#Flinch / Aim Punch - Feedback
1 messages · Page 4 of 1
Has nothing to do with aim punch
also I'm not the one going into separate threads to complain about people not agreeing with me lmao
unfortunatly not :/
man yall are wilding hard
Youre part of the band of trolls trying to derail discussions in here. Your opinion isnt noted.
Alright ill do that when i get home.

My initial suggestion where i made it extremely clear that i want to reduce aimpunch across the board, this fact is ignored by the trolls who want to buff the vector:
#1133360306278645810 message
See the section "The aim of tweaking aimpunch"
#1133360306278645810 message
(If aimpunch is removed completely the vector trolls would still have the competitive edge due to the non-existent recoil and extremely high fire rate of the vector.
But if you look at what they have been writing outside of spamming clown emotes and strawmanning my arguments, the whole reason they are annoyed with aimpunch and cant handle removing or greatly reducing aimpunch on SMG's and maintaining a little bit more aimpunch on weapons that have a longer range, slower ADS time and more recoil is because;
if they unload a full mag on an enemy and miss every shot (because they aren't skilled at the game) they run the risk of the enemy turning around, supressing them, hitting them and then they get affected by aimpunch. Which of course punishes them when they are playing the game like it's an arcade shooter)
I also tried to reason with them and be constructive by suggesting a compromise that leaves both sides (the normal people and the troll brigade) happy: #1133360306278645810 message
So all in all, look at who is actually trying to have a constructive discussion and trying to come up with solutions that would leave both sides happy with the game. Look at who is using intellectual dishonest, logical fallacies and strawmen and who is taking their time constructing an actual argument.
Look at who is spamming and burying qualitative suggestions, look at who is using the clown reacts to coordinate targeted harassment.
It's always the same people, regardless if it's this thread or the vector thread.
It's crazy that he still can't do it without being super condescending, lol
He's overcompensating
you pissed on me while i tried getting this thread back on topic, you and -E- where the ones who derailed the thread and now you're butthurt, seething your lil' reddit nuts of
good grief
The way he attempts to gaslight as if he's the one who's being civil and the big meanies are the ones who keep posting low tier pseudointellectual rants that derail threads all the while in the same breath talking about intellectual dishonesty and strawmanning is crazy.
Exactly this
He got so mad that a group of people thought his behaviour and ideas were utter garbage that he started insulting everyone who had the smallest disagreement with him
Not sure the cause of this but I feel like it belongs in this thread. Furthermore, screen shake should not be a thing. Yeah having some wont hurt, but this much? The setting is at 0 and I still experiance so much screen shake its nauseating
I havent played in a couple days but I feel like I dont have that
that's not aimpunch just some weird ads mechanics
I get that bro
wdym then?
Looks like a bug tbh
this thread is basically on the topic of screenshake
so why not post it here for a mod to see
screenshake is different than aim punch/flinch though
its the same thing....
it also looks like a bug so might be more productive if you post it in the bugs thread
its in there as well
cool
Screen shake doesn't change where your bullets are coming from, it just messes with the camera
Aim punch detaches your aim point from where bullers are being fired
it's not lmao
else i'd post your mum's walking shaking the screen in the thread
Should be it's own topic, but camera shake/head bounce should be reduced or altered.
The top implementation(crosshair jumps up/down), can cause motion sickness and is often disorenting. The 2nd is much closer to how humans compensate IRL, and works much better on screen. Otherwise, disabling/removing it helps a ton.
Most games do the quick/easy way and implement it as the top option, which is how it is done in BB.
Some interesting discussion on how star citizen handled this
https://youtu.be/_7GG0y8Jmcs?t=12m
This week, we go out to our Frankfurt Studio, where Brian Chambers updates us on the studio's progress and we get a complete look at the Vision Stabilization system from Ivo Herzeg himself.
01:19 - Studio Update
09:24 - Community Update with Tyler Witkin
12:04 - Behind the Scenes: Vision Stabilization
head bob gives me motion sickness
there actually is a setting in options to turn the screenshake off, it's a slider
doesn't do anything for aim punch but atleast you don't have to deal with that nauseating shit
It doesn't reduce it much, I think it reduces some headbob but all other camera shake is untouched, and there's a ton of it
hm, maybe i just stopped noticing it at some point
do u know how to read?
I said its at 0
what's happening in erupt's clips is something completely different and is a bug, similar thing occurs in roblox bad business
I'm a bit confused on what you mean by this. Would this mean that jumping wouldn't affect your ability to aim at all?
in bad business the screen shake is part of the vaulting animation and also when landing from a fall, and for some reason with uneven terrain it triggers the shaking to happen when ADSing while on non-flat ground, it can happen even with the slightest unnoticeable bump on the ground and it'll make your screen bounce all over the place which you have no control over
It would, this is just for camera stabilization specific to head bob and screen shake. It basically makes it so the edge of your screen still shakes properly, but everything doesn't jump up/down. Think about it like your eyes rotating in your head as you walk. When you jump, your gun would still point down towards the ground(like it does now), and your view would shift when jumping, but not during regular screen shake or headbobbing. It's a much more practical way of emulating how we operate IRL, so it doesn't cause the same disorientation that regular screen shake/head bob normally does. Just moving the entire camera up and down like in the top implementation screws with your eyes/brain, similar to how blurs can cause some people eye strain, as their eyes think they are unfocused and constantly try to focus, wearing them out quickly
ok
Aim flinching is inconsistent, and needs to change. it should absolutely be based on the caliber of weapon you are hit with, and what level of armor you have to counter it.
hmm. armour affecting it is a new idea, haven't heard that yet
a lot of people suggested it before
but also a lot just say to outright remove the mechanic
...in the future casual mode thats been talked about...
The current game is the casual mode. Milsim comes later and will have more "hardcore" mechanics.
These "hardcore" mechanics is what gives battlebit a unique identity considering the simple graphics that draws comparisons to games intended for younger audiences...Therefore aimpunch should NOT be removed entirely
BB is already unique enough in it's destruction and feel. Phantom Forces, Arsenal, Ravenfield, and Unturned do not play anywhere near the same universe as this game. Flinch exists in other games. It's not a standout, "I want to play the game for this" mechanic. Keeping a widely criticized (yes, other games Cod, Apex, R6, PS2) mechanic for the sake of uniqueness is not good game design.
Giving some of the underused weapons a competitive edge compared to the meta.
I do agree that flinch may tip a fight in someone's favor, but whose favor that is, is too random when it counts. RNG is not a substitute when number tweaking is sufficient for balance. In an aim duel scenario where both parties shoot at the same time aim should be the deciding factor. Flinch, even if reduced, takes away control of the player in such a frustrating way. This is the reason the Toughness perk in Black Ops 2 was mandatory unless you were doing something cheeky.
Making the severely limited...loadout choices...have something more going for it... Making unlocking new weapons and attachments interesting
There are much more interesting and less frustrating ways of handling this. The current attachments leave a lot to be desired and are getting reworked(?, pretty sure this was true) eventually. There's so much more room for diversity in loadouts than adding an inherently aggravating and divisive mechanic.
its just one line of code oki
please just remove it
or just dont have it be random please
Hats off for actually engaging with this guy seriously
I just like to talk about game design
actually BASED
I mean from a physics point of view armor should increase aim punch not reduce it.
why did oki make it random 😭
uh how is this possible
i got a modded client
ye dude let me pair the shitty aim punch with high ping what could go wrong? Players can't counter strafe? No problem
flinch is entirely rng btw
should be a fixed value / removed / or based on the calibre of the enemies gun
nice find
lol, that reminds of a guy who posted on this feedback that he could 100% predict aim punch and compensate for it mid gunfight.
yeah GL doing that on a random directional modifier lol
make it add to recoil instead of totally random ¯_(ツ)_/¯
till this day im still not sure to make of what the aim punch should be like
ive definitely been on the receiving end of it and i do feel frustrated
probably because it just should not be a thing
aimpunch is just extra punishment for getting hit. solution: don't get hit
i think it should be substituted with something else
but im still not sure with what
suppression has been suggested but that's not well liked either
man if only aim punch was a camera effect and doesnt actually fuck up ur aim
or at least make the gun move together with the camera so shots actually go where the crosshair is instead of still going in the middle of the screen, outside the scope
if a camera effect would do you can use blurring or blackening on the screen or something but I doubt people would enjoy that either considering health is also conveyed that way
I'm not sure whether we need a flinch substitute
Is it really needed?
dark borders is already in as suppression effect
i mean we can take examples from other games
that's what I was referencing
in some games, being shot at will slow down ur movement
but i think thatll cause more problems
would appreciate if you didn't use "some games"
DRG, CSGO
the game you are looking at is important
to name a few
but yeah not really a good substitute for something more fast paced
kills momentum (literally and figuratively)
CS:GO has vastly different pace, enemy count etc.
