I thought about it but I don't like this idea for a few reasons. First, tracers are optional (they can be turned off by the player), bullet puffs are not (and shouldn't be). What's more important, bullet puffs should represent where the actual bullet (i.e. hitscan attack) lands. They show the real spread, etc. Tracers don't really represent it because they're a different thing. I don't like the idea of making bullet puffs into a pure effect, they have a tactical meaning.A_D_M_E_R_A_L wrote:And "attention to realism with hitscanners", I meant the bullet tracers will go where the bullet puff will be. It'll still be a hitscan attack
In addition to that, bullet puffs are not the only thing produced by hitscan attacks. Blood sprays are also produced by hitscan attacks. It's definitely a bad idea to make tracers produce blood sprays as well, because there would be some cases when the actual attack hits and the tracer doesn't really touch the target, and vice versa. And on the other hand, it would be weird if bulletpuffs were produced by tracers but blood sprays were produced by the hitscan attacks.
For now I think it's best to stick with what we have: tracers produce ricochets (both are just visual effects), while hitscans produce bulletpuffs which represent where the bullet lands.