[QUOTE=krokodealer;490504]i understand, that in shotguns you can have spread pattern, but how in a AR you can have fixed spread?
1st shot goes center
2nd shot goes always left for 1 degree
3rd shot goes always right 2 degrees??
no jokes intended, i literally dont know what is fixed spread pattern for an automatic gun[/QUOTE]
There are a few different ways to do it. I don’t know if any games have an absolutely fixed spread pattern that maps each bullet to the exact same trajectory each time, although that could potentially be pretty cool, but games that are favorable to competitive play generally have spread patterns that are more or less fixed (CS:GO example showing the combined effect of recoil and spread, although it isn’t entirely accurate since decals are client side), rather than entirely randomized spread within a cone of fire. I guess we could say that there is an idealized spread pattern template (a line that the bullets follow when you hold fire), and the bullets then deviate randomly from that line depending on differing variables (the effect of both recoil and spread have to be taken into consideration here). Personally I think a good way to do it would be to have the bullets follow the spread pattern line very accurately when not moving and crouched or ironsighted (probably want a different, tighter, pattern when ironsighted as well), and adding some random deviation when the player is moving while shooting.
Another point is the random variance attributed to the first bullet fired. In previous versions of Counter-Strike, for example, the first bullet fired would always hit dead center in the crosshairs. I think it makes sense to have this as the default behavior for certain guns in Extraction even when hipfiring (Arty’s semi-auto rifle comes to mind), although it might not be ideal to have it for all guns.
[QUOTE=Smooth;490508]We want to reward players who do take the time to stop an aim at their targets with some benefit to offset the massive downside of becoming a more static target. It’s also necessarily random (within limits) because otherwise the purpose of it’s existence is quickly defeated.
This introduces choice and depth into the combat that would not otherwise exist if the ultimate ‘best’ method was to ALWAYS run-and-gun. In the same way as having to ALWAYS stand still and iron-sight in other games also removes choice and depth.[/QUOTE]
I certainly agree with your goals, but, assuming that my understanding of how the spread currently works in Extraction and how you plan it will work in the future is somewhat correct, I don’t think your chosen path is ideal for accomplishing these goals without causing other problems. See my reply to kroko earlier in this post.
I don’t think that the “purpose of of it’s existence is quickly defeated” by limiting the random variance to a defined pattern. The combination of recoil (in Extraction’s case a forced movement of the player’s view) and spread pattern makes it physically impossible for a human to correct perfectly each time, even on a stationary target with 100 % accurate adherence to the recoil pattern.
[Edit: A bunch of changes to hopefully make my intentions a bit clearer. Read later posts in the thread to further clarify the point, as the terminology I used in this post can be especially confusing.]