Perhaps the shots should just always converge on whatever obstacle the crosshair's pointing at. I mean, let's be realistic for a moment - if you're trying to aim at a person, you're not going to suddenly decide to shoot to his sides just because you have two pistols, you'll want to point both of them at roughly the same location. (Whether you'll
succeed is another matter, but at point-blank range, which is when the inaccuracy becomes most blatantly obvious regardless of crosshair choice, you'd have a pretty decent chance of achieving convergence.
)
I think this is what Droideka does. (I personally don't like this that much, because you have to lead your shots in this game, so what your crosshair is pointing at can be completely irrelevant to what you're aiming at.)
It's inaccurate at really long ranges too. It basically hits one point and your crosshair has two.
Sort of true. At very long ranges, both shots do land closer to the "right crosshair," but it's worth noting that the two shots still land as far apart as they ever will. It's just that at a certain point the crosshair stops getting smaller and further away.
At really close range the height is also faulty
From what I can tell, some guns always fire from the eyes and other guns always fire from the hips, and the dynamic crosshair believes that all guns always fire from the hips, causing the short range error. This is based on only very slight testing. I have some questions and I'd go through and test all guns to answer them if I had more time right now.
IIRC the CR chaingun's firing point is (or is sometimes?) considerably higher than where the gun is actually placed. Or at some point it was, if it isn't right now. I just remember seeing a chaingun clone firing out of a space aligned more with his neck.
as far as fixes for that, obviously if possible the crosshair and firing height should always acknowledge what height the gun is being held at. And double crosshair should literally be two crosshairs based on the two firing points. I'm imagining that's a big pain in the ass to code, and is one of those things that requires "big fundamental changes" or something like that.
... (then again, if you make it so the firing height changes when your character goes from hip-firing to sight-firing, that would seem to mean you would have to adjust your aim up/down whenever you switch from one state to another, which would be irritating in some contexts. But.. maybe it would be good, really. Make people abuse twitchy movement less.)