Fire and spray pattern
Another very important component is then that linked to the fire reticle and the spread of shots, which changes from weapon to weapon in CS GO. The bursts of shots must be controlled by the player with appropriate mouse movements, which also and above all for this reason must be properly calibrated in terms of sensitivity, acceleration and the other components we have seen before. To give some examples, here’s how the “spray”, that’s how the spread of shots in competitive shooters is jargonally defined, works in the case of the iconic weapon of the Counter-Strike tradition, the AK47. Thanks to the illustration from the wiki.teamliquid.net site we can also see the so-called “recoil pattern”, that is the movement to be imparted to the mouse that is required to the player to avoid dispersion and maintain precise aim even in gusty conditions.
On the left ‘recoil compensation’, and on the right ‘recoil pattern’
Counter-Strike GO, in the end, has a rather rudimentary simulation of the dispersion of shots, more arcade than simulative, but which in any case has a precise operation that the pro player must learn and master if he wants to be effective even with bursts. The comparison with Battlefield shows, as in the DICE title, the dispersion is more unpredictable and, therefore, less easily readable.