I responded to a thread about Recoil/Spread, this is a great one to talk about movement accuracy:
Running Accuracy:
Our intention is that most weapons (shotguns excluded) are not reliable when shooting in a full movement state. If this becomes an effective or reliable way to shoot the weapons then we will definitely look to correct it.
Also, distinguishing between an opponent hitting a headshot on you while in a full run state, versus when they've come to a stop on their side but still look like they're moving for you. I've observed many cases where it's interpreted that the opponent shot you while moving, but they were already within an accurate standing state on their client. This is due to networking where you haven't quite got the information about the opponent coming to a stop, but they've already shot and killed you. We're going to explore opportunities to tighten this up and reduce the occurrence of this.
We'll continue to watch ...
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