#Flinch / Aim Punch - Feedback

1 messages · Page 2 of 1

pastel shore
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???? flawed logic, aim punch already favors high RPM guns dramatically. Removing it helps lower ROF weapons...

tired oriole
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Ah sorry misread your main point (thought we were on the shotgun thing again). I just don't see the point in having aimpunch when at 100m-200m its a positioning issue. You have smokes, you have flashes, all these tactical abilities such as sandbags.... yet we are going for... drumroll... aimpunching

flint maple
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You move significantly faster side to side in quake lol. If you had Quake movement in BB you could cross the map in a straight line on foot in less than 10 seconds.

pastel shore
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yes that's in my suggsetion already

final olive
flint maple
tiny glacier
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The high RPM currently benefit the most from Aimpunch, so removing it would hurt them more than low RPM guns

pastel shore
# tired oriole Ah sorry misread your main point (thought we were on the shotgun thing again). I...

Again, because that helps deal with then at 100-200m. Them being aim punched is important and forces snipers into using cover properly, otherwise they have advantage even in the open. You can pressure snipers using aim punch, even if you don't get the kill, knowing they will have a hard time shooting back. Without aim punch in the equation, it's suicide even pressuring them. 100-200m is still well within effective range of ARs and DMRs, snipers should be vulnerable at that distance and be punished for being caught out.

We already know how that plays out, that's how it was before the game was live. Snipers were immensely overpowered. This isn't just theorizing, we already have data. The entire reason aim punch exists in the game was to nerf snipers because they were so strong pre-release.

It just happens that the current solution doesn't work well for everything else. So remove it from everything else, keep it for snipers, and it's the best solution.

pastel shore
tiny glacier
placid dagger
tired oriole
# pastel shore Again, because that helps deal with then at 100-200m. Them being aim punched is ...

All of this falls apart when you factor in how quickly Assault/AR can move within the 100m-200m range and you have utilities like flashbangs, smokes, etc. Before the game launched nobody had enough time to properly dissect and understand everything until now. It's crystal clear to my experience playing all the roles that smokes/flashes + the ability to build cover literally anywhere counters snipers more than aimpunch ever will.

pastel shore
tired oriole
pastel shore
jade crater
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why are you so inflammatory?

placid dagger
flint maple
placid dagger
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the ttk is low enough where the time you have to readjust nears impossbility

glacial cloak
pastel shore
flint maple
tired oriole
tiny glacier
pastel shore
tired oriole
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I wanna see everyone that wants aimpunch and how many smokes they've used in this game

glacial cloak
tiny glacier
cloud marten
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The existence of aimpunch is fine

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The levels are more nuanced

tiny glacier
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like SMGs have 50% the flinch of ARs and pistols have 10% the flinch

glacial cloak
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it can be scaled accordingly

placid dagger
# tired oriole You just have to feel out which direction the crosshair is going with the initia...

Mate this only sounds good when you don't try to think about it more. I don't have the exact number but let's say the average ttk for an automatic gun is around 300 ms, average human reaction speed is 200-250 ms. Even without thought this leaves around 100 ms at best for you to readjust your aim. You also have to take into account that the flinch is random. That sounds like something that can't be reproduced consistently to me

glacial cloak
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overall flinch should be reduced or maybe make it only screen shake instead of moving reticle

flint maple
jade crater
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if you had flinch applied and flinch recieved stats you could mantain snipers being flinched, lmgs applying flinch while not recieving as much, ar's being decent at both etc. any combination you want. I think it's the most robust solution that provides the ability to balance the game when edge cases arise.

tired oriole
# placid dagger Mate this only sounds good when you don't try to think about it more. I don't ha...

Just watch pro players in other games. All you have to do is figure out the direction of the flinch at the beginning of the hit. Then its easy to guesstimate where your crosshair will be and adjust for it. A lot of people anticipate getting hit and this game has projectile weapons so you can already see a bullet about to hit you. When you consider these factors it is not hard to compensate your aim.

placid dagger
glossy sequoia
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Honestly if flinch is here to stay, flinch should be receiving the recoil of the gun you're hit by not that you receive your guns recoil.

tiny glacier
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could solve that problem

glossy sequoia
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if firing the bullet gives me 2/2 recoil, the person on the receiving end should feel the force of that bullet

placid dagger
glacial cloak
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honestly i dont think snipers are too big of a problem

flint maple
glacial cloak
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i dont see why people keep wanting to destroy the aggressive sniper playstyle when its mainly the long range snipers that are annoying

glossy sequoia
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Rifle or PDW/Carbines have horrible flinch

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all but smg have really bad flinch imo which is funny

tiny glacier
placid dagger
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Anyways I'm done arguing this with you. If a <100 ms reaction check seems doable to you on the regular I don't think anything can convince you.

glossy sequoia
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<100 ms reaction check that is random

flint maple
glossy sequoia
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can go left or right

glacial cloak
pastel shore
glossy sequoia
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so even if you see the bullet coming to you, and try to guess (oh it will jump left) and move your mouse right, you're a 50/50 bet

placid dagger
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yeah that was being mean ngl

jade crater
flint maple
glossy sequoia
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Maybe he has a memory checker and has figured out what memory value produces left/right recoil

tired oriole
glacial cloak
placid dagger
glossy sequoia
flint maple
placid dagger
jade crater
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were not even talking 'adjusting' were talking about the time it takes for your monkey brain to react to a stimulus on screen and pressing a button, not calculating direction, speed, angle, magnitude, just reaction time

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not caling you a monkey btw

pastel shore
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You can microadjust for aim punch, but not at the frequency it occurs. It's back to back to back in 50 ms per impulse in some fights. That is physically impossible to compensate for.

That's why in my list of suggestions, I include the cooldown on it, 300 ms, which would allow for microadjusting, as well as normalizing aim punch across different fire rates

glossy sequoia
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I would be fine with it being sniper only or any gun that can one shot headshot, but I feel the issue with hit punch is it just buffs the already best class of guns, aka SMG and the p90

glacial cloak
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my point is that its hard enough to turn around and just headshot someone

if you had the positioning advantage and caught them by surprise you'd win most of the time

glossy sequoia
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since they seem to receieve minimal recoil and hit punch other guns into oblivion

glacial cloak
glossy sequoia
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Take something like the groza or honey badger past 50m and if that dude is firing at you good luck

glacial cloak
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groza does very well at range

placid dagger
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Also just to reiterate, this is just to make snipers use cover, not to destroy their mid range effectiveness.

glossy sequoia
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it does good unless you're being fired upon it has serious hit punch

jade crater
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groza feels like im firing wiffle balls lol

glossy sequoia
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compare the hit punch to the vector/mp7/mp5 vs the groza

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leagues different

glacial cloak
flint maple
# glacial cloak my point is that its hard enough to turn around and just headshot someone if yo...

When you ADS the bullet comes out of your head. People headglitch so hard that it's annoying when you have to try and shoot the tip of a sniper helmet with an AR with fighting recoil and the weapons inaccuracy(bloom), while they power through 2 shots and click your head. I think snipers should have way more sway when standing. I don't think you should be able to aggressive snipe and also have the strengths of range.

glossy sequoia
jade crater
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first shot kick makes aimpunch crazy

glacial cloak
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so each gun alreayd has a coded hit punch stat?

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i thought it was equal for everything right now

jade crater
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its based on your guns recoil/first shot kick if i understand correctly

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not the gun you're being hit by

glacial cloak
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ah

glossy sequoia
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yep why the groza has some serious hit punch received

glacial cloak
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well that seems kind of stupid it should be based on the gun you're being hit by

jade crater
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i confused myself

glossy sequoia
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So far what i've noticed it's based off the gun your wielding when you take a bullet

jade crater
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ya

glossy sequoia
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I only notice it on guns with decently high base recoil even if you fix it's recoil with something like tactical/vertical (or whatever)

jade crater
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groza base recoil is average, its first shot kick is high though, i think that's why, same with dmr

glacial cloak
glacial cloak
jade crater
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head glitches go both ways, you can't land a handshot on someone lean spamming and strafing

glacial cloak
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at the bare minimum aimpunch shoudl be equal if nto based on the gun you were shot by

glossy sequoia
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its what makes SMG's so annoying is you cant get their aim off you, vs Groza/Honey badger/AS Val

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which at longer ranges and recieved fire can save someone by making them flinch

jade crater
glacial cloak
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making it based on the gun you're holding just makes no sense

jade crater
glacial cloak
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yeah but if its based on your own weapon high rof would be busted anyway if you had a high recoil gun

jade crater
flint maple
glossy sequoia
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The only high ROF gun with high recoil is the EVO

flint maple
glossy sequoia
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If you count 800 ROF as high rof, AS VAL and Honey badger

jade crater
glacial cloak
glossy sequoia
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I find the opposite usually im hitting people behind a wall somehow or getting sniped when i lean back into cover

jade crater
flint maple
glossy sequoia
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I literally see a bullet wizz by my head and 0.3 seconds later im dead by that shot

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or I pop a shot on someone leaning and somehow kill them behind the rock

flint maple
glacial cloak
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wish you could turn it off

glossy sequoia
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Honestly wish hit punch was only for one shot guns like deagle/Snipers

flint maple
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The flinch+ headglitch combo super strong. Good luck even attempting to hit that pixel back aha

flint maple
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If they balanced weapons around more than flat stats we wouldn't have so many problems.

placid dagger
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headglitches are a bit tricky to balance for imo

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just gotta blow them up next time you are around the area

glacial cloak
placid dagger
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it's effectiveness comes from the fact that you can't plan for it

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that's why it's frustrating

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you don't see people complaining about bullet drop

glacial cloak
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even if all aimpunch was equal it would still be effective because it physically moves your reticle

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i might be wrong but the direction is still random

flint maple
flint maple
glacial cloak
placid dagger
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that's what I was replying to

flint maple
flint maple
glacial cloak
flint maple
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Go everyone on the remove flinch train you can try to play BF 2042 and see why it's a bad idea lol.

green dragon
flint maple
pastel shore
green dragon
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its still on pc now but it is the worse option

pastel shore
plush flare
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Neither of those things actually interfere with player input. When you're in a smoke or blind from a flash you still have full control over where you are turning and when to shoot and where you move.

green dragon
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if centered wasnt an option (or was somehow made equal in utility) id go back to lowered tbh. Outside of having to be more visible, It looks a lot better when running around. Instead of a good chunk of the screen looking down at the ground, it looks mostly up. IDK how well that'd work in any other fps, but it feels perfect for Halo, communicating the larger-than-life scale of everything

flint maple
# green dragon if centered wasnt an option (or was somehow made equal in utility) id go back to...