so slowing down upon being shot won't fit BBR
halo 4 also did it, it's an infuriating mechanic. Would especially suck here where there's constant fire at multiple angles everywhere
I mean you can have punch if it only moves camera NOT your aimpoint. As it is it desyncs aim from your sight so you can't compensate
this would be the perfect middleground / compromise imo
it still conveys the visual that ur getting shot
tagging and flinch would incentivize not getting caught out in the open more, which I think would make the game flow better
but ur aim isnt getting fucked by it
Would make tracking harder under fire, but not make your aim move directly
low ttk is already an incentive to not get caught in the open
I don't think we need an actual tag or flinch mechanic for anything other than snipers
what I'm saying doesn't really apply to point blank range tbh, I mean more in the open fields where ttk is longer due to range inaccuracy
flinch is arguable on snipers since they can get a bit too strong in mid range without it
whatever happens in cqb, low ttk won't make flinch matter that much
it makes it matter even more
i'd argue it does
since if you even miss a single shot in CQB you die
that also apply to your enemy, mind
have lost some winnable battles due to the crosshair moving to brazil when being shot
you have less time to "compensate" for flinch
exactly why it's a shitty mechanic
it applies for both parties but in different amounts because of the randomness
different amount? no
there are videos of this exact thing somewhere in the thread
my brother in christ flinch rn is random
it almost has no chance of applying in the same amount
nvm
I'd honestly rather the bullets just keep going towards middle of screen
lmao
man i wish i brushed up on my c#
it's honestly just better to not have aim punch
excluding snipers, the game played so well before it was implemented, during the playtests. No one was bothered by it not being there, that gunplay is what got the game so hyped up in the first plce
iirc csgo also has aimpunch, but it only happens if u have no armor
maybe an idea for a mechanic
Even is csgo where aim punch applies only when you don't have armor people still dislike aim punch
it's simply not a fun mechanic to play with
it's an incentive to get armor. you already don't get flinch if your armor absorbs the hit
except right now you don't have a way to replenish lost armor
that could be added yes
csgo has an economy system tied to armor
it shouldn't be
i have no idea what the devs are planning to do
support or assault should be able to replenish armor
devs are aware that they need to have a way to replenish armor in one of their dev streams
but that's for another thread
give it to assault
tying it to armor won't help. Even if you could replenish armor, that's still only 1-2 bullets where you aren't aim punched. MOST of your HP will be aim punchable, and even if not, you'd still have to take even MORE additional time to reset, now you have to bandage, replenish HP, replenish armor... all just to STILL GET AIM PUNCHED
support already has ammokit
the armor idea might be nice though
the aimpunch though..
it has to be replaced with some other visual cue
Why wouldn't i be? You're proving my every critique true and you don't stop.
I'd say you already have enough visual cues to understand you are getting shot at if that's what you mean
and from where
eh true
i wish i played the playtest more
didnt really get a proper feel for the gun mechanic
maybe i would be more opposed to it if i were idk
Actual good take.
im just kinda used to it
let me spitball an idea
what if flinch/aimpunch only occurs on headshots
that was suggested in one of walk's posts
what was the consensus
IIRC people who want aim punch to stay didn't like it
people who don't want aim punch were a mix between "eh sure" and "just fucking remove it"
Thanks for being one of the few people to post an actual on-topic, valid critique, I respect that.
I do wish armor apply evenly instead of just being an extra health bar that always depletes before health. more like csgo armor. replenishing becomes less of an issue, and it can offer protection for longer for the same drawbacks. that way flinch depending on armor would make sense more
except most of his points were already told to you by other people before you condescendingly insulted them for not agreeing with your shitty suggestion
thanks for proving that you are indeed a brainless clown
im leaning towards the "eh sure" group here
Now if only the trolls did that, then they wouldn't be trolls. 
if its gone its fine i guess
Why are you still trying to address me if you blocked me? Cant keep yourself from clicking "show message" right?
Bad impulse control and low self-esteem. Not looking good buddy.
because you suck mr self react
I click show message just to clown react to you
Only reason he blocked me is because he's afraid of the clown reacts he's throwing around himself 🤡
Such a self-report.
I was waiting for you to be a disingenuous cunt and use his goodwill to gaslight
Oh my, using the big words now aren't you?
how is it a self report if it literally shows when you hover lmao go away dumbass
I mean they have a point
Me gaslighting you isn't real buddy. You might feel gaslit though, but that's none of my concern.
at that point do we really need aim punch to be in?
im fine with whichever
as long as they dont make the aimpunch even more annoying 
@placid dagger
Yeah it should be tuned down across the board, and ofc removing it completely from the vector.
ehh remove completely, for one specific weapon, doesn't sound like a good idea
It should be removed for weapons such as those with 0 recoil and 1200 rpm. Low calibre SMG's for example.
Here's the links to the full suggestion:
#1133360306278645810 message
I don't agree with complete removal, at most a reduction to half of what intermediate rifles would be is good enough for a start. vector can be nerfed in other ways
Based.
Yeah there are other ways of nerfing the vector. Adding recoil, limit its effective range. Loads of things.
This would be one way of nerfing the vector that's related to the topic of aimpunch.
(if they clown react you, you know you've won the debate)
They have 0 arguments against my suggestions.
flinch could be a good feedback, relatively better than the blood health overlay, to how much damage you're taking at a time if it scales with damage taken
Idk if star citizen is a good source of options. Totally hotch potch of spagetti code and bad fps expirience. Ships are amazing tho
It's got it's issues, but for that specific topic they did well. I think it's about the one thing that nearly every FPS messes up and it's why everyone hates aimbob and screen shake so much
After watching this video I want to play SC again...
someone tell me how this is fair
It is not
you're single firing with a close range rifle as if it were a dmr at a range where you can full auto with a red dot if your aim is good enough
hit rotation set to up and multiplier set to 2.
would this be more fair as its more predictable?
even if I was full auto I would have gotten aimpunch fucked lol
yeah the aim punch is the issue in that clip
the aimpunch on mid range scopes is actually unbearable
this is funny as fuck
can you add a target to the videos, as well as a crosshair at center of screen so we can more easily compare how the two different implementations look and act?
kinda difficult to see just ads at a wall
one sec
looks like your aim isn't totally fucked, but can you record a video of you shooting at a target while getting hit?
if you took less time and just sprayed as fast as possible you could've aimpunched him first and won the fight, so yeah aim punch is not good
Yeah this is nice. Maybe it's just because I'm on my phone but I can't see much crosshair movement but it also lets you know you're hit
i have it set to cntrl + b to activate the effect let me see if i can change it
u gotta have precognitive abilites man and u just have to know that hes there and start shooting first
Funnily enough this is what a guy basically said in this thread lmao
I mean yeah that's just "win the gunfight" but i have repeatedly won gunfights while on semi auto as well lol
sort of why I was stuck semi auto there but I really didn't expect the aimpunch to be THAT drastic hence I clipped it
this looks good
i dont doubt it one bit man
screen defo doesnt shake as much
There's no compensating for that lmao
It's like someone's slapping your gun away
to be fair i really don't see the point going semi auto on g36c, it's supposed to be a spray and pray weapon with its low accuracy and 2nd best firerate out of all the ars
that looks way more reasonable than current aimpunch implementation
sorry for asking more, but what does this look like with a midrange scope
Oh my...my goodness
you get just enough feedback to feel you're getting hit
fixed values so its way better
It looks way better but a little nauseating
let me check
less annoying to deal with 100%
it still looks pretty awful, ngl. Better than what we have now but not by much. Still makes it feel like it'll be better not to aim for headshots which imo is a big problem
it's less nauseating than the current one, only giving it a lengthy cooldown or removing it will solve that
The desync between center of screen and reticle really fucks aimpunch in this game. How is the gun independent from your aim?
what would be a better solution?
spraying with midrange is a bit difficult plus I am much more comfortable tap firing anyway
well from what ive seen, there is
- slight tweak
- full removal
- make it tied to armor/health/caliber
how much work would implementing a cooldown on it would take?
that's the thing, i'd never use a med scope on g36, i'd recommend any other ar (besides famas), but if you enjoy it then it's all fine
ill spray it if I'm using the canted sights but the recoil is a bit much to control on a midrange sight
realistically it was just unfortunate weapon choice for the clip because I was trying shit out lol
interesting
this is 2x multiplier instead of 5x(base game) btw
i only just noticed that there is barely (or if any) horizontal sway
really think just removing it would be better. One thing I'm noticing is that it looks like the bullets will still go towards center of screen, instead of towards where the crosshair is showing. Otherwise, pure vertical aimpunch like this could wind up just kicking the shots into someones head, which means going for head is just bad gameplay and you'd want to aim upper chest incase you get aim punched.
yeh removing it seems better
Exactly
How does it react to leaning? Does it kick at a diagonal then, or still straight up?
