he additional movement options would skew defense and heavily skew tightly-packed areas in favor of VR users, and it would be a foregone battle if VR-players are defending a closed area against non-VR players. The unlimited number of firing angles mixed with precisely fitting to any cover means that a VR-use can adapt to the environment much, much more than their non-VR counterparts. Example 1: A VR player and non-VR player meet at a standard corner. For the non-VR player to attack and shoot around the corner, he will expose at least half of his character. A VR player can shoot around the corner with only about a fifth of his character even if he doesn't just point his gun around the corner and fire blind. Here, a clear advantage goes to the VR player. Example 2: A VR player and a non-VR player are on opposite sides of a wall filled with randomly-placed holes and trying to kill each other. The non-VR player can only aim his weapon from standing and crouching height, meaning that there are very large blind spots in his potential firing arcs due to not all holes being conveniently placed if he can shoot through them at all. Since the VR-player can fire from any weapon height, he can get full arcs from every hole he can reach. Example 3: A VR player and a non-VR player see each other across a perfectly flat field. The VR player finally gets his sight picture correct as he gets shot a second time by the non-VR player, who not only dropped to a crouch much faster than the VR player, but the game gave him with a good sight picture as soon as he wanted it and all he had to do was line it up. He also did not have to content with his hand's unsteadyness, since a gun affected by two hands shaking as they are held in air without being braced against something will always be a pain to use at range. Example 4: A VR player and a non-VR player both see eachother at short distance as both emerge from opposite sides of a cardboard fence. They both break for the nearest cover that will actually stop bullets, a couple meters of open ground away. As the VR player sprays bullets at the non-VR player while making a slightly snakey line towards the cover due to his panic, the non-VR player maintains a perfectly straight line while putting round after round into the VR player. These examples may seem specific, but all gun engagements where VR players go up against non-VR players will be more decided by these principles than by skill. Mouse and keyboard is designed for things that gaming needs, while arms were designed with the assumption that things would weigh a decent amount, a superfluous design choice for VR. Overall, VR is vastly better for positioning, but lacks the precision and speed of mouse and keyboard. Read more