For pete's sake the sway isn't even that bad. Ever been on a ruck march with said rifle? I'm not talking crawling out of bed and voluntarily going out bare chested with a heavy pack to show off to the ladies I mean dog-weary, pushed to your limits. So much of warfare is being pushed to your limits in order to gain a critical advantage over the enemy. One has to admire a guy like John Reynolds letting his 1st division sleep in just miles from Buford's cavalry troopers trying to delay at Gettysburg. It has a huuuuggee effect on your ability to hold a rifle steady. The kneeling is a terribly uncomfortable position to hold a rifle for long periods of time, try it out -not on the carpet either. Running (like we all do to get to the action) in this game and holding a rifle steady?
Forget it. The smart officers had their guys drop their packs and you know losing that would mean the world to these guys.
It should exactly be tied to these things: your fatigue and the amount of fire you've been under. The effects should be subtle and increase sway. The fear effects should have a start base from the adrenaline (that doesn't exist on the training map) and increase from there and recover from that (if you let it). Fear effects should go beyond shaking and sway if you want to have a realistic game and add purpose to firefights (see the attached chart on fear-induced heart rate) because that's how combat works. Fear dominates the entire show. You shouldn't have to play a tactical strategy game to see that modeled. It's not like none of this is known or studied it's just largely ignored out of concern of playability while the same can said about making a game pure hit/miss mechanics with shooting rather than almost every bullet fired towards an enemy having some effect.
Heck, if the games gonna go with this flag bearer/line respawn mechanic then the spawnees aught to have a similar average level of both penalties when they spawn on the flag as the guys they're spawning with. Your rifle also needs to shake more when under fire. Quite frankly it's like shooting on a range at times after the initial sway in this game and that's just not realistic. Real distorted vision, blurriness, tunnel vision building. Distorted audio. Not Hollywood effects made for a movie or game trailer. Subtle things that tell you that you need to pull back and recover for a few minutes for. If they'd fix the darn ballistics (I feel like the patch may have presented improvements?) and make fences less than nearly impervious (which they still are) then we'd have room to impede shooting realistically further with a purpose not just with a standard initial sway that the reenactors complain they've never seen standing on a parade ground having a good time.
The game should do more to implement fear and adrenaline as a negative towards the player's performance when under fire.
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