Tbh i always felt like this logic was faulty. I'm looking at headshot level with centred reticle. I can see the ground and sky. With lowered crosshair I feel like I'm struggling to kee my croshair at headshot level and if I do I can no longer see the ground which means you'll run into claymores and mines more often. I play a lot of Hunt and have to raise my monitor to mimic a centred crosshaif otherwise I get neck pain from looking down for so long. A centred crosshair is way closer to my FoV in real life than a lowered crosshair, it feels more natural.

green dragon
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that's a fair complaint to have for sure. Maybe it is just best for halo since everything's built to be really big and tall

sinful hatch
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I feel like flinch Flinch is not fun! If it is going to stay it must be reduced or removed. I like the idea of the LMG's being the only ones to have it.

jade crater
# plush flare Neither of those things actually interfere with player input. When you're in a s...

Removing the ability to see doesn't interfere with your ability to aim? I understand disagreeing on smokes, but flashbangs approach 'hard disable' territory and reside in the same ball park as aimpunch as far as disabling your opponent goes. Both greatly reduce your ability to hit a target. My point was the line of thinking 'disabling any player in any way is bad design cause it feels bad' isn't logically sound and shouldn't be the basis for a balance decision. I wasn't refering to whether or not aimpunch and flashbangs are balanced.

plush flare
# jade crater Removing the ability to see doesn't interfere with your ability to aim? I under...

Removing the ability to see doesn't interfere with your ability to aim?
Correct. Your sensitivity is the same as it is when you're not blind. A flash does not disable any of your movement keys nor does it disable your shoot key. You have full control over your character while you are blind.

My point was the line of thinking 'disabling any player in any way is bad design cause it feels bad' isn't logically sound
Also correct, that's a terrible way of thinking. The statement you made there is not the statement I made.

jade crater
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I feel like anything in a game that interferes with the player having full control over their character and inputs is not a good mechanic. ?

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aimpunch is overtuned for sure, but limited vision/slowing/stunning/etc aren't inherently 'bad' mechanics. They're present in lots and lots of good and succesful games, first person shooters or otherwise.

pastel shore
jade crater
# pastel shore Cc or loss of control specifically is something that is generally avoided at all...

i understand, i don't think anything egregious should be in bb and full on loss of control should be left for games like overwatch and tf2 , but things like flashbangs do fall into the cc category. I was disagreeing about the doctrine of 'cc feels bad therefore bad mechanic'. We both agree that loss of aimcontrol is fine in some circumstances, like scoped snipers, so even in bb it can have it's place.

pastel shore
jade crater
mint token
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I think I get why I find this whole discussion hard to follow, and the cries to remove flinch entirely so baffling.

For me, the ability to shoot at an enemy that has shot me first is not a "combat option"; it is a last resort. Refer to the popular "survivability onion":

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Now, the onion doesn't mean that I want the game to be a stealth shooter, but I do think that anyone asking for leniency past the "Don't be hit" layer has their priorities mixed up.

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This game is an arcade/milsim hybrid. You can't approach combat the same way you would for CoD or Battlefield.

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Again, I do think flinch should be adjusted downward, but removing it entirely is absurd.

tiny glacier
fair summit
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it's a much closer analogue to BF than it is to Squad

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which is why there's a dedicated hardcore mode coming

tiny glacier
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It is possible adjusting it down is all thats needed and it could go from 10% fights lost to flinch to 1%

mint token
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I like how the game fills a niche between arcade and hardcore shooters. I keep seeing people say "the game needs to decide what kind of FPS it is" but what about those of us who think that it already has a perfectly valid identity?

jade crater
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aim punch is good, it just needs to be implemented differently. Bullet damage and velocity should play a larger role than the weapon you're carrying.

tiny glacier
fair summit
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yes it should be implemented differently. implemented into the trash can.

jade crater
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you don't want snipers with out aimpunhc

mint token
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Aim flinch prevents the game's (and most FPS's) gunplay from being a pure DPS race.

carmine cipher
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It's a frustrating and unfun mechanic considering the time to kill is so low. It changes a lot of gun fights into a RNG popcorn fest and gives a heavy advantage to high rate of fire weapons. A mechanic like this should only really exist to deter or suppress extremely long range weapons like snipers. I feel like a lot of weapons like SMGs wouldn't feel overpowered if aim punch was removed from the game (without adjusting any stats); popcorning at close range to 100mish engagements is what makes them so effective - basically stunlocking lower rate of fire players. Aim punch also serves to further the advantage of someone who already has an advantage (aka the person who already fired first). It's just an anti fun mechanic with very few upsides outside of niche balancing aspects like countering snipers.

fair summit
jade crater
fair summit
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the whole "flinch prevents DPS racing" argument i've seen put forth is absolutely bizarre

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the only situation where you have a "pure DPS race" is when two people engage each other at the exact same time, with the exact same accuracy

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which... doesn't happen in 99.99999999999% of times

mint token
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It would just be on the local client to simulate the flinch based on the damage values the server already sends to each client.

jade crater
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i would assume the value's would be easily retreivable, but i duno, not my game.

mint token
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But the whole argument against aim flinch mainly applies to situations where both parties involved are shooting at each other at the same time.

fair summit
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not really

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aim flinch doesn't make sense across literally the entire game

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not just when two enemies are engaging each other at the same time lol

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it is most impactful when two enemies are shooting each other at the same time

mint token
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When you're in combat and get shot, the thing you should do is take cover and reposition, or otherwise reassess your options. Aim flinch discourages the "keep standing there and shooting" option. There needs to be a consequence for damage beyond health number goes down.

flint maple
jade crater
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I think there is a bias towards disliking aimpunch because you can't remember all the times you benefited from it, but you can remember all the times when it killed you.

fair summit
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yes, and because it's a shit mechanic

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i'll purposely abuse it while it's in the game though HyperXD

jade crater
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without aimpunch you'll get domed from 50m constantly, sounds like a bad time

flint maple
carmine cipher
fair summit
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someone takes a shot at me with a low rpm gun

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i can confidently turn around and hose him to death

jade crater
fair summit
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knowing he can't hit me for shit

jade crater
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there's a difference between removing it altogether and tweaking it so it's not so overpowered.

carmine cipher
fair summit
jade crater
fair summit
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lol you're assuming that this sniper is going to nail me in the head instantly

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i can assure you the average player is nowhere near good enough to do that

carmine cipher
jade crater
mint token
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This feels like people saying the solution to "SMGs cause disproportionate flinch compared to ARs and LMGs" is "remove flinch entirely".

fair summit
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i'm talking about the average player

carmine cipher
flint maple
fair summit
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most dudes in this game aren't going to reliably land consistent headshots with bolties lol

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but somehow you wanted to turn this conversation into "hurr durr you have skill issues"

jade crater
# fair summit what?

i am an average player, it's not hard to hit a slow moving target with a gun with high velocity.

fair summit
jade crater
fair summit
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talking about situations where i'm caught off guard obviously

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did i really need to spell that out?

mint token
fair summit
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i'd say the vast majority of my sniper deaths come when i'm unaware of the sniper

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in which case, aim punch wouldn't have saved me anyway

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the fact is that aim punch doesn't do shit in the vast majority of engagements

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besides be annoying

jade crater
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the vast majority of deaths i recieve as a sniper is from aimpunch

fair summit
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regardless of aim punch

mint token
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Why do you assume that? Removing aim punch would allow Orphan to just dome the enemy regardless of being shot at.

jade crater
carmine cipher
mint token
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And making aim punch only apply to snipers is an awful suggestion. It's artificially inconsistent.

fair summit
carmine cipher
fair summit
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though if outright removal is not an option, having it only apply to boltie snipers would be my next pick

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DMRs are dogshit and don't need to be any worse than they already are

carmine cipher
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and if you want consistency sure, just remove the mechanic entirely please lol

mint token
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I'm imagining an average firefight with no aim flinch, and it looks awful.

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Feels really cheap.

carmine cipher
# mint token Feels really cheap.

feels cheap? you mean just simply being able to aim and land shots based on skill? what? right now it feels cheap, your reticul randomly gets popcorned and you coin flip a portion of gunfights. You also are basically boned if you're in a disadvantaged situation

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aim punch is a mechanic to try and lessen the gap between good players/aimers and bad players/aimers

mint token
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You also are basically boned if you're in a disadvantaged situation
...yessssss. Is there something I'm missing here?

jade crater
mint token
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It's not like I want aim flinch to stay purely for cinematic flair

carmine cipher
jade crater
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i think one of the side effects of removing aimpunch would also increase the prevalence of medics even further, because any fight you win, you're more liable to take damage.

carmine cipher
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then remove the trash mechanic and balance the medic differently? i don't see that as an excuse to keep a frustrating mechanic

mint token
carmine cipher
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personally, if i jump someone... that's enough of an advantage, i don't see why i need the aim punch mechanic kept around to press that further lol

fair summit
mint token
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Because this game isn't a twitch shooter. You shouldn't be relying on just your reflexes and flick aiming to win fights.

jade crater
carmine cipher
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i don't think we'll see eye to eye on this. This is probably the most unfun thing about battlebit currently according to all my friends who are between bad and great players at FPS. Almost every single one of them have complained about the cheesey RNG popcorn clown fiesta nature of gunfights.

mint token
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Siorsky, I saw you reply to the picture of the "defense onion" with a laughing emoji. Are you aware that despite its silly appearance, it's a popular depiction of how to act in combat?

carmine cipher
haughty isle
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I think the idea of the mechanic is fine, but different weapon types really need much different values. I think DMRs and LMGs should have a noticable amount, but SMGs should have barely any. Especially with their rate of fire

cloud marten
fair summit
mint token
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You're looking at it from the wrong direction. Being able to aim at and shoot an enemy who is shooting you and causing aim flinch isn't a "skill to develop". It's a last resort; an act of desperation.

The more relevant skills are situational awareness, sightlines, and awareness and use of cover.

fair summit
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yes i agree, so why include a pointless mechanic

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like flinch

pastel shore
fair summit
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it doesn't matter most of the time, and when it does, it's usually just annoying. 🙂

mint token
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It's not pointless; it's a penalty for playing the game in a suboptimal way.

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Playing badly, if you will.

cloud marten
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like im not terribly upset when i get aimpunched in general EXCEPT from smgs because they can 180 me even when i get the jump on them and aimpunch me to miss my shots

fair summit
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let's be real. it's impossible to be 100% aware of all sightlines all the time in this game. even the best players will have issues with this. if you get caught with your pants down, sure, that means you fucked up.

flint maple
mint token
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I'm making these statements under the assumption that aim flinch can and will be adjusted to values that make sense for the damage source, because suggesting its complete removal is unthinkable.

fair summit
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doesn't mean there should also be another mechanic that artificially prevents you from trying to turn the tables

fair summit
mint token
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Ah yes, having your ability to aim hindered when shot is "artificial".

jade crater
# pastel shore It's not... At all. Cc/loss of control is something that takes away your control...

