Dynamic accuracy
Video game concept
128
games
17platforms
Weapon accuracy is dynamic - affected by repeated firing, posture, movement and other factors - rather than static bullet spread radius.
Notable people involved: Jesper Kyd, Chris Avellone, Brian Mitsoda, Eric Alex. Krutten and John Mulkey
WIN 2012-12-30
X360 2008-11-17
X360 2008-03
WIN 2010-06-29
PS3 2013-02-12
WIN 2010-11-01
WIN 2009-02-20
WIN 2009-08-18
X360 2009-10-20
WIIU 2013-03-31
WIN 2005-04
GC 2005-03-29
See also: aim delay
Dynamic accuracy: Posture - Motion - Turning
Accuracy related: Pinpoint - Aim mode
Related: (shooter realism)
* Bullet physics
* Recoil
Contrast: (unlikely, but not impossible)
* Automatic aiming
* Target lock
* No crosshair
Dynamic accuracy: Posture - Motion - Turning
Accuracy related: Pinpoint - Aim mode
Related: (shooter realism)
* Bullet physics
* Recoil
Contrast: (unlikely, but not impossible)
* Automatic aiming
* Target lock
* No crosshair
These usually show an expanding reticle to signify it, but others simulate it more properly by shooting exactly where the weapon points and adding effects like the gun wavering and such, especially after aiming for prolonged periods of time.
Currently we can assume all instances of dynamic accuracy suffer from rapid firing, which is the reason there's no separate tag for it.
Currently we can assume all instances of dynamic accuracy suffer from rapid firing, which is the reason there's no separate tag for it.
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Games by year
The first Dynamic accuracy video game was released on November 18, 2002.
Ubisoft, Activision, Sega and Deep Silver published most of these games.