is that the suppressor won't slow the regular bullets, so the bullet still breaks the sound barrier (which causes the crack sound).
Ya a suppressor only reduces the sound by about 10 decibels. The only rounds where suppressor really help is .22 where it can drop it into the range where it is safe to shoot without headphones.
Could have mentioned the recoil. Most FPS characters apparently have hands made of prue titanium and firing guns that should have huge recoil don't really make that much difference to them.
@@foetalmonsieur WW2 games are the worst about that. I get that not every soldier was Audie Murphy, but come on, Hardy Kruger had better recoil control than some of those guys when he joined the SS a month before the war ended
@@diooverheaven6561 sorry but I didn’t max out strength for someone to tell me “noooo! you can’t magically hold a mounted machine gun without it weighing you down!”
Fun fact: in the reloading anim both cod mw 2019 and ghost recon breakpoint have a special mechanic/animation. For Cod mw 2019 when you switch a mag that still have a bullet in it your operator will keep it, while if it's completely empty your operator will throw it away. To see it clearly inspect the reload anim of the deagle. While for breakpoint if you set your setting to immersive everytime you reload the bullets left in the mag will not come back to your invent instead it will be trashed, forcing you to empty the mag before reloading.
Star Trek: Voyager Elite Force had the perfect answer for carrying multiple weapons, a transporter buffer worn on the hip. Or something like that. It's been a while.
#9 also - when picking up ammo that maxes out your inventory, and any remaining ammo left on the ground/in crate etc vanishes. Find a crate of 1000rds, but personal inventory can only hold 8 more. Pick up 8 rounds, now crate is empty? Where the hell did the other 900+ go?
What I like about Gears of War and Uncharted's method of blind firing around the corner, is that typically the character is vaguely looking in that direction still. It's not perfect all the time, but seeing their heads kinda poking out the side or over to peek while they waste precious ammo is still a nice little detail they didn't have to animate, but I appreciate the effort.
When I was stationed in Korea, we actually did have blind fire exercises in a trench environment. It was basically putting our M-16s on burst, stick the rifle in the corner and shoot in an arc (edit half moon) down the trench. Not exactly to hit anything, but at least throw some fire down there, maybe get a lucky hit if such a situation happens for real, and to at least give you a chance to peek before moving forward.
About the ammo throw away logic... In Destiny 2 there was a perk ince called "Drop Mag" which basically did just that. You reloaded faster but did throw away the remaining ammo of your former slotted magazine. I loved the perk, but since it got changed, vaulted and primary ammo became infinite, it became also meaningless. Was still a cool detail.
So, I've actually heard what a silencer sounds like on a 22. It's like clapping your hands with gloves on. Although it IS a 22 but it's not really as far fetched that someone 30 feet away wouldn't notice the shot. Though, the guy hitting the ground would definitely catch attention.
.22s are still pretty loud irl, some guns are designed with suppressors in mind however and you literally can’t hear the actual bullet, what you’re hearing is the firing mechanism Edit(if you use subsonic ammo)
@@dirpyturtle69 you’re also hearing the “crack” produced as it breaks the sound barrier. To eliminate that you can use subsonic ammunition. This would also be the best explanation in a game as to why it would be weaker.
Having heard suppressed .22 subsonic out of a bolt action rifle, I would absolutely notice if someone fired that right next to me. I wouldn't go deaf, but I'd notice it
@@filmandfirearms yeah but then you would probably walk in the general direction, look at a bush for 30 seconds and say “it must have been the wind” and wander off, as anyone would.
I remember Bungie's game Oni had a boss fight (I think) where there were some panes of glass there were 100% bulletproof. But when you defeat the boss, you jump out of those very same windows.
Ya it doesn't make much sense bc even if you tried to jump out of that, it wouldn't shatter. Just look a car windshields, most aren't bulletproof but someone falling onto it wouldn't go through it assuming they're not 3 floors up.
I like how your rant on the mini-gun started out with master chief of all people, 😆 Yes, the ammo coming from no where is one of those weird things that video games have. Nathan drake while being a parkour master would not be able to fight with big cannons while mobile. But freaking Master chief is plenty of an exception!
That why I love VR, where realistic weapons are sometimes too realistic. Nothing beats getting a jam mid battle, while also being force to switch the sight because it got hit by a bullet, or completely being force to switch to pistol because your rifle's barrel got hit so it is bent now.
The Jak & Daxter games had an interesting concept with its guns, all the guns were just one gun that morphs into different forms, and fires different ammo depending on its form. And the ammo itself was just energy (eco) turned into projectiles.
Hey so as for the gun silencer (Suppressor) thing. Most of the time when you have a silenced gun, you don't fore normal ammo. So normal ammo is loud, and with a suppressor it's still pretty loud. If you want a really quite (Reasonably) gun you'd use what is called Subsonic ammo. Which is loaded lighter to promote sound silence and less flash. So the idea behind that "Less damage" thing in games is sometime due to the fact guns with suppressors (Who reason for the suppressor is to make the gun quieter) are firing subsonic ammo. Which would do less damage, or have less velocity. Even though IRL it isn't a huge deal, but Health bars aren't real irl either so, yet make that what you would.
You should absolutely do one of these for swords!! I've been getting into melee combat games lately and seeing a type of vid like this for them would be amazing
Doom guy and a few other characters are supposed to have a device that stores their guns and ammo as data or energy and converts it back to the gun/ammo as needed. Also a knife wound can bleed alot more than a gunshot as the bullet is very hot and can melt the wound closed a bit but if it hits a bone a bullet can smash into little bits and bounce off the bone shredding through your internal organs. Also fatigues can stop a low caliber bullet at very long range due to the thickness of the material and actually can stop a bullet better when wet due to the density of the water but again only at long range and the caliber of the bullet used. Cars are only bulletproof where the engine is most bullets will turn a car into Swiss chesse even 9mm like an UZI or even M92F pistol hiding behind your car door door will flatten the bullet and leave a bigger hole in you than if you just got shot normally however it would lost some power and not go in as deep in short hiding behind the engine is 90% safe there is a chance the bullet will go through a spot with less metal to stop it or ricochet and still hit you.
@@hugarada7156 Yeah Doom guy is alot more powerful than people think his strength alone is at super human levels in the newest games he performes melee finishers that would require him to be able to tear through armour with little effort.
Knifes are deadly as guns, videogames use that as a "reward" because its much more risky and harder to get close to someone with a gun who can just stay away, than shooting them from a distance, finalizing someone with animation makes sense, but fps games are...
One for the swords version: Flaming hot, sometimes burning blades that can literally throw fire in an arc toward your opponent -- but never even once ignite or burn the character or his/her clothes
For the first topic of where are the guns, that’s one reason why I always loved Mass Effect. When you had a gun equipped, you could see it on your back. It was there and in many cases because future science the guns would fold up and compact to not take up quite so much space but you could still see they were there
What I also love about Republic Commando. Outside from pickups you have one weapon. That weapon has modules you attach to it that changes it's capability, thus allowing you to have many options without having to carry many weapons simultaneously.
A lot of times in Mass Effect, I'd only ever use one weapon the entire time, so every other weapon I had just became cosmetic. Untill Me3 when weight became a thing, n it became "what's the lightest weapon I can carry for short cooldown" Shame they forced you to carry at least one gun, my Biotic and my N7 Shadow would of much rather went in without even a single gram of Extra weight
@@stevemccann4166 yeah i like how RDR2 does it. You can only have 2 guns, and 2 side arms, while everything else stays on your horse. You want a gun that's not one of those 4, you gotta go trade it out. I mean, it's still pretty unrealistic that my horse's saddle bag can fit my other 20 guns, 7 whole outfits, and a camping setup. Not to mention the sachel that holds a whole ass walgreens worth of food, meds, tonics, plants, newspapers, meat, pelts, papers, caned goods, and more, lol.
This is actually grounded in some reality. Normal straight edged swords do fairly normal cuts which aren't guaranteed to cut major arteries and veins. Historically speaking the actual impact of being hit with a sword was most of the damage as getting what is essentially a metal baseball bat with an edge slamming into you will break bones as well as cut. Specific swords and knives however have vicious designs meant to cause severe damage. From things such as razor edge to "teeth" where the sword is serrated or indented to cause tearing as well as slicing. It's a big difference for someone to slash you with a chef knife and another with a carving knife or serrated knife. The chef knife will cut you, but it will just be a slash that likely won't get very far below the muscle tissue. That carving or serrated knife will actually shred some of the muscle and likely damage more vessels, arteries, and veins.
it's why serrated bayonets were agaisnt the geneva convention, and why cavalry sabre's are curved, and other such weapons like sickle swords, but if you going up against an unarmoured opponent unless that npc has bleed resist stats there should be a slim chance of the effect happening or something for internal damage which i guess armour piercing could be argued to represent that fact, it's just a comment on how game logic isn't 100% accurate because it can't be, quite yet, just like with video game shotguns only shoooting so far then the bullets just seem to stop in a lot of cases especially old games, but you can see what represents, but as my first comment says it's funny to think about and i hope you had fun thinking about it :)
Plus a suppressor actually increases velocity because dispersal of gases to muffle the shot but it needs to go out afterwards so the bullet goes faster in a way which would increase penatration
Number 9. That’s why I loved Operation Flashpoint. You had a finite amount of magazines in your solider and the game kept track of the ammo expenditure (even though you’d always reload the fullest magazine) but eventually you’d be getting magazines that were partial filled. Awesome realism (for a game from 2000)
Dayz too, magazines have however many bullets they have and if you change mags that old mags bullet count doesn't change. You have to manually reload magazines if they are empty or partially empty. But then also you don't toss mags unless you intentionally drop them. Cause it's better to have a mag than load a single round each time if you don't have one.
reloading was one of the things i always liked about the SOCOM games, back in the day, your mags each had their own ammo count, so if you used half a mag, the next time you put that mag in, its still half full, and all the other mags would be full or used however you left them, and you only dropped the empty mags. i cant think of any other games that did that.
