To be fair, there are other ways around this problem that don’t involve aimpunch. For example, many games automatically unscope you when you’re hit or headshotted while using a sniper. Of course that might be a bit extreme but hey it’s a beta. May as well test out ideas now and I’m sure if the devs asked the community or just tried themselves they could think of a good solution that doesn’t involve aimpunch.
In any case, saying that we need aimpunch because of vasilli’s bolt action is about as weak of an argument as saying we need to nerf all melees because of phantom’s katana. Instead of rebalancing the entire gunplay around one specific weapon/merc rebalance that one specific weapon/merc around the gunplay as a whole.
@Ghosthree3 They actually did it using a variety of weapon stats but mostly through spread, spread increase, movement penalties, and RoF. The actual damage stats for most of those guns are identical at all ranges. The main thing they changed when they tweak all those different stats is the effective TTK of the weapon at different ranges. The effective TTK, unlike a normal TTK, takes into account a weapons inaccuracy as well how much the player would need to burst fire to stay on target. What the devs basically did was make it so that higher TTK guns had relatively fast effective TTK’s at medium and long range while short TTK weapons had long effective TTKs at medium and long range. This meant the “best weapon” was determined mostly by the map and role you were playing so there was actually a decent amount of variety.
@Watsyurdeal Heck even in this game running focus has pretty much become standard for me on any merc that has it as an option. Also, why did you vote to have no further changes made to aimpunch if you want it purely visual/removed?