I don't think there's any harm in trying it out if it doesn't take too long to implement. I wouldn't want to completely remove iron sights though if it was found to be time consuming or whatever, that newb zoom helps slow down my mouse so I can actually follow those tiny dots in the distance.
Resistance and Liberation oh man how do I even jump over this waist high wall. But yeah I liked those aim systems I really enjoyed that really fluid motion of aiming around your view rather than moving your whole view around. Fuck it I should actually go work on that right now. Bonus is it's not even their system, highly certain it's the exact same code since CS 1.6 AUG/SSG and that all sourcemods can access the code.
Wait, just to be clear, this is only for rotation, not actual movement. Edit: Code: cl_wpn_sway_interp 0 This will lock the weapon to the center of your screen while aiming.
There're a several elements to that video: 1) There's no crosshair when you don't use sights. 2) A crosshair appears when you do aim down the sights. 3) The FOV is shrunk to simulate zooming in. 4) The weapon is lifted up and slightly to the left. 5) The crosshair doesn't display spread Empires already has 3), 5) is easy, 1) and 2) are a bit more complicated, 4) is actually a good bit more work than you give it credit for. I can lower the time it takes to go in and out of sights; that's actually a code thing. I can't remember if the sway while moving is a model or a code thing though. If literally all you want is a FOV increase and a rapid switching time, we're talking more like 5 or 10 minutes. If you add the crosshair stuff, that's another 5 to 10 minutes. But if you add in the weapon shifting, I can't tell you.