Its not worth it. Dont go down that dark road.
should state that the game build im using is ~2 months old
still straight up
camera doesnt rotate so that makes sense as i only applied it to go up
what if the aimpunch or flinch effect is more similar akin to minecraft, where the screen just slightly rotates (screen doesnt move up or down or sideways)?
lemme try that
ya that's what I assumed. idk this just makes me lean more towards removing it completely tbh
the player camera and the gun isn't linked, I bet if you freelook and get flinch it'll still go up anyway
well now this thread is now "get muj to try stuff out"
mods are a good way to showcase changes, ig
id say at most if they want to keep any semblance of aimpunch, it should just be a camera effect and doesnt affect aim
or you know, remove it
yea, this is probably the single best way to actually go about this
muj MVP
i tip my hat off to you sir
muj the GOAT 🐐
this is definitely better
c&d incoming fr
one of my biggest problems with bullet flinch rn is that it makes headglitches exetremly op
cause even if you can hit the small part of their head showing it's impossible with flinch
wait
does the bullet come from your head rather than the gun
When you ads yes
i see
so it might still be kinda from the gun
The bullets come from the barrel when hipfiring but when you ads it seems to spawn from your camera
not exactly center though. you still get blocked if you have something in front of your face even if your crosshair is clear
I was gunna make a video about how turning the camera actually changes the direction your bullets go when hipfiring. They actually don't go to the center of your screen like any other game would
yea it doesn't come from center, it still comes from barrel. Barrel is just much closer to your eyes.
it's similar to squad and insurgency sandstorm in that way yep. it goes in a circle around your center of screen, a laser makes it obvious
This is very slightly true. I've tested with medium range scopes and the reticle is nearly on the obstacle when it gets blocked
It's incredibly close
yea it's a bit weird, it's like tarkov and insurgency in that sense. You can get pretty good with it but have to be really aware of how you are turning when you go to aim
on that note, i kinda wish we have more AO to have more sense of how close your gun is to the wall
Yeah when I first started I was wondering why hipfiring felt so bad but I went into the range to test for a while and figured it out. I thought the gun sway was cosmetic like any other game. Never played tarkov but I don't remember that being a thing in insurgency. It's been years tho
you go too close and your gun will be raised and wont be able to shoot
it doesnt help that most of the textures in the game are flat
yea it is. In old insurgency, there was even a "dead zone" as you aimed where your gun would move, but not the camera. Luckily, they did eventually add an option to remove that because it was jarring and very annoying
yeah, and gun will gradually get pushed up closer into your body until your char puts it away the closer you get to the obstacle
Putting a laser on the side drastically improved my hipfiring...even if it doesn't actually show up on player models for some reason
ah this
i lowkey kinda liked it
also fuck sinjar
No way! Maybe I disabled it but it's been years and I can't remember.
yea this is seriously annoying when trying to peak a sandbag etc.
aim deadzone seems like a pretty standard feature of the more slower games
hah, insurgency was def not a slow game
it was decently fast paced
slower, I said
Idk I played it like CoD
ya you could go fucking nuts in that game with a fast, aggressive playstyle. really fun game
My short opinion to this: Worst thing in the game, makes defending agains high firerate weapons impossible
i had a supressed deagle while running without armor, which guarantees a ohk or a 2shot kill (while running fast af)
roll rotation (10 degrees to the left i think)
yea boii rotate that shit
i kinda like this one
(im a bit biased towards my own opinion ofc)
holy shit that made me motion sick in literally 3 seconds flat
Its a bit jarring. Could you lower it?
I couldn't even finish both vids
yes
what degree would be less jarring?
ill try 5
Slower? And the rotation amount cut in half ig
wow I was honestly not expecting that
Same. It legitimately hurt a bit
idk if i can slow it down idk where that is
are you able to change the recovery speed? probably on the player camera object/script
maybe constrict how far it rotates(?)
I wish I could help but I've only ever written a text based blackjack game in python when I was testing Adderall
idek if it can be balanced for everyone tbh
i vote for oki to just remove it entirely
i guess the effect can be more subtle, but its nice to see what the aimpunch would look like if it were implemented differently
some kicks the camera up
some rotates
some rotates towards the direction of the damage
csgo kicks up and a bit to the side, aim follows camera
i forgot how insurgency did it 💀
I think in Cod it was mostly up
man the last update broke so many things, so sad
if aim followed the camera i think it wouldnt have been as bad
it'd be nice if the recovery to the normal point is faster
That's true. In @oak jolt 's clip they kept ping ponging and couldn't even look at the guy after
It would be worth it with server meshing and vulkan.
And I already have it, for free of course
This is good
A camera effect that can be turned off would work for me
that hurts to watch
does flinch only occur when receiving headshot dmg or bodyshot, or perphaps all the time?
All the time
Everytime ur hit
At any range
With any gun
What did he do
Didn't follow the convo to closely myself, but he had takes that people really hated lol
I don't care to bother looking through
Sounds like people are being uncivil to a person who had an opinion against the majority
propped himself up on the hardcore gamer pedestal while talking down to anyone who disagreed with him as part of the "problem" that his suggestion is explicitly targetted to bring down
I don't have too much to say just remove aim punch or at least tone it down by a good amount so you at least stay on target
armor hit
The higher fire rate weapon will win most engagements like in this video
Totally fair and balance mechanic
I saw him coming from 200 m away with the infrared. I lined up my angle while he was at a dead sprint. He never knew I was even there waiting. Wild results.
Countless times this has happen to me, such a shit implementation of it, its even worst when your gun has a terrible recoil pattern which fucks it over more
Watch it in slo mo 🗿
@oak jolt you had no chance lmao
that last shot went so off 😂
but that tapfire, medium range scope with the sg550 
that's why I appreciate AUG's 90+ accuracy, one less factor to get dicked on by RNG
It’s weird that he killed you in two shots
I'm not tap firing there
wut, looks like it tbh
yeah no i was spraying, I literally just got destroyed by the aimpunch and ttk
anyways medium optic at that distance with f/a is kinda stoopit imo
nah, that's fine
i've done with acog scar, and slip aug
the aimpunch there is some bs that absolutely fucked it
I mean, I didn't really have time to switch to the canted, it's a slip though
yeah def
unlucky moment
but scar on s/a
atleast with acog only f/a with short range sight imo
nah, i full auto scar with acog close range, from one side of the road to the other
Same
ain't nobody got time to switch firemodes and sights when someone pops up that close lmao
Yea
You use what you have, I don't think the range for that scope in the clip is unreasonable
cover?/switch it on environment
scar's ttk is actually good enough that you stand a chance 😂
that's what i do
bruh if you turn a corner and see someone pop up across the road, you're not gonna turn around, swap sights, and come back out 😂
you just aim and click
Anyone going "wow bad luck" like that level of aimpunch is just natural needs their head examined
bruh man you starting like kafkatrap
Woah man, that's not on.
k word is banned 😂
well maybe try 'n stay nice
I usually am and I'm not trying to be hyper-dismissive, but if I'm reading this right you're pulling out constant edge-cases about why the above clip isn't that bad.
If I'm misinterpreting then my bad
don't get me wrong aimpuch currently is bad but running out there with a medium range scope is... not ideal either
You can switch mid spray
I do it all the time as a FLIR user
Since Flashlights and Lasers blind me like im looking into the Sun
Hmmmmm, disagree, the target takes up less than 1/4 of the scope, it's a low-magnification scope (I think the lowest?) and the same result would have happened had they been using a red-dot sight
I think that's appropriate, if not THE appropriate range for that scope
If your man's was investigating the state of his nose hair or the dank tattoo on his ass cheek, I'd 💯 agree with you.
slip is "" barely "" a medium optic though at just 2x zoom. slip is really popular for this reason (and FLIR also doesn't zoom in as far as most other med scopes)
ik
What are you doing out in the open in the first place? That gunfight isnt the fault of aimpunch, its the fault of bad positioning and situational awareness.

fuck off kafka
there's another clip I posted where i got brutalized by aimpunch regardless of positioning
mf's out here blaming game mechanics when they are standing in the middle of a 10x10 km open field in front of an enemy defensive line taking fire. 
i mean he got a point somewhere with bad positioning and imo bad sight usage but nahh man pls don't
no I agree it was pretty dumb
I think I had just rezzed someone and tried to take an engagement
yeah ouch shit happens
the main point of the clip is just seeing the sheer force of the aimpunch from an SMG at that distance
literally kicking the entire gun around
it makes it feel like a gunfight is lost before you can even hit one shot
yeah had that happen to me today a bunch of times, atm trying to grind out the mp5, and it's just ridiculous sometimes i hit people and they just fuck up my aim and i'm ded or they hit me and i flick around and fuck 'em or how it was probaly intended on anything else then snipers, i shoot 'em and they can't do shit, but still brutal at best and infuriating at worst
Well, as im sure you are aware, i am in favor of greatly reducing or removing aimpunch for SMG's and other very high firerate weapons. 🙏
can yall chill
best rebalancing to aim punch is to remove this thread at this point
It'd be the same from any other gun, too. Aim punch isn't dependent on anything, you just get hit and get aim punched.
