Regarding the tracers, I think we should start trying to avoid confusion by distinguishing actual tracers from the currently implemented bullet trails. Making machineguns have somewhat visible bullets trails with every few rounds being a bright colored tracer round would look good IMO, giving the impression of a large volume of fire while giving an authentic effect as well.
ComJak wrote:
The thing about walking and shooting is that even without pinpoint accuracy, a soldier knows generally where his weapon is pointed so shooting while walking isn't super inaccurate as commonly believed.
Soldiers can be trained to walk with their weapon raised in such a way that they can hit targets with decent accuracy in CQB situations if they need to. Running on the other hand... =p
Naturally, standing still is always going to be more accurate since you're firing from a more stable platform, the more you move around the less stable it will be, thus the harder it is to put bullets where you want them to go.
I'm pretty sure this is already implemented though? I could be wrong, been a while since I played =p
bwc153 wrote:
I've toyed around with weapons, and have ran into the same issue that harrified has, which is that maximum spread, which essentially makes certain weapons that we are making overpowered because of inaccuracy being their key balance point, but the inacuracy limit being a bit too low to make the weapon balanced. etc. etc. etc.
Are you saying that there's a hard coded limit to how high the inaccuracy gets? I.E. how large the crosshairs become? I suppose I can see why that is, it would look silly to have bullets flying out 90 degrees from the muzzle of your gun. Instead perhaps make it so that as the threshold is exceeded simply make the bullets fly up a little higher above where you're intending to aim, giving the impression the recoil is pushing the weapon skyward as seen in some FPS's.