>>292054276
>movement inaccuracy
>inherent inaccuracy
Both of these exist in desktop because you're not actually losing any accuracy while walking, whereas in VR you are *actually* aiming- the 'forced to aim downwards' to sprint mechanic is already a good balancing equivalent for accuracy loss on the move, by forcing them to raise from low ready
Migrating desktop concepts to VR 1:1 is entirely retarded
also buttons on the bomb to arm/disarm is more fun, although it'd probably be ideal if the planting timer was shorter, so you couldn't prep->charge->plant instantly