SMGs just do so more frequently at this point.
Best to remove it, reduce it dramatically, and/or add a 300 ms cooldown between flinch. I don't even care if snipers are OP again, even though I think it would be best to keep flinch just for snipers
yeah I just meant it for emphasis really lol
"Grind" thread finally got it's acknowledgement so it's highly likely that soon™ we'll see some changes
i guess it just leads to a bunch of people making wild suggestions, including removing aim punch ONLY from SMGs, instead of addressing the root problem adequately. There was a lot of misinformation floating around too, such as the amount of flinch is dependent on what gun you are using(based off recoil or some other stat), or that SMGs impart more flinch on others, none of which was accurate
guys i think flinch should be 100x fr fr
the BTR/LAV experience
ok that would actually make me throw up.
How does it look with really small values, like 0.25, 0.5, 1?
lemme test
@keen ocean holy shit fax
wait lemme test on targets
I think that's enough to throw off 6x +?
that looks almost serviceable. 0.5 would probably be acceptable as a compromise if oki insists on aim punch staying in the game
Yeah
it would be fine with me if the game had affected fov cos the flinch wont be as nauseating
roll yaw and tilt i think
basically rotation values
that might be what causes the scopes to be off center, if that's reduced to 0 might be an improvement for that aspect of aim punch
i think you mean pitch, yaw, roll 😂
whatever the words are
roll/tilt same thing 😂
Can you create two different flinches at the same time? Lets say, one that only goes upwards and another rng one that goes to any direction
Both values should be really low ofc
he actually did this yesterday, you can scroll up.
He also did one where the camera rotated, which was the worst by far, gave instant motion sickness
Any idea what time it was? So much scrolling
not sure but it should be easier to spot, you can search on his name with attachment and it'll be easy to find
put this in search
in:#feedback from: .muj. has: file
looks pretty good
considering the Mg3 is coming into the game as part of the high ROF family I don't see any reasons to keep flinch even in its current state AT ALL
been aimpunched to fuck by M249 as well
Yea every gun aim punches to high hell. The guys saying "oh lmg should aim punch but not other guns" are the worst. Lmgs/support aren't even bad, certainly don't want to give them buffs, and definitely not via aim punch
imo for how heavy these guns are they have a little to strong recoil and also the bipod is garbo, that thing needs a serious buff
'serious buff' pretty sure bipods got nerfed because people were full autoing at 300m with it and m249 was better at sniping than the snipers were
sure they're useless now but i'd rather have them stay like that than have full auto sniper rifles in the game
Flinch should be visual only, and much less drastic than it currently is.
If it were visual only, what would the point be?
It is explicitly there to throw off your aim when you get shot
well 300m isn't a snipers distance optimaly, 400-1400m is, but at the moment bipod's just cringe to use, it should be able to kill ars and dmrs at 200m tbh
Player information and feedback. It lets you know you're hit
all impactful snipers play at sub 300m ranges though
Well, the skill threshold for being impactful increases above that range
and if you make m249 beat dmrs then what the hell is even the point of dmrs at that point where they get beat by full auto at 200m and snipers past 200m
Skill floor
Personally I find ~200m to be the easiest place to snipe at
i don't mean past 200m, about at is where i'd set the limit, able to outrange ars and punish cocky dmrs or dmrs in a bad position, anyways bipod recoil is rediculous when undeployed and just barely as good as if the best recoil setup was on the gun when deployed
i usually go for 400-800m but when i have to 1300m is also doable with a 4x
They are really deadly enough. The recoil is like an AR, but they got 100 rounds in the mag, all on class that gets up to 165 HP on spawn.
The ultimax especially is so insanely accurate.
Either way, leave aim punch out of balancing them. They can get faster bullet velocity, recoil modifiers while crouched/prone or something else if they DO need a buff. Just keep aim punch out of it lol
wasn't even talking 'bout aimpunch ):
just the bipod's unreasonably shit
ya combining 2 thoughts.
I agree bipods aren't very good. They can be a pita to balance, though. If the bipods are strong, it means the base stats of the LMG need to be poor, which makes them mandatory. If they are weaker, you can have better base stats on the LMGs, but the bipods aren't useful, then.
I think they're alsotough to implement correctly in bb, specifically because of the destruction. It means there's a ton of really weird angles/geometry that can screw with deployed bipods and make them awkward to use, I'd bet it's a ton of work getting them to work well, maybe not worth the effort for a single attachment that tends to be much more niche
but the thing is, bipods already weaken the lmg by not allowing a grip for mobile recoil reduction and the lmg user has to set up somewhere where they can be shot to, don't you think that's a worthy tradeoff?
yeah and attachments have to be reworked someday aswell
but whatever till then i'll have to use sup. as a chonky assault with more ammo and a fuckton of boom
Is this really as basic as Aim Punch code works? So if a weapon can drop 30 rounds a second it's going to hit this 30 times in a second versus a slower firing gun?
This seems like such a horrible implementation
i believe so
Yikes. Big yikes
oversight likely
ye big hurt with that implementation :/
yea getting a good flank with an LMG is just nuts. 100 bullets, you just never have to stop shooting. Proper target priority means you can take 15+ players and kill them without letting go of M1 lol.
I think the problem with bipods is that a lot of players expect them to effectively reduce the recoil down to NOTHING. I think it'd be interesting if maybe it removed all nearly horizontal recoil, leaving mostly vertical, but came with steep penalties while not deployed.
It takes in no factor for the receive damage at all for how much the camera shake will happen on the client? That's wild.
either that, or rework bipods to not be "deployable", but instead have scaling benefits. standing, penalties. Crouching, moderate/neutral reduction in recoil. Prone, large reduction in recoil. That way there's no deployment to worry about, it's more of a decision for how you want to position to take the fights
1.5x i think
but tbh the penalties don't make much sense in the way that 1. it's not realistic and 2. and more importantly you're already getting the tradeoff of less mobility and more recoil while moving while having a grip
ik realism is stupid but please it just doesn't make any sense
not even in balancing
I'm not particularly worried about realism, rather just don't want an attachment that makes gameplay cheesy and lame. Proning in random corners/areas, having huge EHP, a gun with 100 rounds in the mag, good TTK, and then suddenly it has virtually no recoil and can just decimate anyone they see is just terrible gameplay
I don't get why each gun can't just have a punch power based on what "caliber" it is shooting. If a SCAR is shooting 7.62 there should be at least a magnitude of aim punch vs a Vector shooting a 22LR. You could even add a dynamic in there for each gun where you can choose the caliber for the gun if the gun comes in different calibers
vector has .45acp tho
It does but based on the dmg and recoil profile it's clearly not what is being emulated in game
Calibre isn’t the only thing that affects the energy of a bullet. Muzzle velocity is really important as well
True for sure, but the recoil isn't making sense if it's dropping 30 rounds in a second of 45 ACP is it?
Think about why aimpunch is in the game to begin with. What problem in the game is it trying to fix? It makes more problems than it solves. That's why most of us are calling for removal.
10mm auto, .45 ACP, .40 S&W, 9x19mm
Not really sure what you mean by that
For sure removal is the short and easy solution for sure
tone it down and slap a timer on it imo
just react to and correct the completely random aim punch
just be support. idk what it is about support but i feel like even when i catch them sprinting the armor eats so much damage that they're able to start aim punching me before i can get through the armor
often you just get pummeled before even aiming ):
i know armor is just like a one time thing to deal with per life, but i hate it so much
especially in basically every moment i've had to pull out my pistol, and then watched a support fully tank the entire glock mag preventing my clean escape
like it doesn't even matter how much of a jump you get on them until you get the extended mag for it
TTK is too fast for such severe aimpunch; i don't enjoy losing fights i started because my gun is punching to the moon
yep yep
also makes revolvers and deagle actually useless if you're being shot at
would prefer visual suppression
I like this, good job
thats without ads, it messes up on ads
imo it should be relative to fov
as a PoC it's good, it's nice to see actual examples of what people are crying about
hard-agree
I got the FU sights for 3/4 DMRs. Aim punch is unbelievable when it comes to taking shots with a medium range scope. Trying to use a shite weapon class when the RNG aim punch causes me to whiff the 3rd shot needed for a kill because an SMG from 75m took a potshot at me is frustrating and makes me understand why snipers sit 800 m from point. So that they don't throw up from aim punch lurching
what do you want people to be able to do besides be walking targets
Nothing, walking targets that don't shoot back 
But in seriousness, be flinched back and be forced into cover instead of tanking 2 hits, shooting at me and hitting a single bullet and then beaming me because MY aim has been flinched and my DMR can't reset while they have freedom to do as they please because they just ate my shots. Headie/body doesn't work all the time because armor exists and that split second save between my 2nd and 3rd bullet shouldn't be up to RNG
Really it's a skill issue, i should just be hitting all headshots
yes you should
If people want to tone it down, sure. If people want it removed, it takes all danger of flinch out which means I'm not missing that 3rd shot due to flinch. And if they leave it, dev back handed "skill issue"
i wonder if i can try this 🤔 surely theres a isADS flag somewhere
turns out there is
making flinch conditional might work 🤔
i forgot i could slow down game time
might be better for comparing flinches
0.25 gamespeed
is that current flinch levels?
