@srswizard this is what [SD] Smooth had to say about Aimpunch on reddit.
I posted this elsewhere, but worth posting here too.
Hey all,
Since a few people have been mentioning this since the recent update, I thought I’d take some time to explain how view-kick works and why we have it.
View-kick (or aim-punch / pain-twitch if you prefer) has been part of Dirty Bomb since at least August 2012 and serves several purposes:
In no uncertain terms it lets you know you're taking damage
It gives players a defence against snipers, by means of suppressing fire
It puts a little more emphasis on anticipation, positioning, reaction time in by rewarding the first hit more
In the most recent update (Phantom) we made one simple change, heavier hits kicked up (and recovered down) in a much shorter amount of time.
It was actually in the Open Beta update (Kira & Rhino) that we scaled the AMOUNT at which view-kick jumps up based on damage received. The reason for this was so we could separate the impact of being shot with a super-fast-firing, low-damage SMG from a weapon with more power behind it. Before view-kick scaled up, the faster firing weapons disrupted player view significantly more than anything else.
The most recent change actually has the crosshair offset from ‘zero’ for less time than before, but because of the faster speed it is obviously more jarring to players. I’ll be looking into tweaking this a little to see if we can make the values a little nicer, but functionality wise we’ll want it to remain the same so that weaker fast-firing weapons don’t have an advantage over the heavy-hitters.
Below is some designer art which hopefully explains it a little better. It shows how view-kick worked in the recent different versions, when the player received either a small of heavy damage hit.
Now one can agree or disagree with that stance, but tthose are sound reasons why one might want them to have a mechanic like that.