Suggestion: Barrel blocked indicator

Add a barrel blocked indicator.
Why add it? In other games, bullets come out of your eyes which means no issues for peeking cover, while in Squad it obviously comes from the gun. In real life, you would have better awareness and depth perception than the flat image displayed on your monitor. To bridge this gap, many realism games add a barrel blocked indicator to bridge the gap between reality and game.
What it should do? A small warning at the bottom of the screen should appear if the game detects that the distance between the end of your gun's barrel and a wall is less than an arbitrary constant (let's use 10cm for now).
How does this improve gameplay? This avoids the hokey pokey of learning, crouching and shooting to attempt to shoot through those holes in walls to engage someone to only hit the wall in front of you. It's a silly guessing game that in some way should be made less so.
Who would find it useful? Anyone. New players especially, if told what it is in some kind of UI diagram or tooltip would find value in it.
Comments
If this was possible then we would have weapon resting mechanic already lol
@EcchiRevenge A man can hope, but compared to resting mechanics this should be such a minor change.
If a barrel-blocked indicator is possible then just make the same check go "downward" slightly to find out if weapon is rested.
Honestly i would prefer to not have that. I think its part of the game experience to be aware if barrel is blocked.
People can and have failed to make sure barrel is clear before firing IRL.
I agree with this, due to the player model there is no indication that you’re going to hit a wall or that you have line of sight. I’ve even hit walls with iron sights which doesn’t make too much sense since iron sights are pretty much on top of the barrel, but I consistently run into this problem. Since there is no way to look at where your barrel vector is in comparison to your line of sight, you’re stuck with only ADS or ready position. Great idea, hope they add this!
The less UI, the better. This comes easily with experience.
Ironsights are still quite a bit higher than the barrel because of the gas system...etc. on vast majority of modern firearms.
Generally if you can see any part of the cover in the sight picture, your barrel is blocked.
I'd be all for some little hud indicator as long as it doesn't interfere too much with the minimal HUD.
We already have "weapon resting mechanics" with the bipods in the game. That's basically it and that is all that is needed to implement weapon resting however....
I hear a lot of arguments "well this is going to slow down the game quite a bit with all those weapon props and cause sever lag". - In my opinion that is not true, and even if it is then there is very easy solution to that. - Make just like in Rising Storm or ARMA 3 series. Have weapon props indicator when your character is near the obstacle that can have the weapon be rested on it and if it is too high to be rested on (its literally the passive buff you get when near propable obstacles that don't add any animations or anything besides small accuracy bonus), have this suggested mechanic of "Muzzle Blocked" warning indicator added. This is very easy to implement into the game. Just to add this kind of indicator would be awesome for all kinds of things. - From AT weapons to hand grenades. Especially Hand Grenades. You think you are safe throwing that grenade from the corner of the wall? Bloop - you just with all your YEEET the grenade into the wall you leaned over from the cover to throw it with full might and into your buddies' feet. Wall block indicator for the grenades thrown would be awesome as well. Of course other awesome mechanics could be added such as the blind throw over obstacles, such as toss around the corners.
That's janky af. The fact that bipods are so poorly implemented should give you plenty of hints as to why any of these hasn't been implemented.
Grenade fail happens in real life too, btw.
https://www.youtube.com/watch?v=wECEFB6xh6s
RIsing Storm/Red Orchestra solved it by not providing any "Janky" gluing to the terrain but simply providing passive buff when near obstacles that can be leaned over. Another 3rd solution that could be added is the same that Insurgency uses - Prop up when ADSing. In Insurgency when you are not ADsing, you are crouched to the eye level behind lowest crouching obstacle and when you ADS, you posture up which with such subtle mechanic raises player's body over the obstacle/cover. This mechanic is neither janky, more realistic, and reasonably easy to implement. If not, Rising Storm solution (passive buff) and ghosting weapon through the obstacle seems like simple solution.
As for grenade fails.... well yeah. its true, but in real life it is leaps and bounds more intuitive and natural to throw the grenade, than the weird "put your nose to the corner of the wall and hope that your animated avatar doesn't bounce it of the corner". Besides, grenade fails are not that common in trained soldier's hands. It not like if you faceplant yourself into the wall in real life near the corner you do not have any option but to throw grenade into the wall. Obviously you can easily blind toss it around the corner. - The grenade throwing in Squad is just not that intuitive, with the only real indicator being left hand's thumb as reticle.
You forgot the fact that there are plenty of obstacles that seem like they would support bipod but do not in this game.
Insurgency just raises the stance when ADS while crouched. That's not relevant and is neither realistic nor easy(at this point), Squad doesn't have the map design/size/manpower("it's just too late" - somebody at owi, responding to request to label certain small objects on map to not collide with armored vehicles) to allow for it to provide the illusion you experienced in ins2.
"Besides, grenade fails are not that common in trained soldier's hands" - nobody said it's common.
Squad players are not trained soldiers either way.
You can "aim" with certain fingers, pinky when underhand.