THE BULLET SPREAD


(pEaRson) #1

Like any other random thing in this game, the bullet spread is what annoys me the most and im sure im not the only one. Like seriously, the random bullet spreas makes me hate every weapon in the game, except the hochfir which is a laser beam. If movement and aim is so important, how is bullet spread even helping. Yes, SD mentioned that its way less that COD and BF but keep in mind that those games dont require extended movement and the time to kill is shorter, so bullet spread wouldnt do much. BUT in this game, bullet spread doesnt compensate the good aim and movement of a player. The %^# bullets end up in Narnia. Its NOT CONSISTENT. Sometimes the bullet goes where you want it, and sometimes it doesnt. It makes me hate every weapon, seriously. We are trading skill for luck here. The more movement and time, the more spread. I seriously dont understand how the %$^# we are supposed to be rewarded with random bullet spread. Keep that in mind.


(N8o) #2

Yea, we need predictable spreads.


(pEaRson) #3

An example being the kek 10, which I do understand why its favored over the hochfir, but honestly it isnt as good. Yes it has a highier dps and all but it isnt consistent because of the insane bullet spread. Hochfir is a weapon that really compensates players with good aim and consistent movement and headshots. With hochfir is like if you move and aim well, you will win most 1v1s. Kek and others just doesnt feel like that.


(Dawnlazy) #4

If you get a chance to hit all of your shots then just ADS. A lot of players dismiss it and only pull the iron sights if the enemy is all the way across Dome, but hey, zero spread! Of course, it’s risky since you become more vulnerable, but it’s a trade-off that in some situations can pay. Also most weapons are accurate enough from the hip that if your first shot accuracy is on target you can usually finish the kill before the spread gets out of hand.


(Jostabeere) #5

Probably never gonna happen.
It would be obviously and totally unfair if some people would learn spray-patterns and own people who don’t learn them. :unamused:
Edit: [spoiler]Sarcasm…[/spoiler]


(pEaRson) #6

ADSing is very risky especially in 1v1s. When i spectate there are noobs ADSing and and just loosing because it just isnt efficient. Yes, if the target is across the map it is helpful. Bullet spread does get out of hands pretty quickly and the aim punch also affects it.

[quote=“Jostabeere;128340”]Probably never gonna happen.
It would be obviously and totally unfair if some people would learn spray-patterns and own people who don’t learn them. :unamused: [/quote]

But thats the thing. Players will eventually learn the patterns and become better. Random is like whoever has the gun with less spread will win. Yes there are other factors but still.


(KorpKyuuSama) #7

I don’t mind this, in fact it makes the game more difficult :smiley:

I remember the time when Dirty Bomb praise him self about the “this game is not gonna old your hand” approach.


(Ctrix) #8

Or you could just burst fire like a normal human being.


(pEaRson) #9

What you just said was a joke right? Yeah dude ur pretty funny. Seems like the shooter game you play is minecraft, am i right


(Glot) #10

What you just said was a joke right? Yeah dude ur pretty funny. Seems like the shooter game you play is minecraft, am i right[/quote]

he is right. if spread goes from min to max too fast for a single kill, then burst.


(watsyurdeal) #11

It’d be nice if the spreads were more predictable. At least on the first few shots so burst firing or tapping is rewarded. Currently it feels like when you try to fire in bursts the gun spreads way too fast, making it harder to have accurate shots in a pinch.

The K 121 is a perfect example, even when I am firing single rounds it blooms really quickly, making it hard to compensate for.


(Feley) #12

The predictable bullet pattern is what gives Assault Rifles advantage over SMGs…
I am not huge fan of predictable pattern, so my vote would go to no, but still I wouldn’t mind seeing it in-game.


(watsyurdeal) #13

[quote=“Feley;128385”]The predictable bullet pattern is what gives Assault Rifles advantage over SMGs…
I am not huge fan of predictable pattern, so my vote would go to no, but still I wouldn’t mind seeing it in-game.[/quote]

Yea but the real disadvantage with SMGs should be range and damage drop off. Rifles should lose less damage over distance, while SMGs lose a lot more. That’s just my take on the matter.


