I bet the devs decided to use Star Wars as the base for weapon accuracy...lol
A lot of tactical shooters, aside the more simulationist kinds, make weapons artificially inaccurate, especially when moving. By and large, at the ranges most combat takes place in, any firearm would be accurate enough that accuracy would be irrelevant...which is apparently bad for gameplay when the gameplay neglects most other engagement ranges.
In CQB scenarios all these increased blooms for movement, or aim-down-sights benefits, are very artificial gameplay contrivances. Anyone can quickly learn point shooting, or firing from the hip, to reliably hit a person at these ranges. In the real-world I wouldn't even need to take my sidearm out of my coat pocket to put half the magazine into someone's chest, at ten paces, while hopping on one leg, and I am not a good shot. Likewise, even an unchoked shotgun doesn't spread 00-shot more than a handspan or so at 10m. Most tactical shooters seem to want me to ADS outside of melee range and have cones of fire that would make a flame thrower look like a precision instrument.
Only thing more annoying in modern tactical shooters are all these supposedly professional soldier types with half my years and ten times my conditioning that get winded after a 50 yard jog. If I recently woke up from a five year coma, or just got back from a year in microgravity, I'd be out-sprinting my Battlefield or Elite Dangerous character.
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