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Old 03-28-2010, 03:36 PM
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I noticed in Modern Warfare 2, IW made some of the characters with M4s NOT hold it by the foregrips.
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Old 03-28-2010, 03:40 PM
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Quote:
Originally Posted by Excalibur View Post
I noticed in Modern Warfare 2, IW made some of the characters with M4s NOT hold it by the foregrips.
That may be due to technical limitations within the game engine. I used to make weapons skins for "Counter-Strike" (and other "Half-Life" mods), and I remember how difficult it was to make the character models properly hold my weapons. I would make weapons models where, every time I tried them in game, the player model's hands would be going through the "world view" gun model. I could spend hours tweaking it and it still wouldn't come out right.

Of course, the "MW2" engine is far more powerful than the "Half-Life" engine, but the same problem may still apply. And professional game dev teams work under extremely stressful deadlines, which means they don't always get to work out bugs in the game.
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Old 03-28-2010, 09:43 PM
Mazryonh Mazryonh is offline
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I also mentioned cases of "severe foregrip allergy" that are highly visible within the recent TV series Flashpoint. What makes this especially "head, meet desk" worthy is how some of the characters on the show actually DO use their foregrips, and most of the cast are supposed to be high-flying SWAT-style cops, capable of scoring no less than 48 out of 50 bullseyes under various adverse conditions (last I heard that was the standard for continuing marksmanship qualification). The gun handling technique on the show is definitely not a recipe for believability.

As for games featuring foregrips, I think it depends on the engine. Two of the games I've helped contribute large amounts of info to on this wiki make use of foregrips, SWAT 4 and Ghost Recon Advanced Warfighter 2. The latter will even change your character's grip to accomodate the foregrip when you equip or unequip one.

Sadly, in GRAW2's PC version the foregrips don't actually decrease the muzzle rise or make the gun more accurate, which is something I've tested myself, and the foregrip on the M4A1 in SWAT 4 doesn't seem to help with the muzzle climb at all. Maybe it was to make it so that the M4A1 doesn't completely outclass the other two assault rifles in the game's multiplayer.
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Old 03-29-2010, 12:40 AM
ManiacallyChallenged ManiacallyChallenged is offline
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It's still better than in old stuff like Operation Flashpoint, where your guy sticks his open hand through the "gap" between the M16 hand guard and the M203.

Sometimes don't movies use ex-cops as extras though? I thought I read/heard that on T2 the swat guys in the Cyberdyne building were all ex-cops that worked for a special casting company.
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Old 03-30-2010, 03:34 PM
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Sometimes movies and show are able to get real SWAT or military or even ex military to join in.

In MW2, your looking in first person and you see yourself holding the foregrip, but looking at the NPC next to you, he isn't. And if the game engine has conflicts in making a character model hold the foregrips but still have conflicts with the environment, then why keep the foregrips?

In a 3rd person shooter like Metal Gear Solid 4, where Snake's M4 does have a foregrip attachment option, you can see he grabs the foregrip when equipped.
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“It is always wrong to use force, unless it is more wrong not to.”
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Old 03-30-2010, 10:06 PM
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In my opinion, it seems that using a foregrip would be sort of awkward
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Old 03-31-2010, 12:01 AM
gunguy001 gunguy001 is offline
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After spending 18 yrs in the military, I've learned to roll my eye's on the inside.

If the actor doesn't want to use the K grip then they don't have too.
I always coach them to be comfy, because if they try to look like they know what they are doing they will fail.
They have a lot to worry about like lines and hitting the mark blah blah.

We are make a movie not saving the world.
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