Advocating more sway (i.e. a "random" factor not influenced very much by skill) but advocating removal of free aim (which isnt random, it can be controlled by learning it through playing) seems a bit weird to me if you want to scare people away less.
Sway doesn't have to be random, its often very periodically and could be implemented like that. Next to that its change could be slow enough that a human could counter act its movement. Its not like a weapon becomes more inaccurate, it still fires where it aims at.
But from a control point keeping a constant input output relation with a random disturbance is actually better than a varying input output relation that can only be measured by vision.
Vision is one of the slowest senses in your body and goes with about a 200ms delay before you actually recognize something that you see. Through a lifetime of practice you are generally really good at guess what sort of sensory output gives what movement in your muscles, together with the very fast proprioceptive "position" sensors in your body.
You can learn to use free aim but generally learning to use it is simply making sure you move your gun so much its at the extreme end of the free aim radius so at that point your mouse and gun become coupled again. Or you use the moment you just put up your ironsight at which time the gun is always at the dead center of your screen.
The main point that I have against it is that using ones arms is one of the easiest things to do in real life, you have a life full of experience in training it. By having free aim you take away the ability to use a lot of the training you have in controlling your arm, and will have to learn to use something you can do near perfect without thinking in real life.
In hipshooting free aim got a big advantage which is primarily it stops people in a game without ironsights to just put a tag on the center of the screen. But in ironsights you already have a sight dot, which means at that point free aim loses its adventageous purpose. And in that case its better to have an external disturbance predictable and controllable, than a varying input output relation.
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The issue with the game IMO isn't individual functions but its how the functions work together, and my summary for that is that the overal gameplay in close combat is too rambo and at long range is too campy. There is nothing wrong with long range being campy, but then close range should be more campy as well. There is nothing wrong with short range being rambo but long range should be rambo then as well. The issue is the consistency, especially since every weapon can be used at range.
Arcade players that come upon long range enemies will find the game too campy, Realism players that will come upon short range will find the game too run and gun. At the moment the overall gameplay experience simply isn't consistent. You cannot blame the player for that in the end the player play in the way that gives them the best results. The key thing in a first person shooter are always moving around and shooting stuff on a basic level, and if you make those aspects such that the best way to play the game results in tactical play then its mission accomplished.