I would have said the Ballista iron-sights is massively accuracy dependent, along with the Ballistic Knife, but how rare are they to see.
I posted a previous post "Realism" along the same line of reasoning. A head shot (excepting range and/or weapon type - e.g. long range pistol) should be one shot kill; limb shots should slow/deter movement; while torso shots should result in slowing and result in gradual "bleed out". I got pretty much the same type of response. Most people appear to be happy with a run-and-gun arcade game.
I'm more than happy with the run n gun style and not looking to make the game super-realistic - there are other games out there that fit that bill more closely and, though I enjoy playing those games too, it's the fast, simple fun of CoD that keeps me coming back for more. Just thought there might be a way to reward and encourage players to develop their accuracy
Running n Gunning hasn't existed since Black Ops 1 with the removal of infinite sprint being removed in MW3 it's all rushing now. If you meant running and gunning literally well that has never been in Call of Duty cause you can't shoot while sprinting lol.
we're just talking symantics, run-n-gun, rushing.... it's the same meaning - kind of like hardscoping and proper sniping
none chest/head shots should do less damadge then normal shots.
if htere is a sniper that OHK's from the theigh up, then there is a issue, and it sounds like a preview to MW3/MW2 quickscoping issues. recent news has not been good for htis game.
Best way to encourage accuracy over spraying is to make the hip fire spread larger. currently you can hipfire just as accurately as you can ADS, in fact in some cases more accurately because the recoil is less noticable when hipfirng.
Just add a larger area that hipfired bullets can spread to, therefore less bullets will hit the target.
Perhaps the more effective way to encourage more deliberate player input would be to make the weapons behave with real consequences. As things stand now, most weapons have such low recoil that you may as well just hold down that trigger and let loose fully automatic fire for as long as you feel like, regardless of range to target. Hipfiring in close combat is just as mindless, probably even more so.
For sighted fire, my suggestion is to use a variable recoil system. As you fire rounds in succession, each one will have more recoil than the one before. The first few consecutive rounds will be extraordinarily precise, but then afterward the recoil will start to add up in a hurry. The exact values will probably have to be adjusted per weapon type.
For hipfire, there isn't much that can be done. The only possible solution is just to make these spastic close range spray-fests less of the norm. The problem isn't the size of the maps, rather just how cluttered they are. Every time you turn a corner, there's a close-range encounter waiting for you. That, in a nutshell, is the problem.
The problem isn't the clutter, in fact the clutter can be used effectively for cover, allowing you to move through the map more stealthily. The problem is that the game is not zonal. If the maps were broken up along enemy lines, and advancement into enemy territory were more strategic and team oriented then the random blind corners would be negated.
I know I am likely to get flamed, because it's going to be said that that is not the way the game was designed or intended, and a new spawn scenario would be required. But, I have never understood why the game has a team death match with no impetus to play as a team. Run-and-gun types can always play FFA. The way it is now most people play team death match using their teammates as cover (and I am as guilty as the next).
I am just saying, add a team mode that can be played as such.
The larger point to make is that nearly all combat occurs at short range, even on the large maps. Open space often is completely avoided, so regardless to how big the map is everyone just huddles together in yet one more close range spray-fest. And I stand by what I said about clutter rather than cover. Most map objects exist to completely conceal the enemy, rather than give them a strong position from which to fire their weapon. That's the reason we simply don't get any ranged combat, and why marksmanship is a skill that has been completely lost on the COD franchise.