Current system is fine imo.
Or rather it was, personaly I feel like the TTK is a bit too low right now, for my own taste (Or my reaction times have gone to shit in a very short amount of time). It seems atleast for me that the spotlight is currently a little bit too much on front loaded highdamage weapons (i.e. shotguns, burstfire). Compared to how it was in the beginning of the open beta / stress test.
Either way I don’t mind spread + recoil infact since we are looking at how older games did it.
I personaly always liked how the Firearms mod for HL1 managed their weapon (after all my main shooter back in the days).
The game was fastpaced (more quake than CS) but had fairly realistic weapons. They used static random spread (no blooming) and on top of that quite strong recoil.
You could learn to compensate the recoil (or shoot in bursts) but the spread was given.
Had two effects, first: tabfiring in the CS tradition was useless, cause even the first bullet could land off center. Second: full auto past closecombat range was useless (except for lmgs when using bipod).
However to compensate all weapons had a fireselector. which obviously reduced you to singlefire but also greatly reduced the spread. Making most weapons pinpoint accurate. TTK was roughly similar to DB, 2-6 bullets to the head killed (excluding snipers) if you did the smart move of buying a helmet.
Anyways I miss the constant click clack switching between fullauto and singlefire depending on what kind of engagment I expect in the next couple of seconds. And the frantic panic of trying to survive a sudden close encounter while still stuck with singlefire.
Uhm sorry went of the rails a bit. Let’s see yeah well increasing recoil while reducing spread would definitive mean that damage needs to go down (Or HP needs to go up) otherwise the TTK goes down even more for those that are able to compensate the recoil (less bullets miss).