[TLDR] Force players to make additional compensation with their aim when straffing. The History First, let's dispense with "ADADADAD" spam and just call it "straffing" because that's what it is: straffing. The first game to implement what we would consider "modern" FPS controls (WASD, forward, backward, strafe left/right, with full time mouse look) was Quake. Incidentally, Quake was also the first FPS to natively make use of multiplayer over IP, allowing for what we enjoy as a good old fashioned deathmatch. (Yeah, you could strafe in Doom and Doom 2 also, but the game wasn't laid out to make use of that feature. It was kind of a gimmick. You could beat the game on the highest difficulty without needing to strafe.) The thing is, in Quake, when you weren't rocket jumping (I dare you to try that in PS2) you were straffing. The entire point of the WASD control scheme was to strafe sideways, thus allowing you to keep your reticle on target. Mouse look was always on, which provided the most intuitive way to maneuver around a firefight. It didn't take long for players to mix up their straffing pattern. The Problem For some reason kids these days are calling ADADADAD spam, when it's really just an old FPS standby that's been around for decades just like bunny hopping: strafe left-right-left-right-left-right-right-right-left-right-left-left-left-crouch-jump, and try to make it random. In the '90s this was considered the real "art" to professional gaming, the ability to make yourself harder to hit while maintaining good aim. Unfortunately, when something becomes professional it also becomes fundamental. Straffing randomly has since always been the bailiwick of the pro button masher. Various games throughout the years have tried to spin that to make it more difficult. The objective is to make these complicated maneuvers more difficult to perform, and thus further reduce the number of players who can do them. This sounds... socially Darwinistic in a gaming sense, but that's exactly what we are trying to do: add hoops to leap through and make the game harder to play for those who have mastered it. No self-respecting gamer would continue to beat a game on the same difficulty level, right? No, we increase the difficulty level, and when we've maxed it out and are still kicking its a**, we know we've finally truly beaten the game. It's time to make PlanetSide 2 more difficult to play for those players who have mastered it. The Solution I propose we introduce a very small tweek in the way the reticle aims when straffing. You can already see your gun shift in your hands when you move, but the reticle just kinda magically sits there. Iron sights already do this, sort of, but the direction of fire itself remains unchanged. That reticle needs to move a little bit, and it needs to move a little bit in the direction you are straffing. Yes, reflex scopes keep the reticle in a fixed position, but the direction of fire needs to move when you strafe. With reflex scopes it would mean the reticle disappears entirely, because it's only visible when you're looking at it in the right direction, and the idea is that your gun is shifting in your hands when you strafe, throwing off your aim (this would incidentally give iron sights an actual use). This intentionally and arbitrarily throws off your aim forcing you compensate beyond the normal "keeping it steady". Think of it as recoil. When you shoot you have to draw your mouse downward to compensate. When you strafe, you should be required to drag your mouse sideways (beyond what we currently do) to compensate. That's really about it.