Thought this thread from the dev journal archive might be informative:
https://www.realitymod.com/forum/f316-2 ... tions.html
It explains the logic behind the deviation of different weapons during development of the latest version of PR (i.e. v0.85).
I have some issues with accuracy in PR but I haven't played enough to really be the best judge, so instead I'll just post an example of a recent round I played:
I manage to take up a reasonably hidden position overlooking a small bridge on desert map (meaning you have near perfect visibility; i.e. little vegetation and well-lit). As enemy players move towards the bridge from their not-so-well-hidden Rally Point, I place shots on them; It's pretty easy because they don't bother using their smoke grenades. Problem is, I don't always manage to get headshots, meaning that the moment they get hit they break into a sprint, frantically zig-zag across the bridge and duck for the nearest cover.
My problem is that even though they're suffering from 'suppression' effects (i.e. visual impairment), they've played the map so many times that they can navigate short distances by memory. The fact that they can sprint immediately after being hit is a pain because it allows them to take advantage of the BF2 engine's lack of character physics (i.e. no intertia/momentum) to move so instantly that hitting them accurately becomes quite difficult (not to mention headshots), thus allowing them to unrealistically run through fire--sometimes even after I hit the same player repeatedly, just not in the head.
I tried increasing my rate-of-fire (note that I was using scoped L85 set to single-shot) in order to just wear them down but then my accuracy dropped dramatically (I was standing--shooting through a window).
I'm not a bad shot and I felt very helpless to stop them--they seemed to basically ignore me.
There was another occasion where I managed to flank this pro that kept fragging my squad and would have made an easy kill in reality, but he was moving so fast (i.e. changing direction in micro-seconds) that I knew that even if I managed to get a hit, it wouldn't be a headshot (i.e. I would rather be sure to get a torso shot, rather than risk missing his head and have him turn around and frag me).
I didn't shoot at all and just guided my squad to him because previous experience showed me that 'suppression' effects are insufficient to prevent the target from counter-attacking (he'll have spurts of bad vision but he can still move like the wind). I knew that if I hit this guy, he'd just move evasively, figure out where I was (due to having played the map a million times), zig-zag sprint over and frag
me.
I've also had circumstances where I managed to get in right behind someone, shoot them in the back (again fearing I would miss the head if he decided to move...instantly) and be shot in turn by either him if a "good" player or his buddy nearby who could zone in quickly because I had to shoot repeatedly, and of course had no fear of being fragged by me before he could get a shot.
Now, I'm not a bad player (I know a bit about playing soldier-boy) and I'm not that bad with the mouse (could be better with keyboard though), but this felt to me like I was playing vanilla BF2:
You know, that same feeling of players taking advantage of impossibly fast movement to avoid getting fragged and boldly running through "suppressing" fire knowing they have a pretty good chance of being hit but not fragged before they manage to close in on you to do the typical dive-to-prone to minimize deviation and frag you with well-practiced mouse-pointing skills.
(Granted I use an older system and a not-so-fast connection but even then the lag isn't
that bad.)
Note that I am very well aware of the need to balance accuracy with other factors in the BF2 engine--a possible lack of said balance is what being implied above.