5 is current
this is 2.5 non ads, 1.25 ads
@grand mortar you should mod shotguns into the game later, just to show people how well it could be implemented, at such ease, balanced to perfection.
Hit me up if you want the exact stats.
no offense but you will not be able to balance shotguns correctly
I don't know any game that has balanced shotguns, but I can name many examples where they are quite overpowered and underpowered
The only thing behind "they are hard to balance" is subjectivity.
Thats why you can only mention games where they are overpowered or underpowered.
A medic vector main will claim shotguns are overpowered if they get killed by a shotgun once.
A normal player who thinks shotguns should be in the game because free choice and varied loadouts that demands adapting to different playstyles is good for a games longevity might just appreciate them being in the game regardless.
A player who chases a high K/D and never plays objective will claim they are underpowered because they bought the lie about shotguns being OP, but those people are just vector medics who are a little bit more openminded than the rabid anti-shotgunners.
So, my subjective opinion goes as follows: id rather have underpowered shotguns than no shotguns at all.
If shotguns were to be overpowered it would upset the vocal minority, the vector mains, who believe they speak for the silent majority. (They do not, the silent majority is silent because they are busy playing the game instead of being heavily invested in pro-skub or anti-skub sentiment on a discord server)
So yeah, id rather see them implemented as underpowered before talking about the perfect unreachable balance.
What balance can be achieved is related to player mentality and what threats they are prepared to face.
If youre zooming around out in the open, youre bound to get oneshotted by a sniper.
If youre zooming around inside, you might run into a shotgun.
If shotguns are underpowered enough that they dont oneshot but most the stupidest players... and you still claim they are OP, then the fault is with player mentality and the failure of skill. Not with the concept of shotguns itself.
Mans got himself confused, walked into the aim punch feedback page to write a fucking novel on shotguns
My mans is so triggered he didnt even consider the fact i was responding to a comment on the same topic.
(Hes one of the vector mains i was talking about. Now ask yourself if its a coincidence these are the same people who wants to remove entire mechanics from the game)
You weren't though, you responded to a guy who was genuinely interested in providing some of his time to create some alternatives to aimpunch that aren't obnoxious.
Shush now. Be quiet. You have nothing interesting or constructive to add on either topics.
Maybe just make a shotgun feedback thread so you have a toilet to drop your shit into instead of here
Yeah I get what you're saying but they also likely don't fall in line with their vision
The maps are big for a reason
kafka try not to talk about shotguns challenge (impossible)
apex is bout the only game that has decently balanced shotguns, and even they tend to go between OP and TRASH regularly lol
I'm sure part of that too is the movement
They can make shotguns slightly bad but skill makes them good
Anyone that wants to move off the Topic in this Thread will be muted for 6 Hours.
Ping me if you feel it's necessary, unnecessary pings will be punished.
Man even this low, I just can't help but feel it's better to disable it. By the time flinch looks/feels reasonable, it's so low you may as well just not have it at all
I do wonder how the dev will rework it. I guess we just wait now.
big +1 on nerfing it. Really saps the fun out of playing when you know half your gunfights are gonna be lost from an entirely RNG mechanic. Don't mind a little bit of it but as is now, it's god awful.
💯 oki should disable that shit
no idea why people believe its good to have in games, milsim/Hardcore games yea i would understand but i don't think it belongs in BBR in its current version
There's still nothing about aim-punch in the announcements despite it not being present in the beta and overwhelming criticisms against it.
I won't give up though, out of everything in bb this is the one thing I think needs to be addressed more than anything else
If the developer was willing to remove aimpunch in exchange for unlimited claymores/mines returning, would you take it?
Yea. It's a pointless theoretical, though. Inf claymores/mines was fixing an abuse case. Tbh all explosives should be more limited than they are. 1 nade per life, 2 for supp/assault, and limited replenish on all explosives, nades, rockets etc. Should have always been a thing. On some places(bridges, other chokepoints) nadespam and other explosive spam are just so ridiculous. I get that noobs like being able to sit in a spot safely and just toss infinite nades into chokepoints because it's the only way they get kills, but surely even they can recognize that it's not actually healthy gameplay
The only thing that fixed was the fun and absurdity in this game. I would understand if players have limits on what they can carry to prevent spam, but players properly planning and utilizing resources such as supply drops to make a minefield should be rewarded. Getting shut down by an arbitrary limit just kills the immersion and creativity of this game.
You might think that this is a fringe case, but just as you saw single-player-made minefields to be busted, others see the solo run-and-gun medic with the exact same lens. What do you think will happen to the game when they get the nerfs they have been crying for?
devs already confirmed medic isn't being nerfed
they even rejected indirect nerfs to the medic lol
That soothes my heart.
But they did nerf Vector unfortunately.
i guess we'll see soon
So run-and-gun might not stay.
wdym unfortunately 
Getting shut down by an arbitrary limit just kills the immersion and creativity of this game.
It really doesn't. If anything, unlimited explosive spam reduces creativity because you don't need to smart or clever, you just spam mindlessly for better results.
Unlucky, out of all the solutions he chose the worst one. Hopefully, even the high damage flinch atm is less than what we currently have, so it'll be an improvement in some cases, but all this does is force AK15/FAL meta, since you aim punch opponents and they don't aim punch you in return
i assume the other way around
so, just normal scaling then
as a SCAR enjoyer... i don't hate it, but at first glance, this doesn't seem to be a good solution
I hope all the guys who were championing for that solution are ready for me to completely obliterate them with the FAL. I mean, I was already. But now I won't occasionally lose to aim punch 😉
I’ll have FAL soon, should be a good time considering I’m actually not good enough to be playing aggressively with smgs but do it anyway.
You literally can do less as a solo player. Before you had the choice to give up some of your time in exchange for reinforcing an area. Now that choice is already made for you. In addition, this game thrives off of its absurdity. The only thing enforcing that limit accomplished was make this game a little more bland in the name of balance.
I am so ecstatic that RNG in gunfights is here to stay.
Just be lucky bozo
bad luck = skill issue 
Mario Kart does it, so it only makes sense that BattleBit should too.
I'm pretty sure that by exponentially scale down he means logmarithic
Imagine not being lucky smh
So it mainly nerfs low damage (high fire rate) weapons
Can't wait to make people see god every time I land a bodyshot with a sniper
But a DMR and an ak15 should have similar aim punch
If it's exponentially scale down then there's def a limit to the strength
DMR's should have bigger aim punch, they do more? dmg too
or they don't
Solo player minefields were the epitome of one player doing too much. You can still get a squad to place a minefield but c'mon don't pretend that was reasonable
gotta say inverse exponential instead of logarithmic to throw the nerds off
Exponentially scale down reads to me as logmarithic
can we not discuss the well deserved claymore nerf in this thread?
i don't rally understand what you said, I suck at match very much
Between pistols and smgs is a big jump
Between rifles and dmrs is a small jump
Diff between 20 and 21 in aimpunch will be more than 70 and 90
Again I'm assuming here
Than doesn't feel right to me, kinda backwards
shouldn't smg have simmilar punch to pistols? they have better rof so it will be more felt
They are very close in damage. Those ARS/DMRs are all within 40-50 dmg, most between 40-42
I mean idk what else exponentially down could mean
But it would be hilarious if ak15 sent you to the moon every shot
it probably means logarithmic cause that's the only one that makes sense
Anyways aside from the vector were in a heavy rifle meta
seems like so
Fal, AK15 are top contenders with mp5 and p90 close following
So wonder if those will be adjusted
FAL is the untouchable, god tier meta weapon now. Literally nothing has any chance of being competitive with it. Not only was it already S+ tier, but now, you impart an RNG chance on your opponent, but they won't do the same to you, UNLESS they are also running one of the hard hitting weapons. Ugh
oh boy, can't wait for the "FAL - Feedback" thread
I want to see me do a backflip if I'm left on 1HP by an M200
M200 headshots should just kick you out of the server
Eh given FAL's vert and horizontal recoil, the aim punch from 40 damage is a decent deal.