Older games had a lot of creativity with the memory limitations they had, only recent game from nowadays I fan think of with an excessive amount of detail is RDR2
On the note of suppressors, it's important to note that the size of the round has a significant impact on how loud the gunshot is. I've read a story where a US military general took a prototype .22 pistol with a suppressor built-in and discharged an entire magazine worth of rounds into a dummy target during a meeting without telling anyone, and nobody seemed to notice. I'm not sure if that's entirely true or not, but a .22 is a very small round with not a lot of power behind it, so it sounds plausible.
I heard that was a Nazi engineer who did that at a meeting with a general to show off his prototype. And I heard it was a 9mm machine pistol. A .22 seems a lot more plausible, but the Nazis were into some cutting edge science, so who knows?
WIth Swords, one thing that doesn''t make sense is how in some games the character can sheathe and unsheathe a huge sword. It's physically impossible for a character who has tiny arms in comparison.
I never fired a suppressed rifle, but a friend compared the noise with forcefully slamming a car door shut. A suppressor alone (w/o subsonic ammo) brings a rifle from around 160db to 140. Still incredibly loud. Comparison: A jackhammer is around 100db, a starting jet 130.
Gun size aside, it's always been amazing to me how characters will walk around with not just ten guns but with hundreds of rounds of ammo for each gun pre-loaded into magazines. That's hundreds of pounds of ammunition alone.
Standard operating kit for the US military is 7 primary weapon magazines, 6 mags in your carrier and 1 in your rifle, or 210 rounds total. Not too heavy, and certainly not hundreds of lbs hahaha go to a gun store and pick up a box of a hundred 5.56 rounds, it weighs like 3 lbs lmao
The ammo mechanics in Insurgency: Sandstorm are absolutely amazing. Super realistic, but still very fun. Adds a whole new element to combat. I wish other games would implement it as well
On #8 it’s actually reversed. A suppressor increases the velocity of the round but decreases the report. It basically works the same way the muffler on your car does.
I’ve heard some suppressors might technically give a minuscule increase to velocity after they heat up but I’ve never experienced it myself and see exactly the same velocities with or without a can on both AR’s and pistols of varying calibers. There is no seal between the bullet and the sides of the suppressor so gas immediately dissipates and the bullet is slowing the moment it leaves the muzzle. I think the biggest consideration should actually be toward the ammo. Subsonic ammo is typically utilized and would of course be noticeably slower.
Actually, a good explanation to why its so silent, and why it has less range is because the operator is using sub sonic ammo. The reason being so that the bullet doesn't break the sound barrior and make a loud cracking noise from how fast a supersonic bullet is.
Even tho in Halo the mini gun weight thing could be explained by the fact that we’re augmented super soldiers, where it actually doesn’t make sense is in Halo 3: ODST, where we’re regular human soldiers.
I remember Bloodrayne had a code that would show all your guns strapped to your character. It was pretty cool. I'm suprised more games haven't included that feature.
@@doordashmeboi7009 I wanted a football game and my grandmother bought me this one 😆 🤣 😂 (many many moons ago) Everything is becoming so censored these days I doubt any console could push a game as cool as this.. Blood gore nazis vampires boobs too.. This game had it all
@@a-listercrowley2737 clearly you have never played metal gear rising, Sure, doesn’t have nazis (I think), or vampires (I think), but damn it’s pretty fucking solid.
Fun fact about supressors: They actually increase bullet velocity which in theory would also do more damage. I guess all the video game supressed guns have subsonic bullets
My theory behind getting shot in game and recovering from it was always that the bullet either grazed you or hit an armor plate or something. You still take some damage but overall it's not a lethal hit.
try the fact that YOU suck and got hit but canonically character never was hurt. it's really and excuse "yeah character shrugs it off" while in reality it's "yeah i suck and got shot 20 times"
I will copy and paste my previous comment to answer this Also sorry for my spelling, I'm still learning English Cutscenes bullets, I have to say that if you look at this through uncharted games logic, you actually don't get hit, Nathan is very "lucky", whenever you get hit in game, isn't really a hit, the bullet passed just far enough to miss Nathan, but his luck will decrease more and more with every close call, if you get too much red markers then your luck is depleted and you get hit by a projectile and actually get killed, the writer said that she was inspired by characters like Indiana Jones and how "he gets punched, and beated up, but never a bullet hole". So, you can just.. apply this logic in pretty much every game (except for the half life series, Gordon Freeman is just a tank man in a magic HEV suite)
There is actually logic to a knife being more deadly than a gun, at least in a modern setting game. Body armor doesn't actually stop the bullet, and it hasn't since early flak jackets which were literally just a sheet of metal on your chest. Instead, they disperse the force across your entire body. They protect against the blunt force impact, which is why higher velocity handgun rounds can be easier to stop than subsonic rifle rounds. As such, a ballistic vest should block 4 or 5 rounds, but not even a single stab
@@The_fuzz_buzz But that usually means sacrificing ballistic protection, and since soldiers are far more likely to get shot than stabbed, ballistic protection is priority
@@TheAttacker732 The ceramics are the most common in actual combat kit. Again, it isn't a matter of actually stopping the bullet, many of those ceramic plates can be broken by hand, their job is simply to disperse the energy and slow the bullet down
I always thought it was funny how you could full auto with suppressors and they would just be perfectly fine forever I get most games aren’t realistic like that
@@SL1CEND1CEN I agree with your assessment. I recently finished it with my completion % in the high 80's (I refused to do cockfights, and most of the race components were fails for me so I quit doing those).
Well, on that subject, most machine guns require a barrel replacement because of overheating. This is the true reason a machine gun needs to be fired in short bursts, so it doesn't overheat the barrel. It always bothered me, in WWII movies, that they never show the person who carried the ammo and such ever change them, they did. The same be true with a suppressor, they tend to overheat and do it quickly.
1:28 you see Master Chief didn’t explicitly toss the magazine onto the floor, rather stowing it. Yes it kinda disappears off screen but the logic is that they keep them for when they have less ammo. Also, the “Classic” or default pistol in Valorant has the stupid three shot right click.
the cut scene one i always saw it as that is the first time you actually get hit, like during gameplay you are suppose to be this amazing person who was never hit through the entire story.
Max Payne only ever holds a maximum of 3 weapons - as that's all he can physically carry: 2 pistols and a long arm. At least in MP3, which is the most recent.
Arma 3 handles suppressors pretty well, especially since you can use subsonic ammo with them. So far the best magazine management I've found in a game is in Squad, what you have in your mag is what you have. Most bullets in that game are cutscene bullets.
10. Borderlands is the only game I've seen that addresses "where do the guns go?" By having them be digitally re/deconstructed and stored in a data drive. 9. The only games I've seen tackle the reloading thing is the Conflict series (conflict desert storm/Vietnam etc) they have a cycle mag system, and the not full mags are put away to be used again later. 6. That's more an FPS thing, 3rd person shooters tend to have the character more relaxed holding the gun lower outside of combat. 2. Miniguns pass the rule of cool. It doesn't matter how it works as long as it's fun.
On 9, Escape from Tarkov does it, too. When you do a normal reload the ejected magazine is put into your inventory and maintains the amount of ammo until you take the rounds out or refill it. There's also a quick reload that just drops the mag on the ground where it stays until the match ends or someone picks it up. If you don't pick it up you're down a magazine and the bullets in it. You can also pick up other people's dropped mags and guns and have to actually check them to find out how much ammo is left, including checking for a chambered round. So it is entirely possible to pick up a gun, not check it, and die in a gun fight because the person that dropped it hadn't chambered a round.
10: Warframe has every equipped weapon in view. Ofcourse it's restricted to 3 slots, 2 of which can be filled with "dual" weapons like twin pistols or 2 knives
I had always imagined that when you get "hit" in the gameplay - it was just that you were almost hit... it was a close graze.... and when you go down that's when you've taken the hit. Your stamina is like a luck gauge considering headshots can take you down one-shot sometimes.
You're supposed to use subsonic ammo with suppressors. Subsonic ammo has a reduced muzzle velocity and therefore, shorter range and less kinetic energy on impact. That's always been my explanation for why suppressed guns in games do less damage to enemies. A subsonic .22lr with suppressor on a rifle is actually practically silent, other than the action of the rifle as it functions. A suppressor with standard velocity ammo isn't going to make much of a difference in sound profile.
Reloading is always fun. Everyone neglects the fact that if you reload while you have one in the chamber, you have an extra shot. Oh and dont forget CS:GO's cocking the gun everytime you switch
I've watched a lot of videos over on the Forgotten Weapons channel, and I have seen exactly one weapon/suppressor combo that would qualify as spy video game quiet, but only for the first magazine or so after new rubber baffles are installed in the suppressor. I have seen a few which are close to combat video game quiet, where this is achieved by firing sub-sonic ammunition. But any semi-automatic weapon has a lower limit of quiet determined by how loud the actioning of the weapon is, and how much gas is released when the weapon cycles. And a super-sonic bullet also has its own loudness to bring to the game.
