jefequeso: Why is that a design flaw? Inaccurate weapons used to encourage you to advance and flank seems like pretty reasonable design to me.
Jonesy89: *Some* inaccuracy is good; ideally, there should be some stat based inaccuracy, but just enough to account for the limitations of human reflexes, and even that should be reduced to virtually nil if the player is in a situation where they have all the time in the world to line up a shot on an unaware enemy (provided that the weapon is in what could be considered its effective range). A system like that still encourages maneuvering (after all, the enemies' bullets still hurt regardless of how accurate you are), but it doesn't result in stupid scenarios wherein I need to be right on top of the enemy in order to have reasonable accuracy in the aforementioned scenario of drawing a bead on an unaware enemy, which then results in me being seen and proceeding to try to occupy the same space as all the bullets in the world.
tl;dr:
inaccuracy alone isn't the problem, but the degree of inaccuracy is far more than it should be, for the reasons I gave in the text you quoted: namely (1) the stat induced inaccuracy tries to account for "combat stress", something that is already simulated by human nerves and limited reflexes, thus failing to simulate any kind of remotely feasible actual gunfight not being fought by someone with some sort of nerve damage, and (2) the "combat stress" the game seeks to emulate applies in scenarios where it has no business applying (see the sniper example), again failing to reflect how an actual gunfight would play out by making the player's guns overly inaccurate.
Sure, it's not a perfect system. SoC is far FAR from a perfect game. But it works fine within the context of the game, provided you actually try to adapt and adjust to it. Situations where you have to attack an unaware enemy and aren't able to move into an effective range are few and far between. Hell, situations where you have the opportunity for a surprise attack are also few and far between. Put simply, yes... the situation you describe isn't realistic. But far more often, you're in a situation where the inaccuracy is realistic. And after all, the reverse is true of most supposedly "realistic" FPSs (Insurgency, ARMA, Operation Flashpoint, Red Orchestra 2, etc), in that they are unrealistically accurate during combat and only realistically accurate in moments where you really do have time to aim and aren't under any stress.
As I said before, there is no situation where using a mouse to position a crosshair over a target is anywhere close to aiming a real gun. Real guns are heavy, and relatively hard to aim, since you actually have to use your own muscles to support them aind keep them on target, and there are a lot of ergonomics that can throw off your accuracy. The way you pull the trigger, whether you flinch or not before the shot goes off, how it's resting on your shoulder, even how you breathe. It's also relatively difficult to keep the weapon straight. And this is under the calmest, target-range circumstances. A mouse is an extremely precise instrument in contrast that can be kept incredibly steady even under the most "stressful" of circumstances (and this is even pretending that the stress of a computer game is anywhere close to the stress of a real life firefight).
And even if you discount all this, that still doesn't mean that STALKER's inaccuracy is bad design, because a lack of realism doesn't equate bad design. In this case, it just means that there are certain strategies that don't work. Namely, trying to be stealthy and pick off enemies from a distance.