Removal of AIMPUNCH aka Damage View Kick/Flinch


(xRoger) #1

I understand the devs want to make the game feel more visceral and intuitive…but trust me.

For a Competitive shooter it doesn’t make sense. It adds a huge element of luck and makes ranged fights very lopsided. Whoever lands the first shot will generally win…because the enemy will struggle to shoot back.

The ‘perk’ that reduces it does a laughably crap job at it. Please, Splash Damage…give us an option to get rid of it?

Thanks,

Roger

P.S. I was thinking, what if we got a ‘damage per hit’ Borderlands Style number notification (very small text) for every shot we land as opposed to a health bar? This way, experienced players can guesstimate the remaining shots to kill on certain characters.


(Nail) #2

shoot it till it’s dead, move on


(Souldriver) #3

never had a problem with aim punch, even the huge screen shake of RTCW arties/as were easy to fight through


(Dwu) #4

I too think its a bad feature, then again, I’d rather not have hitsounds or hitmarkers either so I guess my opinion differs alot from the mainstream.
Tho removal of aimpunch / whatever you wish to call it would increase the importance of out-aiming the shit out of enemy team and lessen the importance of proper teamplay when u wouldn’t be so absolutely f’d when caught in crossfire.


(xRoger) #5

[quote=“Dwu;3831”]I too think its a bad feature, then again, I’d rather not have hitsounds or hitmarkers either so I guess my opinion differs alot from the mainstream.
Tho removal of aimpunch / whatever you wish to call it would increase the importance of out-aiming the shit out of enemy team and lessen the importance of proper teamplay when u wouldn’t be so absolutely f’d when caught in crossfire.[/quote]

Which is fine. When it comes down to it, we shouldn’t make the game any easier.

Two people are fighting each other, both 120 hp, both have good aim. Only one should come out victorious (or very rarely a trade).

With the current silly system, even the best of the best could lose a ranged fight because aimpunch YOLOSWAGblazeit420.

Heck, the game gives you enough tools to kill strong-aim players, such as nades, spotting and even a two-hit super ranged sniper rifle FFS!


(Rehoma) #6

I’m still a huge supporter of those damage numbers or damage indicators. I think it improves on gameplay a lot. Not just to identify low health targets, but also to calculate how much damage you still have to deal as you said.

I’ve posted a thread on this issue. Most people weren’t quite as excited as I was, unfortunately…

http://forums.dirtybomb.nexon.net/discussion/824/damage-indicators-damage-numbers-possibly-an-option#latest

Yay for popping damage numbers :smiley:


(Szakalot) #7

nay for numbers floating on my hud! or anybody’s!


(Nail) #8

not needed, not wanted, hud is cluttered enough


(goldBracket) #9

I would suggest, that this game should use a server sided (referee) setting where you simply can toggle the damage kicks on and off, exactly as you can toggle double jumps on and off in enemy territory.
The server manager who want the “pro game play” can easily turn it off, and all the others can keep the funnier and more unpredictable “lucky strike”.


(intenseRuby) #10

I can’t remember how strong the aim punch was in the last beta, but if there was any it absolutely needs to be removed. Aim punch is 100% anti-skill. Perhaps as a middle ground your character can flinch a little bit if you get hit, but your crosshair placement and weapon spread aren’t affected at all.


(Mustang) #11

It’s barely noticeable.


(goldBracket) #12

some people say it’s a horrible punch you get so you loose all of what aim is called, others be like, what? had this game that???

It clearly a question we all got our own opinion about, just like the politics. I just point to my previous comment in this thread, that it might be up to the server admin to choose if there going to be kicks or not. (if it’s possible?)


(xRoger) #13

Oh shut up you hipster you :stuck_out_tongue: try getting stack shotted by a few players from a decent range.


(Souldriver) #14

I find it barely noticeable. I hate it in other games, playing some cs:go i hate hit tagging or whatever they call it when you magically slow down when shot.


(son!) #15

haven’t played a game with aim punch where its been well received. one of those things that looks cool on paper but end up making people hate the game.


(B_Montiel) #16

I also find it barely noticeable, but I think it does participate quite a lot on the balance of the game. Any smg should not be trifled with in close combat situation because of that. Which is good, because it would be open field for assault rifle in any situation.


(chickenNwaffles) #17

I don’t believe there was any aimpunch at all in the last build of the beta, however, I notice a pretty large amount now. From my experience, it’s the worst when sniping and should be removed first and foremost. Aimpunch is probably the worst mechanic for any competitive shooter and I don’t see it having a place in dirtybomb.


(NuclearSharkhead) #18

I die so fast that I don’t even notice it.


(Jinuaja) #19
No I disagree X ROGER. With the way they have the maps set up, and respawn system. They shouldn't give you to much room for error.
                                                                                                                                              The maps are to small, and straight forward. A lot of detail, and design, but too small for snipers to be a lethal threat seeing on how there is only a few open areas on the map. If you know that area you know where to look. Which makes sniping pointless, if you have a okay team. The most important job for a sniper is to stay hidden, and have a clear line of sight. Which is hard to do with these maps, but besides the point.
What trying to say, is that there should be a lot faster kill death rate. This games maps remind me of ghost recon a little. I think they are going for a more tactical rather than a shoot them up arcade style like load out or something type game. Sorry for the run on sentence, but the respawn is fast which is more game time instead of waiting on a cool down. It should be like Team Fortress K.D.R. I don't think this game should be to tactical either. I would enjoy one hit kill first spot, first hit wins, but most don't. It is better than the alternative. Which is I shoot the guy first, and a lot more, but since he has a better gun I die first. They can also fix this with a match making system, but I have yet to see one that actually works. So I hate that idea. I mean every one likes lobbies over match making. 
The way I see it is faster K.D.R , so guns cant be to over powered, and it also creates better team work. Still tactical, but yet fast paced action. This way is a lot more fun to me. The alternative  is a game more like Halo where it can take up to minute to kill somebody, a lot slower pace, which means longer revive time and less game time to keep it balanced. This also means more health which is more time for every match, and not to mention how much more over powered guns would be with high damage or high DPS weapon's. There is only one up side to this, and that is the slower pace. If you prefer that which most do, because it is easy to play, and less relying on skill and know how. Which does attract a bigger crowd which is always good.

Over all I feel like the K.D.R is to slow, and the guns are to unbalanced. Maybe if they had K.D.R some where in between COD, and halo it would give it a nice balance. This subject is very important to me. I feel like this could make or break the game. Not to mention the that thing that happens to all FFFFniinng F.P.S online now a days. Which is those mother fucking hackers!!! I hate this!!! Faster the K.D.R means the faster we can catch them, and get them out of here. This will be the biggest problem. I hope you guys can fix this when it arises later on. It is going to take a good community and positive, diligently teamwork to keep them down.