Do we really need aimpunch?


(irishrOy) #221

Wait, hold on! No GIF-Train without me, please. I got a file with ~700MB full of GIFs, I have to deliver them somewhere, too…




While I voted “I like aimpunch”, I don’t like it in its current form.
It needs to be toned down quite a bit, IMO, but then it would be fine.


(AirborneAsian) #222

@irishroy You’ve ruined it. By texting.


(Ghosthree3) #223

I had to add more for the fight.


(AirborneAsian) #224

I had to add more for the fight.[/quote]

Your not included. First you ruined the GIF train. Secondly those aren’t gif. Thirdly you have reset the gif train combo by texting ‘I had to had more for the fight’ instead of putting bunch of GIFs. Thank you in advance.


(Ghosthree3) #225

GIFs are never as good anyway :stuck_out_tongue:


(AirborneAsian) #226

GIFs are never as good anyway :p[/quote]

Almost the funniest thing I saw all day. The funniest bit was when I was t-bagging people with Phantom because his dialogue is funny. o:) Sounds like he was going through puberty.


(redhotDetour) #227

I dont like the fact i can put 10 bullets into a guy and he can power through and 2 shot me in the head.


(p4v) #228

Lmao. In W:ET your view was shacking but aimpunch was non-existent or very soft. I don’t remember exactly but your accuracy wasn’t screwed and you could easily land headshots if you kept tracking an enemy’s head. SD should decrease aimpunch to its previous pre-patch level.

Just look at these sweet kills in ET:


(robustWonder) #229

Planetside 2 used to have this. It was a seriously broken mechanic that only benefited weapons with a high ROF.

Planetside 2 has 3 factions, one faction’s primary trait was that it used weapons that shot a of bullets very fast. This lead to that faction having a massive advantage over other factions in small arms fights because once they started landing hits the other 2 factions couldn’t aim.

The developers later eliminated it from the game due to it favoring one faction.

It really needs to go as it basically makes rapid fire weapons advantageous over other weapons.


(Ghosthree3) #230

Never played ET but I have played games with this type of view kick. It’s fine, if annoying and more irritating than effective. It just puts a bigger separation between those players that know to ignore it and those players that think it’s real.

EDIT: Yeah, watching that video brings back memories of playing a game with that exact same view kick. It’s very high but if you completely ignore it does nothing to stop your aim.


(KangaJoo) #231

@coolFortress CS handles aimpunch very differently to DB. In CS aimpunch is only part of the game to force teams to manage their economy properly so they can buy armor. If you have armor, there is no aimpunch whatsoever. Tagging is very different to aimpunch too since it only affects your movement speed. You can still whip around and 1 tap someone in the head meaning there actually is a way to consistently counter being tagged unlike with aimpunch where there is no consistent way to counter it.

@Ghosthree3 I’d argue even if it were as slow as it was before you still couldn’t counter it consistently. This is mostly because you don’t know when you’re going to experience aimpunch, when you’re going to stop experiencing aimpunch, or the magnitude of the aimpunch you’re about to experience until after the fact. Meaning the best you can do is what competitive players currently do which is to aim for the head at the beginning of gunfights and then aim center of mass once you start getting aimpunch’d because you can’t predict with 100% certainty how your opponent is going to aim.

If they removed aimpunch or made it purely visual then, assuming equal health, positioning, and weapon DPS, gunfights would be determined by who is best at dodging while simultaneously tracking their opponent’s head. That’s how it should be in a competitive arena FPS.


(Ghosthree3) #232

Yeah I agree it still can’t be countered completely. Much more so though.

I’d prefer it removed altogether as turning it into visual thing does nothing to hurt good players and a lot to hurt bad ones. There’s really no point in that.


(AdmiralTeddy) #233

Ok i’ll give you my 2 cents, I also hate aimpunch but it needs to exist HOWEVER it needs to be refined so that it exists in the right places.

I was playing a game in underground as attacker and on the 2nd objective the enemy blew the pump on the left (doors to their spawn)… I was on the yellow tubes, aiming down on a fragger on top of the tube in their spawn when suddenly the pump blew and my aim few 2 miles off.
This is an example of horrible aimpunch, that doesnt need to exist.

But in a scenario where a good sniper exists, if aimpunch isnt there, its gonna be easy wipes for them, so its a counter mechanic to that.

Another bad example is when dreiss makes your aim flick for half a screen or when certain guns’ high rate of fire just makes you twitch like a rat on LSD.

TL;DR
Aimpunch needs to be refined (and trimmed) not fully removed.


(Ghosthree3) #234

I don’t think anyone is disagreeing that snipers should keep aimpunch.


(Rjsto) #235

I feel like couple of times I’ve punched myself a sniper shot to the head too. That or all those snipers have really well adjusted to the aimpunch already


(Eddie) #236

Aimpunch can stay, It just needs to be tweaked ALOT.

And while i’m at it -> Nerf Phantom


(Mayple) #237

I disagree. Sniper also shouldn’t have aimpunch. If you want to nerf snipers it should be done a different way than using a mechanic that only effects them. It doesn’t make much sense.

Things that artificially adjust your aim are just annoying whether i’m playing a bushwhacker or sniper.


(Ghosthree3) #238

Such as? How can you nerf them without hitting their accuracy. Reducing their damage would be too big of a nerf.


(einstyle) #239

Such as? How can you nerf them without hitting their accuracy. Reducing their damage would be too big of a nerf.[/quote]
by removing the ability to instagib maybe?


(Ghosthree3) #240

Wouldn’t be a bad change, but has already been suggested regardless of the aimpunch.