#Aim-Punch Needs a Rework

50 messages · Page 1 of 1 (latest)

keen panther
#

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.

gloomy coyote
silent mountain
#

All im seeing here is changing aimpunch so that fights become less skillful and more gear dependent...

hybrid goblet
#

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.

you've contradicted yourself in the same sentence. If your torso is armored, then you should have minimal disruption, as opposed to being hit in the arm (unarmored)

#

Active Matter should reward aim, positioning, and decision-making. Right now aim-punch turns some firefights into lotteries: good aim gets punished by RNG.

this also feels contradictory... if you are shooting the opponent first, because of good aim, position, and decision-making, then you are being rewarded because they are going to have a harder time responding directly without first getting to cover.

#

I do think it should be toned down just a bit, but not massively.

keen panther
#

It’s not about shooting first = being better. Two players can peek and shoot almost simultaneously, in that case, aim-punch turns it into RNG instead of aim. It just feels inconsistent.

#

here is an exemple.

weary river
cyan adder
# keen panther

This is not CoD. That hit would feel like getting puched in the chest, and there ain't no way you're keeping perfect aim after that. So I would agree with this being massive skill issue. No hard feelings

crimson basin
upbeat current
crimson basin
#

sounds like cheat? lol

upbeat current
#

Cheat ? no.
Exploit ? yes.

#

But it doesnt mean he does use it tho, there are really good players who can pull their mouse down while shootin 😄

keen panther
#

Let’s stay on topic guys 😄 All my gameplay is on twitch..
We’re talking about aim-punch.
Even with perfect recoil control, getting random aim-punch makes fights inconsistent. The problem isn’t aim skill, it’s how unpredictable the disruption is.

silent mountain
#

Nerfing aim punch just makes this game only care about aim, and devaluing other skill expressions like positioning and decision-making

crimson basin
#

I would rather have suppression than ridiculous high aim punch

silent mountain
modest prawn
#

Aim punch is so bad in this game

#

If you disagree, kindly get attacked by the swarm in the middle of a gunfight

#

It's hopeless

north mural
#

Aim punch happens to those who are shot right? So shoot them first by being more skilled and win

#

Aim punch also helps reduce ttk which makes fights last longer

crimson basin
#

shooting first is not always result of skill.

#

it also can be super random (one hit may move aim a bit, another 8x18 shot will make you aim at sun) soo more rng than skill

#

also ttk is same if you are not fighting back lol

north mural
#

I think part of the fun is the ttk in the game every other game it’s just everyone I look at is insta dead

crimson basin
#

how is "you cant fight back" increasing ttk

#

lol

north mural
#

You cna

crimson basin
#

you can less

north mural
#

I kill most players that shoot me first even with aim punch

crimson basin
#

cool mr everyone

north mural
#

They have aim punch as well not just you

crimson basin
#

how is being easier to dominate, increasing time needed to kill

north mural
#

Who said that lol

north mural
#

Are you not American

#

lol I’m dumb

#

Like do you speak fluent English?

crimson basin
#

do you?

north mural
#

Yeah

crimson basin
#

"aim punch helps reduce time to kill = it takes less time to kill someone, meaning fight last shorter

north mural
#

Sorry I meant increase ttk, I read that a few times I knew it seemed wrong

crimson basin
#

you said it makes fight last longer.

if shooting first is OP, then average time to kill will be shorter, cuz you will do everything to make sure you finnish enemy off before they have opportinity to fight back

#

I for example always try to get to such position that enemy cannot hide and has to fight back. since they will have massive aim punch: they wont be able to fight back and die here and there

#

skirmishing is much weaker tactic as aim punch doesnt matter (assuming in skirimish people keep some cover), they can just wait it out behind rock. then it just become visual annoyance