Fun fact: most miniguns actually require an external power source of some sort (usually an electric motor), meaning that in order to carry one you would have to be able to carry the weapon itself, all of the ammunition (and remember, miniguns generally fire between 2000 and 6000 rounds per minute which means a lot of ammo), and the external power source.
Yeah. An M134 minigun weighs 85 pounds unloaded. And according to Dillon Aero, the "small" ammo box contains 1,500 rounds and weighs 125 pounds, which, at the max RoF of 4,000 rpm, would give someone roughly 22.5 seconds of continuous fire before they ran out of bullets.
“2. Normal humans can walk around with giant mini-guns” *shows the Master Chief, a 7-foot tall genetically enhanced super soldier wearing powered armor and is the pride of the UNSC Spartan II program*
I'm surprised no game i can think of has leaned into the "losing the rest of the magazine when you reload" realism mechanic to make ammo conservation a more tactical decision. Do I want to engage with 1/2 a magazine or reload and lose 12 rounds. It could easily be an annoying mechanic but I think its doable with proper balancing. Did Red Orchestra do that? I don't remember.
Actually a lot of mil-sim games and old squad based tactical shooters have that like Squad , Arma 3 , Escape From Tarkov , Swat 4 , Old Rainbow six games like R6 Vegas etc.
@@noobguy9973 Even newer titles like Enlisted do it. It's honestly pretty annoying tho later on in a match when you are cycling through mags/clips and every one only has like 1-3 rounds in it.
@@liquidacid1983 But isn't it suppose to be like that? Punishment for not conserving ammo or making you need to go back to resupply for game balance/immersion etc.
As an actual gun expert, suppressors do significantly reduce bullet velocity. Not because the suppressor itself does but because in order for them to work you have to use subsonic ammunition which is drastically reduced in powder charge for most cartridges. .45 acp being naturally subsonic doesn't generally require this. But debating that is no different than why a sniper rifle to the head is a 1 tap but pistol rounds could take half a mag in most games. Balance over realism.
The last entry about story related injuries reminded me of JoJo's Bizarre Adventure. Kakyoin got dealt so much damage over part 3 and lost countless gallons of blood. But he got sliced across the eyes by a stand and suddenly he's out of commission for several episodes. That's just one example.
JoJo has been like that since Part 1(wish we had more Jonathan)ngl Joseph should've died from having his wrist slit by wham in his first fight with pillar men it part 2
1:08 the game vanquish actually solved this. His weapon is a small circular structure that memorises the designs of any gun he holds allowing it to transform into different weapons. So his inventory has like 4 weapons on it but he can switch them whenever he wants bc of this technology
Star trek elite force had something similar. all the weapons were held in small "transporters" clipped to the people's belts. you would just select the weapon you wanted that was stored and it would materialize in your hand.
2:45 Suppressors/Silencers actually increase bullet velocity, not decrease it. The bullet will fly a little farther and hit with a little bit more force if firef from a gun with a suppressor attached.
One in the Chamber, when you reaload a 30 round M4 that has a half empty mag and you put a 30 round mag in then you have 30 rounds to shoot, but from that half mag there is one in the chamber so you should have 31 rounds to shoot. Nothing big but a little side note.
the "hip fire" is called point shooting. and in games like tarkov that actually honor it instead of having a 6 ft shift in POI at 3 ft to target its just sick. point shooting is actually incredibly effective
A group of NPCs run with their swords through a door way and nobody gets hurt because they are on the same team. Multiple swords at will come out of magic sheath. Knives and other weapons that disappear when they hit a body
Suppressors sometimes actually *improve* the muzzle velocity of the bullet. They do, however, make the gun longer, affecting the handling of the firearm and making it a little bit harder to deal with in tight quarters, but most notably, on pistols, they make them a lot harder to draw and holster.
Let’s just say, the best way to replicate a gun from a video game would be to get an AR-15 firing subsonic .300 blackout rounds running a suppressor with a 12.5” barrel. Most rifles (at least in the US) fire 5.56 rounds. You can use 5.56 mags for 300blk. So, you’d have a quiet rifle, that’s capable at least out to 400m~ that gives you the most amount of flexibility with regards to supplies.
@@valerie80yearsago90 thats not even an atf thing, there's a problem with pushing 300.BLK through a 12.5 inch barrel, that round already loses muzzle energy and drops off like a rock in the river, shortening the barrel only makes this problem worse.
@@valerie80yearsago90 also, given you actually have to use that rifle, you're not going to find 300 blackout on a body, you will however find 5.56 in a shtf situation
Not to mention despite using the same size magazine, those cartridges are NOT interchangeable, use the wrong one and watch a very pretty AR cease to exist
Ah yes, cutscene bullets. The strongest bullets in the known universe.
About the only thing that can get through the strongest known material, plot amour...
Impossible..
🤣🤣🤣
Plot armor can change during a cutscene
“A desert eagle can shoot through anything.” “No Jacob, you’re talking about cutscene bullets.”
Worth mentioning: a ammo pile on the ground, clearly showing a lot of ammo. When u get close to it, it only gives u 2 bullets
what game
Wasn't that in the original video?
Or games with an armory or gun store with several different guns being displayed but 98 percent are just decorative. Hate that.
Oh yeah. I’ve seen games where about 12 rounds are shown lined up and you pick up 3
@@zherean42069 yes
Doom actually gave a canonical explanation as to how doom guy could carry so many guns.
I forgot exactly what it was but I think it was an experimental personal pocket dimension technology.
Yes
Makes sense because the game has teleportation tech, designing a small portal to storage space is not beyond the tech of the time.
A pocket that can fit tons of armory, cool
a doom version of a bag of holding
@@gront5172 a backpack
At least the Borderlands games explained the massive inventory conundrum, and picking ammo by walking over it. Guns were warped into a personal "storage dimension" for you to retrieve at will, and ammo was magnetized and zapped to the same storage area. Far-fetched, but it was an explanation nonetheless.
Borderlands is the only game I can think of where respawning is canon
@@camstorm5476 Yeppers, they did well with finding an explanation for just about everything
Its Borderlands, logic simply isn't in anyone's vocabulary
@@camstorm5476 Dark Souls 3 has you respawn from the bonfires because you are “Unkindled Ash, unfit even to be cinders.” You can’t die because you are _meant_ to sacrifice yourself to the first flame and prolong the Age of Fire.
Can't forget that Borderlands also has Digital Construction Technology used to build cars and robots.
Chief holding a minigun is probably the worst example you could have used for a normal person holding something heavy.
They could've showed the girl from horizon zero dawn
I was thinking the same thing. He can flip a vehicle back onto its wheels which means he is strong enough to carry anything that can be mounted to it.
Not to mention he's the last surviving Spartan, humans genetically enhanced to be as strong as 10-20 men?
@@BigMobe jeez. chill, dude
For reals huh. A spartan fosho can, not so much an ODST, but shiiet imagine how much harder the game would be without that game mechanic.
8:09 To be fair, in Halo the masterchief is a superhuman; more speed, strength, durability, etc., so that makes sense.
Not to mention that the Spartan Armor he's wearing is also powered armor.
@@backonlazer791 Ah, a fellow of equal thought! Power being the main issue with carrying a minigun, as in electric power. M134 "only" weighs in at 19 kilos for a lightweight version, considering most games doesn't even let you fire it on the move and only from the hip, this makes sense. One minute of sustained fire at 2k rpm weighs in at 52 kilo, here the Spartan armor really comes in clutch, carrying a backpack of it.
Thank you.
I was thinking the same thing. the spartan armor acording to lore is a exo-sceleton built to multiply the wearers strench. howevet it was so powerfull that only the ogmented spartans with modified titanium isc bone strukture was able to use it without instantly breaking every bone in their body.
@@evilspeedskater91 Yup, it's also EXYREMELY heavy, earning it the name "Mjolnir Armor" because you have to be quite mighty indeed to wield it.
In the hardcore modes of battlefield games, if you reloaded and your mag wasn't empty, you actually lose those bullets. I love hardcore mode.
But actually it's much less fun than the normal mode, so i prefer the normal mode
@@caesar7786 Amen.
Only thing I miss is friendly fire, but I can see even that becoming a nuisance now
@@caesar7786 fun is subjective. I sometimes like to play games which are super realistic and you lose bullets etc.
@@JonatasAdoM friendly fire is funny
@@trollge3712 Until the game kicks you when your stupid ass teammate runs out towards the enemies after you just threw a grenade at them. Or, when you're about to shoot, only to have someone run right in front of you
There’s one thing that always bugs me
You find a single extended mag for your gun, but you get extra extended mags after finding it
What's more confusing is Fast Magazine... like what? The magazine and fast mag look exactly the same
You described a basic game function.
I NEVER THOUGHT ABOUT THIS
@@ShushiSniper the Fast magazine could be a regular magazine still, its the gun that gets the Quick release upgrade for the Magazine release.
@@mrmanceres7653 oh. Idk cause only gets mag I've seen is tape on mag from Call of Duty... and I reload pretty slowly in real life XD
The ammo section is what I like about Arma games, The stress added on to having to manage mags and ammo is suprisingly fun, so is having to scavenge enemies for guns and propper mags rather than "Oh everyone uses the same ammo so here have an AK mag that magically fits your M4"
Try DayZ. It's an arma 2 mod that turned into a full game. Has the same rush arma gives.
