Exactly, dodging would imply that you know what you were avoiding. You’re not dodging, you’re dancing. You’re giving yourself an arbitrary movement pattern to make yourself a more difficult target.
[QUOTE=Bananas;416452]Out of curiosity, I would love to hear exactly how you think firefights should play out.
I see that “jittery dancing” as what adds skill to firefights. The game would be utterly boring and borderline a completely different game if people just hid behind boxes peaking at each other.
So please, explain how you think firefights should work in this objective based game. Also enlighten me as to how dancing works against gun diversity.[/QUOTE]
If you believe that the firefight starts at the moment the players start shooting then yes, it does add more skill because otherwise the whole outcome would be more fixed.
However, skill is also something that is also relevant before the the firefights happen. The conditions in which the firefights start and are resolved are also down to skill. A player that knows the map and anticipated the enemy and through that managed to get the drop on that guy should enjoy a considerable advantage.
Dancing and the prevalence of hipfire both decrease this advantage. It may still be there but it becomes less important because players either get a way out through the dancing or the attacker has less means to heighten his advantage due to ironsights being less useful.
In turn this makes the geometry of the maps less important. It makes more sense to just keep rushing into each other and frantically bounce around because that gives you more chance of survival than to carefully secure locations and back each other up.
If you start punishing people more for being careless you’re automatically rewarding the players who think things through which adds a lot more depth than what’s currently going on.

