@Pierrick with the gaussian method, won't you have to change how the crosshairs look to better reflect what's actually happening? Something more akin to the alpha crosshairs, where there's a circle and crosshairs for displaying current vs possible spread? (just treated differently than the alpha did with it)
Exactly my thought and a solution I would totally approve. Basically I think the gaussian method is a nice idea, but it has to be transparent in some kinda way, and right now it isn't. Everyone who doesn't read about it somewhere will just see the spread as what the crosshair indicates, no matter where the shots hit.
Thats nice of you to attempt rendering accuracy more clearer to the player, however most of the confusion stems from the fact players fail to factor in the weird camera angle when aiming. Aslong the camera remains inconsistent across the board as it currently is there will always be people with even satisfactory aim asking "why the fuck that shot not even hit? twas clearly supposed to". By inconsistent i mean its not even the same for all classes within the same faction, resulting in different experiences while aiming with an devastator and an tactical. If the camera would get an rework to center the player character instead being at either side that be an great help towards solving the inaccuracy issue.
To speak specifically of mod alteration, now that the Bolter has higher raw damages, would you consider removing the damage increase from the CQC mod ? The mod could then become an option geared toward reducing shooting penalties while moving, instead of a "must have" straight upgrade that's part of almost every loadout. Regarding the feeling of the weapon, I've always been a huge fan of DoW 2 slow-firing hard hitting Bolter, so IMHO keeping the ROF at a "low-medium", to clearly put the weapon as a step between the Stalker and the Stormbolter would be nice.
I've always favored mods being a sort of "side-grade" system, where you get trade-offs from the benefits you desire. If you take the new bolter, then apply something for more damage, it should be quite a bit harder to use.. as if you have more potent rounds in the gun, more recoil and irregular behavior (i.e; randomized directions of recoil or spread bloom in hipfire). Plenty of ways of doing this, but it's when you start to mod weapons to the point of surpassing other weapons doing a similar thing better by default, and they don't have mods to do the same.. that's when it becomes a problem.
Updated UAT with the latest changes to my new map. Im running around on it now if anyone wants to join!