It applies to many other shooter games as well..and it doesn't ruin the fun/gameplay, so you can still have fun in it. It's more challenging though
@@unknowntegridy dayZ is actually on gamepass right now, so if you have gamepass, definitely give it a try
if you really like that part, try escape from Tarkov, where we also have realism all the way to what scope mounts work with certain guns and certain scopes lol
games like Ground Branch, Zero Hour, Ready or Not, and Escape From Tarkov pretty much do a similar thing where ammo is in independent magazines instead of a shared ammo pool.
One other thing too is that in RE5, I forget which gun it was, but there was a gun that if you've fully upgraded it and beat the game, you can give Chris a minigun which he carries the box of ammo on his back. My brother and I found out that the box on Chris's back is bullet proof. If you're playing with another person and you have Chris equipped with the minigun. You could actually defend the other player from bullets by standing in front of them, facing them. It was handy when we started playing the later stages on the harder difficulties 🙂
Another. Hows the character get bitten in game but not turn into a zombie.
@@Blazeww really thick plot armor
@@Blazeww I think the logic behind that is that lore wise they were good enough to never get bitten, but considering you're a PLAYER trying to prove it, the game isn't at fault if you fail at dealing with zombies proper.
Not meaning this as an insult, because let's face it, we all got bitten in zombie games at least once in our first playthroughs.
Well Chris in that game is like, the living embodiment of roided out lol. My boi punches boulders away xD
Also it is the Scorpion that you have to upgrade all the way.
Yup, that would be the VZ71, basically a Russian sun machine gun that you needed to upgrade to full.
I only figured out roughly how much weight my character in Fallout 4 was carrying around in ammo.
I believe it came out to 9 tons.
You should see New Vegas after you clear out the Sierra Madre. I usually buy probably 50000 rounds of different types of ammo. I've carried 2000 rounds of 5.45x39, which is only slightly heavier than 5.56x45, for the machine gun. I have not held an M249, but I know for a fact that I'm carrying at least half a ton with that one weapons system alone. Add in the 1000 or so rounds of .308, the few dozen rockets that I never use and never will use, about 8000 rounds of 9mm, about 7000 of 10mm, 3000 of .357 magnum, and many other cartidges, and I'm carrying a decade's worth of the entire NYPD weapons budget
this is why I want a mod that makes ammo and other weightless items have weight
@@paradichlorobenzene4132 That's hardcore mode. It's literally a feature built into the games
@@filmandfirearms I hate most of survival mode features. So bullet weight might as well as not exist since the only way to use it is to remove all the fun in the game
@@paradichlorobenzene4132 you literally just have to eat and drink every couple days and ur fine…
As for the cutscene bullets I've always treated "health" system more as a "luck" resource. The lower it is, the more suppressed you are, probably grazed as well, maybe a few bruises and cuts here and there so that medpack will definitely come in handy, especially that stim syrette or whatever to keep character on their feet. But as long as you still have that little bit of health/luck left, you are relatively combat-ready. And the moment it runs out the next bullet or explosion kills you off, just like in the cutscene.
or you know how it is in real life adrenaline but you do make a lot of sence
I was looking for this. I can't remember which game that idea came from, but it's brilliant
@@kellebrimbor7616 Uncharted i think
@@pacifistminigun3987 it is uncharted indeed
I always chuckle when in survival games you find ammo in weird places. “Oh look, this toilet has 30 rounds of the ammo I need.”
Lol any Fallout
Works for arrows in fantasy games too.
Borderlands known for bullets, guns or anything being in the weirdest places😂
*Loots Fatman Mini Nuke Launcher from exploded Mirelurk guts.*
Resident Evil games, at least mostly the latter ones. RE4 for example.
Like who the fuck keeps filling barrels of ammo when the owners of said barrels are farmers with the "highest caliber weapon" being the chainsaw? Because I find hard to believe the Merchant is the one dumping those around.
One thing that was always amusing to me is that you can scavenge ammo from enemies even if they use a weapon with a completely different ammo type. Fighting someone with an AR, 9mm pistol or even a melee weapon? Congrats, you now have ammo for your shotgun, sniper, bow, .50 handgun AND a free grenade while we're at it.
Warframe's ammo mutation mods amp that up by a fair margin.
I guess that your pocket is fitted with a grinder that turns everything into suitable sized chunks.
Do not put your hands in your pockets.
Seriously. Don't.
So it is completely impossible for me to use an ak47 and have some 9mm ammo in my pocket? What stops me from having that in my pocket?
@@brodern5308 Well, I suppose nothing is inherently stopping you from doing so but it becomes more of a question or intention then. Like, why would an entire team of AK and 9mm wielding enemies be carrying 12g or why would a minigun user be dropping arrows?
Sure, you can and I can even see the argument that they could be carrying it for teammates or something similar but if no one on your team is using a certain ammo type, why would you bring it when you could use that capacity for something you or your team is using instead?
I have never played a game that does this...
didn’t need to call farcry out like that lmfao
I remember the old Star Trek Elite Force games explained the "how can I carry so many guns" trope as having a transporter buffer on your belt that keeps all your weapons and gear suspended in a weightless mass of molecules ripped apart until you pull it out and it gets transported into your hands in the correct configuration, just like how the transporters in the show work.
I just wanted to comment that. It's a good explanation in my opinion, one that works well with the tech available during Elite Force and Elite Force 2.
I like that, it's a good way to add the "portal to the inventory pocket dimension", because it explains where you're putting them, as well as why equipping the weapons makes you slower but putting them away makes you faster. Otherwise you just put a heavy weapon from your hands to your back pocket and start sprinting at twice the speed.
TBH the master chief is kind of a super soldier and is wearing high-tech armor so I think it kind of makes sense for him to be able to hold a machine gun
And he doesn’t have infinite ammo when holding it lol. But the turrets do when fixed so…yeah
@@KAISERaw17 good point 👍
TBH, high tech masterchief is kinda bloodsport. summon with nano tech
Master Chief IS the armour. The armour does not come off, Spartans are all integrated into their suits cyborg style.
@@aesop2733 No, thats not true.
Actually, I recently found out from a relative of mine in the military that suppressors make firearms become more powerful. This is because they are built with chambers that allow for pressures inside the barrel to be built up behind the round, so that the rounds exit them at higher speeds. Games basically change it around so that suppressors aren't OP and allow for "balance".
Lmao that’s bs about “powerful”, monolithic suppressors do indeed help bridge the gap between exit speeds but it does not make the bullet go faster. The gas within the suppressors expand to fill out the chambers, but they lose “power” because the gas loses hella energy when it fills up the suppressor. Either way, the bullet is faster then the gas pushing it towards the end of the barrel anyways.
@@mftripz8445 every chrono I've ever seen has shown higher bullet velocities coming out of the same weapon when it's suppressed versus regular, which won't necessarily mean more powerful but definitely doesn't mean weaker. What Xander's friend might be referencing is purpose built weapons with togglable slide locks that prevent them from cycling like the Hush Puppy (S&W 39 mk22). Those can significantly increase increase the force since gas that otherwise would be diverted to the action is instead put behind the projectile.
Most likely what most video games are trying to show are sub-sonic rounds which when used with suppressors make them almost silent, but greatly reduce the effectiveness of the bullet.
I own a suppressor, and it doesn't slow the round down, at all. I have no idea where this idea comes from. I'm a long range shooter and my holds are almost always the same, weather causes changes more than sup vs not.
@BloodyPFX if you match a supressor with sub-sonic ammo, because sonic boom bad, when it's normally super-sonic then ofc it has less energy. A lot of sub-sonic ammo has heavier grain bullets to somewhatmitigate the drop in velocity. Another thing that happens is using a shorter barrel with a supressor so overall length isn't unduly affected; again a power loss. More niche are supressors which use permable membranes. Even after that it's harder for a bullet to pass through an enclosed space than an open on; if a bullet is still in a 'barrel' and gas pressure drops too far the bullet will slow down because of elevated pressure of the air ahead of it..
All those aside, game balance.
Silencers themselves don’t hurt the performance of a bullet’s muzzle velocity, actually, sometimes increasing it, it actually just takes dampens the sound of the action of the gun powder exploding. But the reason why they hurt muzzle velocity in games, is most likely because they also swap in subsonic ammo in the gun, making the crack from the bullet passing the sound barrier, non existent. And while I’m at it, silencers to make guns a lot quieter, but not as quiet as movies and games would lead you to think. Another thing is, you can pick up ammo from a 7.62 AK, and use that ammo in your MK18. Also, the ammo from your (Lets just say you’re American.) MK18 has the same exact ballistics as your German friend’s HK416, even though, they’re most likely made by a different company.
_Silencers themselves don’t hurt the performance of a bullet’s muzzle velocity_
There is one famous exception - MP5SD6. It is specifically designed to slow down standard (ie supersonic) bullet to subsonic velocities.
the reason they hurt muzzle velocity in games is because its just a cheap-out way of balancing things, because 99% of games don't have weapon temperature mechanics, and if they don't do something blatantly unrealistic there would be no negative to equipping suppressors.
@@DrymarchonShaun i get why suppressors get the damage reduction in siege other wise everyone would just use them, as they remove bullet indicator on misses
@@MCD10000 I always thought it was a balancing issue. A powerful gun that's now just a quiet powerful gun is OP.
