@BluRayHiDef said:
In FPS games, such as Battlefield and Call of Duty, different weapons have varying levels of accuracy. However, considering the fact that aiming with a keyboard and mouse relies entirely on the skill of the player (i.e. there is no aim assist), how is a player's aim actually affected by the accuracy level of the weapon they are using?
I can understand how a player's aim can be affected when using a controller since controllers use aim assist; the aim assist mechanism can simply alter the way in which it augments the user's aim in order to effect the aim of the weapon used.
Its two different variables: weapon accuracy and player accuracy.
the basic nuts and bolts rules of a FPS are to get the reticule over your opponent and get to within an effective distance for your weapon of choice (ideally without your opponent being aware :P). aim assist only covers the first rule.
e.g. you have a sniper rifle which has a very high degree of accuracy but low AOE, 1 shot in a cartridge and a long reload. this weapon is best used from a distance. if you meet the reticule condition then its a hit. if not its a miss. you could try to use it in close combat but the requirement to strictly meet the reticule rule in close quarters, even with a mouse, would be tough. the long reload would also make it very ineffective in close quarters.
now if we consider the shotgun, wide AOE, low accuracy and 8 carts in a clip...the conditions change. the reticule condition is not as strict. you can fire, fail that test and still land a hit (damage could be calculated based on distance of opponent from the reticule...factoring in distance too maybe (so a point blank shot to the face is more lethal than a slightly off target hit 2 meters away)). however low accuracy means that even if you meet the reticule condition, if you are 500 meters away you are going to miss with a shotgun (or if you are very lucky do some very minor damage). its a rule in the game.
so basically weapon accuracy is a measure of bullet accuracy over distance. this is something the player doesnt control.
you can see it by just walking up to a wall, standing a few meters away and shooting without moving the mouse/stick. depending on the weapon there will still be scatter.
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