Let's talk about spread, is it too random?


(watsyurdeal) #1

So, if any of you have played Counter Strike, Valve was smart enough to add a certain degree of consistency to the spread. Range is not only an indicator of when you experience damage fall off, but it’s also an indicator of how far out you’re guaranteed to hit a target the size of someone’s head.

Now, my questions are as follows

  1. Should Splash Damage add in game stats for all the weapons? Detailing their range, damage, accuracy, reload time, etc?

  2. Should spread be consistent with these range numbers? As in maximum possible bloom is good enough to hit targets within close range, while initial starting accuracy is 100% accurate and capable of hitting someone in the head at the maximum range for a given gun?

This is stuff worth talking about because if we really want this game to be competitive, consistent accuracy is key.


(BananaSlug) #2
  1. yes that would be cool
  2. i am fine with the recoil i only dont like that in 3/4 magazine you are quite accurate and then last 1/4 your accuracy gone wild

but that is just me, i am pretty bad in this game


(watsyurdeal) #3

No it’s that way with me as well, I get that more accurate spread would lessen the reason to use sights…but let’s be honest, the way this game is played that’s going to happen either way.

The Grandeur for example, it already kills people slower than most guns due to it’s fire rate, so there’s no reason it shouldn’t be pin point accurate out to sniper distances, and bloom slowly to get those consistent double headshots.

Right now it’s good on that first shot then it’s just too wild to hit much of anything.