Spread changes will drive noobs from this game.
So we've been playing 5.0.1 for a couple of days now, and I feel like giving a small review on current AR changes. Before I begin though, keep that in mind - I'm totally against these changes. They make gunplay feel a lot worse, make overall gameplay a lot more unpredictable since you never know if you will get laserd by LMG or see 40 bullets fly around you from an AR.
That said, these changes will make the game a lot harder than before, especially for low-skill players. I've already observed in multiple forum threads and in chat people complaining about "Bad netcode" and ARs being totally unusable. This is true if you have no idea what tap firing is and how current spread works.
I see people spraying their ARs and missing every shot. This creates a lot of confusion among people who don't care to read every patch note since nobody expects gunplay to be reworked for no reason.
I on the other hand got a huge advantage over lower-skill players now. I know how weapons work from previous games, and how to properly set up my attachments for each gun. This has led to the top >5% of players having even higher k/d compared to the pre-5.0 patch. I now often see top players on each team with 5 - 6 k.d pretty much every game, while other players are struggling to keep neutral k.d while getting 15-20 kills per game.
This will get even worse as for now, low-skill players have LMGs and SMGs that are still using the old spread model. If what Dice said is true and SMGs and LMGs are to receive even harder nerf, it will create an insane power vacuum. It will be just like in BF5 days when top players were cutting through 80-100 kills a game like yogurt while the rest of the server is crying "Cheats" because you simply cannot stop them. Only in BF5 there was a fairly complex (For a Battlefield game) recoil system that took quite some time to learn, while in 2042 it will be spread system that will be countered by people who mastered the art of tap firing. I say "mastering" because it's not about stopping firing every so often. Its about stopping firing after a very specific amount of shots unique to each gun and ROF to maximize accuracy.
TL;DR - Its a system that makes gunplay feel worse but also sends the skill ceiling on an Orbital rocket into the freaking space, making it unreachable for a lot of players.
What are your thoughts?