@@TheBlackAntagonist you still can hear them, you just can't see where the shot came from
I also want to point out that suppressors don’t make your bullets go slower on real guns, assuming the barrel length stays the same. Lucky Gunner Ammo did a video on this. Suppressors don’r change the velocity and if they do it’s actually a negligible *increase* in velocity with the suppressor.
Completely dependent upon the type of suppressor used. Old school WW2 era, limited use, models did reduce velocity and accuracy over medium to long range. Modern equivalents have the same effect but aren't common because of this.
You have to use subsonic ammo for a suppressor to be effective this is why video games depict suppressors working like this, because subsonic ammo is literally slower
@@dirpyturtle69 good point 🤔 If they genuinely know this and apply it within game physics... Good on them 👌
Although it doesn't explain reduced damage within shorter range. The damaged caused by a .45 subsonic at 40yards is often far more traumatic than a supersonic. The difference between a through n through and a slug going on a guided tour of your torso. Other than long range applications where supersonic is essential (even if combined with a suppressor).... most suppressed weapons are for either close quarters, where the tumble is more damaging, or for operator comfort/reduced fatigue; which is also mostly close quarters where unsuppressed discharges present a risk to said operator.
@@dirpyturtle69 that's an interesting way of making game logic make sense
Well according to an Army Ranger on a Gamology video of "Experts React," the suppressor just catches a bunch of the gas and redirects it all over the place. Idk how much, if at all, that slows down the bullet, but...that.
For 9 I will say mass effect did a great job at attempting to logic this one where the gun was full of....whatever ammo was and instead of changing clips you simply ejected whatever was inside when it overheat. Still flawed but a pretty good attempt at the ammo thing.
one of the things I love about insurgency, you get a slow reload where you keep your half spent mag or a fast one and drop the mag will the left over bullets.
Thermal Clips & heat sinks.
Mass Effect 1 used thermal soak from firing as a resource management system, where the gun would overheat and be disabled for like 10 seconds as it was forcibly cooled down as a 'jam' if you fully soaked the heat sink of the gun from constant firing, to encourage burst-fire of your guns and not just full-auto spray-n-pray (sniper rifles being able to sometimes get 2 shots from a cold heat sink if it's one of the top-end ones with an enhancement on it especially used this mechanic to encourage you to be precise with your shots).
Mass Effect 2/3 used disposable thermal clips as an evolution of the heat sink tech of the first game, where as the ammo block loaded in to the gun was shaved away at to make the fragments used as bullets, the clip would soak away the heat from the gun and when it was fully expended you had to eject it and load a new thermal clip in to reset the gun, and if you ran out of thermal clips or ammo block for a gun then it'd be disabled until you picked up more to reload it.
And it made sense with the thermal clips if you ejected a part-used one to load a fresh one in that it'd reset the clip's ammo counter but you still lost out on the full capacity of the part-used clip, taking down your total overall spare ammo count as if you used the clip fully anyway.
@@ElNeroDiablo The codex in Mass Effect is legendary. Read every single one
Mass effect also did a good job at number 10 too. All the weapons are on Shepard's back, so we know where Shepard keeps all there guns. There's also an animation of Shepard pulling there gun off there back when you switch guns.
I think it said the weapons had varying degrees of depleted uranium the were shaved of at the atomic level to create a projectile and could be fired near endlessly
Fun fact: suppressors in real life actually increase bullet velocity slightly.
"Normal human characters can just walk around with miniguns"
Shows Master Chief
a literal super powered human or whatever you want to call him in a suit that weighs more than the minigun itself
Halo's chain gun actually makes sense in terms of ammo storage too as it fires considerably slower than a irl mini gun, also 2 less barrels than a mini.
The better example to use is the ODSTs in Halo 3 Odst. While they're the best the UNSC has to offer, just behind Spartans, they're not as jacked up as Spartans. But they can pick up and move decently well with the turrets just like Chief. Boggles the mind sometimes
Miningun ~40kg, Chief in armour ~450kg. He's just carrying a small dumbell
A thing about suppressors, they actually increase the velocity of the bullet by a very small margin, they make gunshots quieter by containing the burning gasses within a series of baffles. Usually suppressors are used alongside subsonic ammo for maximum effectiveness, so that you are both muffling the initial explosion of the ammo going off and also not having a loud crack as the bullet breaks the sound barrier.
(But even a suppressed pistol is usually still as loud as a balloon popping when fired indoors)
.300 blackout is a good cartridge to look up if you want to find out more about suppressors and such.
To really benefit from a suppressor you should be using sub sonic rounds to eliminate the sonic boom of the round breaking the sound barrier. Now games don't explicitly say they are making the switch but for sake of argument if they did that would make the velocity significantly lower.
The reason for the increase in velocity has to do with the rifling of the barrel. A barrel has grooves on the inside that cause the bullet to spin, and that spinning motion allows them to achieve greater distances when they're flying in the air. A suppressor added to the tip of the barrel would give the bullet a slightly longer spin time, which would increase the velocity.
@@rustledentity5511 going to have to disagree. "This spin serves to gyroscopically stabilize the projectile, improving its aerodynamic stability and accuracy" The length of the barrel the amount of powder and the mass of the projectile is all that effects the velocity.
@@AP-gk6se agreed. The bullet only gets its speed from the explosion behind it. If you have a really short barrel then you lose a lot more powder before it burns, thus a lesser explosion, thus a slower bullet. Adding more barrel works wonders for increasing speed
wow I don't think it actually increases the speed of the bullet I would have said decrease because the fun thing about suppressors is that they slow down the bullet automaticly so that it doesn't achieve supersonic speeds in the first place, Most notable example is the Walrod which has holes at the start of the suppressor to slow the bullet down... maybe its just the Walrod? or am I tripping
One game that I played that I think had an interesting way of handling the cutscene gunshot wound was Brothers in Arms: Hell's Highway. You can actually go through the entire game without ever taking damage, because instead relying on a damage and regenerating health system, the game instead slowly turns your screen red whenever you expose yourself to enemy fire. The more dangerous the situation, the faster your screen turns red. Then when you take cover and get out of the line of fire, your screen returns to normal. If you expose yourself to the enemy for too long, your screen fills up with red and you get shot and die. It's a really brilliant system and I wish there were more games (or really any other games at all) that did gun fights this way. Given the current state of AAA shooters, I think we are in desperate need for another Brothers in Arms game.
they do that in a little game called gears of war.
@@omg_RANCORS I dont know what Gears of War you're playing. Last time I checked, the cog turned red from taking damage.
Not aiming down the sights directly but still keeping the gun at a high and ready position while firing is called index firing and is practiced in real world situations especially when your in close quarters situations. Don’t really need to be 100% accurate just need to make the round meet the target and not care how or where it lands.
I like to think of health bars as more like a “luck” bar. Get shot at enough and your luck runs out.
ohh image a game where that's a thing u have to find lucky items to surive and doing unlucky things lower stepping on cracks broken mirrors latters etc and since luck items are rare the game gets harder till the end
Makes quite a bit of sense
It might be nice to have a health bar in CoD instead of getting strawberry jelly thrown in my face.
Not the most creative of jokes or whatever but I guess it can work for more than just ND
Lol that makes some sense.
From points 10 and 9, this is why I love the attention to detail in Borderlands to avoid these tropes. Almost all characters in the game own a literal hammer space. It materializes the needed weapon or ammo from a digitally stored “back pack”, and even shows this effect in-game and cutscenes. It’s a fantastic aversion to this trope, and I can’t get enough of it.
I also love how the Legend Of Zelda late 80’s cartoon tried to avert Link’s equipment by him having a magic pack that SHRINKS the item and expands it when needed. 👏
Also, the use of a suppressor won't really quiet a gun very much. It's the combination of a suppressor with subsonic ammo that will get that quieter sound. The reason is that the suppressor won't slow the regular bullets, so the bullet still breaks the sound barrier (which causes the crack sound).
Also only reduces the echo at long distances
Ya a suppressor only reduces the sound by about 10 decibels. The only rounds where suppressor really help is .22 where it can drop it into the range where it is safe to shoot without headphones.
The main point of the Suppressor + Sub-Sonic Ammo is to obscure the direction of the gunshot and make it more difficult to locate the shooter.
@@colegrigsby9401 anything subsonic you can shoot without ear protection. Which for most calibers, is special ammunition
Depends on the gun and supressor, some replace the entire barrel with a ported one to take normal supersonic ammo down to subsonic speeds.
Could have mentioned the recoil. Most FPS characters apparently have hands made of prue titanium and firing guns that should have huge recoil don't really make that much difference to them.
Or the opposit where fully trained spec ops character cant deal with recoil at all...
@@foetalmonsieur WW2 games are the worst about that. I get that not every soldier was Audie Murphy, but come on, Hardy Kruger had better recoil control than some of those guys when he joined the SS a month before the war ended
Your profile picture is what every FPS protagonist is when doing exactly that
To add to recoil some weapons can't be used when standing and would probably break your back like boys at rifle
@@diooverheaven6561 sorry but I didn’t max out strength for someone to tell me “noooo! you can’t magically hold a mounted machine gun without it weighing you down!”
Fun fact: in the reloading anim both cod mw 2019 and ghost recon breakpoint have a special mechanic/animation. For Cod mw 2019 when you switch a mag that still have a bullet in it your operator will keep it, while if it's completely empty your operator will throw it away. To see it clearly inspect the reload anim of the deagle. While for breakpoint if you set your setting to immersive everytime you reload the bullets left in the mag will not come back to your invent instead it will be trashed, forcing you to empty the mag before reloading.