Massive weapon sway is moving your camera without input? The outcome is the same as forcing your aim to jump around, its uncontrolled movement. Again, my point was 'feels bad' doesn't equate to 'is bad'. And if the outcomes are similiar (inability to return fire) then the methods are less relevant. I mean, does barbed wire slowing movement fall into that category? Bad mechanic because it impedes or alters outcomes of inputs? I think we largely agree, just different intepretations of language.

fair summit
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and quite frankly

flint maple
mint token
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Yes, I'd imagine that most people would have trouble keeping a bead on target when shot.

fair summit
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so no, i'm not going to go try 2042 lol

flint maple
fair summit
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what could go wrong

cloud marten
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I dont think I've lost a ton of fights purely due to aimpunch save for some smgs

fair summit
cloud marten
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usually if i lose a fight its due to other factors

green dragon
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lmao my game freezes for like a sec because of aim punch

carmine cipher
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I still don't get why people think it can't be exclusive to just snipers. Let everyone else have their fun and use flinch to keep snipers in check - job done

mint token
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So, it doesn't matter most of the time, except for, according to you, some personally important situations, like getting shot first.

cloud marten
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its not rocket science

fair summit
carmine cipher
cloud marten
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the logic of aimpunch is very sound, gameplay can be debatable, but I think its fine

flint maple
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It'a more the fact that fast TTK guns and low recoil guns just dominate even more without flinch. It also means whoever starts with more hp usually wins. My favorite part of games like CSGO and Hunt is that I can still wipe a squad with a sliver of health if I aim,move and position well.

fair summit
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anybody who always gets the drop on an enemy in every engagement needs to be sent to the lawyer discord for review

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smells like esp

mint token
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I have very much felt the impact that flinch has on me, I am also aware of how it affects enemies. Don't insult me.

carmine cipher
fair summit
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you're the one claiming that getting shot first is something personal to me

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as if that never happens to you 🤡

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you can be the best player in the world

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and still have someone get the drop on you on occasion

mint token
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Calling me a "mfer", assuming that I'm unaware of the times I've been shot first, your constant use of that stupid laughing emoji.

fair summit
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there's no way to avoid it, aside from esp

pastel shore
mint token
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Yeah that's it. I'm not discussing game balance with this child.

carmine cipher
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engaging gameplay, if you drop on someone first - they die almost guaranteed, if you get dropped on - you die almost guaranteed. Riveting

fair summit
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so maybe stop being so sensitive?

mint token
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I've blocked you dude. You're insufferable to talk to.

fair summit
mint token
fair summit
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i'm not the one trying to act like i'm the best fucking player in the world HyperXD

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"oh you've been shot at first before?" sounds like a you issue

carmine cipher
fair summit
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dude doesn't understand the concept

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TTK in this game is so insanely short

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the attacker has a massive advantage over a defender

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if the attacker fucks it up, the defender should have the opportunity to turn the tables

jade crater
fair summit
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rather than have a crutch mechanic save the attacker from his own skill issue

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basic concept, but dude doesn't get it 🤷

mint token
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The game wants to reward people who take advantage of good positioning and stealth to gain an advantage over their enemies. Firefights aren't supposed to be purely determined by who can point and click faster. Despite thoughts on the contrary, this is not an unusual design decision.

There's a reason nearly every FPS on the market today has it. Heck even TF2 has light aim flinch.

carmine cipher
#

god forbid if players could just aim and shoot at each other with nothing tossing their screen around. The horror

mint token
#

Go play Quake then.

fair summit
#

this shit keep @mint token up at night

#

imagine a world without aim punch!

carmine cipher
#

you already have the positional advantage or the element of surprise. Why do you need another advantage stacked on top of that?

pastel shore
mint token
#

Without aim flinch, the one being attacked could be at an advantage according to their aim speed and gun's DPS. Nothing more. There wouldn't really be any other factors determining the outcome.

#

This isn't always what a game aims to accomplish with combat.

jade crater
fair summit
#

like i said, he just can't understand the concept @carmine cipher HyperXD

carmine cipher
#

removing flinch would literally be an overnight massive buff to assault rifles and DMRs

fleet pond
#

Meanwhile, in scenarios where you hit a target first and he still manages to get 1 bullet in on you to flinch you just enough to send you off while he stays on target with his flinch. Very rewarding

carmine cipher
#

have you unlocked the p90? it's a flinching clown fiesta to use

mint token
#

I've already agreed that SMGs should cause less aim flinch, but I'm arguing against its complete removal.

carmine cipher
#

why even have it in general at that point? lmao

#

what's the purpose at that point?

mint token
#

For the reasons I've already stated.

pastel shore
fleet pond
#

A bizarre idea that you aren't able to secure a kill on a player in a low TTK game... while it already messes you up if that player you get the drop on gets 1 bullet off on you

jade crater
#

ery'budy and their dog knows smg's are a problem

mint token
#

I've already touched on game design. I've already explained the reasons why aim flinch exists in most FPS games. The arguments against it so far have been "I want to be able to just aim and shoot at my enemy without having to worry about anything else". I'm sorry I'm not against mechanics that add just a little more depth to combat.

mint token
rich iris
#

why would you want that?

fleet pond
#

There is no depth to an RNG diceroll that decides gunfights where two players hit each other at the same time

mint token
#

I let myself get shot. There are consequences beyond "lose health".

fierce lake
#

I can't see any depth on aim flinch either

rich iris
#

lets just add weapon jamming to all automatic weapons, it's the same "lol so random you lose now" but now my screen doesn't jump around randomly

merry prairie
#

Flinch recieved should be a thing by zoomed in snipers, regardless of the weapon hitting them

Flinch given should be much reduced on SMGs, ARs and Carbines

Flinch given should stay how it is or be slightly increased with DMRS and LMGs

fierce lake
final olive
merry prairie
#

how to i change my nickname

carmine cipher
merry prairie
fair summit
#

rip DMRs

fair summit
#

you never lived

rich iris
#

can we uncap dmr firerate so i can jitter click the mk14 at lightspeed to outdps the vector?

final olive
#

Oh, I thought you meant DMR users should get flinched even HARDER than they already are. Despite them being the gun already most negativly affected by flinch imo

rich iris
#

i'd swap classes in a heartbeat for rapidfire dmr's

pastel shore
#

What about booby trapped ammo? 1 bullet in one of your mags explodes when you attempt to shoot it, killing you instantly.

rich iris
mint token
#

Use cover, minimize enemy lines of sight to you, stay aware of your surroundings. That's how you avoid getting aim flinch.

pastel shore
#

See!? This punishes vector users. More bullets, more chance to explode!!!!

carmine cipher
flint maple
fleet pond
carmine cipher
#

you can make any stupid mechanic sound like it adds depth

pastel shore
flint maple
carmine cipher
rich iris
#

i already flanked and killed 4 people, but i deserve to lose to the 5th guy because 1 random bullet sent my aim to the moon, purely outskilled

pastel shore
#

Like obviously everyone is trying to avoid getting shot, jackass.

fleet pond
carmine cipher
#

let us have a coin flip to decide who gets screwed over by aim flinch the most

rich iris
#

i'd gif response some of you but this isn't the channel for that

merry prairie
#

also if flinch had some rhyme or reason, but it can bounce port, starboard, straight up or any combination of those it seems

mint token
#

When I'm "in an actual gunfight" and I get shot and get my aim thrown off, I take cover most of the time. I reposition, or I throw out a grenade, or something else that swings the balance in my favor. "Stand there and keep trying to shoot your enemy" is not your only option in combat.

rich iris
#

i hate liars

mint token
#

Get a faster reaction time.

rich iris
#

how fast is yours?

pastel shore
carmine cipher
fleet pond
#

It's good to see that the only guy that defends aimpunch like it's a dayjob is also disingenuous beyond belief

mint token
#

I've traded damage with enemies plenty of times. It's not an ideal situation for either of us.

rich iris
#

man better have sub 170 ms reaction time talkin about "get faster"

jade crater
#

you guys are incapable of disagreeing without ad hominems huh? how old are yall?

fleet pond
#

Yeah, it's not ideal because you're both rolling dice at that point BBClown

pastel shore
merry prairie
# mint token Get a faster reaction time.

okay man, if this works, it speaks more to the incompetence of the person shooting you.

Or that you're playing a corner/head glitching and can just prone out of a rough situation

jade crater
#

I have a great therapist incase any of you need someone to talk to

rich iris
mint token
#

No, I fire out of a window or from some other minimally exposed position. I don't even know if "head glitching" is possible in this game.

fleet pond
#

disagreeing isn't the same as being a disingenuous know-it-all

merry prairie
pastel shore
#

If you have arguments for or against aim punch, in that case, go ahead. But leave the other crap out of it, that's not helping your case and isn't relevant to the aim punch mechanic at all.

rich iris
flint maple
jade crater
pastel shore
mint token
#

Yeah I worded that badly. I'm sorry, really.

What I mean is that you start to get a feel for when you're going to take damage. When I first trade shots with an enemy on a head-on 1v1 engagement, I'm already anticipating that I'm going to take damage. I look for and move towards cover at the same time that I engage them. It's not so much reaction time as it is predictive action.

merry prairie
pastel shore
rich iris
cloud marten
#

Man yall be dogpiling this poor dude

fleet pond
#

Yes, welcome to playing an FPS game. We all think about cover when we are shooting/getting shot at. Good to see you've arrived here with the rest of us.

rich iris
#

there's enough random problems with the hitreg as is without aim punch. i had a guy earlier was close enough all i could see in my red dot was him and i got 0 hit reg for 15 bullets and then i died

flint maple
cloud marten
#

You have to admit Walk you are kinda biased in favor of SMGs

carmine cipher
#

so the console players can stay locked on with their controller aim bots while pc players get juggled around

pastel shore
carmine cipher
#

also, did you just call csgo brainless? can you scream stuck in silver any harder?

fleet pond
#

ironically enough the players that are fighting the SMG would have the biggest benefit from no aimpunch. the SMG medics don't wear armor and they have to slow down from a sprint to shoot you. weird to see them coming to the defense of it for nonsense reasonings

#

if your aim wasn't disrupted you could just bodyshot them two or three times and they instantly die

rich iris
cloud marten
mint token
#

Wouldn't the SMG users be the ones benefitting from no flinch because it would be easier for them to beam you down with their high DPS?

cloud marten
#

you're not that concerned about being super accurate from aimpunched

#

where as if you miss a shot with an AR or DMR from aimpunch, it hurts more

fleet pond
#

SMG users do get aimpunched... the idea that you'd even say something like that considering they have to hit more bullets with each kill just means they're going to be effected by it even more when it does effect them

rich iris
pastel shore
cloud marten
flint maple
# carmine cipher COD has aim punch

It has straight vertical aimpunch that helps you land headshots and AA that helps you stay stuck on targets through stuns,flashes and flnch.

mint token
#

I just want people to try adjusted "fair" flinch before calling for its complete removal.

rich iris
flint maple
cloud marten
pastel shore
modern coral
fair summit
modern coral
#

The playtest was wild.

cloud marten
#

yall are rude

modern coral
#

It had decent leveling, more viable weapons, and limitless mines.

pastel shore
#

Ha yea idk if people realize the playtests didn't have this aim punch. The only problem then were snipers

modern coral
#

and no aimpunch.

flint maple
modern coral
#

Milsims are pretty skilless tbh.

pastel shore
# flint maple How old are you? If you're still a kid this conversation would make a loy more s...

