@cool_lad said in Make Insurgency Great (again) - Part I: Gunplay:
I think that marksmanship should not be the be all and end all skill in the game. The primacy of marksmanship would be appropriate for an arena shooter like Doom, but for a game that seeks to at least have a facsimile of modern combat, things such as teamwork, coordination, the proper use of suppression, supports and ordinance should be far more important.
I disagree, but I can respect that position. However, there are ways to emphasize those skills (besides tactical missing) without lessening the impact of aim. It's not mutually exclusive.
If you are suppressed, the answer would be to either counter suppression with fire from your team (which is one of the reasons the gunner exists), use smoke or call in fire support. The answer is not to pop out and just shoot the person who has you pinned (which again places an excessive premium on personal marksmanship over all other skills and over teamwork).
If an enemy has a shot on you but you don't know where they are, trying to peek and duel them is suicide regardless of any suppression mechanics. The real answer would be to counter with a teammate who has a better angle on the shooter (which is one of the reasons the marksman exists), use smoke or call in fire support. You don't need an RNG debuff that takes control away from the player to make suppression a valuable tactical option. The difference is that a debuff to gun handling affects direct fights, whereas the ins2 visual effects only reward a player with a positional advantage.
Also bear in mind that the team that ouflanked you or got you pinned has indeed displayed better skill than you in terms of situational awareness and positioning, both of which are more important as skills than any amount of marksmanship.
It doesn't take a rocket scientist to shoot over someone's cover when they're trying to push up. If the map design were better, I might agree with you here. In Sandstorm's current state, however, it's possible to find a spot on a hill, bipod with an MG or precise rifle, and never move until an objective is captured.
If indeed marksmanship were to be made the be all and end all of the game, then we should really do away with the classes altogether
I'm not suggesting that; I'm just opposed to removing aim. I agree that teamwork and positioning should be important. A good flank should give you a heavy advantage, but you still deserve to die if you whiff your shots from behind.
At the end of the day, this is a first person shooter. Who lives and who dies needs to be decided, at least in part, by who is better at shooting.