Over the past couple of weeks I’ve noticed a drastic increase in the amount of players who spam duck as a method of dodging during shootouts. The reason is clear enough: By tapping duck quickly and frequently while alternating left and right strafes, the player can juke his model and hitbox in such a way that it is very difficult to track and hit headshots on him. It also makes aiming slightly harder for the player using the duck spam, but not significantly so.
While it’s currently a legitimate way of playing the game, since anyone is free to do it, I think it causes more problems than it’s worth. It’s unintuitive for new players, it makes combat look somewhat ridiculous (bad for spectating if we want competitive play to be taken seriously), and most importantly; it doesn’t really add anything to gameplay. It doesn’t take any skill to perform, it just means players are de facto forced to tap duck a lot during combat.
My solution is simple: Make tapping duck have the same effect on spread as jumping. Or more precisely; the spread should be the same during the transition period between standing up normally and sitting ducked as it is between hitting jump and until landing. This could probably be implemented in such a way that tapping duck once only affects spread very slightly, whilst tapping it multiple times makes the spread huge.
The result of this is that players can’t spam duck during combat to gain an advantage, in the same way that they can’t spam jump during combat to gain an advantage, while it ensures that players who are using duck in the way it is intended (for example to hide behind a wall or make yourself a smaller stationary target) are not affected.