I'm 32. And yes, I absolutely stomped squad lobbies, by playing aggro. I got over 150 kills in some. I haven't played since the movement update, though, cus the game plays horrible now.

Thats just the fps genre. Skill gaps are huge. If you have skill gap the enemy, there's nothing wrong with playing aggro. Against similar skilled players you have to be smarter. But it's not a problem that you can play aggressive if you have the skills, I don't know why you think it would be.

jade crater
#

BRRRRP BRRRRP GOD GAMER ALERT BRRRRPPP

normal sluice
#

I'm sure this has already been said but my 2c anyway.
Don't remove aimpunch. Reduce the effect entirely around 50%-70%. It should let you know you're hit but also reward first shooters. It's excessive right now. Other games do this effect well and there hasn't been one where I felt I lost fights because of it in the same frequency as this game. Base it on weapon class or even bullet caliber.
---------------------Generally--------------------
PDW/SMG= super low Pistol=low AR=mid LMG=mid DMR=high Sniper=high

modern coral
#

I'm gonna be honest here, I'm fine with aimpunch. . . as long as SMGs cause the highest amount towards enemies.

#

At the very least, holding a light gun should mean you have less flinch.

rich iris
#

he's out of line, but he's right

final olive
#

and a heavy gun should mean less recoil but that isn't how the game works :P

rich iris
#

(please remove aim punch)

fleet pond
#

aim punch is good because... it just is okay?

cloud marten
#

it should def vary based on gun class

modern coral
final olive
modern coral
#

Really, this game needs hipfire run and gun smgs to be fun. Campier weapons need to be balanced by being more susceptible to aimpunch.

#

It's only natural really.

pastel shore
#

Having lmgs cause high flinch is a terrible idea. Support already has over 160 hp relative to other classes. You're asking for a massive ehp advantage, on top of guns forcing opponents to flinch. That is going to result Ina gross inbalance, especially because the lmgs are insanely strong, ex, the l86 has better dps than the vector. Like, come on.

modern coral
#

We could also have no aimpunch, but since you don't want that, there really is no other way.

jade crater
#

wow support high health is overpowered, better gun than vector too, that's why its the most picked class

rich iris
cloud marten
#

and you cant replenish the armor

rich iris
#

if medic's could take lmg's you can fucking bet they would

flint maple
#

If you're 32 how old do you think squad players are? 90? Lmao

jade crater
final olive
#

Medics would not give up 20% of thier movement speed to use an LMG, you are insane

modern coral
#

The topic here is aimpunch; not classes.

pastel shore
# cloud marten hp is balanced by movement

Thats not really important when two players are face to face shooting each other. When you are adsed, both of you are slow to begin with.

The only reason support isn't meta is because it can't heal it's own HP like medic.

cloud marten
#

Support isnt as bad as anyone says they are, but they arent exactly like top tier

rich iris
modern coral
#

And we're all talking about why SMGs need to cause the highest aimpunch while getting the lowest.

cloud marten
final olive
cloud marten
#

but the faster nimbler class should be using mobility, if you're fighting on even ground you shouldnt win like ever

pastel shore
rich iris
fleet pond
#

sucks that this feedback page doesn't accept clips, the suggestion tab is better

rich iris
#

i'd love to run an lmg sometimes and just hold down a street as a medic

cloud marten
pastel shore
rich iris
#

could literally make people pay the troll toll by holding down a street crossing

modern coral
pastel shore
# cloud marten eh, you can win SMG v Support from the front

Only if you skill gap them lol. Which is usually the case because good players tend to prefer medic so they can be more self reliant and reset after damage trades.

But if you pocket medic a good player on support they can do some serious work

modern coral
jade crater
pastel shore
modern coral
#

And they still get flinched the same as the rest, so that needs to be lowered.

cloud marten
fleet pond
#

Try jumping through a player that is already shooting at you...

modern coral
cloud marten
pastel shore
cloud marten
#

Its literally 2 different playstyles

fleet pond
#

What do you mean you choose the fight? Just hold LMB when they jump towards you...

cloud marten
#

you dont facetank in a straight line like an idiot

#

Off topic anyways

pastel shore
#

You don't need to tell me how to play, out of everyone here. I'm telling you against a good player you will be dead before you have a chance to do any of that. Point is just that lmgs shouldn't be flinching more than other guns because it'll cause a ridiculous imbalance when combined with the ehp supp has through exo armor.

#

Lmgs aim punch should be treated just like ars and smgs and w/e. They can't get special treatment

tawdry edge
#

smg users will put 6 bullets in the body of an lmg user before he is able to fire two shots. Can we really talk about 'imbalance' when an inherent imbalance between the classes/guns already exist?

jade crater
#

High RoF makes aimpunch machines. If you're keeping aimpunch, it should be scaled along with weapon damage or some other factor. RoF is balanced around weapon damage, having an additional benefit of aimpunch pushes them over the edge.

flint maple
modern coral
#

As Pezzo has stated, none of us have any idea just how badly BattleBit would play out if it didn't have aimpunch because we only notice it when we're affected by it and not the enemy.

It's not like we have a year or two of experience of this game without this very necessary core mechanic.

flint maple
fleet pond
#

Yeah, if we didn't have aimpunch we would have rewarding and enjoyable gunfights between two players that don't devolve into dice rolls

rich iris
#

the guy carrying the LMG should be used to the weight, 0 slowdown

modern coral
jade crater
#

movespeed is king

flint maple
mint token
#

Giving Support a "flinch resistance" passive like how assault has those weapon handling buffs is something I've thought of

rich iris
modern coral
#

Coming from a background of fun skillfull arena shooters, I love these ideas. Keep 'em coming!

rich iris
pastel shore
modern coral
mint token
#

I'm not a fan of a flinch cooldown, as it'll cause inconsistency when the attacking weapon's firerate is inevitably out of sync with the cooldown.

modern coral
#

Up the movement speed on every weapon. Remove damage fall-off completely, and let weapons be balanced around damage, RoF, velocity, recoil, and ammo.

pastel shore
jade crater
# pastel shore One of the things I keep suggesting is a cool down on aim punch which normalizes...

i think that'd work at close range, but at long range you're unlikely to follow up at the correct interval to throw a snipers aim off. if its 300ms cd like you suggested, you need to land another shot within 100-200ms or you're providing a sniper with a large window to re-center his shot, assuming there's no flinch buffer. so it shouldn't hve a cd vs snipers or a weapon that's scope, or whatever.

mint token
#

Increasing SMG damage falloff has been one of the main suggestions to balancing them, so I don't think that's a good idea to remove that.

modern coral
mint token
#

Need to start simple (tie flinch to received damage/caliber) and build up from there if necessary (only apply it to certain weapons, cooldown, etc).

pastel shore
# jade crater i think that'd work at close range, but at long range you're unlikely to follow ...

At longer ranges, 300 ms is pretty long. Ttk at longer ranges tends to be a lot longer because of recoil making bullets miss. A lot of people tap or burst fire for example, so even though you could only be aim punched once every 300 ms, thatll still happen with every burst or every other hit (once or twice per fight, at most) which is enough to throw off snipers but be much more manageable.

mint token
modern coral
mint token
#

What

final olive
#

so just buff SMG even more...

modern coral
pastel shore
#

In cqc that would absolutely result in only being aim punched once per fight, though, which I think is perfect if aim punch has to stay. That allows for micro adjustments, but doesn't give advantages to faster fire rate weapons. Botg players would be flinched once per fight and the person would be dead before the cd is gone.

I'd prefer no flinch but that would be a huge improvement right off the bat.

modern coral
#

Like if a player fails to kill someone with a 0 ttk weapon, they deserve to get punished.

mint token
#

Invisible, I appreciate your support of my previous arguments, but what the heck are you even talking about.

modern coral
#

I feel bad.

pastel shore
#

I feel bad, too...

#

I'm gonna go sleep

jade crater
flint maple
#

I barely see anyone using these guns bdcause they have way more horizontal recoil and bloom(accuracy) than an UMP,Vector or mp7 at 80m. SSG is only good rifle. Right now we have a goldilocks problem where smgs dominate under 100m and rifles feel pointless above 100m when you can snipe.

pastel shore
jade crater
tawdry edge
#

remember, all the game's balance problems don't have to be fixed with aimpunch, they can be fixed through other ways, like introducing a suppression mechanic (just for one example)

jade crater
glossy sequoia
#

and depending on the map finding good 100m+ sightlines can be next to impossible

flint maple
#

This whole arcade and hardcore mode sound so dumb. The game was supposed to be a good combination of both. Instead we get 90% arcade mode. When they add hardcore..why would I play that instead of Hell Let Loose or Squad? For the arcase I could have saved money and played Roblox

wild rover
#

Tossing my two cents into the ring here, but I think a general reduction in the flinch strength combined with scaling flinch based on weapon type (or firerate, though they sometimes go hand in hand) would probably be best. Leave the full strength flinch for the eventual hardcore mode. I also think something that other people have mentioned in this thread that should be considered is having heavier armors having higher resistances to flinch. It logically tracks that a dude in exo armor isn't going to be bothered as much as someone with regular armor or less.

Outright removing aim punch entirely is, imo, a bit drastic. Toning it down a bit and/or tweaking how it works with certain weapons/weapon types just makes more sense.

fickle cedar
#

"Just dont get shot" literally asking the homeless to get a home moment, so much of these comments geez

flint maple
fickle cedar
#

In chaotic small maps like tensarown frugis with alot of cover and change in terrain, its easy to suddenly get jumped on from another angle

carmine cipher
#

this isn't arma 3

fickle cedar
#

Like have u guys not seen some of the videos posted by people regarding this flinch mechanic? The player gets the drop first but loses out due to the enemy having the higher rpm gun which totally messes their aim.

