Are you satisfied with post-patch aimpunch?


(Zuty) #21

You don’t have an option for what I’d vote for, but I never noticed it before and continued to not notice it now. I guess the closest thing I could vote for is that I am fine with it currently, but I don’t even really recall what it was like prior to this.

~Zuty


(KangaJoo) #22

[quote=“Leonine;51189”]I was fine with aimpunch before.

I’m fine with aimpunch now.

You guys still act like it makes it impossible to aim. It doesn’t. At all.

I am wary of removing it when we have no idea what that will do for game pace and balance. I do not think Splash Damage would put this mechanic into the game simply to troll you.[/quote]

So why do you care if gets nerfed further or even made purely visual? It seems like you just enjoy the visceral impact of your screen shaking.


(KangaJoo) #23

So is the reason why this mechanic is in the game in the first place because of guys like this? Thank god the devs are listening to the knowledgeable and experienced players in the community…


(Desukakes) #24

If their aim was to make the game fast paced, it needs to be toned down. I feel as though it should be more heavily based more damage taken so most assault rifle and smg shots don’t really affect aim while sniper shots or nearby explosives have more of an effect.


(Andyman99999) #25

[quote=“pengr_cc;50948”][quote=“BushDweller;50940”]If good players are good, they would automatically compensate whilst being shot. Which is what I do, which is probably why I never notice it.

Should be more of powerful effect
[/quote]

Good solution lads lets all start shooting at peoples feet

[/quote]
Where else would we shoot them? The head? No… that’s just wrong.
This ^


(Andyman99999) #26

[quote=“Kroad;50967”][quote=“BushDweller;50966”]So much hate for my opinion on a public poll.

Grow up kiddies, it’s what I believe should happen, if you didn’t want someone voting for that option, then maybe it shouldn’t of been added. [/quote]

it’s fine to vote for that option, but when you vote for it and say “i dont even know what I’m voting for”, that’s another matter entirely.[/quote]
People do it all of the time. Just look at voting. Why bother when 90% of the population votes for something just because of stupid reasons…


(PurpleNurple) #27

Just because a lot of people vote for something it doesn’t make it the right thing to do. The reason for that is band wagon voting. People love to feel like they fit in so they vote the same as everyone else. I bet a bunch of people that vote “remove it” have no idea what it is either. Aim punch is a bit frustrating, but I don’t think it needs to be removed completely.


(Gi.Am) #28

@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.


(titaniumCrouton) #29

I wouldn’t mind if they removed it. But that said if it stays exactly as it currently is, I would be happy with that too.


(Ghosthree3) #30

It’s not too bad. Right now, need some more game time though to check.


(srswizard) #31

[quote=“Gi.Am;52105”]@srswizard this is what [SD] Smooth had to say about Aimpunch on reddit.

(wall-o-text)

Now one can agree or disagree with that stance, but those are sound reasons why one might want them to have a mechanic like that.[/quote]
Those sound like some really flimsy justifications for having aimpunch in the game, to me, though.

I’m already informed by a red mark on the screen, when I’m taking damage, and it even shows me the direction of incoming fire, so it’s not necessary to have aimpunch on top of that, at all. If aimpunch needs to be there, then why not make it purely visual?

The Vassili explanation is poor, too.
Just balance Vassili better, then, or if you really have to, make aimpunch specific to sniper scopes, instead of making players of every other merc suffer, because of a mechanic, that apparently was intended as a counter measure to sniping, which sounds more like an after thought, than a planned thing.


(watsyurdeal) #32

It feels fine for now honestly, I think though they should balance it also around the level of zoom the player is using, if that’s possible.


(Resine) #33

Did anyone one test, how high it does jump after the fix?


(Snark) #34

I’m not having an issue with it anymore at the current level but I’d also be happy to see it completely removed or limited to iron sights/scopes.


(guru{Chux}) #35

I don’t mind it, but it should be for sniper countering. You have a steady volume of fire on the guy and he can just casually instagib you. That’s the only reason I care about aimpunch.


(Kroad) #36

solution:
remove instagib


(DMaster2) #37

It’s really an annoying thing, but i can see why the devs want it in the game. I still feel it should be lowered a little bit more tho.


(Halosheep) #38

Happy with it as is, hardly notice it since I tend not to play characters where it effects me much. I appreciate its existence because of the amount of times I’ve been saved from being instagibbed by a Vasaline I was shooting at.


(Ghosthree3) #39

I’m not pissed off because of it any more so that’s something. If it was up to me it’d still be removed though. Satisfied for now however.