Star Trek: Voyager Elite Force had the perfect answer for carrying multiple weapons, a transporter buffer worn on the hip. Or something like that. It's been a while.
That was a great game.
#9 also - when picking up ammo that maxes out your inventory, and any remaining ammo left on the ground/in crate etc vanishes. Find a crate of 1000rds, but personal inventory can only hold 8 more. Pick up 8 rounds, now crate is empty? Where the hell did the other 900+ go?
What I like about Gears of War and Uncharted's method of blind firing around the corner, is that typically the character is vaguely looking in that direction still. It's not perfect all the time, but seeing their heads kinda poking out the side or over to peek while they waste precious ammo is still a nice little detail they didn't have to animate, but I appreciate the effort.
When I was stationed in Korea, we actually did have blind fire exercises in a trench environment. It was basically putting our M-16s on burst, stick the rifle in the corner and shoot in an arc (edit half moon) down the trench. Not exactly to hit anything, but at least throw some fire down there, maybe get a lucky hit if such a situation happens for real, and to at least give you a chance to peek before moving forward.
In the VR game "Into the radius", you actually have to buy 'mags' individually, and you need to load them individually.
About the ammo throw away logic... In Destiny 2 there was a perk ince called "Drop Mag" which basically did just that. You reloaded faster but did throw away the remaining ammo of your former slotted magazine.
I loved the perk, but since it got changed, vaulted and primary ammo became infinite, it became also meaningless. Was still a cool detail.
“Shoot to loot” is pretty weird if you think about it in terms of real life
So, I've actually heard what a silencer sounds like on a 22. It's like clapping your hands with gloves on.
Although it IS a 22 but it's not really as far fetched that someone 30 feet away wouldn't notice the shot. Though, the guy hitting the ground would definitely catch attention.
.22s are still pretty loud irl, some guns are designed with suppressors in mind however and you literally can’t hear the actual bullet, what you’re hearing is the firing mechanism
Edit(if you use subsonic ammo)
@@dirpyturtle69 you’re also hearing the “crack” produced as it breaks the sound barrier. To eliminate that you can use subsonic ammunition. This would also be the best explanation in a game as to why it would be weaker.
Having heard suppressed .22 subsonic out of a bolt action rifle, I would absolutely notice if someone fired that right next to me. I wouldn't go deaf, but I'd notice it
@@filmandfirearms yeah but then you would probably walk in the general direction, look at a bush for 30 seconds and say “it must have been the wind” and wander off, as anyone would.
@@dirpyturtle69 the best example of this would probably be the vss vintorez/asval
I remember Bungie's game Oni had a boss fight (I think) where there were some panes of glass there were 100% bulletproof. But when you defeat the boss, you jump out of those very same windows.
I guess they are stronger than bullet proof windows.
@Milan Pullapalli It might break something trying.
@Milan Pullapalli no, the bullets would break the glass too.
Ya it doesn't make much sense bc even if you tried to jump out of that, it wouldn't shatter. Just look a car windshields, most aren't bulletproof but someone falling onto it wouldn't go through it assuming they're not 3 floors up.
or fallout games with their bullet and everything else proof clip boards.
I like how your rant on the mini-gun started out with master chief of all people, 😆 Yes, the ammo coming from no where is one of those weird things that video games have. Nathan drake while being a parkour master would not be able to fight with big cannons while mobile. But freaking Master chief is plenty of an exception!
That why I love VR, where realistic weapons are sometimes too realistic. Nothing beats getting a jam mid battle, while also being force to switch the sight because it got hit by a bullet, or completely being force to switch to pistol because your rifle's barrel got hit so it is bent now.
The Jak & Daxter games had an interesting concept with its guns, all the guns were just one gun that morphs into different forms, and fires different ammo depending on its form. And the ammo itself was just energy (eco) turned into projectiles.
Yeah. But then again Jak and Daxter is Fantasy-Steampunk. It doesn’t exactly follow the normal rules.
And in Jak 3 it's a fkin 12 in 1
Hey so as for the gun silencer (Suppressor) thing. Most of the time when you have a silenced gun, you don't fore normal ammo. So normal ammo is loud, and with a suppressor it's still pretty loud. If you want a really quite (Reasonably) gun you'd use what is called Subsonic ammo. Which is loaded lighter to promote sound silence and less flash. So the idea behind that "Less damage" thing in games is sometime due to the fact guns with suppressors (Who reason for the suppressor is to make the gun quieter) are firing subsonic ammo. Which would do less damage, or have less velocity. Even though IRL it isn't a huge deal, but Health bars aren't real irl either so, yet make that what you would.
You should absolutely do one of these for swords!! I've been getting into melee combat games lately and seeing a type of vid like this for them would be amazing
Chivalry 2 alone can make such a list.
Oh like how most swords are treated like glorified bats in most games?
Doom guy and a few other characters are supposed to have a device that stores their guns and ammo as data or energy and converts it back to the gun/ammo as needed.
Also a knife wound can bleed alot more than a gunshot as the bullet is very hot and can melt the wound closed a bit but if it hits a bone a bullet can smash into little bits and bounce off the bone shredding through your internal organs.
Also fatigues can stop a low caliber bullet at very long range due to the thickness of the material and actually can stop a bullet better when wet due to the density of the water but again only at long range and the caliber of the bullet used.
Cars are only bulletproof where the engine is most bullets will turn a car into Swiss chesse even 9mm like an UZI or even M92F pistol hiding behind your car door door will flatten the bullet and leave a bigger hole in you than if you just got shot normally however it would lost some power and not go in as deep in short hiding behind the engine is 90% safe there is a chance the bullet will go through a spot with less metal to stop it or ricochet and still hit you.
Sus
The GTA one was justified, but not the one from Doom guy. He is supposed to be a demi god, storing lots of gun is just a fraction of what he can do
@@hugarada7156 Yeah Doom guy is alot more powerful than people think his strength alone is at super human levels in the newest games he performes melee finishers that would require him to be able to tear through armour with little effort.
@@matthew-005 That was why I disliked the video. But either way, what doom fan likes channels lile these
Knifes are deadly as guns, videogames use that as a "reward" because its much more risky and harder to get close to someone with a gun who can just stay away, than shooting them from a distance, finalizing someone with animation makes sense, but fps games are...
One for the swords version: Flaming hot, sometimes burning blades that can literally throw fire in an arc toward your opponent -- but never even once ignite or burn the character or his/her clothes
For the first topic of where are the guns, that’s one reason why I always loved Mass Effect. When you had a gun equipped, you could see it on your back. It was there and in many cases because future science the guns would fold up and compact to not take up quite so much space but you could still see they were there
What I also love about Republic Commando.
Outside from pickups you have one weapon. That weapon has modules you attach to it that changes it's capability, thus allowing you to have many options without having to carry many weapons simultaneously.
A lot of times in Mass Effect, I'd only ever use one weapon the entire time, so every other weapon I had just became cosmetic.
Untill Me3 when weight became a thing, n it became "what's the lightest weapon I can carry for short cooldown"
Shame they forced you to carry at least one gun, my Biotic and my N7 Shadow would of much rather went in without even a single gram of Extra weight
Same with RDR2
@@stevemccann4166 yeah i like how RDR2 does it. You can only have 2 guns, and 2 side arms, while everything else stays on your horse. You want a gun that's not one of those 4, you gotta go trade it out.
I mean, it's still pretty unrealistic that my horse's saddle bag can fit my other 20 guns, 7 whole outfits, and a camping setup. Not to mention the sachel that holds a whole ass walgreens worth of food, meds, tonics, plants, newspapers, meat, pelts, papers, caned goods, and more, lol.
@@Cman04092 Need the Ardenne or that black one of Hosea’s to carry it all if needed to be realistic
I find bleeding status effect with swords funny to think about, this sword makes you bleed out but that sword doesn't... very silly
This is actually grounded in some reality. Normal straight edged swords do fairly normal cuts which aren't guaranteed to cut major arteries and veins. Historically speaking the actual impact of being hit with a sword was most of the damage as getting what is essentially a metal baseball bat with an edge slamming into you will break bones as well as cut. Specific swords and knives however have vicious designs meant to cause severe damage. From things such as razor edge to "teeth" where the sword is serrated or indented to cause tearing as well as slicing. It's a big difference for someone to slash you with a chef knife and another with a carving knife or serrated knife. The chef knife will cut you, but it will just be a slash that likely won't get very far below the muscle tissue. That carving or serrated knife will actually shred some of the muscle and likely damage more vessels, arteries, and veins.
mate I know
it's why serrated bayonets were agaisnt the geneva convention, and why cavalry sabre's are curved, and other such weapons like sickle swords, but if you going up against an unarmoured opponent unless that npc has bleed resist stats there should be a slim chance of the effect happening or something for internal damage which i guess armour piercing could be argued to represent that fact, it's just a comment on how game logic isn't 100% accurate because it can't be, quite yet, just like with video game shotguns only shoooting so far then the bullets just seem to stop in a lot of cases especially old games,
but you can see what represents, but as my first comment says it's funny to think about and i hope you had fun thinking about it :)
Plus a suppressor actually increases velocity because dispersal of gases to muffle the shot but it needs to go out afterwards so the bullet goes faster in a way which would increase penatration
the difference would be negligible though, since you're only going to see a marginal increase in muzzle velocity
Number 9. That’s why I loved Operation Flashpoint. You had a finite amount of magazines in your solider and the game kept track of the ammo expenditure (even though you’d always reload the fullest magazine) but eventually you’d be getting magazines that were partial filled. Awesome realism (for a game from 2000)
Dayz too, magazines have however many bullets they have and if you change mags that old mags bullet count doesn't change. You have to manually reload magazines if they are empty or partially empty. But then also you don't toss mags unless you intentionally drop them. Cause it's better to have a mag than load a single round each time if you don't have one.
