Is Escape From Tarkov Realistic?



Tarkov is definitely an experience. Both punishing, and rewarding. Lucas Botkin goes over the more realistic aspects of Tarkov, and… not so realistic aspects.

Special thanks to Klean for his assistance in this video. https://www.twitch.tv/klean

Tarkov can be found here: https://battlestategames.com/

Clips from the following content creators:
LVNDMARK https://www.twitch.tv/lvndmark
Pestily https://www.twitch.tv/pestily
Shroud https://www.twitch.tv/shroud
General Sam https://www.youtube.com/user/GeneralSam123
AimBotkin https://www.twitch.tv/aimbotkin

00:00 – Tarkov’s Success
02:11 – Weapon Customization
04:14 – Unrealistic Meta Guns
05:30 – Is the Recoil Realistic?
08:36 – Is the Hip Fire Realistic?
17:34 – Optic Zeroing
18:54 – Rifle to Pistol Transitions
20:46 – Inertia System
22:12 – Hearing Protection
23:42 – Helmet Visors
25:53 – White Lights
28:47 – Why Tarkov?
31:50 – General Sam Style

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31 thoughts on “Is Escape From Tarkov Realistic?”

  1. Just wanted to add something about Tarkov's hipfire. Its very inaccurate when it comes to aiming from a distance, also when its attached to a laser, it becomes very accurate..which to me is realistic.

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  2. If the game requires you to shoot someone in the face more than once with a rifle round under 50m yeah while your PMC is having a Parkinsons episode controlling recoil on a fucking intermediate cartridge, yes, I guess it's pretty realistic
    Military helmets totes mcgoat reliably stop (not deflect, stop) rifle rounds

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  3. 16:41 in insurgency and insurgency: sandstorm you gun always swivels a bit towards the side of your screen you last moved your mouse to and also it bobs while walking.
    the impact point is calculated by actually checking where the barrel of the 3d model is pointed at

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  4. You know, one of the things that really fucks with me for videos like this is that you normally see a surface level understanding of the game being talked about by someone who is knowledgeable with the real life counterpart. You throw in some jargon to make it look like you quite understand the game, throw around your expertise, and leave a review that doesn't really say much. And Lucas really doesn't do that here. I mean he uses the jargon, the references, the jokes, but he talks about things within the game you would only really know if you put a lot of time in the game and time trying to understand the game. So much so, that some of what he even says assumes you have some base knowledge of the game it's self to properly get the reference. And going out of his way to show an obvious liking to content creators like Generalsam while doing his due diligence to try and bridge the gap between the realistic and gamified areas of the gunplay and equipment, I was very surprised by this video. You can tell that Lucas has enough experience to not make the comparisons and test between the game and real life and treat both mediums with the faith required to compare them. Good work.

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  5. Should have tried the hip fire test with a laser since a lot of players run them in cqb and they could make leveling the gun easier for example tracing the laser on the wall at the predicted head height

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  6. I think hipfire accuracy can be lowered by adding a low-ready – high-ready weapon sway. Like, when you change gun position it should sway significantnly in two directions (z and y).
    And also in some games like cs go you control the camera, to the center of which your gun is attached to. But in insurgency for example, you control your gun in a small area which is the fov of the camera, and when you cross some border, measured in degrees, you move whole body (camera)
    Or at least it is how it looks like from a player perspective. I am not a game designer expert by any means.

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  7. In Insurgency: Sandstorm when you're not aiming down sights your weapon freely aims inside of a broad circle, so until you move the weapon to the edge of the circle the camera doesn't move. This means that hipfiring is difficult to hit with unless you are pretty close, a little lucky, and dump a bunch of rounds. It also makes the laser sights more useful since they show where the barrel is pointing when not ADSing.

    Not that Tarkov has to do that, but I found it an interesting addition in that game to reflect that

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