Aim punch?

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Comments

  • Duke_AudiDuke_Audi Posts: 348Beta Tester
    edited May 2015
    cK^KILL@ wrote: »
    This can't be combined with suppression for sure...
    < snip >

    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.
    015c0ab623b454cffe80c9c007fbb62f21aeac80.jpg
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Duke_Audi wrote: »
    cK^KILL@ wrote: »
    This can't be combined with suppression for sure...
    < snip >

    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.
  • DeltaKiloDeltaKilo Posts: 146Developer
    suppression affects your vision and you do "flinch" a little when you get hit in the opt-in, not a lot, but a little. There is no flinch with suppression, not by us anyway, if you flinch when you get scared that is on you...
  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    DeltaKilo wrote: »
    suppression affects your vision and you do "flinch" a little when you get hit in the opt-in, not a lot, but a little. There is no flinch with suppression, not by us anyway, if you flinch when you get scared that is on you...

    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.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    This is a good new feature. Good job finally implenting it. I will suggest doing the samething if you get hit by nade or flash.
    Pie charts + Graphs= Very Bad.



  • Yato^Yato^ Posts: 103Player
    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!

    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"
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    you are right.... we should let m24, acog, elcan, etc all scope cqb from 10-20 feet away and manage to keep eyes and sights on target even though they've been shot???
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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.


  • SSKnecaboSSKnecabo Posts: 2,721Player
    you are right.... we should let m24, acog, elcan, etc all scope cqb from 10-20 feet away and manage to keep eyes and sights on target even though they've been shot???
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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.
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    cK^KILL@ wrote: »
    you are right.... we should let m24, acog, elcan, etc all scope cqb from 10-20 feet away and manage to keep eyes and sights on target even though they've been shot???
    -
    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.
    -
    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.

    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...


  • SSKnecaboSSKnecabo Posts: 2,721Player
    edited May 2015
    cK^KILL@ wrote: »
    you are right.... we should let m24, acog, elcan, etc all scope cqb from 10-20 feet away and manage to keep eyes and sights on target even though they've been shot???
    -
    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.
    -
    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.

    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.
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    cK^KILL@ wrote: »

    Aim punch combined with the supression

    wrong thread...


  • Yato^Yato^ Posts: 103Player
    Any mechanic giving you input you can't predict is a bad mechanic, people will accidentally get kills from flinching and accidentally shooting their assailant or someone else, enemy or friendly in the head. This will surely be a great feature to increase the skill gap. As we all know no-scopes are 100% skill and have nothing do with probablity. More features to increase RNG is always a good thing, especially when there are people crying for a more competetive scene, comp scenes love RNG afterall.
  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    Any mechanic giving you input you can't predict is a bad mechanic, people will accidentally get kills from flinching and accidentally shooting their assailant or someone else, enemy or friendly in the head. This will surely be a great feature to increase the skill gap. As we all know no-scopes are 100% skill and have nothing do with probablity. More features to increase RNG is always a good thing, especially when there are people crying for a more competetive scene, comp scenes love RNG afterall.

    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
  • SSKnecaboSSKnecabo Posts: 2,721Player
    cK^KILL@ wrote: »

    Aim punch combined with the supression

    wrong thread...

    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.
  • Yato^Yato^ Posts: 103Player
    edited May 2015
    SithHunter wrote: »
    Any mechanic giving you input you can't predict is a bad mechanic, people will accidentally get kills from flinching and accidentally shooting their assailant or someone else, enemy or friendly in the head. This will surely be a great feature to increase the skill gap. As we all know no-scopes are 100% skill and have nothing do with probablity. More features to increase RNG is always a good thing, especially when there are people crying for a more competetive scene, comp scenes love RNG afterall.

    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

    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.
  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    edited May 2015
    I fail to see how it increases the skill gap, aim punch removes the ability to out aim your opponent, who shoots first always wins the firefight. I don't see the point in rewarding a player for a shot in the arm or chest and over penalizing the player that got shot. You already have the damage, you're already firing and all that, why tip the scales even more to side of the shooter and make it impossible to fight back?
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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.
    .
    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.
  • IO_i_OIIO_i_OI Posts: 1,107Player
    AImpunch or whateveryouwantocallit seems pretty realistic to me. Your aim is reduced when you are getting shot. Makes sense.
    googley avatar aapg


  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    I fail to see how it increases the skill gap, aim punch removes the ability to out aim your opponent, who shoots first always wins the firefight. I don't see the point in rewarding a player for a shot in the arm or chest and over penalizing the player that got shot. You already have the damage, you're already firing and all that, why tip the scales even more to side of the shooter and make it impossible to fight back?
    .
    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.
    .
    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.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Not being able to shoot anymore after getting shot in the arm seems pretty realistic to me. Your arm is reduced when you are getting shot. Makes sense. Devs pls.

    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.
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    you guys need to give it a rest and wait for the next update.
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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...
    Any mechanic giving you input you can't predict is a bad mechanic, people will accidentally get kills from flinching and accidentally shooting their assailant or someone else, enemy or friendly in the head.
    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.


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