#Aimpunch in this game is way too extreme, cant even return fire
1 messages · Page 1 of 1 (latest)
I agree, but I die to people who I start shooting first then they manage to return fire and somehow I get more aimpunch than them. Not all the time but this happens way too much, to the point that the game becomes too frustrating to play even if I otherwise enjoy it A LOT. Also for some reason I can't "upvote" this post or any others, its giving me an error.
This forces the meta to be only high fire rate guns, hence why the vector is a huge problem right now, if you're hit by it it's pointless even trying to shoot back
its ridiculous
Preach. Even comp shooters like cs go and valulrant dont have this much aim punch
I dont think so the first shot first kill is use to slow down players and make the game more tactical and realistic so they can use the team to (push/defend) and accomplish objective and not be a solo player.
this game excels as a fast paced shooter, not as a milsim
The difference to me in a fast paced game aimpunch and a milsim stamina mechanics is nothing to me since both of them are used to slow down ttk. I agree theres other things like bullet drop, high recoil, slower movement and damage/range . But the big point is that a smg vs anything else under 50m the smg has a clear advantage. Like a ar vs a sniper under 100 m or a sniper vs a smg at 150 m. That why putting less aimpuch to return fire meens more hp or bigger ttk. This means we a losing the point that this is a fast paced shooter and being in squad loses all commons sens.
aimpunch is just annoying. there are better ways of balancing ttk/vector
Aimpunch just shouldn't exist IMO.
If you fire first you will more than likely win 99% of your battles because the fast ttk . That is completely fine
What? This is just saying "hurr durr fire first then". What if two people start shooting at each other around the same time? Then it becomes a coinflip as to who'll get fucked over worse by aim punch.
were talking about aimpunch not ttk mate
yea there's a ton of topics on this, aim punch needs to go. Doesn't work in battlebit, too many angles / chaos, and faster fire rate weapons have a massive advantage due to the aim punch
TTK and aim punch are inextricably interwoven together tho because of how fast ttk is .
Well yes every battle is a coin flip , that's kinda how probabilities work .
After 35hrs playing, I can say that aimpunch severly kills all the fun I can get from this game. Whats the point of playing fast paced shooter where aim, reaction and movement matters, but your gunfight duels cannnot be a true competition of whos the best in these just because of your (or your enemy's) camera suddenly deciding to move a kilometer away in 1 frame for no reason. I dont see any reason for such mechanic to exist in Battlebit, its not helping balancing weapons, its just immediately ends your participation in a gunfight at any of its point (even if you actually started shooting first), cutting your ability to continue aiming, and leaves you dead and alone in frustration. Please remove aimpunch from Battlebit or make it optional for server owners/upcoming hardcore mode idk
You really think you said something here? No, gunfights aren't/shouldn't be probabilistic. For example, let's say we have two players of equal skill and equal gear. If they start shooting at each other around the same time the one who successfully aims for higher damage body parts (i.e. body over feet, head over body) wins. Add aimpunch into this example and it turns it from a battle won by aim and correct target choice to complete luck.
Also, ttk and aimpunch are not related at all. Maybe try to give an explanation instead of just saying "tho". You can have high ttk with aimpunch and it'd be just as annoying as it is now.
OK guy u r just arguing for the sake of arguing .
No mate we are just arguing. You are the one who is coming into an argument thread just to give single sentence answers and no explanations.
From my 200hrs of playing I'm just going to say what I think. As you can see by name you already know what i think about it. First i feel its far to strong or aggressive and straight up needs to be removed i don't feel that battlebit needs it in place as a balance mechanic.
RNG: It feels so random at times that it's not funny. When I'm spraying at someone, they shoot back as if there's no problem, but with me, I get kicked up into the sky. This mechanic introduces an element of randomness to gunfights, making outcomes less predictable and potentially reducing the impact of skillful aim.
Less enjoyable gunplay: Players often find the gunplay experience more enjoyable when they have full control over their aim. Aim punch/Flinch can make shooting less satisfying.
Impact on weapon balance: Aim punch/Flinch can affect the balance of different weapons. I feel that anything with a fast RPM, like the vector, makes it even more potent. (I could be wrong on this one, but I feel that it's even more aggressive on guns with a fast fire rate, though I'm not 100% sure.)
That's my take on it. Think what you will, but everyone I play with absolutely hates it.
i do wonder if aim punch is the same for every gun or if its bound to something like gun damage
I just realized something too:
Aimpunch tips the game in the favour of aimbotters because their aim gets autocorrected when shot at. Lmao
Removing aim punch would result in making it non-random, it would be whoever has better aim. Other things, like shooting first, TTK, still matter, but it just removes the biggest RNG part of the game atm when it comes to fights, especially in situations where there is some damage trading. Removing aim punch would dramatically emphasize aim in those situations, instead of RNG.
I don't really understand why aim punch is needed on most weapons when the TTK is this low; gives an advantage to someone who should already win the fight. I feel like only snipers should suffer from flinch.
Yea well seems some people think it's fine and just a "skill issue" 
I stg some people come into these threads just to be contrarians, for some reason they love arguing against shit that'll improve their experience as well.
and oh yeah
some just want to say skill issue and act like the big boy their mom says that they are
Yeah, I'm not sure how this is a skill issue when it just gives the guy who shot first the ability to popcorn the other player's aim around - magnified by high fire rate weapons. It would also go a long way to making DMR weapons more viable without changing any stats.
defending aim punch is the skill issue. It's a mechanic that benefits worse aimers more often than better aimers.
might also be an int issue 🤷♂️
Yep it's this . It does not worry me at all .
If these people think it's a "skill issue" the devs should just unlock the vector for everyone to finally see what a problem aim punch is
They should do that for all weapons tbh.
this is one of the problems when devs try to mix hardcore elements into casual gameplay, after almost 200 hours of playtime and several deaths from vector users, honestly i kinda want to go back to bf5, still that arcadey gameplay, still those overpowered SMGs (i'm looking at you type 2a) but at least it has no aim punch and well, the hitreg is fine
and one more thing, i can't even understand why devs haven't nerfed that fkin vector yet, i don't understand the fact they said that they want to observe the gun's performance as more players unlock it, like c'mon man you guys made the evo to have whooping 2.7 vertical recoil with same firerate and you still want to keep observing the vector more