As someone who works in the firearms training industry, games seem to always screw up guns somehow. I get it, it's a Sci-Fi world.. but some of the animations are inexcusable... Let's look at some proper stances. Variation can happen depending on training, but all stances and grips bring fundamentals into play.
I'll go over Pistols & Rifles (That's what I have on me and near me at the moment. Don't want to go open the safe.)
A chamber check... Notice posture, and using peripheral to check chamber.
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"Low" Ready... Notice aggressive posture, trigger control, and angling of the weapon to the eye and posture of the body.
"High" Ready... notice more relaxed posture, this is pre-combat... allowing more situational awareness and relaxed posture. Reduces fatigue..
Point shooting. This is different than aimed fire. Almost all combat shooting is point-shooting. We use just enough of our lined up posture to place front sight over the target. This is the most combat effective method if you are unlucky enough to have to use your sidearm in combat.
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Rifle stances
Sling Ready or Modified High Ready - This is a relaxed, non-combat position. It's not really "taught". It's how you end up holding your rifle when it's mounted via single-point sling.
Universal Combat Stance : Magwell Positioning... arms are tucked into the body for support. This provides platform for arms to simply move and manipulate the rifle.
Modified Offhand Stance - This brings the left / weakside (if you're shooting lefty) arm out at an angle creating a triangle giving the rifle superior movement laterally. It can fatigue a shooter though due to muscle groups being independently suspended.
Either stance can allow accurate shooting with ironsights from a intermediate chambered rifle up to 400 meters.
Point shooting with a rifle... sometimes you cannot get your sight picture - this is a rapidly deployed movement that transitions to sight picture after the first volley is fired.
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It is only accurate somewhere out to 25-50 meters. Some can shoot very accurately this way however.
I don't play a lot of games ... primarily because things like this bother me. I train professionally (OPOTA certified in Ohio, and NRA instructor for CCW, Pistol, and Rifle.) I would like to see game companies like Trion consult people like me (there's plenty of us) before they make their animations. I will open up the safe later and grab shotguns and a few NFA items as well (I have a few stamped SBRs "Short Barrled Rifles" that will double as a sub-machinegun type firearm.)
Essentially, though, whether shooting shotgun or a smaller "SMG" style platform - they are modified rifle stances. I will post videos of doing some drills with students at some point. Would like to see the artists take hold of this. Based on the varying archetypes for players - I can understand why one archetype would have little firearms experience and have varying incorrect ways of holding - but the veterans seem to be combat trained. This would, at the least in my mind, make me think that they have superior firearms training to the other archetypes.
Small Note... My Low vs High would actually be switched for most schools of shooting and control. I primarily trained using a system designed by a man named Paul Castle who developed Center Axis Relock shooting, or CAR. The reason being is I am blind in my left eye, and though I force myself to shoot right, I am actually slightly left-handed (really ambidextrous.) Common schools of thought you would switch HIGH and LOW.
Thanks,
Dave D.
Drury Defense, LLC.









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our chars who jump 6 feet in the air and shioot rocket launchers at each other dont hold guns propperly 
