Pansy just summed it up so damn well, but I’ll summarize things.
We do not need aimpunch like CS GO has, where the player’s crosshair is literally pushed up.
We need Enemy Territoy style aim punch, where the player fov shifts on hit, but the cross hair does not move. We can easily add more recoil to counter act this change, but being shot means I should lose health, it should not mean my aim is fucked over and therefore not being a fair fight.
This is a joke right? I think everybody kind of understand the logistics when it comes to aim punch: Realistic, Pragmatic, Balanced. In short, it makes sense to have aim punch.
It’s literally in almost every popular fps game. Someone being able to shoot me with 100% unhindered accuracy while I’m spraying them with bullets is completely absurd. It’s just going to allow experienced players to stomp newbies harder and takes away the advantage of firing at someone first.
I don’t even notice aim punch anymore because it feels so natural.
@Black you really shouldn’t use realism as a reason for something in a video game like this, or sny video game unless it’s a mil sim or some other simulation type of game.
[quote=“Black;166446”]This is a joke right? I think everybody kind of understand the logistics when it comes to aim punch: Realistic, Pragmatic, Balanced. In short, it makes sense to have aim punch.
It’s literally in almost every popular fps game. Someone being able to shoot me with 100% unhindered accuracy while I’m spraying them with bullets is completely absurd. It’s just going to allow experienced players to stomp newbies harder and takes away the advantage of firing at someone first.
I don’t even notice aim punch anymore because it feels so natural.
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Aw, gee, you know what man you’re totally right, realism is more important. That’s why we can take a headshot and still live, and we have cloak, and a gun that shoots syringes that revive people.
Also, yea, every popular shooter today has it, especially when they’re Battlefield, Counter Strike, and Call of Duty, you know, Mil Sims.
They’re close enough in my mind, the only one of those that isn’t ADS heavy is Counter Strike, and even then you still have to stop to shoot accurately.
In your opinion. They aren’t mil sims be a use they don’t really simulate military operations at all. If you compare any of those to missions in Arma you’ll see a gigantic difference, especially woth people who role play while doing those missions.
Still doesn’t change the fact that in those games the aim punch makes sense due to movement and time to kill. This game is faster, and has a generally longer ttk. The only way Dirty Bomb comes close is when you have a player nailing all their headshots.
There’s no reason to have this style of aim punch, the mobility of the players and the skill required to do well already balances out a lot of the gameplay. There doesn’t need to be that extra layer of random chance added to the fights.
I’m not gonna argue woth you because I’m not good enough to have any sort of valid opinion on the matter. I’m simply saying that none of the games you’ve listed are really mil sims. I agree realism is a flawed argument when it’s for a game that isn’t aimed at being highly realistic.
Still doesn’t change the fact that in those games the aim punch makes sense due to movement and time to kill. This game is faster, and has a generally longer ttk. The only way Dirty Bomb comes close is when you have a player nailing all their headshots.
There’s no reason to have this style of aim punch, the mobility of the players and the skill required to do well already balances out a lot of the gameplay. There doesn’t need to be that extra layer of random chance added to the fights.[/quote]
Don’t misunderstand me. I agree that Dirty Bomb may feel better without aim punch as it is very fast paced and mobile. Similar to games like unreal tournament and quake where there isn’t any.
However I believe adding it is just going to make most gun fights turn into who has the better gun or who can spray and takes away the advantage of shooting someone first.
I don’t want to be shooting at a Vassili player only to be headshotted extremely easily, nor do I want to shoot someone from behind and watch them turn around with a shotgun and easily one shot me.
Still doesn’t change the fact that in those games the aim punch makes sense due to movement and time to kill. This game is faster, and has a generally longer ttk. The only way Dirty Bomb comes close is when you have a player nailing all their headshots.
There’s no reason to have this style of aim punch, the mobility of the players and the skill required to do well already balances out a lot of the gameplay. There doesn’t need to be that extra layer of random chance added to the fights.[/quote]
Don’t misunderstand me. I agree that Dirty Bomb may feel better without aim punch as it is very fast paced and mobile. Similar to games like unreal tournament and quake where there isn’t any.
However I believe adding it is just going to make most gun fights turn into who has the better gun or who can spray and takes away the advantage of shooting someone first.
I don’t want to be shooting at a Vassili player only to be headshotted extremely easily, nor do I want to shoot someone from behind and watch them turn around with a shotgun and easily one shot me.[/quote]
I sincerely doubt that since flanking would still have a major part to play, plus there’s differences in health, damage, etc.
And as for Vasilli, his problem is still that he doesn’t need the extra health or fast scope in time. Toning down those stats would make a him a little weaker in CQC, and therefore be able to be dealt with.
…but it’s the other way around, right now the player who shoots first gets both the damage AND the aimpunch advantage. It’s honestly really stupid to be punished for aiming at the head or given random lucky headshots for aiming low due to aimpunch. Dirty Bomb is pretty much the ultimate skill-based shooter out there at the moment, I really don’t see why it needs a feature that adds RNG like this. It should go the way of really showing who’s who in a gunfight, as in who can flat out aim better rather than just miss the least headshots due to aimpunch.
Pansy’s video was made after aimpunch was increased and before aimpunch was toned down (which IIRC happened twice) and it’s not a good representation of what DB is today. There is barely any aimpunch in the game anymore which has lead to almost nobody talking about it in quite some time. I actually thought this thread was a necro due to the subject.
[quote=“Watsyurdeal;27976”] being shot means I should lose health, it should not mean my aim is fucked over and therefore not being a fair fight.
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I suppose it gives the first strike player a higher advantage, all other things being equal. It doesn’t bother me hugely but I’d like as pure an aim experience as possible. Lots of players love this game because it zags where a lot of the modern FPS titles zig, why can’t it do the same here?
This is a great video and explains things really well, but it was also made quite a while ago at a time when aim-punch was much more pronounced in the game. Since then it has been modified a lot.
All I know at midrange getting shot by rhino or the hochfire first and aiming at the head does no good because the aim punch on those is too strong. I don’t feel good knowing I’m aiming at the body because proxy’s pea shooter turns my bullets into a casino.
I don’t even rage about it if it is affecting me subconsciously. If I die because I was being shot at first I usually just get angry at myself because I positioned myself poorly.