I believe this is a god awful mechanic since its invention and only dose harm in any game its in. I believe there should only be player inaccuracy not weapon/character inaccuracy.
why dose this mechanic exist, well for one to balance volume of fire weapons and restrict them to close quarters, two to make them easier to use. what happens when you give a high rate of fire weapon a wide spread is you essentially make it an area of effect weapon thirdly and the most shallow of all reasons to simulate real world weapons performance or character accuracy.
now you could achieve the first reason with better mechanics. if you want to restrict a weapon to CQC than make it damage drop off over distance. or if you want to make more difficult to use at distance use extreme muzzle jump and or low projectile velocity.
In tribes 2 there is a single weapon with random deviation and that's the chain gun, it would still be perfectly balanced with out a random spread because its already insanely difficult to hit players wising by at 200mph with a laser, no imagine having to lead your shots
it's not so bad in single player however it dose very little good, the only good it dose is on an aesthetic level. in multiplayer however it just brings way too much luck in to gunfights.
even shotguns would function better in video games with less spread, what if instead of a 3 foot spread at 10 meters to mitigate any need for aiming how about they get a tight 6 inch spread at 10 meters however with damage drop off over distance. it would be much more skill oriented, an effective CQC weapon instead of an easy one, and it would even be more realistic.
just some thoughts, discuss.
why dose this mechanic exist, well for one to balance volume of fire weapons and restrict them to close quarters, two to make them easier to use. what happens when you give a high rate of fire weapon a wide spread is you essentially make it an area of effect weapon thirdly and the most shallow of all reasons to simulate real world weapons performance or character accuracy.
now you could achieve the first reason with better mechanics. if you want to restrict a weapon to CQC than make it damage drop off over distance. or if you want to make more difficult to use at distance use extreme muzzle jump and or low projectile velocity.
In tribes 2 there is a single weapon with random deviation and that's the chain gun, it would still be perfectly balanced with out a random spread because its already insanely difficult to hit players wising by at 200mph with a laser, no imagine having to lead your shots
it's not so bad in single player however it dose very little good, the only good it dose is on an aesthetic level. in multiplayer however it just brings way too much luck in to gunfights.
even shotguns would function better in video games with less spread, what if instead of a 3 foot spread at 10 meters to mitigate any need for aiming how about they get a tight 6 inch spread at 10 meters however with damage drop off over distance. it would be much more skill oriented, an effective CQC weapon instead of an easy one, and it would even be more realistic.
just some thoughts, discuss.