@Witzig
As to the first video, I am skeptical about the 350 meters. It looks more like 250 meters. The second one, it just shows what I'm talking about. It still takes him twice as long as it took us and with half of our accuracy. I have no problem people getting that good, but complete noobs who have never played RO2 should fight like real life recruits in WW2 who had little training; they shouldn't be accurate at anything out of 100 meters. The sway as I wish to implement wont be uncontrollable jerks, rather smooth motions that the player has to get under control. The reason I know it's going to work out is because the first two Brothers in Arms had some exaggerated sway and recoil that made it almost impossible to hit anything farther than 30 meters, when starting out. But there were some guys on that game that got so good, that I felt like they were shooting lasers at me. If they could do it with such wild, uncontrollable sway, people will be able to do it in F&M with a much gentler sway.
@Proud_God - Nezzer
Good to see people want weapon jamming and actually find it fun. I will definitely make the frequency low, but not too low where it'll happen at the most inopportune time and people will be like "where the hell did this come from!". I will target around 5% of SMG clips, meaning that for every 20 clips you load and fire, one will jam at some point. Around 3.5% for semis and maybe 2% for bolts. I'll think about the MGs since they have such a huge difference in ammo capacity.
@Golf33
Excellent points, I guess I won't be editing the friendly fire suppression. Currently as it is, the suppression range in RO2 is about 4 meters. I may decrease it just a tad bit to about 2-3 meters, but I also don't wish to decrease it too much, if just for the fun factor. Now, I will look into possibly having two separate suppressoin ranges, one for aim-snapping and the other for morale effects. Aim-snapping is a side effect of getting shot and seeing the shot near you, however, morale is much more about the fact that you're getting shot at and that you fear the enemy, so it may be 5-6 meters, but people with low morale will think it's close enough and get scared.
@LordKhaine
I thought it was over the top in DH, especially with the Thompson. That thing was impossible to control while standing and required a lot of practice. My plan is to have a nice little in between, and not all weapons need it. The PPSH41 is fine as it is I think. Any burst over 3 shots and the recoil just becomes unwieldy.
@smith1215
I was in it and I didn't like that sway. It didn't simulate real life sway in my opinion and the main problem (I modded the weapons when we moved to CoD5 so I would know) is that there wasn't any way to rest your weapon, so if you were standing, you would always have that sway. I think RO2 will produce much more realistic sway that is somewhat similar to RRM in CoD2, but keeps looks and feels more natural.
@Omar The Insurgent
You don't need a mutator to do that. As a matter of fact, you don't need to do that with any mod for that matter, not even Rising Storm or In Country. The thing is, the download sizes will be so extreme for those mods, that it's better to just have people download it and install separately. I doubt my mod will get anywhere larger than 5 megabytes.