The developers are making a few additions to the standard formula, though. For instance, when sniping, the trigger on your controller will act as an analog for the actual trigger on your weapon. Anyone who's ever tried to fire a gun with any precision knows you have to smoothly squeeze the trigger rather than pull it quickly, and similarly, squeezing the controller trigger slowly before popping off your shot will allow you to stabilize your weapon for greater accuracy. Airborne will also feature a weapon-upgrade system for the first time in the series, which Gilmore says is consistent with the modifications real-life soldiers made to their weapons on the battlefield. For instance, one of the available upgrades in the final game will include a Cutts compensator for the trusty Thompson submachine gun, which ejects gas upward from the barrel to counteract muzzle climb. We saw an example in a test level where a fully modified Tommy gun had a much tighter grouping of shots than the fairly inaccurate factory model. You'll have to find your weapon upgrades in the field, but you can't use them immediately. You'll actually accrue battle proficiency with each weapon, and each upgrade will carry a minimum proficiency rating that you'll have to obtain to use it. So if you get the upgrade for the grenade attachment on the M1 Garand rifle--which essentially turns the weapon into a rocket-propelled grenade that was highly effective, from what we saw--then you'll have to whip out that M1 and start shooting the heck out of it so you can attain the necessary proficiency to apply the upgrade.