Aimpunch Clarification


(watsyurdeal) #21

The only reason you should expect it to not ever change is because of limitations with the engine or something else of that nature.

Otherwise there’s no reason not to have only visual aimpunch, and just slightly increase recoil to compensate if you’re worried about the guns being too much like a lazer. Or increasing TTK just a tad.

Also, random thing but try not playing in Windowed, I had those problems last night as well, and when I set the windowed option to no it worked fine.


(pumpkinmeerkat) #22

@watsyurdeal

I play fullscreen.

There is a bug in the in-game menu that says windowed is on even when the game is set fullscreen everywhere else. Alt+enter makes my game windowed with border and every indication is that the game is running fullscreen. I’ve always questioned it because of the issues I’ve had in game but I really think it is just a menu bug. Creators Update caused similar issues to running windowed but that seems to have been fixed now.


(KangaJoo) #23

@bgyoshi I have watched “pros” (not that any DB player earned any real money), scrimmed against them and beaten some of them in practice and in tournaments. Yeah, we can all pop heads at any range if we’re only getting hit by a few shots but at range when they’re hitting most of their shots, you basically need to aim for the upper chest and hope you get some lucky headshots because it’s more consistent than trying to actually aim for the head. Also unless they changed this, aimpunch varies depending on which angle you’re getting shot from so no, it’s not how smooth described as always being straight up. Some EU comp player made a vid showing it a couple years ago.

Also how are you wholeheartedly agreeing with @watsyurdeal when his statement says it’s nigh impossible to adapt to aimpunch while trying to tell me you can hit all headshots while your opponent is hitting 100% of their shots on you at any range if you just git gud?


(bgyoshi) #24

@KangaJoo said:
Also unless they changed this, aimpunch varies depending on which angle you’re getting shot from so no, it’s not how smooth described as always being straight up. Some EU comp player made a vid showing it a couple years ago.

Since you refuse to read the link yourself:

"Some other points I’d like to make while I’m here:

  1. View kick doesn’t impact bullet spread AT ALL, it just moves the centre-point of the cone (your crosshair) directly upwards for a tiny amount of time
  2. We don’t want to de-link view kick from the crosshair as it effectively nullifies points 1 & 2 and would also mean bullets wouldn’t be going where you’re looking during the kick
  3. View kick does scale up with damage taken, so a shot in the head disrupts you more than a shot in the foot"

@KangaJoo said:

Also how are you wholeheartedly agreeing with @watsyurdeal when his statement says it’s nigh impossible to adapt to aimpunch while trying to tell me you can hit all headshots while your opponent is hitting 100% of their shots on you at any range if you just git gud?

Literally no one has more than 50% accuracy with automatic or burst fire weapons. At range, I don’t shoot when I’m being shot, I run when I’m being shot. If I hit them first, I keep shooting. But that’s beside the point.

If someone is hitting you with 100% accuracy at range and they aren’t being kicked for hacking, then they deserve to win the fight every single time. That’s the point of aimpunch.