Re: Less strafing, more aiming
@Trenix wrote:Most online shooters have similar issues, where players move left to right non-stop to avoid getting shot, whether they're being attacked or not. I also do it, because there is nothing which penalizes me from doing it. I've played both casual and realistic shooters and something that I've realized is that gameplay is far better when strafing penalizes you. My suggestion is that when moving around, your cross-hair starts to wave around until you stop moving. The player which stands still and is aiming, should always have the advantage.
Think of it as a recoil for moving around. You should be able to still do it, but you will be slightly penalized for doing it. Perhaps weapons which are larger, could have a more severe recoil for moving while shooting. That way, more agile players will want smaller guns, which may not be powerful, but allow you to dodge while in a gunfight.
There's already mechanics in the game to make strafing repetitively not insanely effective and to favor lighter weapons for movespeed.
- When strafing left and right, each time you change direction you lose all momentum and you accelerate back up to your max speed. Thus if you spam A LOT you actually move really slow and barely change positioning at all. Due to how this mechanic works it forces players to make the decision of maintaining the same predictable direction at a decent speed or to change directions at the cost of speed. Planetside 2 for a long time didn't have this at all and lead to situations like this https://www.youtube.com/watch?v=dTVf59lk2A0 (the TR Heavy Infantry on the Stairs that kills the player recording) and another clips from the same player shooting at the same dude again accept NivX is playing as NC and is running away https://www.youtube.com/watch?v=EzkPj3liG8I
- Each set of weapons have their own movespeed modifier when in ADS. Pistols is basically full walk speed with a gun out (RE-45 is 5% slower), shotguns are 10% slower (Mozambique is 0% slower), Sniper Rifles are 65% slower, LMGs are 60% slower, SMGs are 15% slower and Assault Rifles at 50% slower.
Their's also already some level of balance of exactly what you're asking for. Granted most weapons have different Values for this and attachments have a huge effect on some of them.
Using the R-301 as an example.
If you're moving your spread increases 3x as fast, if you're moving your base hipfire spread is 2.2x higher than standing still hipfire, sprinting hipfire is 2.8x higher than standing still hipfire. Those values are currently not modified by attachments. There's also "weapon sway" for ADS and moving as well, the values are "4" and "-4" not exactly how far 4 or -4 is from center but it does exist. I believe having a better stock greately reduces this debuff.
Now it's hard to discern what level of "advantage" you're talking about here. Technically speaking they already have an advantage in terms of bullet spread and weapon drift. If you're talking about a level of advantage where the person who's standing still should win, I say hell no. It would turn the game into this
@Trenix wrote:The player which stands still and is aiming, should always have the advantage.
Player1: oh I saw you first, I WINPlayer2: LOL my gun has 40% higher DPS...
Player1: WTF! this game sucks...
It would actually take mechanical skill out of the game by doing that and make it all about reaction time and weapon DPS rather than movement and funnily enough Aim. By nerfing movement you actually decrease the overall mechanical depth of Aiming, it doesn't take a whole lot of skill to shoot at a target standing still trying to out DPS you...
It's actually kinda horrifying now that I think about it, you want to take away the choices and mechanics of movement from a player that would just so happen to make having good aim less relevant. All in all reducing the overall mechanical depth by a significant amount, and thus reducing the absolute best players (think Shroud and Dizzy) to being marginal ahead of mediocre players (think you and I) rather than significantly ahead. That's not right and honestly I don't think it would be as fun, it should be about out playing the other player not shooting first or having a higher DPS.
I'll give an exception that specific weapons could be balanced in a way like what you're talking about. The Wingman is a very good example of this, it's far to accurate and does way to much burst damage for how fast you can move with it in ADS. If the ADS movespeed of the Wingman was closer to that of SMGs or perhaps a bit slower it would be much better imo. (I'm of the mind the Wingman ROF nerf was basically meaningless outside of some super specific scenarios)