So since I didn't have enough time to test for myself, is it true there was aimpunch in this Opt-In (was mentioned somewhere in the forum)? How was it, improved the gameplay or not?
I don't know if it was a server/network thing or just a high overall level of play leading to more headshots, but it really felt like most of my deaths (or at least more than usual) were instant.
Aimpunch is a horrible feature that nobody likes. They're okay with it in CS:GO because theres incentive to buy kevlar that counteracts it. it doesnt fit in AAPG at all.
It's called 'HitStun' in the game files and looks like it was indeed in opt-in 3. It was present for earlier opt-ins as well (I just checked #1).
Hitting a stationary target, it pushes your aim straight down a bit.
It looks like there's room for other effects against moving targets where player speed could be affected, but I don't have a good way to test that at the moment.
Aim punch is another skill gap killer that encourages players to shoot first aim later. All things considered, it doesn't really surprise me to see in the game.
Wait. Your aim goes down? Ive had this before in the normal beta build i posted about it on the old forum. Was that just a bug where my aim went down to the floor when i got shot by someone or the same thing?
This code isn't in the open beta build and it's also not like the "stare straight at the floor" thing you're thinking of.
darn teamstackers... I thought Doba and vortex were better than that... grumble grumble
I only noticed a few times when there were sitting corners, id come out they were shooting me I went to shoot back with little success cause my aim is thrown off and twitching
the alternative we have already tested for 2 years. that being, we just have no reaction to being hit.... and thus a guy just holds down mouse one til his magazine is empty... even though he took 3 bullets to the chest and his weapon sight didn't flinch an inch...
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btw, idk what the game code calls it or other games may call it, but i call it a "flinch" and the game needs some level of it in the game to address people just coming at you like cyborgs.
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news flash, even if this was paintball, you would flinch when you got hit. please don't use the word "simulation" or "random". other popular fps games have this system. just stop crying and adjust. maybe try to avoid getting shot. crazy concept!
the alternative we have already tested for 2 years. that being, we just have no reaction to being hit.... and thus a guy just holds down mouse one til his magazine is empty... even though he took 3 bullets to the chest and his weapon sight didn't flinch an inch...
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btw, idk what the game code calls it or other games may call it, but i call it a "flinch" and the game needs some level of it in the game to address people just coming at you like cyborgs.
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news flash, even if this was paintball, you would flinch when you got hit. please don't use the word "simulation" or "random". other popular fps games have this system. just stop crying and adjust. maybe try to avoid getting shot. crazy concept!
Agreed, overdone aimpunch is a skill-gap killer but when applied correctly it has potential to improve tactical in tactical shooter imho.
Aim punch is another skill gap killer that encourages players to shoot first aim later. All things considered, it doesn't really surprise me to see in the game.
While suppression is encouraging you to shoot first without even aiming precisely.
Comments
I don't know if it was a server/network thing or just a high overall level of play leading to more headshots, but it really felt like most of my deaths (or at least more than usual) were instant.
Yes, but not a lot and I think it only occurred when you got hit in certain parts of the body.
Didn't we used to have this in one or another version of AA?
Hitting a stationary target, it pushes your aim straight down a bit.
It looks like there's room for other effects against moving targets where player speed could be affected, but I don't have a good way to test that at the moment.
event TakeDamage(int Damage, Controller InstigatedBy, Vector HitLocation, Vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local float OldGroundSpeed; local class<AADamageType> AADamageType; local int BleedDamage; local AATypes.EAADamageZone DamageZone; local AAPlayerController AAInstigatedBy; PerformedCombatAction(); AADamageType = class<AADamageType>(DamageType); if(AADamageType == none) { AADamageType = class'AADamageType'; } if((Role < ROLE_Authority) || Health <= 0) { return; } if((Damage > 0) && (class<AADmgType_Ballistic>(DamageType) != none) || class<AADmgType_Grenade>(DamageType) != none) { HitStun(Momentum); if((WorldInfo.NetMode == NM_DedicatedServer) || WorldInfo.NetMode == NM_ListenServer) { AAController.ClientApplyHitStun(Momentum); } } [ ... much more code clipped here ... ] } function HitStun(optional Vector HitDir) { local Rotator NewTargetRot; local Vector Impulse; bHitStunEffect = true; HitStunTimeRemaining = HitStunDuration; NewTargetRot.Pitch = HitStunViewRot.Pitch; NewTargetRot.Yaw = ((FRand() > 0.50) ? Rand(int(Abs(float(HitStunViewRot.Yaw)))) : -Rand(int(Abs(float(HitStunViewRot.Yaw))))); HitStunTargetQuat = QuatFromRotator(NewTargetRot); HitStunSmoothedQuat = QuatFromRotator(rot(0, 0, 0)); if(((HitDir != vect(0.0, 0.0, 0.0)) && Physics == 1) && HitStunImpulse != float(0)) { HitDir = Normal(HitDir); Impulse = HitDir * HitStunImpulse; Impulse.Z = 0.0; Velocity += Impulse; } }This code isn't in the open beta build and it's also not like the "stare straight at the floor" thing you're thinking of.
darn teamstackers... I thought Doba and vortex were better than that... grumble grumble
I only noticed a few times when there were sitting corners, id come out they were shooting me I went to shoot back with little success cause my aim is thrown off and twitching
-
btw, idk what the game code calls it or other games may call it, but i call it a "flinch" and the game needs some level of it in the game to address people just coming at you like cyborgs.
-
news flash, even if this was paintball, you would flinch when you got hit. please don't use the word "simulation" or "random". other popular fps games have this system. just stop crying and adjust. maybe try to avoid getting shot. crazy concept!
Agreed, overdone aimpunch is a skill-gap killer but when applied correctly it has potential to improve tactical in tactical shooter imho.
While suppression is encouraging you to shoot first without even aiming precisely.
So why not get rid of suppression and tune the aimpunch accordingly?