Improvements regarding weapon spread and recoil #125
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Reference: unfa/liblast#125
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Currently the weapon spread is just some number in the background that the players have no way of knowing without shootin their gun asd seeing that it's not hitting the target.
In Half-Life 2 the pistol spread makes the player's aim sway in a random direction with each shot - the crosshair doesn't change, it's the place the crosshair is that changes.
This is quite a good way of communicating temporary weapon inaccuracy due to recoil.
Other approach is like in OG Deus Ex - your crosshair gets larger to denote current weapon accuracy.
Maybe I should also break the spread down to two factors.
Base weapon spread - this is what the weapon's randomness with each shot is lie no matterwhat.
Recoil spread - this is added weapon spread highest after taking a shot, and falling down back to zero.
The two are summed up to give final weapon spread.
In HL2 the base pistol's spread is pretty much zero, but the recoil spread is high - this means you can effectively snipe someone with the first shot, but when firing in series that's impossible. I think that's good balance, many people praised thsi mechanic.
Other weapons like a shotgun may have high static spread - resulting in a randommized pellet pattern, but have no recoil - so if you can aim well, you can hit stuff even when firing fast - like in TF2.
I think too much recoil in weapons will force players to play more slowly - as a result that'd kill the frantic arena FPS vibe.