Man I had both Flashpoint games..
Me and my neighbor ran a LAN cable and played together (no internet)
Long long ago
reloading was one of the things i always liked about the SOCOM games, back in the day, your mags each had their own ammo count, so if you used half a mag, the next time you put that mag in, its still half full, and all the other mags would be full or used however you left them, and you only dropped the empty mags. i cant think of any other games that did that.
Modern Warfare 2019
Insurgency does that I believe
S.W.A.T 4 and other saw games do it too you can only carry limited amount of ammo and magazines for a gun those some very realistic games
Yup Socom had some concepts well ahead of their time
Older games had a lot of creativity with the memory limitations they had, only recent game from nowadays I fan think of with an excessive amount of detail is RDR2
On the note of suppressors, it's important to note that the size of the round has a significant impact on how loud the gunshot is. I've read a story where a US military general took a prototype .22 pistol with a suppressor built-in and discharged an entire magazine worth of rounds into a dummy target during a meeting without telling anyone, and nobody seemed to notice. I'm not sure if that's entirely true or not, but a .22 is a very small round with not a lot of power behind it, so it sounds plausible.
It also counts whether the ammo is normal or subsonic, subsonic ammo has a much quieter sound than normal rounds
I heard that was a Nazi engineer who did that at a meeting with a general to show off his prototype. And I heard it was a 9mm machine pistol. A .22 seems a lot more plausible, but the Nazis were into some cutting edge science, so who knows?
WIth Swords, one thing that doesn''t make sense is how in some games the character can sheathe and unsheathe a huge sword. It's physically impossible for a character who has tiny arms in comparison.
Thats why its digitally possible
Also long/greatswords being super slow, or heavy armor being incredibly slow and clumsy, and not having your shield ready to block when attacking
Better yet the Witcher with the swords on his back, lol.
I, for one, protest the unrealistic sheathing standards and expectations pushed on us by interactive media.
@@James.D.B. *cough cough* mordhau *cough cough*
I never fired a suppressed rifle, but a friend compared the noise with forcefully slamming a car door shut.
A suppressor alone (w/o subsonic ammo) brings a rifle from around 160db to 140. Still incredibly loud.
Comparison: A jackhammer is around 100db, a starting jet 130.
Gun size aside, it's always been amazing to me how characters will walk around with not just ten guns but with hundreds of rounds of ammo for each gun pre-loaded into magazines. That's hundreds of pounds of ammunition alone.
Standard operating kit for the US military is 7 primary weapon magazines, 6 mags in your carrier and 1 in your rifle, or 210 rounds total. Not too heavy, and certainly not hundreds of lbs hahaha go to a gun store and pick up a box of a hundred 5.56 rounds, it weighs like 3 lbs lmao
The ammo mechanics in Insurgency: Sandstorm are absolutely amazing. Super realistic, but still very fun. Adds a whole new element to combat. I wish other games would implement it as well
when you manage to get a reload off with an empty mag and one round in the chamber 👌
@@nipplecream3099 ohmygodyes
Try DayZ
Other games have different sub genre of shooter games, so it doesn't make it better
Fun fact, suppressors in real life do so little that you're still supposed to wear hearing protection if you're doing target practice with one on.
On #8 it’s actually reversed. A suppressor increases the velocity of the round but decreases the report. It basically works the same way the muffler on your car does.
I’ve heard some suppressors might technically give a minuscule increase to velocity after they heat up but I’ve never experienced it myself and see exactly the same velocities with or without a can on both AR’s and pistols of varying calibers.
There is no seal between the bullet and the sides of the suppressor so gas immediately dissipates and the bullet is slowing the moment it leaves the muzzle.
I think the biggest consideration should actually be toward the ammo. Subsonic ammo is typically utilized and would of course be noticeably slower.
Actually, a good explanation to why its so silent, and why it has less range is because the operator is using sub sonic ammo. The reason being so that the bullet doesn't break the sound barrior and make a loud cracking noise from how fast a supersonic bullet is.
When youre so early, Gameranx hasnt yet changed the thumbnail like they always do. EARLY GANG AAAOHHHHHHHH
@BirDMaN 27 bruh the video literally just came out why are you even here if you don't like em that much lol
Just....stop
This
Ayeeee gang gang 🤠
The "auto-pick up" one hits home especially hard when you're comparing the vanilla "Fable" to ANY other version of the game.
Even tho in Halo the mini gun weight thing could be explained by the fact that we’re augmented super soldiers, where it actually doesn’t make sense is in Halo 3: ODST, where we’re regular human soldiers.
I remember Bloodrayne had a code that would show all your guns strapped to your character. It was pretty cool.
I'm suprised more games haven't included that feature.
Bloodraine was dope!
God, that qnd the gratuitous dismemberment cheat
@@doordashmeboi7009 I wanted a football game and my grandmother bought me this one 😆 🤣 😂 (many many moons ago)
Everything is becoming so censored these days I doubt any console could push a game as cool as this..
Blood gore nazis vampires boobs too..
This game had it all
@@a-listercrowley2737 clearly you have never played metal gear rising,
Sure, doesn’t have nazis (I think), or vampires (I think), but damn it’s pretty fucking solid.
@@swaggaming4953 😆 🤣 solid!
👌 nice
Fun fact about supressors:
They actually increase bullet velocity which in theory would also do more damage.
I guess all the video game supressed guns have subsonic bullets
“Normal human characters can walk around with giant mini guns”
*shows master chief*
Suppressors increase the velocity of bullets in real life. Not by much. But enough to create greater damage than without a Suppressor.
For #10, one of my fav things about MGS V was the limited inventory you take in, and you'd see it being carried it, vs magic item out of nowhere.
"we don't like normal human characters walking around with miniguns" *shows footage of Master Chief, a guy who can literally flip a 66 ton tank*
My theory behind getting shot in game and recovering from it was always that the bullet either grazed you or hit an armor plate or something. You still take some damage but overall it's not a lethal hit.
What if you get shot in both legs and arms straight on? With no armour there. Then it just doesn't make sense.
try the fact that YOU suck and got hit but canonically character never was hurt.
it's really and excuse "yeah character shrugs it off"
while in reality it's "yeah i suck and got shot 20 times"
I will copy and paste my previous comment to answer this
Also sorry for my spelling, I'm still learning English
Cutscenes bullets, I have to say that if you look at this through uncharted games logic, you actually don't get hit, Nathan is very "lucky", whenever you get hit in game, isn't really a hit, the bullet passed just far enough to miss Nathan, but his luck will decrease more and more with every close call, if you get too much red markers then your luck is depleted and you get hit by a projectile and actually get killed, the writer said that she was inspired by characters like Indiana Jones and how "he gets punched, and beated up, but never a bullet hole".
So, you can just.. apply this logic in pretty much every game (except for the half life series, Gordon Freeman is just a tank man in a magic HEV suite)
@@Lucaluciano-sc2db very interesting take, i like it
There is actually logic to a knife being more deadly than a gun, at least in a modern setting game. Body armor doesn't actually stop the bullet, and it hasn't since early flak jackets which were literally just a sheet of metal on your chest. Instead, they disperse the force across your entire body. They protect against the blunt force impact, which is why higher velocity handgun rounds can be easier to stop than subsonic rifle rounds. As such, a ballistic vest should block 4 or 5 rounds, but not even a single stab
I literally looked for this comment
Unless the vest is made to be slash/stab resistant.
Modern ballistic vests are ceramic or steel plates though. Or titanium, if you're Russian.
@@The_fuzz_buzz But that usually means sacrificing ballistic protection, and since soldiers are far more likely to get shot than stabbed, ballistic protection is priority
@@TheAttacker732 The ceramics are the most common in actual combat kit. Again, it isn't a matter of actually stopping the bullet, many of those ceramic plates can be broken by hand, their job is simply to disperse the energy and slow the bullet down
Guns in movies are different level. Their magazines literally has the size of the observable universe and their amount of ammo is infinite 🥶
Lol
I always thought it was funny how you could full auto with suppressors and they would just be perfectly fine forever I get most games aren’t realistic like that
Farcry 6 has that mechanic it's a trash game though.
@@captainsaveahoe976 I have yet to play it lol
@@captainsaveahoe976 far car 6 is a great game if you love far cry games
@@SL1CEND1CEN I agree with your assessment. I recently finished it with my completion % in the high 80's (I refused to do cockfights, and most of the race components were fails for me so I quit doing those).
Well, on that subject, most machine guns require a barrel replacement because of overheating. This is the true reason a machine gun needs to be fired in short bursts, so it doesn't overheat the barrel. It always bothered me, in WWII movies, that they never show the person who carried the ammo and such ever change them, they did.
The same be true with a suppressor, they tend to overheat and do it quickly.
1:28 you see Master Chief didn’t explicitly toss the magazine onto the floor, rather stowing it. Yes it kinda disappears off screen but the logic is that they keep them for when they have less ammo.
Also, the “Classic” or default pistol in Valorant has the stupid three shot right click.
