Let me get some terms straight first: "recoil" is the way the gun kicks your crosshair upwards. You are talking about bullet "spread".
The one thing that's crucial about less spread like you propose it, is that if you leave it out of the equation, you will only have damage and rof (rate of fire) to balance the two automatic weapons - wich will make them pretty much the same in the end, unless you change recoil dramatically. I am not too fond of recoil as a means of balancing, since it can be very easy to handle or very hard, depending on your sensitivity.
The AR is a long range weapon - use bursts. I don't see what's wrong with burst firing, the spread cools down very fast. Even the smg, with the improved accuracy on the first shots works for longer ranges now. Try ac_douze with SMG vs AR - if your aim is better, you will own with the smg too - as long as you burst 4-5 shots.
Besides, the AR was always designed for bursts at longer ranges - in 0.9 and 1.0, you could pretty much snipe around with 1-2 shot bursts - it just seems not many used it that way.
Oh, and: You say this isn't counterstrike, yet you propose more spread when hit - that's more like cs in my book than
some consistent spread alone.. being penalized for getting hit doesn't fit the AC philosophy - you should be able to perform properly even while getting shredded to pieces :P
Nades: I know there is controversy. So is with the sniper. You are right, these things should be discussed.
Lag: I hope we can fix this in the future.
Ladders: Unfortunately, most players rejected the ESL - though I have good memories of the cube esl ladders and cups, it seems most AC people didn't like the ESL.
I will open a discussion thread on 1.1.0.4 soon, were I want to discuss the changes that still have to be done to the weapon balance. I hope most people have gotten more fond of 1.1 now, with the nerfed armour values, so we can have a proper discussion.
The one thing that's crucial about less spread like you propose it, is that if you leave it out of the equation, you will only have damage and rof (rate of fire) to balance the two automatic weapons - wich will make them pretty much the same in the end, unless you change recoil dramatically. I am not too fond of recoil as a means of balancing, since it can be very easy to handle or very hard, depending on your sensitivity.
The AR is a long range weapon - use bursts. I don't see what's wrong with burst firing, the spread cools down very fast. Even the smg, with the improved accuracy on the first shots works for longer ranges now. Try ac_douze with SMG vs AR - if your aim is better, you will own with the smg too - as long as you burst 4-5 shots.
Besides, the AR was always designed for bursts at longer ranges - in 0.9 and 1.0, you could pretty much snipe around with 1-2 shot bursts - it just seems not many used it that way.
Oh, and: You say this isn't counterstrike, yet you propose more spread when hit - that's more like cs in my book than
some consistent spread alone.. being penalized for getting hit doesn't fit the AC philosophy - you should be able to perform properly even while getting shredded to pieces :P
Nades: I know there is controversy. So is with the sniper. You are right, these things should be discussed.
Lag: I hope we can fix this in the future.
Ladders: Unfortunately, most players rejected the ESL - though I have good memories of the cube esl ladders and cups, it seems most AC people didn't like the ESL.
I will open a discussion thread on 1.1.0.4 soon, were I want to discuss the changes that still have to be done to the weapon balance. I hope most people have gotten more fond of 1.1 now, with the nerfed armour values, so we can have a proper discussion.