I have seen no positive feedback on the randomized aim, and I really hope that there is no positivity around it, it takes away a fundamental aspect of the game being an FPS game.
But if Gaijin doesn’t want to just completely roll back that change, maybe they could at least alter it, here’s my suggestion(s):
This is my main suggestion, instead of just randomizing the shot each time, with each soldier, scale it based on the soldiers experience, level or time in battle, that way high level soldiers have better aim, and lower level less good aim. If you want to, look at it this way, I’m assuming that in real life, as a soldier gains experience, they will get better aim, they don’t just enlist and have the same aim all throughout service, especially if they see combat. I’ve never served, but I’m just making that assumption.
Secondary suggestion, don’t make the first shot spread, that makes literally no sense, the first shot would be the most steady, especially if you’re executing an ambush, it would make sense that you’d have laser like accuracy (bit of an exaggeration but still), let the shots afterwards spread more, and don’t make it spread for slow shots, make it spread if someone starts rapid firing.
I really hope they make some change, because this has really ruined certain aspects of the gameplay, it takes away the rewarding feeling of becoming better at the game and improving your aim and skill, very sad.
It is a sad change. Bolt rifles are much more frustrating, now hitting with a first shoot on a long distance is just a fluke. I dont mind this change on smg as they are just spraying and it is not noticable, but on bolts you can definatelly feel it. It is a bad, sad change.
Why does that matter for random spread? Isn’t it the recoil that makes it harder to shoot the second/third etc shots well aimed if you don’t wait enough between the shots? (I don’t know it, so it’s not a suggestion but a question.)
Sure, but you could say that it has the same effect as the current mechanic…the shots hit where they are unintended. Even aiming down the sites, the weapon kick (recoil as you indicated) puts your rounds in unintended places.
Now, grant it, the rounds generally end up where the weapon kicks to (climb/draw), but the end result is the same. This is, IMO, how random spread should be applied, if applied at all.
It’s a good point, but IRL you really cant control weapon climb/drift from rapid fire manually, at least not without some type of mechanical compensation.
I know it’s a stretch, but a penalty for quick firing seems right to me. This system could provide that, if it was designed properly.
That’s true yeah.
I wish they would at least change it to not penalise the first shot, especially if you weren’t moving, since that’s the shot that matters the most and in reality be the most likely to hit.