Aim Punch Discussion (Split from Game Update Notes)

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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    Aimpunch can never be consistent or reliable because you can never know when you get hit. Sometimes you don't get hit, others once, others twice, its a random effect from the perspective of the player getting hit. There is nothing to learn or practice which makes it a bad feature.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited July 2016
    Whiplash27 wrote: »
    At the very least, aim punch rewards a hit to the enemy. Suppression only rewards spraying.

    I think a hit on an enemy is a reward on its own, I don't think it needs to be anything more than that...

    The person getting hit could still out skill the shooter by landing a headshot.. in which case the better shot wins.. as is the first shot (doesn't have to be a good one) can cripple the opponent to where hes helpless. So aim punch rewards poor shots.. cause you dont get aim punch on Head shots.

    Suppression is OK as long as its not overwhelming, I think rifle vs rifle the effect isn't too bad, but the saw is crazy..

    I get were not in Beta anymore, but changes can still happen !! changes NEED to happen strictly looking at player base.

    Heck at this point you might as well experiment with things for future releases if there will be such a thing
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  • SacchoSaccho Posts: 1,577Player
    Aimpunch as a mechanic creates a major on-hit disadvantage for magnified optics, especially so when in long-distance engagement.

    Hits rotate your view by a certain number of degrees. Rotate 1.6 degrees down when looking at something a meter away from you and nothing's really changed. Rotate 1.6 degrees down when looking at something 300m away from you and you're WAY off target.

    When you're using a magnified optic, that 1.6 degree rotation translates to more pixels than if you were using a normal optic.

    This is also likely why there's perceived inconsistency for some of you. The magnitude of the effect is going to depend on the engagement distance and how many times you were hit. It's always the exact same rotation, no matter what; there's no randomness to it whatsoever.

    Aimpunch can never be consistent or reliable because you can never know when you get hit. Sometimes you don't get hit, others once, others twice, its a random effect from the perspective of the player getting hit. There is nothing to learn or practice which makes it a bad feature.
    HP loss can never be consistent or reliable because you can never know when you get hit. Sometimes you don't get hit, others once, others twice, its a random effect from the perspective of the player getting hit. There is nothing to learn or practice which makes it a bad feature.

    Remove losing HP!

    Dramatic, sure, but that's why I don't really like the argument -- on-hit penalties aren't automatically "poison" just because they're applied on-hit. Minimize your exposure and it happens to you less; that's very much something a player can learn to work on. It's an additional on-hit penalty applied to create an extra dynamic with engagement range and optic choice.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited July 2016
    Talking about depth, here's an easy way.. progression.. all we have is an army rank that automatically goes up even if you do nothing.... yet we have leader boards for useless shoot houses.

    Leader boards are a simple way of giving players something to play for, whether it's total kills, KD, points, revives, secures etc..

    We have these fancy profiles with lots of info but for what? it tells me nothing..

    Add in game browser leader board, players will set goals.. from there you can expand onto a ranking system.. it adds a challenge which makes it exciting..
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  • JungleSheepJungleSheep Posts: 87Player
    Given the ever declining number of players even with the new VIP mode, there's no harm in tweaking the gameplay.
    We could start by reducing aim punch and suppression by half.
    Instead of 1.6 degrees, why not 0.8 degrees? Magnified optics are already limited/restricted in the game, why make them even less viable? They are also practically useless in BDX maps. Imagine having all these cool optics and guns that are rarely used in BDX maps. Such a waste.
    Also limit the recoil increase and visual degradation due to suppression. At the moment, it's just too much and encourages spray and pray.

  • SSKnecaboSSKnecabo Posts: 2,721Player
    It just doesn't make sense having both at the same time. Both are fine mechanics, just the combination of them seems stupid to me.
  • JungleSheepJungleSheep Posts: 87Player
    I don't think the Devs would drop any of these "features" and I understand why they are there for good or for bad. That's why I'm proposing a middle ground. They could always meet us halfway like any good negotiation!

  • SSKnecaboSSKnecabo Posts: 2,721Player
    Not a fan of calling a mechanic good just because it's realistic but it seems like that's just me.
  • KodenKoden Posts: 284Player
    Aimpunch sucks because it adds unneeded randomness...we already have a radius of precision + suppression + aim punch...the overall effect makes it nearly impossible to properly aim, I can see why most people started spraying n' praying rather than aiming, shooting first its more rewarding most of the time, and that is NOT realistic...
    Derob6.jpg
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I don't think the Devs would drop any of these "features" and I understand why they are there for good or for bad. That's why I'm proposing a middle ground. They could always meet us halfway like any good negotiation!

    How do you know they wouldn't drop the feature. Wouldn't be the first time they go back on something. . It takes a real man to admit he's wrong.. same applies.

    And although you're understanding of bad features.. most of us are not.. because we're actually seeing what it's doing to the game
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  • -pR|Arkeiro-pR|Arkeiro Posts: 775Player
    I support a better gameplay, I think a rework on aim punch and probably remove supression would be the best choice.

    Over 2k Golden Hawkeyes.
  • {4F}DeadlyGrouse{4F}DeadlyGrouse Posts: 277Player
    You say aimpunch is the same all the time and i'm not saying that's wrong but i know for sure when i get in a firefight from one end of furnature to the other, for example, which is maybe 8-10 meters The aimpunch is enough to knock my aim compleatly off a person and pretty much impossible to recover. and that's with the m4 aimpoint.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    AmmzHhddqiDSw.gif
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • IO_i_OIIO_i_OI Posts: 1,107Player
    I never was crazy about aim punch but I don't think it was a "game changer". The two things that were game changers are; M24 sniper and no smoke grenades to counter, and removal of ACOG on the M4.
    googley avatar aapg


  • Keebler750Keebler750 Posts: 3,621Player
    The more I think about this....I can NOT remember the last time I saw my aim changed from being hit. I don't get it. Is it possible we're not all seeing the same effect?! :o

    I remember testing this when it first came out, with a buddy of mine, and it worked, but ... ?
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited July 2016
    My gif above is showing the punch. It's hard to see unfortunately. I don't notice it too often, but every now and then I do. I think it's much easier to notice when you're aiming at a somewhat far distance and then you get hit. In CQB it's much more difficult to notice.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • CrushmasterCrushmaster Posts: 501Player
    Whiplash27 wrote: »
    My gif above is showing the punch. It's hard to see unfortunately. I don't notice it too often, but every now and then I do. I think it's much easier to notice when you're aiming at a somewhat far distance and then you get hit. In CQB it's much more difficult to notice.
    Yeah, this seems to be most of it.
  • Keebler750Keebler750 Posts: 3,621Player
    I don't see any 'aimpunch' in that. When I tested this feature, the aim pointed down at your feet. The motion that is barely discernible in that vid could just as easily be recoil error......ie it looks awfully negligible to me. I'm starting to question if there's something wrong with my computer and I'm not seeing the same things!!
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited July 2016
    Here's the video


    You can see after I kill the first guy, my crosshair gets to the second guy's legs and then it bounces down twice (two hits). It's more noticeable if you set the playback speed to 0.25.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Keebler750Keebler750 Posts: 3,621Player
    Okay. I had to fight with YouTube and the speed control doesn't work for some reason. Anyway....the amount of 'aimpunch' in that example is TINY compared to what I originally tested. Did it get changed or something? No wonder I don't seem to mind it. It could be a lot worse! :o
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