Its just an issue of how flinch was determined by weapon rpm, not any other factor which makes smgs the better flinch weapon

vast crag
#

Do aim punch only when not ADS'd or scoped. So you still get the affect/effect without messing with people's aim. Better aim should win, not first shot.

mint token
#

But flinch is barely a factor when hipfiring

stable gulch
#

I think flinch should be removed

flint maple
vapid ibex
#

In my opinion, aim punch really only matters in situations like if you are using an AR and get the first few hits on someone who can return fire very quickly and they then hose you down with a high ROF weapon like an SMG and they out aim punch you and kill you. like if you're in a window and they're running more or less towards you and only spot you after you shoot. you got a bit of a drop on them but because of the high ROF, they win since you can't stay on target. This type of situation just feels bad.

if it's the same type of situaiton but no aim punch, then it does become more fair in that both people can actually know if they messed up their aim or not.

so short opinion from me is that i think aim punch should be removed

vocal gorge
#

remove it or change how it affects people. An SMG shouldn't make me shoot at the moon from 50m away, I'm carrying a heavy gun in heavy gear.
On the other hand, SMG's are light and should give you more aim punch when hit.

still thistle
#

Make flinch/aim punch only happen as an effect of dmr’s and lmgs. No other weapons. Gives the suppression use of both these weapons more viability and they are two class options that really suffer atm compared to others. This would solve current aim punch issues and also buff lacking weapons.

warped palm
#

Aim punch should only happen from unarmored headshots.

winged leaf
#

Just one person's opinion here:

I believe Aim Punch should be scaled alongside with the velocity stat of each gun and it should be universally toned down for body shots and increased for all headshots.

#

@placid dagger What do you disagree with.

tulip dome
placid dagger
#

The current flinch is already so bad people almost universally want it tuned down

#

increasing it for headshots seem like a bad idea

winged leaf
placid dagger
#

also muzzle velocities are not a good stat to balance flinch around

winged leaf
placid dagger
winged leaf
placid dagger
#

that means only snipers would get flinched

winged leaf
placid dagger
green dragon
#

lemme just get my screen frozen whenever I get hit and can't counter strafe cuz why not

#

flinch is fucking annoying

zenith prairie
#

Aim punch, right now, appears to rotate your gun such that the sight doesn’t appear to line up with where your bullets actually go. This makes it impossible to compensate for aim punch when it hits you.
I think it should be generally reduced, this behaviour should be minimised and lower base damage should mean less aim punch.

lofty harbor
fickle cedar
#

Just dont get shot lmao /s

placid dagger
lofty harbor
#

yea big skill issue

plush plover
#

(sarcasm)

lofty harbor
#

damn youre right

plush plover
#

i think u wouldve won

#

just have to be precognitive

lofty harbor
#

i have to position my crosshair so the aimpunch punches my aim towards him

lofty harbor
placid dagger
lofty harbor
placid dagger
#

I was there mate

#

gotta have that <100 ms reaction speed BBSure

lofty harbor
naive nacelle
#

I don't see the point for this mechanic to exist at all. It ruins the fun.

wet field
#

remove aim punch

amber mango
#

tbh the flinch is stupid, like i see why it should be there, but as sniper its impossible to kill a vector user for example... the other day i fought on salhan found a guy about 150 - 200 m out, turned out it was a vector user, i missed and he returned fire, while he was firing i couldnt use my scope because of the overdone flinch

green dragon
#

for snipers specifically that's working as intended, as said in here previously there used to be no flinch and it made snipers oppressive to any other style of play, punishing them for not being snipers

stiff sparrow
#

Remove it or maybe just keep it for hardcore modes, it sucks and makes gunplay more rng in every game it's in

slim moon
#

I think the team should remove aim punch, the TTK is so low anyway. If someone is good enough to recognize that you're shooting them and reacts, they should have a chance to kill you if you don't spray them down. Especially since the attacker will already have that first strike advantage

green dragon
#

If it gets removed mostly, I would prefer it remain on the bolt action snipers if nothing else. Maybe with stronger hit punch the farther away the recon got shot from.

It's already pretty difficult to play close range recon, with everything being a 2 shot kill, having less flinch up close wouldnt be too bad an idea i think

placid dagger
slim moon
# placid dagger It's still a nerf to snipers and should stay that way. Snipers need a bit of ext...

I've played since before flinch was added to snipers. I've never thought anyone needed it since most snipers would still get rekt, anyone insane at sniping would still have to react very quickly, then if there were multiple people pushing them, they'd still end up dying. It makes sense why they added it though, I think if they're going to keep it on recon, it should be removed from every other class from the game, it's just not fun and doesn't make a lot of sense for the other classes.

slate parrot
#

Supposedly it's based on weapon type to receive so this should be possible

atomic lance
#

Flinch should be based on calibre and armor rating imo

worthy rapids
#

The weapon you're using should also matter too. SMGs should receive the most amount of flinch next to sniper rifles. LMGs should get almost no flinch at all, especially if they're crouched or prone

green dragon
#

No recoil LMG's = balanced

solid thistle
peak gulch
#

Do it by caliber (or damage) you get hit by but tone it down bt 50% across the board anyway

pastel shore
solid thistle
humble nest
# green dragon No recoil LMG's = balanced

tbh I'd have a lot of fun with an lmg that performed at least somewhat like a smg with a drum 🙂
Its already pretty rough trying to engage at range because the recoil is a bit much, I'd rather just rip handfuls of bee stings at people

glacial cloak
humble nest
median hatch
#

Flinch needs to be removed entirely, the idea that it belongs on LMGs is a poor substitute for buffing LMGs.

humble nest
#

just throwing it out there
do you really get shot (and survive) enough that flinch affects you that much? or is this just for when you feel unlucky when you draw up on a guy at the same time and his bullet hits first so the rest of yours miss

median hatch
#

lol this is some prime ragebaiting
as for me, it favors the attackers way too much. if you get jumped the combo of flinch and fast TTK almost guarantee you die.

humble nest
#

even as a fully exosuit dude firing through bunker slots it certainly feels like death comes fast enough that i'm not missing out on much, maybe one more bullet hits and we both die?

glacial cloak
rich iris
#

i've lost more than a handful of fights where i get first shot and somewhere in the middle of my spraydown i get flinched and die

#

not sure if it's something with hitreg or what but it feels really shitty

humble nest
glacial cloak
#

no i play only 127

#

personally its not like a major problem but the rng is kinda annoying sometimes

#

especially when using weapons like ak15

rich iris
#

^^

glacial cloak
#

apparently flinch is based on current gun recoil right now

humble nest
#

ah I got ya, It was sounding like it was an extremely common thing and i'm here like, 90+% of the time as soon as I see incoming fire I'm already dead server side so I've taken to not getting in stand up fights

peak quiver
#

I think flich should be removed from the game because you get no chance to counter the enemy due to flinch and also the TTK is too fast so the flinch is POINTLESS for this game. I think devs should completely remove it from game its just annoying.

rich iris
#

for me it's really not often i experience flinch at all (flank says you shoulda been watchin boi) but the few times i get in a straight up fight and lose just because i happened to get flinched at the wrong time (sometimes not even by the guy i'm actively killing) feels really awful

humble nest
#

gotcha

glacial cloak
#

i do think some sort of suppression mechanic should be added in place

#

but it shouldnt like affect your aim that much

humble nest
#

Ive been playing 249 a lot lately, and yeah, a SMG with a drum is just straight better 95% of the time
some suppression stuff would be a godsend because I just wanna rip inaccurate fire in peoples general direction

#

the other lmg is just... no, lol

rich iris
#

the only issue with suppression is i feel like with 127 on each team you'd just be, suppressed all the time

humble nest
#

(limit it to lmgs imo)

#

(and stuff like humvee 50 cals)

rich iris
#

might work tbh

#

plus it could be another benefit for supports

#

which i def think supports need something extra (plus an ads/move speed buff)

slate parrot
#

It should in general be nerfed first and foremost

#

After that? Play around with making it better or worse on some guns

humble nest
#

like I said, been playing a lot of support, its not "that" bad, ADS is fine being chunky and slow
they need less move speed reduced when aimed up so they can move around a little bit while ADS'd, and IMO a bit chunkier armor

#

it is kind of a pain in the ass getting around as a fat boy but you're supposed to be a mid to backline base of fire and resupply, its fine
vetting merced while shooting through a letterbox in a 3 sandbag bunker before you really even return fire... you just cant get any more survivable than that and its still bad XD

rich iris
#

my only issue with bumping up the armor is that i've already had a support helmet tank an entire glock mag point blank when i was out of primary ammo (it popped off on the last shot)

humble nest
#

what really

slate parrot
#

I play light support, class could use better stats for drum mags, and smaller mags for lmgs. The guns are fine, the max speed is fine but it really has no flexibility

humble nest
#

oh, glock has 0 armor damage doesn't it?

slate parrot
#

Can't speak on armor tho, bc it lasts less than one fight and kills your movespeed wat too much

rich iris
#

no clue don't read that stats but it was a real "cmon bruh" moment for me

#

aint no way you eat a full auto pistol to the dome, the full mag mind you, without being dazed and confused

slate parrot
#

Pistols just suck tbh

rich iris
#

yeah true pistols kinda lackin

#

dont want them too much better than they are now though

humble nest
#

ive had pretty good luck with the 443, almost fully unlocked at this point

slate parrot
#

That gun weight is just insane even if you're getting 100 bullets

rich iris
#

i should prolly just bite the bullet and grind the glock to the extended mag

humble nest
#

yeah
compared to the drums on some smaller guns with 45-60, it can be a problem

#

I wish I could turn the rate of fire down a bit so its a bit more controllable and the 100 rnds go a bit farther, but w/e

#

bursts are fine the midrange scope shaking just can bother my eyes XD

#

but yeah, if suppression was a thing and lmg was just "i'm going to make you miss while I in turn also miss" I'd be okay with that XD

slate parrot
#

Does not feel like an even tradeoff when you're not using half the mag in an actual gunfight

slate parrot
#

I really don't think it's a drum mag problem so much as where lmgs could shine

#

Maybe if bipods were still strong but they're not, we don't have suppression, 100 rounds is a non stat that calls for a ton of tradeoffs

slate parrot
#

Even if it's damage is kinda mid

hot magnet
#

Just to add to this feedback thread, I believe the Flinch/Aim Punch should be relative to the gun you are using.

So from lowest to highest amounts of Flinch should be something like so based on what is within the Soldier's Weapon stats menu.

