Do we really need aimpunch?


(Litego) #261

You can’t learn to counter RNG, it just fucks you and there’s nothing you can do about it. It’s not fun, and it’s not skillful. Being the first to fire should not give you any more advantage than what you’ve already got, that’s just stupid!

But hey, if you enjoy randomness and giving more advantages to players that already have the advantage I’m not gonna argue. I mean, CoD gives kill streaks to the best killers to further increase their kills, people love that shit! I’m just not one of them.


(debonairRogue) #262

I really don’t notice it at all
this is the first time I really noticed it exists


(KangaJoo) #263

Why would you be more difficult to headshot than now? Surely it would be easier since their aim is unaffected.[/quote]
Sorry, I’m not saying you’d be harder to hit than you are now, I’m just saying you don’t need aimpunch to avoid getting instaheadshotted by a sniper. Use your movement and your teammates properly and you’ll see that most snipers, even the top level ones like linkzr, will have a really hard time hitting you without you needing to hit them with aimpunch. In fact, if you are playing against a very good sniper chances are trying to hit them with aimpunch will get you killed because you’re making yourself an easy target and they’re just going to take your head off as soon as you peek.


(IIParks_NA) #264

Aimpunch i hope gets changed before the tournament because im leaving the game entirely as a whole because of it. Put 300 hours into the game got pretty good and now i cant go positive and i cant keep up anymore. Not worth my time and i think its over for me. Sadly.


(goodField) #265

As someone who’s played a lot of shooters, that flinch is something I’ve gotten used to. That’s not to say I’d prefer it being in the game. Its a bit lazy, and honestly my favorite shooter (which is far more Arcady than this is) completely lacks it as it makes Battle Rifle weaponry too powerful.

It also makes Cheats harder to fight against since they’ll land every hit against you.

I do agree – that it needs to stay for large weapons like the Minigun LMG and Sniper Rifles, the latter being a precision high damage weapon – it needs some kind of counter.

But for Pistols? SMGs?

Its an item of balance that removes counterplay and accuracy from the equation, which hurts competitive play.

Take for instance we’re observing two players of equal skill, running the same loadout card and Merc. No longer is a gunfight determined by the player’s control over their character, but by who landed the first shot, and if the Devs want to make this an ESport with this kind of TTK and Momentum – Player Control is paramount.

Would this make Snipers like Aimee and Vasilli OP? Yes. But their weapons are the source of that issue, not the aimpunch they get.


(Keldrath) #266

Honestly for snipers, the best way to deal with them, instead of messing with their ability to aim, would be to reduce the damage of bodyshots, like halve it. Currently, as a sniper, most will just go for whatever shot they can get, they won’t go for headshots most of the time. They’ll want to, and they’ll try to, but they’ll take the bodyshot just as well if they can. And it’s rewarding, it does so much damage it’s worth it to just take it rather than taking the time to hit the head. If it did less damage, less people would die to them as often and cry they are OP, because a sniper that hits headshots consistently is pretty rare, but one that spams bodyshots is all too common.


(AirborneAsian) #267

MissMurder is tweaking aimpunch…


(KangaJoo) #268

Pretty sure MissMurder doesn’t do any tweaking of anything with DB. She doesn’t actually work for SD.


(debonairRogue) #269

this would be terrible
it’s already EXTREMELY easy to countersnipe vissili. It amuses me when I’m playing skyhammer or nader and I outsnipe vissilli simply because of aimpunch. and it annoys me when I get outsniped only because of aimpunch. it needs to be removed for ALL MERCS.
just because a few people out there are amazing with snipers, doesn’t mean the entire class needs to be nerfed to make it harder to use for the rest of us
it’s only a class that’s “op” in the right hands, which isn’t the definition of op at all


(debonairRogue) #270

I only think the semi auto sniper needs to be nerfed. even if one gets hit with one of the bolt actions in the body, the rof is slow enough giving someone time to get too cover.
but the semi auto sniper is no risk/ too much reward
I remember loving the moa for it’s ohk headshots. I remember training myself to be good with headshots
then I tried the semi auto sniper and I just realized how easy it is to use that thing

oh as a sidenote, I think the head hitbox needs to be tweaked. There are times when I definitely aimed for the head, but I didn’t get that one shot headshot kill
(I always aim high. i’ll admit some are neckshots, but others where like on the chin. it seems you need to aim at someones forehead in order for it to count as a headshot )


(Vampwood) #271

[quote=“debonairRogue;47972”] definitely aimed for the head, but I didn’t get that one shot headshot kill
(I always aim high. i’ll admit some are neckshots, but others where like on the chin. it seems you need to aim at someones forehead in order for it to count as a headshot )[/quote]

I notice this as well with the automatic weapons, it seems you have to aim a bit higher then center head, forehead seems to net more headshots.


