It’s Ruining Skill-Based Fights.
There’s nothing more frustrating than losing a fight to a less-skilled player because their bullet clipped my arm and my gun suddenly starts spraying all over the place. Right now aim-punch punishes players in every situation, even when they’re wearing armor, which makes skilled gunplay feel random and unfair.
What I think should change
Only apply aim-punch when the player is unarmored. If you have armor equipped, you should still feel the hit, but your aim should remain stable. That’s how CS does it and it preserves skill without removing meaningful penalty for being exposed.
Reduce aim-punch intensity and build in predictable recovery. Make the effect smaller and give a consistent, short recovery curve so players can adapt instead of feeling cheated.
Differentiate hit location effects. A shot to the arm should have less aim disruption than a direct torso/head hit, again, if armor is absorbing the blow, the disruption should be minimal.
Why this matters
Active Matter should reward aim, positioning, and decision-making. Right now aim-punch turns some firefights into lotteries: good aim gets punished by RNG. Changing it to only hit unarmored players (and tuning intensity/recovery) keeps gameplay fair, competitive, and satisfying, while still making armor meaningful.
Thanks for listening, love the game and want the gunplay to feel crisp and skillful.