01 - Pistols
02 - Automatic Pistols
03 - Submachine Guns
04 - Carbines
05 - Personal Defense Weapons
06 - Heavy Caliber Pistols
07 - Assault Rifles
08 - Light Support Rifles
09 - Marksman Rifles
10 - Light Machine Guns
11 - Sniper Rifles
#

Main reasoning behind the list above is that the higher the bullet caliber is, the more reason not to get shot by this weapon as it could leave the player vulnerable via flinching/aim punching. They would realize they are being shot at by a heavier weapon and being suppressed by that weapon could be dependent on how many rounds are being shot at the intended target.

IE: Low firing weapons (Like a L96 or a M110) would give lesser suppression than a M249 or L86A1. But being flinched by those weapons would still be at a high value based on the weapon's category.

Most (not all) the weapons' stats seem to be in the player's favor in terms of recoil and damage is concerned. Thus giving them the playstyle they wish to become at a given moment in the battlefield.

But by implementing something like it above, it would give support class the buff they heavily need right now to cause the enemy not to advance certain areas in fear of being shot at.

#

That way, any high firing weapon can still cause the intended suppression the game conveys, but it makes it easier to counter is the weapon category is lesser to what the player is using.

humble nest
glossy sequoia
#

Honestly remove it entirely, if snipers scoping and hitting you to fast in the head is the issue just add more sniper ADS time, if it's something like 0.3-0.4 that's most guns TTK time.

pastel shore
#

if you hit your headshots in cqc, good for you, you deserve the kill. But at 75-150m it's incredibly easy to safely click on heads, and other weapons need to be able to challenge snipers at least a little bit in that range, which is impossible in this game if they don't flinch

glossy sequoia
#

To be fair I dont find snipers that big of a deal but thats mostly since you can be next to unheadshottable by abusing the fact even in the air you have full 100% air control momentum

#

If you know where they are just mad move your mouse around while holding space and watch the sniper cry

flint maple
glossy sequoia
#

well if they're out in the open where they give you time to two bolt em... they're in a bad position? You could kill them with a M110

flint maple
#

Also 90% of the maps are open spaces lol

glossy sequoia
#

depends on the maps you play on 32 vs 32 is very cluttered

flint maple
glossy sequoia
#

but I find I rarely if ever die to a sniper and if I do its because I was being still
M110 is 2 shot
EBR has less recoil then the SCAR

#

but with hit punch most of those feel pretty bad to use because you want to make one good shot vs 2-3 shots that might get goofed by hit punch

#

Snipers having hit punch woudl be fine honestly as all you need is one shot, would rather it would just be vertical recoil though so it's not hope I can guess the right way to aim after hit market

flint maple
#

M112 is still a 3 shot to heay an exo

glossy sequoia
#

good thing the meta is going mach 10 in light or mach 9 in ranger

flint maple
#

I tried EBR in the range and it feels like a terrible rifle k.o

#

Imo*

glossy sequoia
#

I love the EBR, full auto at 100m-120m range with low recoil and recovery and not worthless up close

flint maple
#

I feel like if marksman rifles were good people would use them lol

glossy sequoia
#

Seen EBR, because it's a low recoil SCAR

fickle cedar
#

If their recoil.wasn't shit and flinch doesnt exist, they would be better

glossy sequoia
#

EBR is certainly usable

#

Also you have to get 300 kills with the M110 before it becomes good

#

imagine using a 2x recoil scar til 300 kills

fickle cedar
#

Because its unique i use it in mid range just cos its full auto

flint maple
glossy sequoia
#

SCAR has the wrong recoil

#

Horizontal

#

High Vertical recoil is easily solved, horizontal you have ot murder your vertical

#

1.6/2.1 vs 2.2/1

flint maple
#

Idk man trying to control vert recoil with the insane medium scope bounce seemed like an exercise in futility to me. Every situation I could use a MM rifle it feels like a rifle or sniper would be better.

Under 100m? If you can aim the rifle is always better. Above 100m? If you can aim the sniper is always better.

glossy sequoia
#

Have you set your ranged sensitivities?

#

if they're all 100 it's not equal

#

100 1x doesn't equal the same amount of sight movement as 100 2x it's more as if you have your sensitivity at 70~

#

3/4x not set is painful because it's like playing at 33~ sensitivity

#

Full autoing with an AUG/EBR is really easy even at the 100m mark

flint maple
#

Idk man trying to control vert recoil with the insane medium scope bounce seemed like an exercise in futility to me. Every situation I could use a MM rifle it feels like a rifle or sniper would be better.

Under 100m? If you can aim the rifle is always better. Above 100m? If you can aim the sniper is always better.

mint token
#

I would like to again ask that people give the idea of rebalanced flinch a chance before calling for its complete removal.

#

The process of game balance is more subtle and nuanced than "this mechanic personally affects me in a way I don't like so it needs to be eradicated entirely".

#

The entire game is designed around every other major mechanic.

glossy sequoia
#

low ttk games really dont need hit punch imo

#

you either land your hits and kill them in .3 seconds or less or miss your shots

#

the upper tier pro players of other fps clocked a bit above 150ms reaction time, average is around .2 or .25 so the second you shoot someone they have .05 to .1 of a second of them reacting to you firing at them before they're dead

#

If this game had a TTK that was longer then being melted then most people can process whats going on it would make sense

green dragon
#

I believe that trying to balance flinch around real life calibers is bad. This is a video game. So yes I think the flinch mechanic should be removed or lessened

glossy sequoia
#

All flinch really does is reward random hip fire spray and fast ROF guns, thats what it always does it turns the meta to fast rof gun being the meta guns because they get another reward then less penalized from missed shots

green dragon
#

At the end of the day this is a casual arcade game not a eSports super competitive game.

glossy sequoia
#

True but the point is .15 is the top tier of reaction times where most is .2 or .25

#

do we really need flinch when the MP7 and most smgs will erase someone before they can react

green dragon
#

Sorry I meant for my second post to be connect to my first one

glossy sequoia
#

Most AR's are around .2 to .3 so again you have 0.05 of a second to process info, flinch would again not save people
What it does right now is two people peak, react to seeing each other and fire that the higher ROF gun will win cause they get less aim punch

flint maple
royal sable
flint maple
# royal sable Given the same rpm, flinch works in favour of whoever shoots first...

That's a problem with the overall balance of the game. Mosg gamses balance high RPM guns with mobility/ADS nerfs(MG) ,recoil,damage drop off and absolute damage.

Without flinch high RPM guns still win...if it takes 5 bullets for me to kill you and I shoot 1200 RPM and it takes you 3 to kill me at 550 RPM I'm still going to win with the same HP.

royal sable
#

A player with worse aim who shoots first is going to bring down the accuracy of a player with better aim but shoots later.

flint maple
royal sable
#

And you said "with low ttk flinch is hard to punish people with poor aim so it doesn't become a shoot first and always win"😂

#

When in fact, flinch does the opposite, and rewards those who start shooting first.

flint maple
royal sable
#

Yeah I don't think you understand what I'm saying, or even what you've said.

zenith prairie
fleet pond
#

i can post some stuff in the other aim punch discussion area that allows video if you want to see someone shooting first and losing a few fights

#

not even missing, just getting aim punched once after having a clear advantage and losing the fight because of it

#

not working as intended, armor does the job this mechanic tries to

flint maple
fleet pond
#

smg does not take less flinch

flint maple
#

Yes it does lol. Flinch is based of the weapon you have and not the weapon you get shot by. First shot kick heavily influences how strong flinch is.

zenith prairie
#

Again, where did you get this from?

royal sable
#

Mfw I was wasting my time talking to an actual fucking clown

flint maple
fleet pond
#

sounds like the perk of a high RPM gun, not an imagined difference in flinch

zenith prairie
#

I am not precise enough to do that, and I don’t think you are either. People are not precise.
If you had two guns that were the same in terms of viability, and you measured a large number of wins/losses when this situation occurred, then I would take the claim seriously. This is not evidence to me.

royal sable
#

Bruh that's because vector with 1200 rpm throws the aim of whoever you're returning fire to shit lmao.

flint maple
flint maple
fleet pond
#

flinch just seems to be random from my eyes, flinch probably seems more intense because the general horiz recoil + fsr is usually higher, not because of a flinch difference

#

DMR is a bad gun and a niche weapon

zenith prairie
# flint maple So how am I able to return fire when I also have the vector? But not even a chan...

A DMR relies on a small number of shots, so it’s going to be a lot harder to break their firing to begin with. And DMRs are considered underpowered in the community at large, the viability of the weapon generally will influence this.
Apparently, aim punch was first introduced to counter snipers so other guns could fight them at mid ranges; it’s designed to favour higher fire rates, but the way it currently works is not right.

flint maple
royal sable
#

Yeah... What scope lmao

#

Inb4 6x and be like "oh God there's so MUCH recoil"

flint maple
#

I only use medium scopes on sniper and DMR. I don't even reallu use the DMR though because they're bad

zenith prairie
flint maple
#

I spent like 2 hours letting people shooy me first in 32v32 rush and testing diff weapons

royal sable
#

Put a med scope on a vector and compare flinch, and med scope on a dmr or any other gun lol

zenith prairie
royal sable
#

You feel less flinch with smg compared to dmrs and other guns cuz you're probably using a short scope in the smg while a med/long scope for other shit.

flint maple
flint maple
glossy sequoia
#

Wait there is any other scope then SLIP? Its the only scope I use

fierce stone
#

I don't care about balancing walancing. If they wanna implement suppression mechanic, implement it properly. Just look at SQUAD's upcoming infantry overhaul or Hell Let Loose.

#

Aim punch is RNG and introduces randomness bullshit in every encounter.

#

I just had an encounter last night where I flanked 3 guy group.

Killed 1 guy, but while shooting another he shot me and the aim punch flicked my aim to the third guy's head headshotting him.

#

I would've killed only 2 guys of the 3 if there was no aim punch anyway but not randomly like this.

#

Or reduce it significantly. My gun did a effing half moon arc like some shounen battle manga/anime.

glossy sequoia
#

I much prefer suppression as all it does is make you a harder target to find, which only works well if they didn't know where you are hiding

flint maple
#

its quite dumb though if you just trade shots

#

this means whoever has more hp + the faster ttk weapon always wins

glossy sequoia
#

Finding good cover and positioning

#

You shouldn't be trading shots and let the better TTK weapon win, I mean that would be what it is right now with current balance SMG's

#

But current balance SMG's also are the least effected by hit punch and dish out the most hit punch

flint maple
#

lol if you shouldn't be trading shots...flinch shouldn't matter..accept your death

pastel shore
# glossy sequoia well if they're out in the open where they give you time to two bolt em... they'...

