Ah. There is X-axis recoil on all weapons when in hipfire that appears to be further reduced in iron-sight, had to check. It’s really minor on the rifles though and more noticeable on SMGs. Tap firing also seems to counteract most of the x-axis effects, while hold firing becomes more prominent. As far as X axis recoil being impossible to control, I’d have to disagree to some extent (not that I like the mechanic). It’s impossible to predict, but it can be compensated for to a degree. The x-axis kick appears to be minimal to the point that as long as your aiming dead center it won’t stray out of the hitbox, but obviously the problems occur at mid-long range. It’s even more difficult to control if you consider the RoF of most weapons.
I think that the x-axis recoil may be part of the reason that people think they have “input issues” in fact. If your trying to aim traditionally with even mouse sweeps, then you will have more trouble compensating for the x-axis kick fast enough and will feel a loss of control of the crosshair. Essentially you’d need to be constantly performing micro-aims on both axis while strafing to keep your crosshair perfectly on a target. I can only theorize why there is x-axis recoil, which is either (1) to make long range hipfire more difficult (2) to punish the traditional ET aim technique. It would make sense why people who were strong aimers in said other games would feel like something was off with the shooting in Xt, where as those more accustomed to this type of aiming mechanic in other games would find it less problematic. It also could account for the feeling of better handling on the non-SMGs as well.

). The damage drop off is, well no comment …
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