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File: 1726753890348-0.webp (117.21 KB, 750x902, IMG_0774.webp)

File: 1726753890348-1.webp (50.05 KB, 768x432, IMG_0775.webp)

File: 1726753890348-2.jpeg (985.69 KB, 1844x2461, IMG_0776.jpeg)

 

If there’s a similarity that Star Wars battlefront, helldivers 2,, starship troopers: extermination, every fallout game, space marine 2, Halo, duke nukem, GTA, even COD all share, it’s that none of the guns featured in these games have slings. Historically, the use of belts, bags, and slings by foot-soldiers is a recent phenomenon.
I don’t know what caused this, but most modern infantry use that shit to make transporting their supplies, equipment, and weapon(s) around a shitload easier. It’s such a subtle change too. You don’t notice how much the other aspects of human violence have changed outside of the tech used until you notice that soldiers literally hold rifles differently compared to a century ago and in more positions for increased coverage and mobility.
I don’t even think the devs of actual military simulators like arma and squad caught onto a change this drastic yet subtle…

>>37116
former video game developer, it's literally just because slings would be a pain in the ass to animate

>>37119
Very little payoff, too. most players wouldn't notice or care, except to complain

>>37119
You sure you can’t just attach cloth physics to that shit?

>>37121
well you 'could' do a lot of things but development is on a deadline

>>37121
Cloth physics takes more computation to render, and you would need to have it prepared for lots of complex interactions. It would also clash with the trend toward fast, responsive animations. If you have to put the sling over your shoulder every time you pick up a weapon (and also take it off if swapping from a previous weapon), that takes more time and is more clunky. Especially since games tend to involve weapon swapping as a major feature, even in terms of practical utility, the sling is more of an impediment than a benefit.

Another Editor Anon effortpost.


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