Shots fly wild in the air, and settle again after landing
Jump-shooting should be risky, not impossible and not free. If the wobble is gone the instant the feet touch the floor, hopping around while firing is the best tactic. Here is a spread that grows fast, falls slowly and still treats a walk off a ledge fairly.
Why this works
Players read accuracy as a promise: stable feet, steady aim. Letting the spread grow fast in the air but shrink slowly after landing makes jumping a real trade, because the cost of leaving the ground outlasts the jump itself.
When not to use it
Don't use it in fast, acrobatic shooters where jumping is the main fun; punishing every hop makes the game feel stiff. Use it where careful positioning should win, and give acrobats a different reward, such as harder targets.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Shots fly wild in the air, and settle again after landing" (read_entry aim-spread-while-airborne) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP