Has anyone else gotten this recently? You scope in to a distant target with the lascannon, charge up the shot and fire only to have it whizz right over their shoulder or the like. If I scope out I can hit my targets pinpoint again. I also noticed the crosshair widens when going into scoped mode, but I was unsure if that was related due to scoping not actually increasing accuracy but instead magnifying the view. Anyway, anyone gotten this recently? Update: I've confirmed the spread increase on lascannon scoped fire. Others have confirmed it is affecting the zapp cannon and reaper missile launcher too.
The cross-hair widening might be because your zooming in 6x or more. Maybe its not that the cross-hair is actually widening but your field of view is so close. The recoil may be a bug, or maybe it was intentional to prevent infantry sniping?
Something that really gets on my tits is what feels like a grid of sorts restricting our aim. Has anyone else noticed this? When aiming a Bolter you don't really notice it, but when you're using something like the Lascannon, Heavy Bolter when aimed, and the predator main-gun it feels as if the crosshair is locked to a grid. Example: I am aiming at a chaos marine standing at location 2. I try to aim at him, get my crosshair over him and it's almost as if it snaps with a 2mm distance on my screen. It goes to location 1, to the left of him. It goes to location 3, to the right of him. But no matter how much I try to put the crosshair ON him, it simply moves "one notch over" on the grid. The only way I could possibly hit him is by me moving my body ingame, or him moving a foot or two to the right.
From my research and other's, this seems to be a thing with UE4 that comes and goes. This thread (http://forum.eternalcrusade.com/threads/psa-fix-for-jittery-mouse-movement.54966/) is how I overcame this issue, haven't had a problem since.
Don't use one, so couldn't say for sure, but I think you'd adjust a different variable. There are sections AxisMappings=(AxisName="LookHorizontal",Key=Gamepad_RightX,Scale=1.000000,bSecondary=False) AxisMappings=(AxisName="MoveVertical",Key=Gamepad_LeftY,Scale=1.000000,bSecondary=False) that I suspect is what you're looking for.
Unfortunately messing with those seems to remove the ability for the sticks to move along those axis. And as a little note gamepad_left would be the left stick used for movement. And I did correct for that in my ini changes. When placed on the correct stick it again just removes all motion on that axis.
Or... maybe it is not pin-point accurate and has a significant amount of spread, even on the first shot?