Shooting occurs because of the Basic Shooter Attack motion. This motion is typically added to the second motion controller layer in order to allow walking and shooting at the same time.
Modern shooter games use a mix of skill-based and luck-based features to the experience. This rewards players who become more skilled at playing, but doesn’t alienate players who aren’t as skilled.
Recoil is a skill-based feature that adds kick-back when the gun is fired. The “Recoil” parameter has an x-component and y-component that shifts the player’s aim when the gun is fired.
The “Recoil First” parameter is a multiplier that is applied to the first shot of a weapon when the weapon supports automatic firing. This provides a larger kick-back when the first bullet is released.
This is a skill-based feature because as players learn to control the aim, they can mitigate the effect.
Stability is a feature of some gun components (like the gun handle) that can reduce recoil. Stability is cumulative and the sum represents a multiplier that is applied to the final recoil.
Spread is a luck-based feature that represents the area bullets can impact. As automatic weapons continue to fire, the spread increases to account for things the player cannot control: weapon quality, wind, etc.
As you can see below, the cyan circle in the center of the reticle grows as firing continues. The bullets will randomly hit within this area.
Once firing stops, the spread resets.
Accuracy is a feature of some gun components (like the gun muzzle) that can reduce the spread. Accuracy is cumulative and the sum represents a multiplier that is applied to the final spread.