Bolties are better in every way than dmrs. Dmrs are more like ARs, in that that you have to expose yourself to do damage.

Bolt you can peek for 0.01s and get a kill via headshots.

M110 would be better in that specific example, if you are going for body shots, but in all other gameplay aspects bolts are just superior because they can stick behind cover except for the short time they take to shoot. That makes it more difficult to return fire against snipers, and also makes it so that when you do catch them exposed, you should be at an advantage even at 75-150m meters with ARs.

pastel shore
# mint token I would like to again ask that people give the idea of *rebalanced* flinch a cha...

Don't forget that bb didn't have flinch for the playtests, that was added when the game was released. So we already know what that's like because we been play testing it like that forever.

The only reason flinch was added was for snipers, so as long as snipers can be flinched to keep them in line between 75-150m we can remove flinch entirely from all other weapons and go back to the gameplay that made bb so popular and fun during the playtests, only with the benefit of keeping snipers in check

craggy agate
#

Give us an option to tune down flinch in settings 0-100%

twilit mauve
#

Snipers are such a nightmare to balance in shooters

#

Shotguns too, but I'm glad they decided to not put them in the game

#

wise choice

wet field
#

For real who the f added Flinch as an update. Its just disgusting.

twilit mauve
#

All games that add it regret it, and change it over time. E.g.: CSGO, Planetside 2

pastel shore
#
  1. remove aim punch completely, except on snipers with medium/long range scopes, who always finch when hit, with a small cooldown(1 flinch every 300 ms at most, which would normalize how often weapons of different RPMS aim punch).
  2. reduce the magnitude dramatically, and you only get flinched on headshots w/ a short cooldown, except on snipers with medium/long range scopes, who always flinch when hit, with a short cooldown.
  3. reduce the magnitude dramatically, with a short cooldown, otherwise unchanged.
  4. reduce magnitude dramatically, no other changes

Yep, imo the best options, in order from best to least best.

#
  1. snipers would remain in check, but with aim punch being more manageable and normalized over different fire rates. No aim punch otherwise brings the gunplay to what it was in pre-release, except snipers being more manageable at 75-150m ranges, which is vital
#
  1. snipers remain in check, and aim punch now promotes aiming for headshots, as it will cause the opponent to flinch, although on the same cooldown as in 1) - 300 ms is long enough so it'll likely only ever happen once per fight. Probably benefits strong aimers more, as they will hit headshots more regularly. Flinch will also be much more manageable when it DOES occur.
#
  1. everyone flinches, but on a cooldown so it's more manageable and is normalized across fire rates, but the magnitude is significantly reduced so it's easier to manage when it does happen. Probably the most likely change we can expect
#
  1. the lazy fix, it'll help a ton but vectors and other higher fire rate weapons will still be troubling and annoying so I would be disapointed if this is what we end up seeing
west magnet
#

Flinch should only be a mechanic on scoped snipers for balance reasons, serves no purpose on regular guns other than adding RNG frustration into the mix

final olive
#

Just for statement sake, if Flinch is restricted to snipers this means only snipers, DMRs are non problematic and do not need additional penalties.

pastel shore
#

ya, bolts only. Ideally only when medium/long range scopes are equipped. If you running a red dot or irons you shouldn't flinch IMO

#

but depending how it's coded that might not be worth the effort

cyan rain
signal tangle
#

just adding a cooldown could work, can't get flinched when already flinching or something, with a lower magnitude than is current, most gun fights will only last long enough for the once flinch unless you get lucky.

pastel shore
twilit mauve
pastel shore
#

Not the normal ones, but they do have canted and above sight dots. I wouldn't mind if regular red dots were allowed, though.

signal tangle
#

combine the two ideas maybe, rate by damage and armor(caliber and armor?), and add the cooldown. meaning you get whacked with a sniper/dmr, you get flinched harder, but not so much with a pistol or smg.

twilit mauve
#

Ohhh canted sights, I forgot

#

good call

pastel shore
signal tangle
pastel shore
#

supports already have a ridiculous EHP bonus, and their guns are strong. The l86 for example competes with the vector for TTK, having it aim punch on top of that while other guns don't means now you have to put out 165 HP worth of damage, while your aim is thrown off, and your opponent only has to throw out 100 damage while his aim isn't thrown off, and your guns have virtually equal DPS. So now you have to do 65% more damage than him while having your aim thrown off and having less HP than him. Yea that's just a headache waiting to happen.

signal tangle
#

right. against a vector. use an AR and that isn't really a problem.

pastel shore
late sparrow
#

using flinch to balance gunplay is a slipery slope to unfun gunplay

signal tangle
pastel shore
#

it's just honestly so old seeing people keep saying the same things, it's the same thing in medic threads. Stop trying to use other mechanics to nerf the vector. Address the mechanics first and balance the vector afterwards - it IS getting nerfed. There is literally no universe in which giving LMGs the ability to flinch others while they can't flinch them back is a good idea. It's just not.

signal tangle
#

I said that damage per shot. which LMG's do not have that much more damage than an AR

#

less is most cases, haven't checked the Ultimax yet though so that might be better

pastel shore
#

it's the same thing. It's just completely unneeded and doesn't actually address the problems. Doing that actually makes other balance problems even worse. So it's just not a good way to do it.

pastel shore
# signal tangle what would it make worse?

AK15 and FAL would now impart the most flinch on others, while being two of the strongest guns in the entire game at this time. They would both become signfiicantly stronger and more frustrating to play against than the vector EVER was.

signal tangle
#

those two need to be in a new class, calling a battlerifle an AR just gives the wrong impression for how they should act

pastel shore
#

Each of them does over 40 damage, with scaling flinch, now they flinch others more and have an even bigger advantage than they would in other circumstances. And now, you're trying to re-define entire gun classes, instead of just reworking flinch correctly. See the problem?

west magnet
#

why do people try and find a place for objectively shit mechanics, flinch just needs to go and thats it

signal tangle
late carbon
#

ah yes, pain

pastel shore
#

You are creating a complete mess. Not only is flinch still annoying, but now you have more balance problems, and now you have to rework entire gun classes.. instead of just implementing one of the much more simple and straight forward solutions that don't break everything.

signal tangle
pastel shore
#

all the solutions I proposed earlier are better than yours - they address the problems, keep the benefits(keeping snipers in check), don't negatively impact balance, and are simple and striaght forward. There's no need for the sort of bs "let's try and sneak in an LMG buff LUL" suggestions

signal tangle
#

I'm sorry that the fact we have a Carbine class, but the AR class has 5 Carbines in it irks me

signal tangle
#

you're the one who brought them up in the first place

pastel shore
#

yea sorry, that's same thing as caliber. LMG guys have been spamming that shit in here literally every day

peak gulch
#

Supports ehp bonus is a joke btw don't defend it

#

I don't know how you play this game but you seem to think the demonstrably weaker classes are strong and the OP classes (and weapons) need help

signal tangle
peak gulch
#

I don't get it but am willing to learn

pastel shore
peak gulch
#

(Btw having a gameplay mechanic for a single class is textbook bad game design)

peak gulch
#

That's a feature not a mechanic

signal tangle
pastel shore
#

however, I have unlocked every single attachment on every single gun in the game before prestiging, so I have a pretty good understanding of how they all work.

No, he's talking about snipers being flinched. The reason I keep that in is because without it, snipers are completely dominant. Flinch does it's job of keeping snipers in check, and they need to be treated in a unique way due to the 1hko potential at any range, which is why I think flinch should stay there for snipers.

peak gulch
#

A mechanic would be something like flinch, jumping, running etc, a feature is a class specialisation like healing, RPGs, grappling hooks

signal tangle
pastel shore
#

However, flinch ruins every single other gunfight in the game. So keeping it on snipers, removing it on other guns is just the best solution imo.

#

I'm aware it's technically bad game design to do so, but I simply can't think of, nor have I seen, a better way to handle that particular issue. Snipers are hard to balance, without the flinch in bb they are decidely OP as hell - we know that as a fact from the playtests. They are still borderline OP af even with flinch, but are easier to handle, especially in the 75-150m ranges, which is where they need to be kept in check mostly.

So we're left with a problem - without flinch, snipers OP, but every otherfight is great. With flinch, snipers are in a better spot, but every other fight sucks.

peak gulch
#

Soft disagree, it's currently too much (which does negatively affect), but it makes people play in a slightly more tactical manner rather than just rushing straight forward, knowing they're at much less of a disadvantage if they get caught in the open

#

Like it was during the play tests, one of the effects flinch had was to slow the game down slightly

pastel shore
signal tangle
#

tell that to the medics, sprint in at the speed olight, die, give up, respawn, repeat

signal tangle
peak gulch
#

2 is dumb but 4 is fine

peak gulch
signal tangle
placid dagger
signal tangle
#

yes^. maybe a jumpcool down? because I think that's the major problem, the jumping in circles with the aircontrol we got.

#

but I also don't want them to touch air control

placid dagger
#

jump cooldown would completely destroy climbing

#

and in turn some of the map designs

late sparrow
#

howd this chat go from talking about flinch to chopping the movement system

placid dagger
#

welcome to feedback threads

#

we go from medic issues to tanks

signal tangle
late sparrow
#

as a medic main, stop pls

signal tangle
#

but still the light armor roblox dodging kinda takes away from the "tactial playstyle"

late sparrow
#

squads about to roll ICO you might enjoy that more

placid dagger
#

expecting tactical gameplay from BBR is a mistake in the first place imho

peak gulch
#

Jumping is fun

placid dagger
#

Flinch isn't fun

signal tangle
#

literally against what they want the game to be but ok

late sparrow
#

afaik it was supposed to be a more milsim but they realized with this look of the game it wouldnt work hence they turned base game more arcadey and are working on a separate "hardcore" mode

signal tangle
#

tactical doesn't have to mean milsim

#

there's a scale there

peak gulch
#

Yea, I'm seeing a whole lot of hard one way or the other in this thread

#

Balance is good 🙂

humble nest
#

should be robox tarkov
I want to choke down a jar of mayo while dessicated scavengers are somehow all also olympic level marksmen

grim socket
#

HATE AIM PUNCH/FLINCH mechanics. Annoying + noobs get headshots thanks to it sometimes.

grim socket
#

im fine with it being in hardcore mode but keep it out of arcade

peak gulch
#

Ok noob

pastel shore
green dragon
#

I am not sure if I heard correctly, but I believe the devs said they will only change things if a majority of players agree.

