ST-CS-10-339-75
March 2002
3. Extreme Range Headshots (S)
A second consequence of random bullet dispertion is the frequency of - indeed even the existance of, since they're so unlikely - extreme range headshots.
At extreme range, the vast majority of the time when a weapon is fired at a target it is simply off-target; the target is simply too small and too far away for deliberate aimed gunfire. If in Counter-Strike rounds actually went more or less where the crosshair pointed, then almost always the rounds fired would be off-target and that would be that (although of course the zoomed sniper rifles would function properly in this scenario and be a major threat).
As it is, because of the random bullet dispertion, the rounds fired from a weapon form a "cloud", uniformly covering an area centered around the crosshair. So despite the fact it is impossible to actually aim properly at the target, the way the bullets form a cloud means any players within the cloud are likely to be hit and a headshot is as likely to occur as a hit to any other point on the body, and it often only takes one headshot to achieve a kill.
And of course within all of this, there is no skill or aiming; just impossible behaviour caused by the implimentation of weapon behaviour.
| mp5, cs_assault, extreme range headshot |
In the footage, it is clear that at the range combat is occuring an unscoped weapon such as the MP5 in use cannot be meaningfully aimed at such a tiny moving target. If the bullets went where the crosshair pointed, all nineteen rounds fired would simply have missed their target.
However, since this is Counter-Strike and firing roughly at the target creates a cloud of bullets with the target inside that zone leading inevitably to hits occuring regardless of range and indeed one of those hits found the target's head.
A second major issue is that in one particular way, Counter-Strike is actually far too accurate; the first round fired from almost all weapons is always exactly on target.
This is simply wrong. Trigger pull issues are a significant factor in weapon design. For example, consider a 1.5 kilogram pistol which has a trigger requiring 2.5 kilograms of force to pull. Obviously, this is not conducive to accurate fire.
In a similar vein, a typical AK-47 weighs just under 4.0 kilograms. Having a trigger which is not only a heavy pull but is also gritty has a significant effect upon first round accuracy, and in fact in mass-market AK-47s is the main cause of inaccuracy; the AK-47 design itself is basically accurate, but any design can be compromised by cheap parts.
This issue affects all weapons to a greater or lesser extent and it means the first shot fired should never be exactly on target - the exceptions here perhaps being the sniper rifles since their design is explicity orientated to being physically balanced so that trigger movement does not disrupt aim.
In Counter-Strike it is possible to snipe at extreme ranges against stationary targets with almost any weapon because the first shot is always dead accurate. This is a major failing and gives the assult rifles in particular far more long range combat effectivenss than they have - which in turn devalues the sniper rifles, especially the semi-auto sniper rifles, since they are out-shot at sniping ranges by the regular assult rifles because of their impossible first shot accuracy and greater rate of fire.
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