I didn't get far in the thread, page three or so, but I don't know why people aren't suggesting these following two options, which aren't featured in many arcade-style FPS games. I'll use the crosshair metaphor to help explain the accuracy and direction of the weapon. TL;DR, just read option 2. 1) You could have completely natural mouse control and not limit turning, but balance it by making the gun less accurate if you turn faster than a specified rate for each gun. This rate should be the original turnspeed for the player while wielding said gun. Do not confuse this with standing weapon inaccuracy. This would look like usual, tight crosshairs when turning slowly, then spread crosshairs when turning fast, and then the crosshair returning to normal over time based on the displacement from the original crosshair position (meaning you could turn 2x to the left, then 1x to the right to halve the time it takes to zero compared to if you had left the crosshair at the 2x left position). 2) Alternatively, and probably the better option, if you wanted to make it so the gun could not be pointed in a direction quickly (even with an accuracy penalty), you could make it so when you turn that fast, the gun lags behind the view of the player. When the weapon is not shouldered, you would be controlling the location of the character's focal point, not directly the body of the character, nor the barrel of the gun. This would look like the crosshair moving off to the right of the screen if you turn left too fast with a heavy gun. The crosshair will chase the center of the screen, catching up at different speeds depending on the weight of the gun, or when afflicted by other stat debuffs. Observing this in game would look like the character's head turning to you, followed by the body, and then the weapon. With regards to speed, you could still react as you would currently, with the added confirmation that they intend to aim directly at you. (I actually think this is more realistic, anyway.)