let me first briefly explain how it works now, and then how it should work imo atm you basically have these stats in each gun for accuracy everything can be configured separately for jumping, standing ducking and sprinting weapon spread - the base value, this is the spread from an unfired gun weapon spread increase per bullet - this is wats added to the weapon spread per shot fired to enlarge the cross-hair and spread weapon spread decrease per sec - this is what makes you regain accuracy after a burst, or by going prone when standing up weapon spread max - the max size of the weapon spread and cross-hair the values below control the visual "kick" the weapon gets (recoil) but also effects how the cross-hair will "virtually" move with the gun weapon kick X range fullspread min/max weapon kick X range nospread min/max weapon kick Y range fullspread min/max weapon kick Y range nospread min/max lets explain in dept lets say for the 50cal: weapon spread "0.005" (a bit lower then the carbine on average) weapon spread increase per bullet "0.1" (a big number for weapons, basically its like crouching and firing the HMG) weapon spread decrease per sec "0.01 (so waiting a second removes the inaccuracy 1 bullet added) weapon spread max "0.300" so the 50 cal will never become more inaccurate then this value, no matter the fire rate now here is the catch "weapon speed increase per bullet" is applied to the first bullet the gun fires so if for example if i would have perfect accuracy, and take 1 shot, my bullet will get an inaccuracy penalty of 100, that's: weapon spread + 1 weapon spread increase per shot for that first bullet for the kick, basically what it does is it makes the model you hold rock back and forth when firung (cool effect, symulates recoil) but it also changes where the (hidden) crosshair is on your screen (but the GUI crosshair does NOT move) basically if you have a lazer with perfect accuracy at all times but a big kick for some reason (to explain, lazers dont have kick) the lazer will start having great inaccuracy, because the kick will influence the model AND the accuracy but NOT THE CROSSHAIR so people will think they are firing perfectly accurate but MISS every time atm its like 2 independent systems stacking on each other (accuracy and kick) but only 1 is depicted on the crosshair that make no sense what so ever and not a single game does that because its a GUI lying to its player //////////////////// /// suggestion /// //////////////////// 1 make the first bullet use the base weapon spread, and let it add the spread increase per shot to the NEXT bullet so don't add the spread increase per bullet on the bullet that fired it why? its possible to diversify smallarms far more, and if you want to keep the gun accuracy for some guns exactly the same as currently is just add 1* the spread increase per bullet to the gun's basic spread 2 make the "kick" on the gun model virtual (not affect the bullets), the crosshair should depict the exact accuracy not give you a value and then it turns out the kick influences the bullets too (immensely) and the crosshair does not represent this fact
That would make smallarms accurate over ranges where you normally use rifles. Yes, might be nice, but do you really want to have pistols and smgs as accurate as proper rifles?
rifles =smallarms and even if it didnt thats not what will happen, reread plz smallarms in this thread meant ALL WEAPONS CARRIED BY INFANTRY besides grenades
...wat? Are you sure you read correctly? It wasn't clear, and I'm not even sure I read correctly either. :confused: ALSO: -Sidearms do less damage than primaries! -Sidearms always have less range than primaries! (unless you're using a close-range weapon, ofc) -Sidearms always have less ammo than primaries! -etc. etc.
The first shot needs to be perfect, then apply the accuracy mods. Good point and good expiation. This makes me wonder just how bad the MP is.