It's just basic game design of you get better at X while getting worse at Y (basic trade-off). You sprint and you can't shoot at all, you move normally and can shoot but rather inaccurately, you can strafe while being more accurate, and you can be perfectly accurate and not move at all. Leaning fits right between the last 2 offering very slight movement while being still extremely accurate. Same thing like standing and shooting has the most recoil, then crouching lowers the recoil some while prone almost eliminates recoil. And a really good lean mechanic allows you to crouch as well (ala MoH Warfighter). Same thing with a shooter (freaking wacky ass Metal Gear Solid) that lets you run faster with a secondary/grenade/knife equipped vs 2-handed rifle; faster movement but less offensive. It's not really that I love realism but it translates to game mechanics perfectly.Squilookle said:Please don't start with that realism nonsense. I could just as well point out that the very idea of keeping your eye perfectly lined up with two different sights on your gun at all times when moving even in the slightest is unrealistic. But having your ADS vanish every time you touch any control other than fire is poor game design, so leeway must be allowed. Removing the debuff from strafing is the exact same game design philosophy. Not realistic perhaps, but Gameplay is more important than realism. Every. Single. Time.
You've identified a gameplay issue- over correcting aim. You don't want to add too many buttons to overcomplicate the control scheme. Fair enough. Shooters since the dawn of strafing have had players that use it for fine aiming, especially on consoles. Increasing the fire cone during movement (aim debuff) is a burden to this ease-of-use philosophy. So just get rid of it, or make it only take effect after a meter or two of continuous strafing. No extra buttons needed, and fine aim adjustment using the existing foot controls now work perfectly well.
It really is that simple.
What makes competitive shooters for me is not out-shooting another player just because I have better aim, it's utilizing all the major to minor game mechanics to put myself in a better position to succeed and leaning only adds more elements that I can use to my advantage to out-play my opponent. When you play the best players, it's the little things that win gunfights and games. For example, MoH Warfighter allows you to combo so many mechanics together like I would sprint when getting shot at then slide into a crouched position (quick and fast burst of movement while orienting the camera to the enemy into a position of reduced recoil) and then lean back and forth while over 90% players just stand still and shoot while I'm getting getting less recoil than they are while being a moving target.
I HATE grenade and melee buttons not because pulling a grenade out your ass is unrealistic but having such a powerful attack at your fingertips without requiring any premeditation is not a good game mechanic. Have a grenade button but have an animation play that takes a second or two so that you can't instantaneously just press a button to use an explosive. Even a single player game like Dishonored doesn't let you insta throw grenades and that's a game that lets you stop time as an enemy fires a gun at you, collect the bullet from the air, then shoot said enemy with said bullet. Same thing with melee buttons that usually make super close quarters combat just 2 players running around each other mashing melee hoping to get the kill. Whereas a game like CS or MGO2 makes you switch to your knife first to actually melee someone.