Didn’t feel it. It’s like nothing change.
Do we really need aimpunch?
I rarely play Arty, but I gave it a go just now, and trying to use his artillery, while taking any kind of fire, is a fucking pain in the ass, with the aimpunch.
I mean, it’s not the greatest ability in the first place, but wow, that was a horrible experience.
[quote=“srswizard;42952”]I rarely play Arty, but I gave it a go just now, and trying to use his artillery, while taking any kind of fire, is a fucking pain in the ass, with the aimpunch.
I mean, it’s not the greatest ability in the first place, but wow, that was a horrible experience.[/quote]
Burst fire weapons definitely suffer, as well. Using them effectively requires muscle memory and rhythm and aim punch throws it all off.
Yes, I’ve noticed it’s quite bad now. My major complaint is that it gives me a headache and sore eyes.
Aimpunch did not actually increase. They increased aimpunch when the game was released in open beta, along with Kira and Rhino, to make sure that high-damage weapons caused less aimpunch. Before this patch, weapons like the Hochfir caused you to jump up a small amount for a short amount of time, whereas weapons like the K-121 caused you to jump up a large amount for a longer amount of time. After this patch, the Hochfir and the K-121 now aimpunch you different amounts but for the same amount of time. This makes the aimpunch from heavy weapons seem a lot more jarring and hard to control.
Not saying it’s not a problem - it is, and it should be removed IMO - but aimpunch wasn’t technically increased, just…amplified.
Ofc not needed at all. You could have the better aim but he luckily hit you in the head 1st. Why should it mess up your ability to fight back and maybe even win as you may have the superior aim just because he hit you 1st? This seems like common sense to me. They are just trolling us this patch. Skilless Phantom and Pointless Skill reducing not needed mechanics.
Your screen flinching when you get hit.[/quote]
So it’s not normal your aim flinches if you get BULLETS INTO YOUR BODY?
[/quote]
It’s not normal to get hit by any bullets and live and still keep fighting. It’s a bloody game!! Which doesn’t need Realism!
at least aimpunch should be reduced
overall aimpunch does not match the fast pached style of the game in my opinion… perhaps i´m overhasty here and i might get used to it by time - if i will like it, thats another question 
Who shoots first is now more important than who shoots better.
Better have Focus so you can automatically win against players without Focus.
Funny enough a guy with cloak will probably shoot first (with a variety of high ROF SMGs for maximum immersion)
Enjoy. I’ll just be waiting until they realize their mistake and change it back or remove it.
Nobody is exploiting a lack of aim punch. This game is about 90% arena shooter. Arena shooters as a genre do not have aim punch. The fights are decided by who tracks and moves better.
This is an attempt to close the skill gap and give new (or less skilled) players a chance to hang with people who are 150+ hours in and have essentially mastered movement/tracking. This is not something you do in a competitive game.
Exploit in a way that’s not cheating? Cos if so I don’t really see the problem.
None of that has to do with aim punch so I have no idea why you’re bringing this up or talking about exploits. It sounds like you have zero idea what you’re talking about, to be frank.
I personally barely even notice that it’s there at all, but I mean, if it’s such a big deal to everyone else I support it being changed. No reason to keep it the way it is just because a few people are okay with it.
Having trouble against the shittiest players because aimpunch being a dick…
Having skill would normally help your team to victory but now i can’t even seem to kill the easiest targets… i got shot from the back? Oh ur missing ur target by 100 feet. This is a joke
Not playing until Aimpunch is gone… Not even joking !
Yeah this is a QQ thread but idc.
Anyone else agrees that aimpunch has to go?
Personally, I don’t notice it that much, however, it does allow for lower health characters to kill higher health characters easier. If both an aura and a fletcher have blishloks and similarly accurate aim, the fletcher will win every time, so perhaps with different health levels it helps the lower health classes compete in duels. I know lower health classes are balanced by their speed, but they need to be able to win duels too, and if that comes by making the enemy flinch slightly, it might help class balance, though I see the anti-aimpunch side of things too. Also players strafe and jump so much that you are constantly re-aiming anyway