Getting shot in-game:tis' but a scratch!
Getting shot in a cutscene: *dead* *noises*
the cut scene one i always saw it as that is the first time you actually get hit, like during gameplay you are suppose to be this amazing person who was never hit through the entire story.
Max Payne only ever holds a maximum of 3 weapons - as that's all he can physically carry: 2 pistols and a long arm.
At least in MP3, which is the most recent.
The funny thing is a silencer doesn't slow down the bullet at all and it increases the range
Arma 3 handles suppressors pretty well, especially since you can use subsonic ammo with them. So far the best magazine management I've found in a game is in Squad, what you have in your mag is what you have. Most bullets in that game are cutscene bullets.
Tarkov does it really well.
10. Borderlands is the only game I've seen that addresses "where do the guns go?" By having them be digitally re/deconstructed and stored in a data drive.
9. The only games I've seen tackle the reloading thing is the Conflict series (conflict desert storm/Vietnam etc) they have a cycle mag system, and the not full mags are put away to be used again later.
6. That's more an FPS thing, 3rd person shooters tend to have the character more relaxed holding the gun lower outside of combat.
2. Miniguns pass the rule of cool. It doesn't matter how it works as long as it's fun.
2. insurgency has the same cycle, but it's a multiplater only shooter with high focus on individual realism
On 9, Escape from Tarkov does it, too. When you do a normal reload the ejected magazine is put into your inventory and maintains the amount of ammo until you take the rounds out or refill it. There's also a quick reload that just drops the mag on the ground where it stays until the match ends or someone picks it up. If you don't pick it up you're down a magazine and the bullets in it. You can also pick up other people's dropped mags and guns and have to actually check them to find out how much ammo is left, including checking for a chambered round. So it is entirely possible to pick up a gun, not check it, and die in a gun fight because the person that dropped it hadn't chambered a round.
10: Warframe has every equipped weapon in view.
Ofcourse it's restricted to 3 slots, 2 of which can be filled with "dual" weapons like twin pistols or 2 knives
In reality, suppressors improve velocity because they make a barrel longer, longer barrel means more time for acceleration.
I had always imagined that when you get "hit" in the gameplay - it was just that you were almost hit... it was a close graze.... and when you go down that's when you've taken the hit. Your stamina is like a luck gauge considering headshots can take you down one-shot sometimes.
Isn't that explicitly what is happening in Uncharted? Or maybe not explicitly in the game, but I think the developers have said so
@@Cynicalsoup Yes, that’s how the Uncharted health works. It was just Nate’s luck running out before he got hit by a bullet.
@@Cynicalsoup He just wanted to seem like he thought of the idea or something lmfao.
I thought I was the only one...
Although it seems RDR2 may have gone towards these lines a bit.
You're supposed to use subsonic ammo with suppressors. Subsonic ammo has a reduced muzzle velocity and therefore, shorter range and less kinetic energy on impact. That's always been my explanation for why suppressed guns in games do less damage to enemies.
A subsonic .22lr with suppressor on a rifle is actually practically silent, other than the action of the rifle as it functions. A suppressor with standard velocity ammo isn't going to make much of a difference in sound profile.
Reloading is always fun. Everyone neglects the fact that if you reload while you have one in the chamber, you have an extra shot. Oh and dont forget CS:GO's cocking the gun everytime you switch
I've watched a lot of videos over on the Forgotten Weapons channel, and I have seen exactly one weapon/suppressor combo that would qualify as spy video game quiet, but only for the first magazine or so after new rubber baffles are installed in the suppressor.
I have seen a few which are close to combat video game quiet, where this is achieved by firing sub-sonic ammunition.
But any semi-automatic weapon has a lower limit of quiet determined by how loud the actioning of the weapon is, and how much gas is released when the weapon cycles.
And a super-sonic bullet also has its own loudness to bring to the game.
Gun Jesus (Ian) is great.
Caught this at 37 seconds after it dropped. Nice.
Fun fact: most miniguns actually require an external power source of some sort (usually an electric motor), meaning that in order to carry one you would have to be able to carry the weapon itself, all of the ammunition (and remember, miniguns generally fire between 2000 and 6000 rounds per minute which means a lot of ammo), and the external power source.
Yeah. An M134 minigun weighs 85 pounds unloaded. And according to Dillon Aero, the "small" ammo box contains 1,500 rounds and weighs 125 pounds, which, at the max RoF of 4,000 rpm, would give someone roughly 22.5 seconds of continuous fire before they ran out of bullets.
Bloodrayne II had a cheatcode that when entered would show every gun in your inventory on the player model, it was honestly pretty badass.
“2. Normal humans can walk around with giant mini-guns”
*shows the Master Chief, a 7-foot tall genetically enhanced super soldier wearing powered armor and is the pride of the UNSC Spartan II program*
I believe it is more accurate with how Nathan is depicted though, in my opinion
The Fact That The Gun In The Thumbnail Is A Revolver Getting Reloaded Wrongly Gives Me Pain
I'm surprised no game i can think of has leaned into the "losing the rest of the magazine when you reload" realism mechanic to make ammo conservation a more tactical decision. Do I want to engage with 1/2 a magazine or reload and lose 12 rounds. It could easily be an annoying mechanic but I think its doable with proper balancing. Did Red Orchestra do that? I don't remember.
Actually a lot of mil-sim games and old squad based tactical shooters have that like Squad , Arma 3 , Escape From Tarkov , Swat 4 , Old Rainbow six games like R6 Vegas etc.
@@noobguy9973 Even newer titles like Enlisted do it. It's honestly pretty annoying tho later on in a match when you are cycling through mags/clips and every one only has like 1-3 rounds in it.
Ghost Recon Breakpoint had an option for losing ammo on reloads = P
@@liquidacid1983 But isn't it suppose to be like that? Punishment for not conserving ammo or making you need to go back to resupply for game balance/immersion etc.
Insurgency Sandstorm has that feature, as with Day of Infamy and Insurgency as well I believe.
If (hopefully when?) Jake does the sword version of this, I expect Cloud and Sephiroth will be number 1. Or at least close to it.
As an actual gun expert, suppressors do significantly reduce bullet velocity. Not because the suppressor itself does but because in order for them to work you have to use subsonic ammunition which is drastically reduced in powder charge for most cartridges. .45 acp being naturally subsonic doesn't generally require this. But debating that is no different than why a sniper rifle to the head is a 1 tap but pistol rounds could take half a mag in most games. Balance over realism.
The last entry about story related injuries reminded me of JoJo's Bizarre Adventure. Kakyoin got dealt so much damage over part 3 and lost countless gallons of blood. But he got sliced across the eyes by a stand and suddenly he's out of commission for several episodes. That's just one example.
JoJo has been like that since Part 1(wish we had more Jonathan)ngl Joseph should've died from having his wrist slit by wham in his first fight with pillar men it part 2
1:08 the game vanquish actually solved this. His weapon is a small circular structure that memorises the designs of any gun he holds allowing it to transform into different weapons. So his inventory has like 4 weapons on it but he can switch them whenever he wants bc of this technology
Star trek elite force had something similar. all the weapons were held in small "transporters" clipped to the people's belts. you would just select the weapon you wanted that was stored and it would materialize in your hand.
I love how most games reduce the velocity of a bullet when a gun has a suppressor when in reality it would increase the velocity.
Escape from Tarkov and Insurgency Sandstorm for realistic firearms, ammunition, and gun mechanics.
ArmA as well.
2:45 Suppressors/Silencers actually increase bullet velocity, not decrease it. The bullet will fly a little farther and hit with a little bit more force if firef from a gun with a suppressor attached.
One in the Chamber, when you reaload a 30 round M4 that has a half empty mag and you put a 30 round mag in then you have 30 rounds to shoot, but from that half mag there is one in the chamber so you should have 31 rounds to shoot. Nothing big but a little side note.
the "hip fire" is called point shooting. and in games like tarkov that actually honor it instead of having a 6 ft shift in POI at 3 ft to target its just sick. point shooting is actually incredibly effective
A group of NPCs run with their swords through a door way and nobody gets hurt because they are on the same team.
Multiple swords at will come out of magic sheath.
Knives and other weapons that disappear when they hit a body
Suppressors sometimes actually *improve* the muzzle velocity of the bullet. They do, however, make the gun longer, affecting the handling of the firearm and making it a little bit harder to deal with in tight quarters, but most notably, on pistols, they make them a lot harder to draw and holster.
Let’s just say, the best way to replicate a gun from a video game would be to get an AR-15 firing subsonic .300 blackout rounds running a suppressor with a 12.5” barrel. Most rifles (at least in the US) fire 5.56 rounds. You can use 5.56 mags for 300blk. So, you’d have a quiet rifle, that’s capable at least out to 400m~ that gives you the most amount of flexibility with regards to supplies.
Hard to call it a rifle if it has a 12.5 inche barrel
@@phredphlintstone6455 Want to be a commie and call it a pistol? Be gone, ATF.
@@valerie80yearsago90 thats not even an atf thing, there's a problem with pushing 300.BLK through a 12.5 inch barrel, that round already loses muzzle energy and drops off like a rock in the river, shortening the barrel only makes this problem worse.
@@valerie80yearsago90 also, given you actually have to use that rifle, you're not going to find 300 blackout on a body, you will however find 5.56 in a shtf situation
Not to mention despite using the same size magazine, those cartridges are NOT interchangeable, use the wrong one and watch a very pretty AR cease to exist