#

The flinch mechanic will definitely not be on their list to fix fast

weary garden
#

honestly its the most jarring difference for me compared to battlefield where there's 0 flinch, I keep swearing my aim was never this bad in BF games but the flinch seems to constantly catch me off guard

wheat copper
#

This was probably said already, but my personal issue with aimpunch being a balancing mechanic is that it seems like it's non existent against supports with helmets/body armor or other classes with armor on their head/body. If it's based on damage, my first couple of shots are always worthless anyways. They could be out of position in an open area and snap to me and shred me anyways because of their armor

#

I understand most of the talking points here from reading this thread since yesterday, so I don't really want to debate about it, I just wanted to speak my piece in case my point of view isn't parallel to anything yet

brittle lichen
#

Just remove aim punch. Its best for the game

wet field
#

Just Remove it ~!

pastel shore
#
  1. remove aim punch completely, except on snipers with medium/long range scopes, who always finch when hit, with a small cooldown(1 flinch every 300 ms at most, which would normalize how often weapons of different RPMS aim punch).
  2. reduce the magnitude dramatically, and you only get flinched on headshots w/ a short cooldown, except on snipers with medium/long range scopes, who always flinch when hit, with a short cooldown.
  3. reduce the magnitude dramatically, with a short cooldown, otherwise unchanged.
  4. reduce magnitude dramatically, no other changes

Yep, imo the best options, in order from best to least best.

grand mortar
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Bit late of me to say this but the recoil isn’t random

lofty harbor
grand mortar
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atleast i dont think they are random

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they look hardcoded

weary garden
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so its similar to a cs:go style thing where it always kicks the same way? huh

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don't know enough unity coding to properly read this though

pastel shore
royal sable
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Recoilpaterns

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Joys of technical debt 😂

brittle lichen
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Also doesnt aim punch factor based off of your gun and not the one your getting shot at from?

zenith prairie
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none had evidence

brittle lichen
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I've seen the claim

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And it feels right based off of my experience but I also don't have definitive proof

final olive
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Aimpunch also just causes your aim to no longer match your gun, since bullets are fired from the camera. Here for example I am ACTUALLY aiming at my hitmarker not at the scope aimpoint. Makes it essentially impossible to compensate for Aimpunch.

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Next frame where I fired and my bullet being fired towards where the hitmarker was

wet field
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Just remove Aim punch 👊

mystic flame
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What if Flinch/Aim punch got weaker the further away you're shot from?

brittle lichen
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just remove it

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It's not a fun mechanic & degrades my gaming experience

inland nexus
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how do i feel about aim punch? if i wanted my screen to shake when i was shot i would have screen shake turned on

novel thicket
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just keep it to milsim/hardcore mode

green dragon
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the issue with eliminating it completely is that it enables recons to dominate. with no aimpunch recons with boltactions have everything to gain by being far away behind cover, while everyone else has everything to lose, because they can't sling bullets their way to say "fuck off"

#

if the collective opinion is to remove it completely, i mostly agree...

except for bolt action snipers. in their case, it should remain and the intensity of the aim punch should increase with distance. This lets close range snipers with red dots/ iron sights stand a chance, while keeping long range snipers in check. Glint isn't enough without aimpunch, itd just mean their screen get a ketchup filter before they get the kill.

novel thicket
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i would prefer the other classes simply notice the recon and use smokes instead

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makes the game more tactical and more challenging for recon

final olive
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I mean it is close range snipers that need the most punishment from aimpunch, that is the main merit of the system

novel thicket
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i dont play sniper much but arent they already pretty weak close range

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since they cant 1 shot body kill

green dragon
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it tends to be a 2 shot yeah

final olive
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As they should be, snipers have the only 1 shot kill possible weapon and SHOULD NOT be strong at close range. And controls on that range make sense

novel thicket
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and they got no helmet too

green dragon
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yes but that's already been taken care of by reverse damage falloff. they're guaranteed to be a 2 shot kill unless they can land a headshot, and even then supports will still win. so even with little to no aimpunch they'd likely die anyway

novel thicket
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i think recons should be left in peace they feel nerfed enough with the glint

placid dagger
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I think the glint needs to be adjusted

green dragon
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the glint is good for everyone who isn't recon b/c you have somewhat of an idea where a sniper killed you. seeing a glint, pushing anyway, and dying, it feels more fair, you challenged the glint carelessly and died for it

placid dagger
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currently nobody is using a long range scope unless at really long ranges

novel thicket
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yeah insta switch to medium scopes

placid dagger
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because the glint goes through too many objects, has a visibility cone larger than the sight-cone of the sniper and is a little too bright

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but anyway this is off topic

serene cloak
final olive
novel thicket
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🤔

brittle lichen
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It'd be more fun

green dragon
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recons have their place. there's way more immediate fun-killing problems like aimpunch, medic, smg, map design, cowardly ground vehicles never leaving spawn, lean spam, drop shotting, jump spam, ridiculous movement mechanics

pastel shore
final olive
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ARs can pressure snipers out to ~250m, most just don't bother shooting. DMRs can pressure snipers out to 1km without issue, just DMRs are bad and most people don't use them

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In both cases, aim punch doesn't do anything to help this pressure

#

In DMR's case aim punch actually makes that pressure harder as they are the most punished weapon class by aim punch

pastel shore
# final olive ARs can pressure snipers out to ~250m, most just don't bother shooting. DMRs can...

What, of course it does. At those ranges no aim punch means that pressuring a sniper is effectively suicide. They are forced to duck behind cover or have almost no chance of hitting a shot because they could be aim punched by any hit. Just shooting in their general direction is useful because 1 hit will throw their aim off. With no aim punch, they can take their time to lineup an easy headshot knowing they'll hit even if they get hit because their aim won't move

#

aim punch is essential for pressuring snipers in that distance. Further out, it's not very useful to pressure them, at that point you want smokes, LOS, or to counter snipe. But closer ranges it's very easy to hit headshots and snipers need to be vulnerable to pressure from return fire even if it doesn't result in a kill

final olive
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I mean that is what the bleed mechanic already does

pastel shore
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by that I mean around 75-150m. Up to 250m, sure,pressure them but it becomes significanlty more risky even with aim punch.

final olive
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I mean if you want snipers to keep getting aimpunched I am not opposed to that, I just don't actually think it does much at longer ranges as asserted

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I think aim punch as a general mechanic though is bad

pastel shore
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no, bleed does not accomplish that. Any hit below ~40 HP will start a bleed. At that distance ARs are not enough of a threat without aim punch to force snipers into cover.

And yes, I agree aim punch should be removed, but kept for snipers - you'll see my suggestions if you scroll up are pretty solid. I just disagree on the distance that aim punch matters for snipers, to me it's essential in mid range, pointless in cqc, and at long range usually you can't pressure them effectively either way so that's where smokes/los come in

stoic terrace
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supression.

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proper supression, not the garbage we have rn

final olive
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Suppression would be ideal over aimpunch, but devs do not like the mechanics so we have barely noticable suppression now

stoic terrace
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the supression that exists fucks over support absolute bs

pastel shore
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While most players use them incorrectly at longer ranges, snipers are at their most deadly in the 50-250m range, specifically around 75-150m. If that's the range you position yourself in to snipe, you will find the most success. At that distance, it's very easy to lineup headshots, but SMGs/ARs aren't accurate enough to kill you before you can lineup a headshot, especially if you are playing cover properly, if there isn't any aim punch.

The risk of aim punch forces you to duck behind cover because it makes the risk of taking a hit, losing the kill, and thus making the damage trade worthless. Even that alone makes aim punch effective against snipers, because now the sniper is ducked behind cover just because someone threw bullets at him, even if they didn't hit.

And no, suppression is awful, that is geniunely just as bad if not worse than aim punch

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that's rewarding a player for not even hitting the enemy. At least flinching requires hitting the target. Rewarding players for missing targets is awful. Supprsesion is geniunely one of the most hated mechanics in all of FPS games, even though some games keep forcing it despite general hatred towards it by the playerbase

final olive
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Suppression can be played through typically, aim punch cannot

pastel shore
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both turn fights from skill into RNG. Suppression affects fights just as much, if not more, than aim punch, especially when the mechanic is adding bloom to weapons like it was in BF3/BF4. Even after the dozens of changes reducing the affects of suppression, many fights were pure RNG in those games - they dramatically improved the cone of where bullets could land and resulted in guns being very innaccurate while under suppression, which turned a ton of fights into spray and pray for both sides even if both players had perfect aim.

final olive
pastel shore
final olive
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But all the advantages you attribute to ARs over snipers apply to ARs over DMRs. Excepty that DMRs are even more vulnerable

stoic terrace
final olive
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Since you always are alerted you are being shot before death with a DMR, but not with a sniper. So it is MUCH easier to return pressure.

pastel shore
#
  1. remove aim punch completely, except on snipers with medium/long range scopes, who always finch when hit, with a small cooldown(1 flinch every 300 ms at most, which would normalize how often weapons of different RPMS aim punch).
  2. reduce the magnitude dramatically, and you only get flinched on headshots w/ a short cooldown, except on snipers with medium/long range scopes, who always flinch when hit, with a short cooldown.
  3. reduce the magnitude dramatically, with a short cooldown, otherwise unchanged.
  4. reduce magnitude dramatically, no other changes

Yep, imo the best options, in order from best to least best.

here's how I view it. Each bullet is an individual suggestion

stoic terrace
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so smth like sniper unsteady aim + tunnelvision and handling debuffs maybe idk

final olive
pastel shore
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Balancing by adding in visual clutter, such as blurs, is geniunely awful. For me, it means I can't really play the game at all, a large number of players get headaches or eye strain when their screens become blurry. Blacking out the screen edges is annoying af and doesn't actually accomplish anything, and sway is either useless or so extreme it's even more annoying than flinch

final olive
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Sway can be played through, flinch cannot be

pastel shore
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suppression in general is just shit. Flinch is annoying, and I'd prefer it gone, but kept on snipers specifically to keep them in check. I would rather flinch as a sniper user than any suppression system

#

I say this as someone who is a very strong sniper player, fyi. I recognize they are OP when there is no flinch, but suppression is simply not a good way to handle it. Rewarding players for missing is worse than flinch

final olive
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I mean in a game where you can head glitch, having only flinch largly makes flinch a fake downside since the area to hit you is so tiny

pastel shore
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Especially because of the sheer number of people on each team as BB. Your screen /aim would be literally permanently suppressed in bb, it wouldn't work at all

final olive
pastel shore
# final olive I mean in a game where you can head glitch, having only flinch largly makes flin...

That's a positioning skill, though. If you choose to engage a sniper who is in a secure spot on a headglitch or prone while you are out of range or don't have the skill to hit the shots, you should die. That's a distinctly skill issue. However, if you flank and catch them off guard, you should have a massive advantage even at longer ranges, and it should be hard for them to return accurate fire. Flinch accomplishes that perfectly for snipers.