And then there's the SVD 😂
More crack on a slightly smaller mag
what do you mean lol. fal was already one of the best guns in the game, if not the best. S+ tier gun just got passively buffed 😦
I think this mechanic shouldn't exist, it's frustrating to have aim control taken away from you, it diminishes the importance of each player's individual skill, and the argument that it gives advantage to whoever starts shooting first is irrelevant, it works both ways, the player who was shot can still turn and screw your aim by hitting you once. It's bad both ways, I don't see the benefit.
I have enjoyed games that only aimpunch on headshots since it offers nice balance of not being constantly aimpunched, but when it happens you know the enemy landed a precise hit
so what mechanic are you guys going to target next when aimpunch isn't the reason you're bad?
Xd
there's nothing unfair about how the aimpunch works-- I aimpunch you, you aimpunch me, the better player wins
we can separately discuss if thats what we want to be happening though haha
they didn't get the first shot on target serverside, but felt like they did because they are the best, so they died but its totally not their fault
If you shoot me first I can't aimpunch you back Xd you have to be pretty lucky
flinch adds RNG to gunfights independently of skill level. It does benefit lower skill players more often, but it makes all gunfights less enjoyable for everyone. Most fights are between similarly skilled players, and the top 1% players are going to be good whether there is flinch or not. But it's just not enjoyable or fun to have so many fights have an element of RNG in them, whether you are a top 1% or average player.
so bleeds being random are the next target
While, in theory, its intention is to give a bigger advantage to the first person to shoot, in practice, it just favors higher fire rate weapon and turns most exchanges into coin flips
bleeds dont affect your aim location randomly, i dunno about you but i have many times where all i need is another hit to land a kill but the guy flicks and throws off my aim
a) stop being a clown b) stop going off topic, c) bleeds aren't random at all, you get them on any damage below 40 or 45 HP. Can't remember the exact #.
flinch turns gunfights into a coin flip, bleeds do nothing of the sort
flinch happens completely randomly, not on every hit?
damn oki woke up yesterday and chose to be a walking W
the direction is random not if it happens or not ig
uh huh
so how would changing the amount make it not random
it'd help with how fucked you are by rng
the amount now isn't random anymore but the direction is still rng so yeah
being shit on by rng is less fun for anyone
but still better then before
Makes it easier to stay on target and therefore you aren't going to be nearly as likely to lose fights just due to being unlucky
if the direction wasn't random wouldn't it become a non factor anyway because you could just rather easily compensate
It would which is why the vast majority of players want it removed. Only reason "reducing" it is suggested is as a compromise in the event oki decides removing it is not an option. In that case, a smaller magnitude of aim punch still reduces the RNG factor, even if it doesn't outright remove it, and that's a benefit.
"It would which is why the vast majority of players want it removed."
I would say since we've got about 40,000 active players and less than 1% of that in here, its not an actual majority?
fair point actually, a lot of people arn't in the dc
It could easily be a majority
it is not
but you dont know
you.. you dont sample something and conclude that the rest of the population doesnt share the same sentiment
if you wanted a real poll of players the map end poll could be modified
No, which is why you can't just say that it's not a majority
I did and I will
yes that's just assuming we don't know, but consideri how frustrating it is, it's more than likely the majority
Personally idc if flinch exists, as long as I'm not shooting off target
People who are in the dc and are actively giving feedback are the ones who care enough to take the time to do it. You can't just handwave it as being "hah you are actually the minority". It's like an election, those who show up to vote get their will represented.
I understand why it is in the game and I kinda agree with it
It's to extend the length of fights, not let people beam heads
Because the recoil in the game is rather low
Then you can adjust recoil
rather low? wut
Not introduce shitty mechanics to make up for it
yeah recoil should be random instead
There is not much recoil
some weapons yeah but not all
And even then there is basically no horizontal recoil
Even if vertical was increased you could still quite easily pull down
I mean as long as my crosshair stays on target I'm hapoy
well to get back to topic, i kinda like aimpunch, it's just a bit bad atm
English is not my first language. Does Oki mean small caliber (less damage doing) guns will inflict more flinch than higher damage guns?
Reacts on the flinch update is (max, as of this msg) 92 positive and 13 negative. Y'all loud minority.
Flinch based on damage is a good step forward.
other way around - higher damage = more flinch
of course it's positive.. it's an improvement, even if in the wrong direction. I gave it positive as well, despite the fact I think none would be better...
Channel has been cleared to stay back on Topic.
Thank you for those wanting to keep it that way.
❤️
did you consider that some people left a positive reaction just for the change in the first place?
because I did that just for taking a step in the right direction
You are always going to get mixed opinions
time for ak15 and fal meta and the inevitable nerf they're going to get as a consequence 😹 👌
Ehh I don't mind flinch as long as the crosshair is not far from original aim. If we talk hypothetically, small flinch should give some leeway to genuine players vs aimbot cheaters imo.
flinch has 0 effect on aimbots and only fucks legitimate players over though because all it does is force you to REACT to the aimpunch and READJUST your reticle back on target, which is something aimbots do INSTANTLY
im not sure building balance with aimbots in mind is a plan
No, less damage is less flinch
That's how I understood it
flinch doesnt affect aimbots, most cheat makers will just deactivate the lines that implement flinch anyway
I could be wrong too rereading it
Like I said as long as the flinch is not too far off. Originally I mentioned an encounter a few days ago where getting aim punched by one guy got me random headshot against another guy lol. But disregard what I said about aimbotters. I'm just talking out my ass.
most cheats function as dll injections modifying game code to implement whatever cheat they want
getting off topic here 🤓
Because flinch is mainly a visual thing
Meaning it's likely done on the client
Easy to change with shit AC
no, and getting off topic
theres better resources to learn about this, you can google.. BBR is made on unity
Ahh my bad, I'll delete OT posts myself
Watch, the mp5 and p90 will get nerfed just as all us casuals unlock the weapons.
(below just a general statement and it saves me from posting twice)
Also aim punch still sucks get rid of it, makes me feel like my aiming sucks more than it already does.
We haven't seen how much the change actually changes it
Yeah wait for the patch
Don’t have to see it to know what impact it’ll have, really
Okay Oki
90% of the statistics are made up
Daym, its almost like the devs listened to my suggestion considering how the amount of aimpunch is related to the "caliber" of the gun.
Small gun = less aimpunch, big gun = more aimpunch 👏 👏 👏
Now all they need to do is make it a tangible stat on the weapon stat screen and make aimpunch slightly modifiable with muzzle attachments.
Our suggestion made it halfway through @placid dagger, @pastel shore ❤️
lol at 90%
literally 50% of this thread is just reducing it
and the other 50% is removing it
you want something with 100% feedback, that was the squad locking system
or buffing assault
When I've looked at this thread, it was 90% removing of it. If that number even approaches 50% it's because the boomers somehow still think this game is a milsim
boomers or not they're still the playerbase
but let's do an experiment
ius there no way to search by thread
Saying 'they're the playerbase' is a cop out, as if they have any idea of how a game should play when they think of this is a milsim. Why on earth would you listen to these people
bc I was just gonna look up how many had reduce and how many had remove
why on earth would they listen to you
goes both ways
Well, I guess that updates a start. But really, what's it being in the game actually add to the gunfights? Why does he have an insistence on keeping this shit-tier mechanic thrown in at the last minute in the game?
Difference being I understand the game and what it is? I'm not out here claiming this is an MMO and saying keep this mechanic because!
you understand what the game is more than the dev? 🤨
I mean he added it out of nowhere
wasn't something people called for
Does the dev making the game somehow mean they understand it? Considering this games identity crisis the dev's don't know what they even want
anyways the reason behind it was to fuck up snipers so me personally I'd just leave it for people using snipers and no one else
lmao that's the ultimate ego
you just know what the game should be because... you play it?
? if you can't see this game has an identity crisis...
saying you know what the game should be more than the devs is fucking stupid by design, identity crisis or not
It's based on the gameplay, which you know is what the devs made. Stop glorfying 3 devs who basically just made a roblox battlefield with some minor milsim elements
Anyone who has played games like battlefield, squad, arma etc at a high level, for years, can tell what this game is and its issues
uhuh
@fleet pond considering youre still spamming clown reacts, any thoughts on the devs implementing 50% of my suggestion? Is it good? Bad?
to be clear I don't hold devs on a pedestal, the fact that medic is considered a protected class and won't be nerfed (1 less c4 was after hella begging) to me is stupid
But it is very literally Oki's game that he made because he didn't like current battlefield and wanted to play oldschool hardcore mode without the gadgets and 3d spotting
They didn't implement your suggestion, they just toned down what was already there.
"just tone it down or remove it" has literally been what everyone has been saying alongisde "just get rid of it, it adds nothing"
anyways I have no issue with it being removed I just find it frustrating the amount of people who think that what they want is what the game needs, and it's everyone else who's out of touch
Same reason he's against shotguns. His belief in aimpunch is ideological.
Still, i think aimpunch was ok before. But considering the recent update (😘) its beginning to look good.
