Normally guns are pretty accurate and soldiers are pretty good shots. ***I'm actually not in favor of "gimping" the ai's shooting ability but I think the current ai is too aware of where it's bullets will land. ***I think we should examine why ***skilled humans in real life miss as opposed to ai bots.
1. Ironsites - while in rl they are pretty accurate esp at 400m, people don't know the pinpoint point the bullet will hit. ***This is esp true at varying distances and constant adjustments to the angle you look in sights may be necessary. ***Personally I only have shot through 3 (|i| line sight but I think that this anomaly also applies to the "ghost ring." ***I have the suspicion that all the ai know where the pinpoint spot to aim is and do not "estimate" the aim like humans do.
To fix this I think the ai should just fire away when their aim goes near a certain point on target like couple of milli-meters. ***A tiny cone of aim triggering when the ai shoots may be a way of putting it. ***You don't even have to make the weapons inaccurate. ***This way they can hit close targets easier than farther targets but not be retarded (think HD weapons now).
2. unsteady arms - kinda like armchair warriors, the computer isn't aware that his avatar's arms should be shaking (a little) and it just lines up the shot and fires away. ***Maybe when the ai is shooting, it's aim should move unsteadily, in a ramdom motion. ***Then it's misses would be more realistic rather than always shooting bad (HD) and depending on its skill can have some pretty accurate shots in certain situations. ***When I shoot a Daisy pellet gun (dinky, i know) it's pretty heavy and my aim moves around a bit.
3. non-omnicient covering fire - this has already been suggested alot in the ai threads.
To facilitate different shooting abilities, I think soldier skills should be stat based rather than skill-level based so we can have a variaty of ai skill types, like movement logic, weapons use, and bravery.