(waggishVoice) #272

Because this is a shooter that aims to simulate real combat, and aimpunch is crutial for doing so


(spectrrrrrre) #273

This game is pretty far from “real” combat. Getting shot in the head 5 times to get defibbed back to life and running around shooting people like nothing happened isn’t very realistic. Its a very arcade game and should keep the arcade feel.


(avidCow) #274

No it is not.

edit

dry sarcasm?


(KangaJoo) #275

No it is not.

edit

dry sarcasm?[/quote]
I mean he voted to remove it so probably lol


(irishrOy) #276

IMO, Aimpunch should be tweaked according to the weapon-damage.
Usually, guns with a lower RoF tend to have a higher dmg, weapons with higher RoF tend to have lower dmg per bullet.

If the aimpunch is in direct relation to the dmg, lower dmg = lower aimpunch, higher dmg = higher flinch/aimpunch.

This way, it would be balanced out, I think.

With the fast RoF and low dmg you annoy the enemy and make his aim go off, but when he lands a shot with higher damage, the fast-RoF-guy is thrown off his aim more than he threw off the slow-RoF-guy


(bumbertyr) #277

removing aimpunch would make sniping as vaselli even easier, literally everyone and their mother can snipe with him as it is.


(Leonine) #278

I’ve read the first few pages of this thread and I still have no idea why flinching when shot is a bad thing.

You’re all just saying “I hate it”, “It’s bad” etc. etc. but not really explaining why the game would be better without it. Why should a sniper have rock steady aim under fire? Why should assault rifle mercs be able to ADS and pick off people with headshots unhindered even whilst being peppered from afar by SMG fire?

I’ve never been overly affected by aimpunch, I don’t even notice it, I just try to keep strafing and keep my aim steady, and it seems to work, I get far more kills than deaths. I honestly don’t even know what aimpunch is supposed to feel like, you’re all describing some hideous disabling mechanic that makes it impossible to play, I’ve seen nothing like that in DB.


(Harlot) #279

[quote=“Leonine;48402”]I’ve read the first few pages of this thread and I still have no idea why flinching when shot is a bad thing.

You’re all just saying “I hate it”, “It’s bad” etc. etc. but not really explaining why the game would be better without it. Why should a sniper have rock steady aim under fire? Why should assault rifle mercs be able to ADS and pick off people with headshots unhindered even whilst being peppered from afar by SMG fire?

I’ve never been overly affected by aimpunch, I don’t even notice it, I just try to keep strafing and keep my aim steady, and it seems to work, I get far more kills than deaths. I honestly don’t even know what aimpunch is supposed to feel like, you’re all describing some hideous disabling mechanic that makes it impossible to play, I’ve seen nothing like that in DB.[/quote]

As stated, it lowers the skill ceiling and raises the skill floor, effectively working to put everybody on equal ground. It’s also taken an emphasis off of headshot tracking, as it’s easier in most situations to just aim for the body and let aimpunch move your cursor up than aim for the head, get punched and do zero damage by missing.

Dirty Bomb is all about being mechanically superior. From having better movement to tracking the head better than your opponent. If you do those two things better than your opponent, you should win a 1v1 nearly every time. Now, an Emp9 Sparks can bodyshot you and, even if you’re the superior player, you lose that fight a third of the time. Even if you move better and track her head properly, her bodyshots from the Emp9 kick very hard.

Not only do you lose an emphasis on mechanics and headshot tracking, rhythm based weapons were negatively affected. The BR16 and Dreiss, which both require a fair amount of muscle memory for their recoil and firerate, struggle now when you have to constantly correct aim punch. Even the M4 lost out a little. Missing a few shots with it due to punch hurts. So basically, the aim punch rewards you for run n’ spray with a SMG.

It essentially goes against the most basic ideas of what Dirty Bomb is and was advertised as in closed beta.


(KangaJoo) #280

[quote=“irishroy;48227”]IMO, Aimpunch should be tweaked according to the weapon-damage.
Usually, guns with a lower RoF tend to have a higher dmg, weapons with higher RoF tend to have lower dmg per bullet.

If the aimpunch is in direct relation to the dmg, lower dmg = lower aimpunch, higher dmg = higher flinch/aimpunch.

This way, it would be balanced out, I think.

With the fast RoF and low dmg you annoy the enemy and make his aim go off, but when he lands a shot with higher damage, the fast-RoF-guy is thrown off his aim more than he threw off the slow-RoF-guy[/quote]

But why should it be in the game in the first place? What does it do to enhance the gameplay? I just don’t understand what the reasoning is behind keeping it is when it only impacts the game negatively.