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Comments
I disagree, I believe there has to be a connection. Make no mistake, I am not a fan of the current triple vision, shake the whole world 'cause a few bullets whizzed by me, suppression effect. But, there must be some kind of, "gets your attention" visual to indicate you've come under fire.
As I've stated in other threads I'm miffed that a bullet missing me causes so much visual disruption that it screws up my aiming but my putting a couple rounds into an enemy has no effect on his ability to maintain his aim and take me out with a single head shot. That's just not right.
I was referring to the current supression, either remove that and keep the aim punch or leave it and remove the aim punch, both together won't work out.
To realize where you are getting shot from sound is usually enough, if not you got the tracers.
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I think we weren't confusing those in this thread, rather we were saying that suppression and aimpuch available at the same time is too much.
Yes, other games do have it. People also hate it in other games for reducing the skillgap. If you come in guns blazing I should be rewarded for one tapping you in the head. With the flinch this doesn't happen and instead punishes me for not going "hurr durr booletz errywhere"
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no, you're just crying... those scopes are not meant for cqb. deal with it. go use your scope from a distance as it is intended... want a smaller, more manageable flinch effect? use a sight with less zoom.
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this is just one long overdue mechanic that's been needed (among others) to try to balance scopes in this game.
Regarding covering aspects the m24 is very strong on close combat as it is right now since you just need one shot.
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obviously it is a one shot kill, but if you don't fire first... and you get shot before you fire that killing shot... well. in open beta there is no flinch. you take a hit but it doesn't kill you because they need to shoot you several times to kill you, but you can just shoot after and get the kill... adding the flinch INCREASES the skill gap. but also increases the tears of those who have had it easy for too long by being so attached to easy scopes...
Aim punch combined with the supression as it is right now will never increase the skill gap in any way.
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wrong thread...
There was an article/video explaining why games with RNG elements can be competitive games. It comes down to a point where the only difference is that you need 2 players to play more rounds in a game with RNG to determine the winner than in a game without those elements. Hence final matches of CS:GO tournaments are best of 3 matches with best of 30 rounds each match. RNG =/= noncompetitve
Well, you said adding the flinch will increase the skill gap. Adding to what we have now (supression only) will result in aim punch+supression, right? And that will definitely not increase the skill gap as you said.
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People were so thrilled over aimpunch in CSGO. Everybody loved it there and nobody dared to speak up against it with suggestions of removing. This is ofcourse not considering every single person playing the game with a competetive mindset. Go ahead and google "aimpunch" and take a look at how thrilled people are over it.
Bottom line is that aimpunch only caters to the worse players by lowering the skill ceiling. Nothing else.
RNG =/= noncompetitve stands true. But this is no casino nor a poker tournament where RNG belongs.
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As far as scopes go, you might think flinching balances the m24 and the m14 up close, but the same thing happens down range, spamming the m4 or the m249 will win at every distance all you need is one lucky shot and its over.
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Aim punch add frustration (especially paired with lag and bad hit detection) and removes depth skewing the balance of the game by making spam and reactions tower over precision and aiming.
I think it all comes down to finding good values because I see tendency here on forums that you guys only deal in absolutes, when someone asks something implemented you always imagine it so overdone that it will be the only feature visible in the game. Imho shooters that have small punishments for getting hit are starting to get close to Quake 3 minigun duel.
Edit:
Also I think it doesn't really increase the skill gap per se but shifts the focus a bit: good positioning and pre-planning actions start to be more important while it is still possible to get yourself alive out of bad situations with your aiming but it forces you to be quicker in those.
Now stop these stupid realism arguments, they are worthless if you only use them in your favour but whenever they'd work against it you leave them out.
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you're still crying "random"... let it go.
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this feature is a move towards adding some depth to an otherwise shallow ADS game... spouting nonsense in hopes his cqb scope doesn't get nerfed???
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YOU CAN PREDICT IT. you can predict that if you get shot you will flinch. with that knowledge, you should try to avoid getting shot to remain effective. and you should avoid firing your weapon with teammates in front of you, or they should avoid walking in front of you... smh. get yourself a teammate to help you engage your enemies, instead of this silly 1v1 aim for the face and hold down mouse 1 shallow game you seem to be trying to preserve...
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by your same logic we shouldn't have smokes or flashes, because you can't fathom/predict when it's effect will dissipate. "it's so random?!?!"
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firing blind through smoke and flash bangs is random player behavior, not random game mechanic. hitting your teammates while blind is not random... please. the only one to blame is the person firing the weapon, not the game. random player behavior =/= random game behavior. it is totally predictable/avoidable behavior.
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the "flinch" does not force bullets to exit your weapon barrel. that's all you.