But let me tell you, its not easy having objectively correct takes all the time. The resistance i meet is ridiculous... but that says more about the community itself than it does about the devs or aimpunch as a mechanic.
That's fine but this operates under the assumption Oki understood Battlefield and was good at it, stats wise he was bang average. So while he may make a game based on the elements of battlefield he enjoyed, it clearly shows his own limitations when this game has an identity crisis and massive balancing issues
You should really see a mental health proffessional to sort out your narcissism with some heavy medications
which is why he at minimum reads community feedback
stuff like weapon buffs and reworking squad locking came from him reading
My narcissism is obviously warranted. But if you want to delve deeper into that subject i suggest you start a thread or ping me in #off-topic
there's some stuff he's locked up on but if it was his way or nothing, believe me we would not be getting a nerf to the thing period
The problem isn't community feedback, it's the same issue battlefield has had for years. It's whom in the community is listened to. People lacking fundamentals for the game and how it works
Which is what we are discussing here and was near my original point earlier...
We've come a full circle
The problem is how the suggestion threads are managed. They need to separate the suggestions from the discussions.
there's an upcoming change that I won't speak on, but it goes against his concept for the game. not everything is for him/the hardcore/milsim crowd, and he does again integrate grander community things
Easy example, XP. He was extremely adamant about leaving in the grind and it took time for him to be convinced to readjust for the common player
and there were people who wanted to keep the grind to be clear
This just clearly shows again his limitations, and hence saying things you know better than the dev is pointless when this entire game essentially has 20 years of data, history and understanding. BBR might not be 20 years old but the games and franchises its ripped from are
In the end aim punch should be removed, as my meme said, he's now introducing a host of new balance issues, there's still zero communication that you are in fact aimpunching someone, zero communication you're going to be aim punched, it detracts from gunplay and it will still be inherently random
all valid criticism
All more valid than a boomer coming in loudly saying aimpunch is great because that's how it works in the real world, as they play a roblox arcade game
There's people in the reddit thread about these changes claiming they're yet to get aimpunched
How on earth can you listen to these people lmao
Here's a (to me) valid counter tho, aimpunch helps slow down medium range combat in a game where every gun is basically a lazerbeam
Counter oki has not balanced the game and hasn't done a QOL pass on the game. The shit was thrown at the wall and it stuck
So aimpunch in a balanced game has no place
yeah a lot of the Early Access changes were fucking stupid
but we're in QoL stage now with weapon nerfs and buffs
there's a balance guy now
medium range combat already has a nice handicap to it which is slow bullet velocity
Even the scaling shit now is basically saying the longer your distance the more aimpunch, so people will just begin playing at range more as they get rinsed close quarters and then can still aimpunch people close quarters
so if it gets to the point where guns are equal enough and there's still feedback then it can get removed
all in all nothing can be said about aimpunch at this point until the new update comes out and we find out whether fal and ak15 are about to become meta and end up getting nerfed and so on
Eh, changes haven't been implemented yet but from what i've seen the cqc kings like the vector will be muuuuuuuuch less than before to the point of only affecting you beyond the gun's effective ranges
in terms of aim punch
You've got people in this thread saying yay now my DMR won't get aimpunched by a vector!! Like bruh if you play to your guns range now you've got the advantage of not only being in the correct range but also aimpunch
aka a new balance issue
Eventually oki might realise that aimpuch isn't fun for anyone and remove it
eventually
but first let's playtest the new changes and see if it's as impactful as before
Yes but we don't have to jump hurdles to get there, it's just a matter of understanding the balance of aimpunch and critical thinking
Which according to you, 50% people in this thread lack, but will be listened to
Oki himself obviously lacking too, even if he made the game.
it's intent was to disrupt snipers and in that regard it does its job
I don't expect a masterpiece either but they've made over 30m dollars, maybe time to hire some more people who have more know how about such things
yeah best you'll get is community members volunteering changes bc he wants final say
basically wants to keep the current flow of being able to push updates without having to manage and optimize changes from other people
bigger team gives and takes
You say that like you should be listened to 😂
And then come in with circus tier take like hiring more people for aim punch and weapon balancing
Yeah dude good one!!! Circus tier is hire more people to improve the game
Here’s one of the room temperature iq boomers checking in to give their 2c
Its fun for me, thus "no fun for anyone is objectively wrong.
Oki should hire me fr fr. Ive had good takes so far.
From okis update - you can see the new flinch here. Not sure what gun he's being hit with
Still looks a bit high, and not enough hits to get an avg of it, only 1-2 that show while he is ads. Likely this thread is still very relevant
it's a pistol
don't remember which one but it's a pistol doing 25 damage per bullet
yea it's mp443 or usp, and it seems a bit high considering that's just a pistol, hope big guns aren't magnitudes worse
i think a bit of aimpunch is good, ive found recoil to be extremely controllable which is why you can kill people full auto from range
imagine smgs
with their range
and no way to prevent someone hitting all headshots if you shoot back
two or three hit kill with the vector
that isnt fun
thats a ttk of .15 seconds
in that video it looks like the camera is being affected but not point of aim
point of aim being affected is the entire reason why aim punch is so obnoxious
i could be wrong but i believe aim punch is intended to extend fights with the short ttk
and let the person being shot at have a chance to react
and i dont think thats bad, i think it should exist just it can and is being toned down from what it is currently
and it adds a whole new aspect to weapon choice
it just makes shooting back when you are already shot at even harder, or worse, you missing your kill shot because you are being hit with a bullet every 0.05s
its a nerf to smgs
... It does the exact opposite...
looks fine with that implementation, we'll have to actually try when it goes live to have better opinion
Try getting the jump on someone using the vector, they'll just 180 and put you in the dirt like nothing happened to them
thats a problem with the vector really
most smgs can do that, just that most smg users use the vector
How the hell does your screen bouncing around like a crackhead give you a chance to react? Your reaction is entirely decided around how hard you're getting aimpunched and if they end up missing you at all. The TTK is low enough that you're dead instantly anyways
If anything it's supposed to give the player the hits the target an advantage, in reality it doens't even begin to work that way as it is now because of how random it is
imo aim punch should only be significant when fighting people using sniper rifles or DMRs. Give us a way to counter snipers more easily without them tanking shots and killing us easily in one headshot
That's what it was originally for
A step in the right direction, lets see how it plays out for now. Judging from the clips i've seen, probably will require further tuning/adjustments
Fortunately*
• Aim punch/flinch will exponentially scale down based on damage received instead of pistol on leg and sniper on chest giving same aim punch/flinch.
Wait, we have limb damage multipliers other than head?
No
But chest has armour so you’ll take different damage there to on legs
It sounds to me as though this could imply armour gives you some protection from aim punch
Potential armour W
armor is still one time use though, so it will only help on the first gunfight in your current life
this would be a bigger change if some way to restore armor existed
Yeah and that should probably change
Support being able to spawn in armor resupply stations using squad points would be a nice idea
Armor resupply from supply drops / support crate and potentially add some supply to certain vehicles so people can resupply off of them
additionally yes you can build armor repair/resupply functionality to support kinda like how now you can heal with a bandage but a medic does it for free
how you gonna shot back if your aim is thrown all over the place by the guy shooting you with the vector? you want to flinch the guy so he miss his shots and at the same time you expects to be able to hit him back while you are under the same aimpunch mechanic you are saying that prevents accurate fire
My assumption would be they are encouraging you to not get in stand up shoot eachother until someone dies gunfights like that, if you lose when you get shot first, you prioritize getting back into cover rather than standing in the open and just shooting back.
That's already naturally encouraged by the fact you are getting shot and taking damage, though.
There's a reason it's called "ego challenging" if you choose to turn in that situation - it's a tactical mistake to turn and try to shoot your way out of it based on your ego - you think you're that much better that you can win the fight.
Most good players don't ego chall if they think they can avoid it, you don't need flinch to encourage it, seeking cover is the best play most of the time, anyway
would make sense in a full milsim game with very slow gameplay, battlebit is pure chaos, standing up and shooting each other is the norm
can someone tell me what really is the intent with aimpuch?
it's not productive arguing about dozens of different points if it is not even the reason that the mechanic was implemented for
The only reason I can think of is the above, because even with the current "a lot" of aimpunch raining ammo down on people at long range isn't effective enough to suppress them (at least with lmgs)
If you have decent accuracy it is. Truthfully I think if more supports used the ultimax they'd do a lot better, it's got slightly less DPS and isn't as good in close quarters, but outside of point blank it's just insane at laying down accurate fire. It's easier to control than the aug. The two lighter machine guns are also untouchable at closer range, but still decent at mid range.