(Amerika) #14

I would much prefer all guns have a predictable nature about them that allows a player to become a student of the game to become better. Learning the pros and cons of each gun, how to make sure their fire patterns work for you in all situations, knowing when to tap, when to burst and when to go full auto is part of what makes a shooter mechanically deep. Counter-Strike is a game that is a shining example of depth through learning gun mechanics. Dirty Bomb has the same thing but your goal is to know how/when to reduce RNG and when to let the dice roll.

However, and I said this in another thread, if the RNG were to change then damage might need to be adjusted because many people are currently hitting north of 40% of their shots with SMG’s and higher with the AR’s. Making it easier to hit 50-60% of your shots and suddenly we are getting into CoD TTK territory for good players and the less experienced players who haven’t studied the game get wrecked harder. That’s why a lot of companies, even Valve, tries to throw some RNG or “new player friendly” guns and mechanics into their games. Good players will still be good even with RNG but new players might still get lucky which might prompt them to keep playing the game.

Basically, I am trying to make points in favor of and also against based on different viewpoints while also pointing out some potential changes needed if RNG was removed/reduced. My personal preference is to remove RNG and let us learn. But that’s the Q3 player in me. And I’ve personally seen what that can do to a player base and new player retention (not good). Anyway, food for thought.


(fubar) #15

No, it really doesn’t. If it was predictable spread and recoil, then… yes. It would be, as it’s a mechanic you can learn and master. RANDOM spread however does not make it more difficult, it makes it just exactly that, random. unpredictable, uncontrollable. If anything it’s more rewarding to players with bad aim, than players with good aim.


(Ctrix) #16

You’re just crying because you can’t stomp people by getting only headshots from across the map.
Go back to CounterStrike.


(watsyurdeal) #17

[quote=“Ctrix;128419”]You’re just crying because you can’t stomp people by getting only headshots from across the map.
Go back to CounterStrike.[/quote]

I don’t even know what you’re getting at here

Nobody is asking for this game to be instant dead from across the map, if anything range and how it functions needs to be looked at heavily to see how it can be tweaked, so we can in turn buff weapons to have predictable accuracy.

There’s no reason the first few shots of my SMG shouldn’t be able to reliably hit someone in the head with good control, if the gun kills too fast nerf the damage numbers, but nerfing accuracy just makes the game harder to play for no reason at all. And the ironic thing is Splash seems to realize this, they keep buffing guns like the Hochfir and SMG 9 to be more accurate, without tackling the real issues, like loadout cards being better or certain guns strictly being better in terms of DPS and Consistency.


(Ctrix) #18

But I already have no problem shooting at someone across the map with my SMG is the thing.
I don’t know about guns being better than others. Except the Dreiss, that gun is shit.


(watsyurdeal) #19

[quote=“Ctrix;128427”]But I already have no problem shooting at someone across the map with my SMG is the thing.
I don’t know about guns being better than others. Except the Dreiss, that gun is shit.[/quote]

Right, but the fact is a lot of the guns need to feel like there’s a specific feel or learning curve in figuring out how to use them. There’s too many moments where you’ve done the same thing a number of times but still the shot doesn’t count or register, it’s not simply hit reg or lag, it has everything to do with how the hitscan works.

The Rifles for example, you know the M4 will go in a slant pattern right? But what about the first few shots? Because the bullets exit the barrel at angles, none of the guns go in straight lines to my knowledge while hipfiring, it’s still at angle.

The trick is, the angle at which the bullet exits, can determine at what range you’re guaranteed to hit your mark, let’s say x angle guarantees a 100% accurate shot at x range, then dips, to where only 99% or lower of your shots will likely be able to land.

So with that knowledge, then the obvious solution would be to change the starting accuracy, bloom, max accuracy, range, and drop off, to allow each gun to feel different from each other while all being capable of being learned and able to perfect with skill.

The only guns that do this right now are the M4, Timik, Shotguns, MoA, Fe Lix, Nade Launcher, etc.

The SMGs have too much randomness, and the burst rifles still need a few small tweaks as well.

And as for the Grandeur and Dreiss, Splash needs to wake up and figure out what they want from those guns.


(Ctrix) #20

[quote=“Watsyurdeal;128429”]none of the guns go in straight lines to my knowledge while hipfiring, it’s still at angle.
[/quote]
So, ADS?