Hi !
Aiming for the torso is bad if they are facing you. You'll wind up delivering limb shots that aren't worth beans. It's better to fire three bullets, two over the head and one into the head, than hosing the chest, since miss-miss-head is full damage and limb-head-head is quarter-damage.
But then again, one limb strike is better than three misses, and you'd rather have limb-miss-miss-head than head-miss-miss-miss.
Just to be sure, what are the different hitboxes ? If I say that a headshot gives 100% damage, do you get the following stats ?
- limb (arms and legs ?) : 25%
- torso (abdomen and chest ?) : 50%
- head (head and neck ?) : 100%
The only real doubt I have is whether the neck is considered a "head" hitbox or a "torso" hitbox. Anyway, I'm quite sure that on average, if the target is at midrange and you're not using a Klobb (I mean you get a spread's solid angle that is, I guesstimate, 2x or more the head's solid angle.), firing at the upper torso/neck area would result to a higher average damage output than purely aiming in the center of the head, simply because less shots miss the target while still making a high enough average damage per shot.
The implementation is that each weapon has a recoil limit, R. When you fire, your recoil penalty goes up by R*2/3, up to R*4/3, and it decreases by R*1/3 * rate-of-fire. So, if you spam, it is 0 on the first shot, goes to 2R/3, decreases to 1R/3 when the second shot is fired, goes to 3R/3, then 2R/3 for the third shot, goes to 4R/3, to 3R/3 for the fourth shot, up to the limit 4R/3, to 3R/3 for the fifth, and stays there. If you tap-fired or scripted fire at the weapon's max rate, you get the same spamminess as holding the trigger. Only by skipping bullets will the recoil effect come back down.
Short controlled bursts. Just like the army boys say. Well-governed tap fire will conserve ammo and keep the weapon more stable than spamming, but if you want the best accuracy from your weapon, use your sights and AIM while your weapon chills out.
Tell me if I'm wrong, but consider this case. I name T the period between each shot at cyclic rate :
Time = 0T : Recoil before shot = 0, after = 2/3 R
Time = 1T : Recoil = 1/3 R
Time = 2T : Recoil before shot = 0, after = 2/3 R
Time = 3T : Recoil = 1/3 R
Time = 4T : Recoil before shot = 0, after = 2/3 R
Time = 5T : Recoil = 1/3 R
Time = 6T : Recoil before shot = 0, after = 2/3 R
e
t
c
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So if my calculus is right, you get a rate of fire of half the cyclic rate while the game considers that each time you shoot, you have the maximum accuracy possible with your weapon...
Firing in controlled bursts would result in probably a higher volume of fire, but beyond a certain range, depending on the weapon's spread, the average damage output, i.e. the effective fire, would be higher. The only advantage at around that critical range, and of course below, is the fact you probably have a higher initial damage output.
See you