However, it is bad for gameplay that a projectile can end up anywhere - just with low probability. It's better especially in team games if a bullet can only hit a certain maximum distance around the crosshair (so you can AVOID hitting someone) - which is why I suggest the (2-r)(1-r) spread instead of gaussian.
Other than that, the functions for gaussian and (2-r)(1-r) are very similar at higher distances, and dissimilar at lower distances.
