Aim punch?

SithHunterSithHunter Posts: 109Player
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?
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Comments

  • SacchoSaccho Posts: 1,577Player
    If there was, I can't say that I noticed it.

    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.
  • Gronfather@TwitchGronfather@Twitch Posts: 466Player
    Ohhhhh and aimpunch, first thing that came into my head was like aim and punch mike Tyson style lol

  • -vortex-vortex Posts: 188Player
    It was there, and it was noticeable.
    TheTots wrote:
    I think this thread has run it's course......
  • Yato^Yato^ Posts: 103Player
    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.
  • omerta`easyomerta`easy Posts: 46Player
    The real question we should be asking here is.. Did AA2 have aim punch?

    Yes, but not a lot and I think it only occurred when you got hit in certain parts of the body.
  • Keebler750Keebler750 Posts: 3,621Player
    Aimpunch. Grr. I had to look it up.....you mean "knock back" ?????

    Didn't we used to have this in one or another version of AA?
  • SacchoSaccho Posts: 1,577Player
    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.
    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;
        }
    }
    
  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    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.
  • SacchoSaccho Posts: 1,577Player
    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.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    It was quite noticeable in this weekends opt in, many times it seemed like I was immobilized when engaged in a firefight .. this cant possibly stay.
  • -vortex-vortex Posts: 188Player
    =IK=Doba= wrote: »
    It was quite noticeable in this weekends opt in, many times it seemed like I was immobilized when engaged in a firefight .. this cant possibly stay.

    TheTots wrote:
    I think this thread has run it's course......
  • SacchoSaccho Posts: 1,577Player
    You guys just need to play against people with better aim. You get dropped fast and never even notice :D


    darn teamstackers... I thought Doba and vortex were better than that... grumble grumble
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    BCPull wrote: »

    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
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    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...
    -
    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!
  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    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...
    -
    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.
  • `xinoN`xinoN Posts: 359Player
    I'd rather have this than things like huge suppressive fire effects.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    This can't be combined with suppression for sure, saw would just be a shoot first and win every duel weapon.
  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    So aimpunch does this:
    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.
    `xinoN wrote: »
    I'd rather have this than things like huge suppressive fire effects.

    So why not get rid of suppression and tune the aimpunch accordingly?
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