Do we really need aimpunch?


(confidentField) #121

I like this mechanic, actually. I also play with a group of 6-7 friends, none of them seem to mind.


(BruceLeeForever) #122

Just learned about aimpunch tonight and it feels like a horrible thing to have in a competitive FPS like Dirty Bomb. I can understand the devs wanting it in for realism’s sake but the fact that it makes the game SO much harder outweighs the realism thing by A LOT.


(Ghosthree3) #123

So to ‘even the chances’ of light mercs winning a fight with a higher health merc you want them to be able to jitter their enemies screen while they try and track a fast moving small target.


(Aazhyd) #124

[quote=“BlackFro;42913”]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.
[/quote]

While this is true (I noticed it myself too), I don’t think this is a good way to balance a single merc. Aim punch has too much impact on the entire game.


(Mustang) #125

I like the viewkick, but don’t think the current implementation is perfect, tweak the numbers a bit, maybe make it a bit less impactful, or jaring, but overall I’d like to keep the mechanic.


(glossyFish) #126

If you want aimpunch to be removed entirely than it’s probably a sign that you are a hitter who shouldn’t be playing this in the first place. Is it really so hard to try not get in the first place, and if you do re-aiming. The feature is there the promote a mind set of not getting hit in the first place, especially important in an FPS where movement and dodging are so important. Everyone in this thread just needs to stop being so bad, and learn how to actually play this game. I wish people would stop feeling entitled for a game to change to their whim just because they’re much of a little baby to actually learn something new.

TL:DR: If you’re complaining about aimpunch go learn how to aim and dodge at the same time and come back, stop being such a bad.


(frzn) #127

[quote=“Tichy;43524”]If you want aimpunch to be removed entirely than it’s probably a sign that you are a hitter who shouldn’t be playing this in the first place. Is it really so hard to try not get in the first place, and if you do re-aiming. The feature is there the promote a mind set of not getting hit in the first place, especially important in an FPS where movement and dodging are so important. Everyone in this thread just needs to stop being so bad, and learn how to actually play this game. I wish people would stop feeling entitled for a game to change to their whim just because they’re much of a little baby to actually learn something new.

TL:DR: If you’re complaining about aimpunch go learn how to aim and dodge at the same time and come back, stop being such a bad.[/quote]

It’s not that simple.
It favors high RoF weapons, it rewards going for easy shots over headshots, can reward laggy attackers depending on how it interacts with lag compensation, it introduces randomness into the results of a firefight if the flinch is random in either direction or magnitude and especially when combined with spread, gives an advantage to agile characters over less agile ones (particularly if heavier characters don’t have resistance to it), etc.

The benefit is primarily that it makes getting hit more apparent and visceral, which is not unimportant, but it’s a very delicate balance to keep it from being an anticompetitive mechanic.

I think it would be helpful if someone did some slow-mo analysis of aim punch to determine its exact implementation, particularly in related to different weapons and lag.


(RyePanda) #128

Aimpunch would be really terrible if all firefights in this game were two people standing still dueling. But most of the time people are jumping all over, strafing, crouching, etc. So you’re already re-aiming most of the time you fight someone. Therefore aimpunch isn’t so terrible IMO, but it needs to be adjusted per weapon (High ROF wepons having less etc.).


(RyePanda) #129

What if Aimpunch was in public matches (so less skilled players could have more of a chance, and not rage quit so we could get more players) but not competitive matches?


(opicr0n) #130

I hope to god they do not remove airpunch. Positional advantage and strike first insights should benefit the first hit more.


(Szakalot) #131

thats not a good idea. generally you want the in-game rules to differ as little as possible between casual and competitive


(opicr0n) #132

80% voters are hardly the communities general view [415 votes]…


(Szakalot) #133

80% voters are hardly the communities general view [415 votes]… lmao

[/quote]

pretty sure its enough as a sample of general DB population


(opicr0n) #134

[quote=“Szakalot;43656”]
pretty sure its enough as a sample of general DB population[/quote]

I think it might be the more involved players.

/assume aka the higher skilled?


(Szakalot) #135

[quote=“Opicron;43659”][quote=“Szakalot;43656”]
pretty sure its enough as a sample of general DB population[/quote]

I think it might be the more involved players.

/assume aka the higher skilled?
[/quote]

all the better;

opinions of players that know the game more (higher skilled) are likely more worth than another newbie, esp. when it comes to game’s longevity


(Maveras) #136

Well if you cant land heashots in a straight fight and need to backrage i guess thats true
Shit players now can shoot first and get a huge advantage on more skilled ppl


(Resine) #137

The only weapons that should be affected by aimpunch are the snipers. Nothing more.


(Hexa) #138

Aim punch is worse mechanic than fragger’s grenade and phantom put together…


(Harlot) #139

[quote=“Szakalot;43664”][quote=“Opicron;43659”][quote=“Szakalot;43656”]
pretty sure its enough as a sample of general DB population[/quote]

I think it might be the more involved players.

/assume aka the higher skilled?
[/quote]

all the better;

opinions of players that know the game more (higher skilled) are likely more worth than another newbie, esp. when it comes to game’s longevity[/quote]

Agreed. These players tend to have years (decades even) of FPS experience. I’ve been playing competitively in FPS games since 13. Exactly half my life. I probably know a little bit more about what feels “right” than 16 year old Timmy who just built his first rig and has played 3 hours of DB.

You generally want your game shaped by the hardcore, competitive players, but you want it to “hook” the new players so they can become the hardcore. When you alienate the hardcore now to increase mass appeal, you risk the game dying off. Look at Hawken and Nosgoth in the past for examples of this.


(Eddie) #140

[quote=“Harlot;43769”][quote=“Szakalot;43664”][quote=“Opicron;43659”][quote=“Szakalot;43656”]
pretty sure its enough as a sample of general DB population[/quote]

I think it might be the more involved players.

/assume aka the higher skilled?
[/quote]

all the better;

opinions of players that know the game more (higher skilled) are likely more worth than another newbie, esp. when it comes to game’s longevity[/quote]

Agreed. These players tend to have years (decades even) of FPS experience. I’ve been playing competitively in FPS games since 13. Exactly half my life. I probably know a little bit more about what feels “right” than 16 year old Timmy who just built his first rig and has played 3 hours of DB.

You generally want your game shaped by the hardcore, competitive players, but you want it to “hook” the new players so they can become the hardcore. When you alienate the hardcore now to increase mass appeal, you risk the game dying off. Look at Hawken and Nosgoth in the past for examples of this.
[/quote]

This. :slight_smile: