Aimpunch sucks.
Do we really need aimpunch?
Bumping this thread which is oooooh so much more important than endless useless Phantom tears. Sticky, perhaps?
Anything that gives a lesser skilled player a one up is an awful addition to a game in my opinion.
You can’t improve without pulling your weight a little bit, having kills just handed to you makes it seem easier than it actually is.
I think that the FPS stuttering caused by CoherentUI is giving people enough of a challenge, when trying to aim, aimpunch is not needed on top of this.
[center][quote=“balu;42604”]when taking aimpunch out also take out phantom pls.[/quote]
And your negativity too?
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I voted it needs to go only for lack of other options in the poll.
Any game with a headshot multiplier needs flinch to add risk and reward for headshots. But it can’t be overdone. I think it being based on ROF is better then damage. Aka how many hits you are taking rather then how much damage you are taking. This will make headshots less common in CQB against fast firing weapons which would be a good thing for balance, and further define the roles for weapons.
There are more glaring issues in the game right now like it taking too many bullets to gib someone when they are down.
Aimpunch should only apply to snipers, or possibly all ADS/scoped modes which then need their movement penalty removed.
If you’re going 2v1, you are already at a significant disadvantage without your view going shakycam.
[quote=“p4v;42408”]I’ve just registered to say NO to increased flinching. If you want to balance the game out by nerfing snipers, then do so. But don’t affect the whole game. Nerf their scoping or something but don’t increase flinching for everyone…
@BlackFro said:
Nothing is artificial here, people just don’t get shot and pretend like nothing happened, but like I said this isn’t about realism.
You still haven’t provided any valid reason to keep it in the game. What you ask for is to get unfair advantage while you are shooting someone from behind. You already where in a better position, and you already damaged him before he could you. This is enough. Why would you want to force flinching and hinder the opponent’s chance to fight back effectively?
Who shots best should matter, not who shots first.
This is a fast-paced, headshot-oriented, arcady shooter and there is no place for increased flinching in it.
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I agree who shoots better should win, however getting shot at any time and not being hindered is just unfair especially vs experienced players.
How can it be fair for someone on a turret to spray with 100% accuracy and not suffer any disadvantage when being shot at?
First they break revive (sparks can revive before any gibbing bullet) then they break it more in order to balance sparks (3rd person animation, delay, vulnerability during revive window) instead of just balancing sparks (just put a delay on the gun or smth)
Then they add phantom
Then they add aimpuch
There are so many things to be fixed (disppearing grenades, sound bugs, textures transparent to grenades/bullets, matchmaking in general, server browser, random disconnects) and balanced (spawntime in stopwatch, sniper, aura’s station, defuse time, grenade damage and radius damage, martyrdom…)
I could go on for quite a long time but you get the idea.
WHY NOT DO THAT BEFORE BREAKING THE GAME EVEN MORE ?
To me it feels like every new decision is worse than the previous one. And that none of the devs actually played a fps even remotely seriously and skillfully in the past.
Anyways. GGs, has been a fun couple of months, cu on another game.
i dont even notice any of this shaky cam stuff? i dont play heavies tho so if i get hit its usually just one before i evade / dodge / get away - or die ;p
That doesn’t matter. An experienced player is going to have much better control over the aimpunch than a new player, and they’re going to put a lot more emphasis on gaining the first hit. Even though this was intended to help new players it’s still just going to hurt them even more because anything that hampers an experienced player is going to hamper a new player twice as much.
Plus you just end up making the whole experience more frustrating for all parties.
That doesn’t matter. An experienced player is going to have much better control over the aimpunch than a new player, and they’re going to put a lot more emphasis on gaining the first hit. Even though this was intended to help new players it’s still just going to hurt them even more because anything that hampers an experienced player is going to hamper a new player twice as much.
Plus you just end up making the whole experience more frustrating for all parties.
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Aim punch is here to hurt the player in aiming whem they get shot.
Like another user said above me. Aim punch is highly effective when you see a Phantom running at you with his Katana, it messes with his aim making it harder to hit you so he dosen’t just easily come up to you and kill you.
Aim punch also combats sprayers and snipers.
Someone spraying down the hall needs to think twice about his aim and so does a sniper out in the open.
That doesn’t matter. An experienced player is going to have much better control over the aimpunch than a new player, and they’re going to put a lot more emphasis on gaining the first hit. Even though this was intended to help new players it’s still just going to hurt them even more because anything that hampers an experienced player is going to hamper a new player twice as much.
Plus you just end up making the whole experience more frustrating for all parties.
[/quote]
Aim punch is here to hurt the player in aiming whem they get shot.
Like another user said above me. Aim punch is highly effective when you see a Phantom running at you with his Katana, it messes with his aim making it harder to hit you so he dosen’t just easily come up to you and kill you.
Aim punch also combats sprayers and snipers.
Someone spraying down the hall needs to think twice about his aim and so does a sniper out in the open.[/quote]
Your logic is flawed. The aim punch does NOT change how a melee Phantom plays as the sword swings wide enough and stays out long enough he can correct and still hit you. So aim punch is not a good counter to Phantom. Also, aim punch doesn’t really counter “sprayers” as they will still spray and hope to out punch you.
It does help counter snipers. It could stay when ADS/scoped and still have that effect but keep everybody else who hates it happy.
l[quote=“Harlot;42897”]
Your logic is flawed. The aim punch does NOT change how a melee Phantom plays as the sword swings wide enough and stays out long enough he can correct and still hit you. So aim punch is not a good counter to Phantom. Also, aim punch doesn’t really counter “sprayers” as they will still spray and hope to out punch you.
It does help counter snipers. It could stay when ADS/scoped and still have that effect but keep everybody else who hates it happy.
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Lol, there is no logic here, just observation.
There has been numerous times when a Phantom has come charging at me while I shoot them and they just completely miss hitting me even though they are right in my face. It’s hilarious. Aim punch just helps out a bit.
Also it does counter sprayers, if I see someone on a turrets spraying at me or one of my teammates I can shoot back and mess up their aim a bit rather then them retain 100% accuracy which is just absurd.
Either we go and create a “realistic” game containing aim punch and forget about double-jump, jumping on walls, long jumps sparks reviving gun, phantom being invisible and stuff like that or we keep working on Dirty Bomb and we do what is the best for the game. Not every game needs to have same stuff like CoD or csgo, your game should be only your game + community and i guess that our voice is pretty clear in that case.
I have not played since playing a few games against Phantoms but yeh if it has Aimpunch now too that’s another stupid idea a long with Phantom. They are trolling us this update, seriously. They must want this game to go under now. Did some1 clueless just take over SplashDamage / DirtyBombs development?
i can’t even enjoy the game with this update… First of all The aimpunch is horrible and then phantom comes and ruins it even more x.x