Do we really need aimpunch?


(Kroad) #161

I’ve made a thread about aimpunch a long time ago and lots of other people such as chicken have complained about it, this is in no way a new problem, it’s just that the majority of players were unaware of it and this patch really made aimpunch obvious

the fact that it’s been in the game for a while =/= it should be in
the fact that it was in et =/= it’s good


(Harlot) #162

You know, I’ve tried to give you the benefit of the doubt, but I’m beyond that. Every time you post, it’s false information and broken English. Please, for the sake of the community, stop spewing your text diarrhea all over the forums.

With that said, here’s where you’re completely wrong. These are quotes from Exedore - you know, the lead game developer - on Reddit on the subject of aim punch.

“The specific mechanic that is in the update is a new variable and will be subject to balancing like everything else.
“Aimpunch” already existed; the new variable allows us to vary the speed of it.”

Aim punch was sped up, creating a more jarring effect. The previous iteration lined up better with the rate of fire of weapons and was easier to compensate for. Now, it violently jerks further and faster, although it returns quicker. If you did any research on the subject, rather than speaking out of your ass, you’d have seen the video evidence in .gif form that’s been going around proving how big of a difference this change makes.

“I get that, and putting it to 0 is a possibility but I’m not about to promise that, because I don’t know yet if I can hold to it.
We’re putting more information together about the How and Why for you all that you can digest soon.”

Here is Exedore retracting his statements that aim punch would be staying, disproving your “aim punch is here to stay comment.”

“I need to take back the ADS sensitivity comments. We’ll look into it. Is there an example of a preferred implementation?”

Bonus points! Here’s him changing his stance on an ADS slider for sensitivity. It’s obvious SD is monitoring the feedback and possibly changing their approach to DB based on it! So please, educate yourself on a topic before you try and preach it. Thanks.

And here’s proof of the changes - taken from various subreddit users:

This was taken prior to the Phantom patch. Notice how even though he’s getting hammered, he’s able to compensate and still hit the Fragger in the head consistently? This is rewarding good aim and muscle memory - two cores of competitive shooters.

And this is the current state of aim punch. Notice how the only strategy is to wave your crosshairs back and forth and hope you land more headshots than the enemy? This is the trademark a casual FPS that cannot nourish a competitive scene.


(Ghosthree3) #163

[quote=“Harlot;44304”]“I get that, and putting it to 0 is a possibility but I’m not about to promise that, because I don’t know yet if I can hold to it.
We’re putting more information together about the How and Why for you all that you can digest soon.”

Here is Exedore retracting his statements that aim punch would be staying, disproving your “aim punch is here to stay comment.”[/quote]
Source?


(Harlot) #164

[quote=“Ghosthree3;44306”][quote=“Harlot;44304”]“I get that, and putting it to 0 is a possibility but I’m not about to promise that, because I don’t know yet if I can hold to it.
We’re putting more information together about the How and Why for you all that you can digest soon.”

Here is Exedore retracting his statements that aim punch would be staying, disproving your “aim punch is here to stay comment.”[/quote]
Source?[/quote]


(Nail) #165

from Splash Damage


(Harlot) #166

[quote=“Nail;44335”]from Splash Damage

[/quote]

Too bad the video evidence contradicts this image. I’m more inclined to believe what’s actually happening in the game than what a dev says should be. Also, kind of a weak response considering the evidence posted.


(Nail) #167

see, and I prefer listening to the game developers over some scrub on reddit


(Harlot) #168

And that’s why you’re an idiot nobody takes seriously. I’ll make meaningful posts that educate people and you’ll continue to be toxic.


(Keldrath) #169

[quote=“Ghosthree3;44245”][quote=“wackyPeach;44241”]No, it works, even in hipfire.

It’s the best augment in the game atm.[/quote]

Perhaps it was fixed in the last patch?[/quote]
It’s been working for a while, Kudochop and his team zfz confirmed it a while ago.

It was working at least before the Phantom patch, it’s just that now with the aimpunch change, it’s even better. Mandatory even.


(Nail) #170

name calling ?

last resort, lol


(Ghosthree3) #171

[quote=“wackyPeach;44347”]It’s been working for a while, Kudochop and his team zfz confirmed it a while ago.

It was working at least before the Phantom patch, it’s just that now with the aimpunch change, it’s even better. Mandatory even.[/quote]
Interesting, not sure if I should grab some of those loadouts then. Or wait in case they kill aim punch - if they do they have to rework focus though…


(Akselmo) #172

It just makes the gameplay more slow and boring. It needs to go or toned down a lot.


(Kroad) #173

[quote=“Harlot;44336”][quote=“Nail;44335”]from Splash Damage

[/quote]
As has been explained before, the fact that the aimpunch lasts for less long makes it feel a lot worse.

Although, I don’t really care if it’s worse or not in this patch, I want it gone completely and have wanted this since I started playing the game. Aimpunch is a garbage mechanic.


(Harlot) #174

[quote=“Nail;44352”]name calling ?

last resort, lol[/quote]

The person you were calling a “scrub on reddit” is actually sonBANG from zfz. I would say if anybody is the scrub here, it’s you. You ready to sit down and shut up yet, kiddo? Cause I can keep showin’ you up.

Here’s your source, scrub. https://www.reddit.com/r/Dirtybomb/comments/3crbj4/video_examples_of_new_aimpunch/csya25d


(tinyHouse) #175

Why can’t they just disable it completely right now? Why do we have to wait so long for another update when they might just lower the kick? Just disable it completely right now and watch all the positive feedback.


(Gi.Am) #176

[quote=“Harlot;44336”][quote=“Nail;44335”]from Splash Damage

[/quote]

Too bad the video evidence contradicts this image. I’m more inclined to believe what’s actually happening in the game than what a dev says should be. Also, kind of a weak response considering the evidence posted.

[/quote]

First of both of your posts (this chart and the evidence gifs one) are very interesting.

But to be honest since, confirmation bias is a real thing and the game introduces quite a bit of randomness to firefights (random spread, movement, random recoil (the M4 has very low stability), different scenarios, different computers and so on and on).
I’m more inclined to trust a chart that is propably directly based on the actual numbers they programmed into it and that shows aimpunch/flinching isolated.

It also explained certain things I have experienced yesterday playing Fragger. Granted I was tired but I had a hard time landing shots harder then usually, loosing one fight after another. Looking at the chart it seems that hard hitting weapons (like the K121) still induce large amounts of flinch but it will zero out faster, considering the low firerate of the lmg that means enemies have a larger window between shots where their aim is not affected.
On the other hand while small arms seem to do the same flinching movement they did before, they last a bit longer. Which means fast firing weapons are able to keep the shake up as long as they hit you maybe can even miss one or two shots.

Now, I think thats mostly a matter of adjusting to it. It becomes more important to evade shots, especially small arms. however, I do must say it seems that a LMG fragger is propably the one who is the most negative affected by this change. His LMG becomes indirectly less effective and he is fairly slow and has a hard time dodging hochfir shots.


(Ghosthree3) #177

Whatever the numbers may be, the fact is the second video in that reddit post looks jarring as fuck and is actually a bit of a headache. The first video obviously has some punch too but it’s much smoother and seems more manageable. And it doesn’t vibrate your camera up and down causing your brain to rattle in your skull.


(enlightenedKrill) #178

I hate it, it’s slowing down the game and I don’t like reducing the skill ceiling.


(enlightenedKrill) #179

If you aim worse than the other person you should have to practice more to win, not have a crutch advantage that 1) keeps the weaker players from getting better and 2) reduces the top end of what’s possible with aiming.


(Twisp) #180

Completely unnecessary part of the game.