Aimpunch Clarification


(pumpkinmeerkat) #1

AFAIK it is only supposed to add vertical recoil?

Currently it feels like it is reducing mouse movement speed as well - tracking left to right feels slower when receiving damage from the Hochfir in particular. Just curious if this is by design, an issue specific to me, or if others have the same problem? I play at a fairly low sens (6.1 in-game, 400dpi) which may make this more noticeable?


(watsyurdeal) #2

Honestly, aim punch should be in two forms

  1. If the player is hipfiring, and being hit, the aimpunch should be purely visual, as a way to distract and disorient the player.
  2. If the player is aiming with a sight, it should actually affect your crosshair’s position, this way you know, Snipers actually have to retreat while being shot.

(KangaJoo) #3

It has a bit of a random wobble to it but it’s mostly vertical.
@watsyurdeal Yeah but if SD didn’t listen to most of the comp community that basically said the same thing 2 years ago, I doubt they’ll change their mind any time soon. After all, these are the guys that claim we need aimpunch so “people know they’re getting shot…”


(ImSploosh) #4

I hate being shot by the Hochfir because it always makes weird shit happen, like slowdown of my mouse, lag, or what feels like insta-death. It makes my bullets just miss entirely. This is probably just me going crazy, but that’s just how it feels when facing someone using the Hochfir.


(Chris Mullins) #5

Smooth has gone into detail on this topic before. Hopefully this answers your questions: https://www.reddit.com/r/Dirtybomb/comments/3gppu2/my_thoughts_on_aimpunch_and_its_place_in_dirty/cu2sbm4/


(JonBongNoJovi) #6

sorry for prior edit , no need i know, just annoys me how reddit has more usefull info than what gets posted ever on the OFFICIAL forums.


(pumpkinmeerkat) #7

@stayfreshshoe Thanks!

In game it feels like the Hochfir in particular is messing with mouse input as well. Changing texture streaming settings in config has improved mouse input for me so it doesn’t seem completely out of the question that a high ROF weapon inflicting aimpunch could cause mouse to lag somehow?


(everlovestruck) #8

edit: wrong thread


(GatoCommodore) #9

@JonBongNoJovi said:
sorry for prior edit , no need i know, just annoys me how reddit has more usefull info than what gets posted ever on the OFFICIAL forums.

maybe because Reddit has bigger audience than Official forum?


(bgyoshi) #10

@watsyurdeal said:
2. If the player is aiming with a sight, it should actually affect your crosshair’s position, this way you know, Snipers actually have to retreat while being shot.

I know Battlefield 3 and 4 made your vision blur slightly and scope wobble more than usual when you were being shot at, even if you weren’t being hit. “Suppressing fire” so to speak, especially if you were sniping.


(KangaJoo) #11

Let’s just please not talk about bf style suppression. Now BF3 actually did aimpunch right. In that game, not in BF4, when you got shot your screen would kick up very quickly but your crosshair would stay in the same spot. It felt sort of be like if you tilted your head up (making your view kick upward) but you held your arms steady (making your your crosshair stay in the same spot). This is how aimpunch should work at least when you’re hipfiring so people can still counter snipers. It makes it a bit disorientating and “in no uncertain terms” lets you know you’re getting shot, but it doesn’t dumb down the shooting mechanics from precision headshot tracking to simply tracking easy body shots because headshots aren’t consistent beyond close range when getting hit with aimpunch.


(GatoCommodore) #12

@KangaJoo said:
Let’s just please not talk about bf style suppression. Now BF3 actually did aimpunch right. In that game, not in BF4, when you got shot your screen would kick up very quickly but your crosshair would stay in the same spot. It felt sort of be like if you tilted your head up (making your view kick upward) but you held your arms steady (making your your crosshair stay in the same spot). This is how aimpunch should work at least when you’re hipfiring so people can still counter snipers. It makes it a bit disorientating and “in no uncertain terms” lets you know you’re getting shot, but it doesn’t dumb down the shooting mechanics from precision headshot tracking to simply tracking easy body shots because headshots aren’t consistent beyond close range when getting hit with aimpunch.

i thought the aimpunch was this too


(bgyoshi) #13

@GatoCommodore said:

i thought the aimpunch was this too

Nope UK says aimpunch kicks the crosshair too so that where you’re looking is where you’re shooting.

@Kangaloo said:

but it doesn’t dumb down the shooting mechanics from precision headshot tracking to simply tracking easy body shots because headshots aren’t consistent beyond close range when getting hit with aimpunch.

And that’s the difference between good players and bad players.

Namely, good players get headshots at range and up close.


(KangaJoo) #14

@bgyoshi said:

@GatoCommodore said:

i thought the aimpunch was this too

Nope UK says aimpunch kicks the crosshair too so that where you’re looking is where you’re shooting.

@Kangaloo said:

but it doesn’t dumb down the shooting mechanics from precision headshot tracking to simply tracking easy body shots because headshots aren’t consistent beyond close range when getting hit with aimpunch.

And that’s the difference between good players and bad players.

Namely, good players get headshots at range and up close.

Yeah nevermind that the top teams in eu and na couldn’t do it and complained about it regularly or that even in theory it would be impossible since the aimpunch has a random horizontal wobble to it. I think you and I have different definitions of long range.


(Noir) #15

Hochfir aimpunch is ridiculous since buff. I somehow adapted to it but still think they should have adapted aimpunch on it after the buff.

I value Focus to much I guess. Love this perk.


(watsyurdeal) #16

Any kind of aim punch that actually forces your cross hair to move is hard to adapt to, nigh impossible. It’s not designed to allow you to adapt to it, the only purpose it has is to punish you for positioning.

In other words, we are not playing Counter Strike


(bgyoshi) #17

@KangaJoo said:

Yeah nevermind that the top teams in eu and na couldn’t do it and complained about it regularly or that even in theory it would be impossible since the aimpunch has a random horizontal wobble to it. I think you and I have different definitions of long range.

There’s no random horizontal wobble to the aimpunch. You really should read the link that Shoe posted.

And you say “top teams” as if DB is robust and popular enough to have a lot of truly “good” players. But even so, just watch…any pro videos. They nail headshots all the time without trouble. Really though…

@watsyurdeal said:

In other words, we are not playing Counter Strike

…In other words, stop whining and

@GatoCommodore said:

GIT
U
D


(watsyurdeal) #18

Lol, ok

So when a massive number of people were complaining about it, and still bring it up, it’s whining.

I stand by my “we’re not playing Counter Strike” statement


(bgyoshi) #19

@watsyurdeal said:

I stand by my “we’re not playing Counter Strike” statement

Oh no, I wholeheartedly agree with you.

We’re not playing Counter Strike. I was using you as an example, not responding to you :stuck_out_tongue:


(pumpkinmeerkat) #20

To clarify:

I’m not a huge fan of aimpunch in general but I’m not questioning the way it was implemented and I don’t expect the mechanics to ever change.

IMO the Hochfir especially feels like it is slowing mouse movement or adding input lag when in 1v1 firefights. Since the Hochfir by far deals the most aimpunch in the game I thought the two might be related. Could just be the high ROF or and issue specific to me as well.

I’ve had trouble getting 100% consitent mouse input in DB for a while now. For whatever reason the last two updates seem to have improved things but nothing really stands out in the notes…The “disable fullscreen optimizations” option added with CU update is now working properly, not sure if that came with an update to the game or Windows.