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Analysis of aiming time mechanism and equipment of Escape from Duckov
As the title states, after the first-person mod added recoil and canceled aiming dispersion, the intensity of the aiming gameplay has increased to some extent, so I mainly want to discuss a very important data in the aiming flow in this game - aiming time.
In fact, the so-called "aim time" marked on the gun is not the real time from when you press the aim button to when the aim is completed. The crosshair deforms into a scope crosshair style. The time of this process can be reduced by aiming time accessories. The second is the time for the crosshair to shrink after deformation. Specifically, it shrinks from hip-fire dispersion to aiming dispersion. The speed of this process is constant. At least there is no acceleration accessory in the game, so the time only depends on the multiple of hip-fire dispersion and aiming dispersion. The sum of these two is the real aiming time.
Therefore, simply stacking the aiming time cannot make the actual aiming time the shortest. Instead, it should be combined with waist-firing accessories and aiming time accessories. From my personal experience, taking the M10 7, for example, fast stock + fast reaction laser + fast magazine 2, and the grip uses hip fire instead of fast B. This configuration can obviously feel much faster, and if you consider that the crosshair does not need to be reduced to the minimum, the dispersion is enough to shoot, the difference is even more obvious. On the other hand, aiming and spreading accessories will have the side effect of indirectly increasing the aiming time.
Similarly, according to this mechanism, waist-firing is actually not incapable of aiming. For example, the M1A and M107 can be equipped with 4 waist-firing accessories, or the MP5 itself has a relatively small waist-firing dispersion. If a certain waist-firing accessory is replaced by an aiming dispersion accessory, it may be possible to take into account both waist-firing and aiming.
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