This as an example, sums up the huge sprinting around, zigzagging rushing, quickly raising your gun -> shooting -> then back to a sprint, most effective tactic available type of playstyle established in DayZ
(just me demonstrating in a real environment on how it would play out)
The issues with this?
1. High acceleration and zigzagging: Insanely big speed right off the bat, all the way through the sprint.
- (You are easily able to dodge, outrun, zigzag, and hard for other players to realistically land a shot against you compared to other military shooters like Escape From Tarkov, Insurgency, ARMA)
- Your character sprints at about 24 or 23KM/h and that equals to about 6/7M/s! Which is horrible for balance in combat
2. Inertialess movement: The inertia in turns was a great step, but it wasn't enough.
- Something to lower sprint acceleration drastically by turning however many degrees (over 30° at one time) would be amazing,
- Something to counter the A + D strafe keys along with mouse movement left and right zigzagging
3. Inertialess gunplay: Guns raise too quick coming off a sprint.
- It's basically instantaneous when you should be facing penalty for sprinting and trying to raise once you return to normal speeds.
- It should not reward run'n'gun gameplay
- Something at least like old DayZ, where there was a delay in raising your gun coming from a sprint (this may have been unintentional and clunky, but it made the PvP experience better in terms of fighting)
- This is why I request slower transitions to raise a weapon, go into ADS, leave ADS, and have it dependant on weapon weight/size too. (Pistols/SMGs more advantageous here)
4. Easy weapon spraying
- Firstly, weapon recoil needs to be buffed a lot, and there needs to be a lot more kickback and vertical rise on ALL weapons especially the shotguns, Mosin, IZH, SVD, Pistols, and automatic rifles
- Secondly, there's no sway penalty coming off a sprint and taking a pot shot at someone. You maintain a very high degree of accuracy. ||| It does not need to be 0.62 levels of the sway of course, but increased than currently yes :)
5. Too much movement while shooting even at long range: One thing I think lots love about DayZ, is that it's not arcadey and has a more simulator-authentic approach to gunplay and combat than other games.
One of those is having to stay relatively steady or still to hit your shots.
So having this system, which I mentioned in T142581 where the weapon does not exactly stay level next to your eye, can go a long way to help improve and limit the arcadiness of gunplay
(the bouncing oscillating movement of the weapon)
Here's the clip if you missed it: https://clips.twitch.tv/GorgeousVenomousCoyoteHoneyBadger