Aimpunch has no place in a competitivefps


(Gruntel) #41

Aim punch just adds randomness and luck to the game. They have absolutely no place in a competitive game. Game is fast as it is and aim punch makes tracking targets and getting headshot consistently very hard even for experienced players.


(watsyurdeal) #42

It exists to add some sort of counter to snipers, but I agree it should be toned down based on range. Like a pistol shouldn’t throw off my aim from across a whole street.


(KangaJoo) #43

[quote=“eggplantSafe;11986”][quote=“ChinaRep;11810”][quote=“Szakalot;11780”]Not sure I agree @ChinaRep

Auto’s have vertical recoil; so you have to pull down your aim to keep it at head level when shooting. When being shot at you just pull it down a little more.[/quote]
Yeah, I know full auto weapons have vertical recoil. If you’re a decent player and you’re aiming for the head and controlling the vertical recoil so that your shots are consistently hitting the head, you start to miss as soon as you get shot if the player is more than 20-30 m away because of the aim punch.

Your advice for dealing with aim punch as someone using a full auto gun is exactly what I said is the problem: aim for the body instead of the head. Why should we be rewarding players for taking the easy shot instead of the hard one?

[/quote]

That’s not a problem, though. If you can’t predict how to aim, well, best stop playing FPS.

It’s fairly easy to hit the head more or less.[/quote]
You’re telling me you can predict when exactly your enemy will start not only shooting you but actually landing shots on you as well as when they’re gonna miss a couple shots then start hitting you again? Mate, if you can do that you should really look into investment banking or fortune telling or something.

Also, I’m not saying you can’t counter it by just aiming lower when you’re in a head on gunfight. I’m saying it’s stupid that you should start aiming at the upper chest, which is a large easy target to hit, instead of aiming for the head just because you’re compensating for aimpunch.


(eggplantSafe) #44

[quote=“ChinaRep;12089”][quote=“eggplantSafe;11986”][quote=“ChinaRep;11810”][quote=“Szakalot;11780”]Not sure I agree @ChinaRep

Auto’s have vertical recoil; so you have to pull down your aim to keep it at head level when shooting. When being shot at you just pull it down a little more.[/quote]
Yeah, I know full auto weapons have vertical recoil. If you’re a decent player and you’re aiming for the head and controlling the vertical recoil so that your shots are consistently hitting the head, you start to miss as soon as you get shot if the player is more than 20-30 m away because of the aim punch.

Your advice for dealing with aim punch as someone using a full auto gun is exactly what I said is the problem: aim for the body instead of the head. Why should we be rewarding players for taking the easy shot instead of the hard one?

[/quote]

That’s not a problem, though. If you can’t predict how to aim, well, best stop playing FPS.

It’s fairly easy to hit the head more or less.[/quote]
You’re telling me you can predict when exactly your enemy will start not only shooting you but actually landing shots on you as well as when they’re gonna miss a couple shots then start hitting you again? Mate, if you can do that you should really look into investment banking or fortune telling or something.

Also, I’m not saying you can’t counter it by just aiming lower when you’re in a head on gunfight. I’m saying it’s stupid that you should start aiming at the upper chest, which is a large easy target to hit, instead of aiming for the head just because you’re compensating for aimpunch.
[/quote]

I agree that it’s annoying, but at the same time… Also, if you see an enemy, you can pretty much expect them to shoot at you, no? But then again, I’m terrible with sniper atm, and I don’t have a problem with this, since hitting the head while on the run doesn’t seem to be problematic.


(KangaJoo) #45

[quote=“eggplantSafe;12129”][quote=“ChinaRep;12089”][quote=“eggplantSafe;11986”][quote=“ChinaRep;11810”][quote=“Szakalot;11780”]Not sure I agree @ChinaRep

Auto’s have vertical recoil; so you have to pull down your aim to keep it at head level when shooting. When being shot at you just pull it down a little more.[/quote]
Yeah, I know full auto weapons have vertical recoil. If you’re a decent player and you’re aiming for the head and controlling the vertical recoil so that your shots are consistently hitting the head, you start to miss as soon as you get shot if the player is more than 20-30 m away because of the aim punch.

Your advice for dealing with aim punch as someone using a full auto gun is exactly what I said is the problem: aim for the body instead of the head. Why should we be rewarding players for taking the easy shot instead of the hard one?

[/quote]

That’s not a problem, though. If you can’t predict how to aim, well, best stop playing FPS.

It’s fairly easy to hit the head more or less.[/quote]
You’re telling me you can predict when exactly your enemy will start not only shooting you but actually landing shots on you as well as when they’re gonna miss a couple shots then start hitting you again? Mate, if you can do that you should really look into investment banking or fortune telling or something.

Also, I’m not saying you can’t counter it by just aiming lower when you’re in a head on gunfight. I’m saying it’s stupid that you should start aiming at the upper chest, which is a large easy target to hit, instead of aiming for the head just because you’re compensating for aimpunch.
[/quote]

I agree that it’s annoying, but at the same time… Also, if you see an enemy, you can pretty much expect them to shoot at you, no? But then again, I’m terrible with sniper atm, and I don’t have a problem with this, since hitting the head while on the run doesn’t seem to be problematic.[/quote]
Yes, you can expect them to shoot at you but you don’t know when they will actually start hitting you or when they will start hitting you, miss a few shots, and then start hitting you again. The result is that when you get into a head to head gunfight with an enemy, instead of the two players aiming for the head, they aim for the upper chest because that will allow them to stay on target even if they are affected by aimpunch. The problem is that you should always be rewarded for aiming at the head more than for aiming at the chest. The other issue is that if you do aim for the head then it simply rewards whoever shoots first, which I admit is important, but it to some extent prevents the player with better consistent aim from excelling.

I also understand that aimpunch is supposed to be a way to counter snipers, but any good sniper will work around it, so in that sense it’s really not even effective at preventing snipers from doing well. All it does is force snipers to make quick peeks before immediately going back to cover instead of standing out in the open attempting to engage players in a drawn out gunfight. I’ve played against chicken a few times now and he’s actually very good at working around the aimpunch issue by peeking in ways that either catch you off guard or by prefiring you. For example, he’ll jump up behind some high piece of cover and shoot you while he’s in the air before you can react. Even if he misses, he’ll land back behind cover before you have a chance to shoot him more than once or twice so it doesn’t really prevent him from doing well.


(eggplantSafe) #46

Yeah, true. In a way, you have to play like a chicken that way, hiding. Although, in Action Quake 2, I don’t really remember aimpunch, so I guess it can be worked.