The M249 is the worst support gun IMO, but it's the most used.
the ultimax isn't nearly as controllable as the aug, both fully upgraded and right out of the box
yes it's controllable but not that controllable
if that is the reason the fast TTK is already well enough to accomplish that
aimpunch frustrates the player who starts shooting first when he occasionally gets hit back, and also frustrates the player that is being shot and is not in position to find immediate cover and can only shot back, but he cant properly aim bc aimpuch
im up to like 300-350ish kills with the ultimax
its good but not aug good, when I was saying long range, if you're raining on a prone dude at 250-300 you just aren't hitting them enough to discourage them from continuing to snipe you XD
ye ik have like 300-400 kills with that cool lookin' mf of an lmg
ok but 200-300m is definitely a troll range to try and full auto down a sniper, too. No full auto gun should be effective at that range
That would be tough to do even with a 0 recoil cheat, at that point your dot is literally bigger than the target
Its more I just want them to stop shooting at my boys for 10 seconds as I dump ammo at them, it shouldnt be getting kills at that range
or at least reliably, I have a few 350ishm kills from raining on folks and getting lucky on already wounded dudes
Then tapping would likely be more effective, especially with aim punch. Regardless, at that range, that's where DMRs/Bolts are intended to operate, LMGs shouldn't be effective at all. That's where you rely on positioning, timing, and careful taps to get kills or keep their heads down, and taking a fight against snipers/dmrs at that distance is absolutely a tactical mistake, you should be at a disadvantage
I had some guy full autoing me from like 150-200m with a scar or something like that and that was the only time I've ever accused someone of cheating on this game, so I specced him and saw him just looking at people through walls constantly 
as soon as I called him out he left
Ya I've only done that a few times out of 40k kills. It's hard af and mostly luck. Usually I don't bother shooting at that distance unless they are standing still and not looking at me. Burst firing is more effective, especially with stabil.
Other ARs are better at that range, the aug for example can easily full auto at 200m. Not as effective as a bolt, but doable
I welcome you to this other discussion about suppression: https://discord.com/channels/303681520202285057/1120273018543951912
Aim punch is terrible right now, its ok for a big headshot, but never for a submachine spray 50 meters over
Don't most guns have severe damage drop-off at that range anyways?
I sometimes get kills at that range but its often chaining single tap headshots at some sniper thats just prone and not moving
Going full auto monkey probably easier with a gun like M4A1 or AK-74
don't forget please remove aim punch
Yes, it should be removed or severely reduced for weapons with exceptionally high rate of fire.
Fortunately the devs are going in the right direction with making aimpunch dependent on the weapon type.
"based on damage received"... lol
Just go look at the damage for the weapons you are whining about before clowning. There are a few PDW, SMGs that have damage close to some of the rifles. Also it would help if you read the patch note
i can't wait for every gun fight to be between fal/ak15
Has nothing to do with weapon type, it's based entirely off bullet damage now.
yup, it's just going to create new issues like that other patreon guy said, where the 40+ damage AR's are going to be aimpunch gods in CQC
hopefully the new baseline doesn't make the high damage weapons too annoying
fixed one problem, potentially created another
and then with accelerated leveling, can't wait to unlock the FAL 🤤
SCAR: am i a joke to you
yes. i'm using the fal right now, with only 76 kills on it
still better than SCAR, easier to control than ak15
this is gonna be disgusting
i'm waiting for the patch before i go back to the p90/fal grind
for now, SCAR has been scratching the big boolet itch
i started working the ak15 in preparation for the new meta but, don't even have to wait
it just outright wins vs everything
i like how SCAR is technically the weakest of the three heavy-hitting assault rifles in the game
and it still fucking slaps
even without the aimpunch changes 
Imagine all this mess over a mechanic that suddenly appeared one day... all the balance problems you are creating and could simply remove by getting rid of some shitty lines of code
just add more shit onto that plate, lmfao
Well aim punch doesn't do shit in cqb and people are not going to use worse guns to inflict aim punch
And who knows, maybe the highest damage gun is going to have half the aimpunch we have now
You guys talk so much about a change you don't know any specifics about
"not going to use worse guns" ak15 and fal are already meta before the update and the flinch change will only make them even more so
shitters will bitch and whine about them just like shitters did with vector
that's what
Or they'll continue to be how they have always been, or even less flinch then they have now?
And people are not going to go out of their way to use a dmr to flinch
I mean they kill you in 2-3 shots and are automatic how much flinch are you really going to notice
we've already seen the new flinch with a pistol and the flinch amount was concerning for a low dmg weapon
so if that clip is anything to go by 40+ dmg guns could very well have higher amount of flinch than what it currently is
oh no
maybe sit on your hands for about 6 more hours and just try it out for real tomorrow
why are you even here
why not
Where
And anyhow we have no clue how it will scale
Making baseless assumptions is wild
again personally i don't give a shit whether fal and ak15 become even more busted than they already are as i main them from the beginning but i'm free to point out the likely consequences this change will carry out in the case it turns out this way
and even then the consequences (big damage guns getting nerfed as a consequence of this change), i'm not saying it's a huge deal or anything, just pointing it out, that is all
not pointing you anywhere as the link was posted in this channel while you were actively posting here during the exact moment, apparently ignoring it and the discussion around the clip
it can definitely screw you over in cqc. just look at the clips posted here 🤷
i'd be less concerned if we all didn't just see the vector get sent to the shadow realm and now the already meta weapons are going to have more aim punch than other weapons
w/e though. i'm gonna keep sweating with the ak15/fal. it's literally free, beats smg's up close, tap firing at range has 0 recoil. where is the weakness?
the weakness would be the mob begging for them to get nerfed, and moving on to begging nerfs for the next meta weapons
fortunately the vector nerf wasn't even that bad, and with it having less aim punch the key issue with that weapon might be solved
it's probably still fine but why would you use it when the mp5 was already equal up close (and better at range), the p90 is a little weaker up close, better at range, better with headshot multi
dead weapon due to other s-tier weapons in it's category
mp7 still exists as well
mp5 and mp7 have bad reload speed, but yeah the main reason for choosing vector over p90 isn't as big of a factor anymore
the reload speeds are crazy fast if you just mag drop
plus they're both using quick mag anyway
p90 reload is insanely fast too
shit's wild, compared to the vector reloading like your guy is taking a moment to crack a cold one at the range
Just keep in mind the pistol that aim punch was tested on was 25 damage
Idk why that's important
But uh smthn to compare with ig cause vector is 22, 3 less damage
Really didn't look like much punch
punch is being tuned down, and scaling upwards
the concern is how much it'll be at 42
You guys are also completely forgetting that firerate will likely play a bigger role than damage
So we don't have something to compare
The higher damage ARs have lower firerates
won't matter when they punch harder+faster ttks anyway
Well ideally if the effect per bullet is small enough, even high fire rate weapons won't be able to throw you off enough
But if a heavy ar pinches you enough to miss multiple rounds
fal out here with a ttk faster than the mp7 on unarmored bodies
That's a death sentence
Fact of the matter is that its going to create a new baseline and then is raising guns above/below that baseline which could possibly create more balancing issues. The idea that it never made a difference in CQC is BS
If you are shooting across a street yeah it changes things but when I think cqc, I think of clearing room to room
It doesn't change stuff there at least for me as I like to hipfire a lot
And you guys are just assuming the worst out of the update knowing absolutely nothing how it's going to scale
How much the low ends and high ends will differ
assuming the worst might as well be in the same boat as one that is painfully naieve
It's always healthy to assume worst if you are the customer
my guy there are videos in this thread where people get fucked over by flinch in cqc
just wait a few more hours for the update
only 5h to go yay
they're going to keep crying until it gets removed because they dont like going into a fight without already knowing the outcome
They can have an opinion idc, just the overreacting seems unnecessary
Like you guys are getting a change in the direction you want and are upset
@heavy seal still ak15 cuz this weapon is 2hko
why would you ping the mod for that....
and a reminder to godforge being a troll, yea, we want it removed because that's how it was pre-release, and the game played 5x better then, before it was added. We KNOW how the game plays without it, and it was better. The games popularity was heavily based on the gunplay pre-release, that's what caused it to blow up on release, and aim punch is one of the new features that quickly stopped a ton of people from continnuing to play the game.
Reducing it is great, but ultimately, by the time you reduce it enough so it's reasonable, you may as well just remove it completely.
Scaling it off weapon damage is easily one of the WORST solutions you can do, so yes, we will absolutely keep complaining about a "feature" that was added and became the biggest problem the entire game has.
It's almost as if people have discussed this change and its problems were discussed
and it culminated with most people not being in favor of something like this
I don't know why people would be upset about that
🤷♂️
yeah i haven't noticed any flinch on the fal
yeah because it really needed one 
i'm winning at all ranges now, this is the dream
overall flicnh seems ot have been turned down even for high celibre weapons
I'd say even 7.62 is doing less than half of what was previously happpening
which is great tbh
i mean, idk why the flinch still exists at this point, i haven't noticed it affect my aim at all since the update
but w/e
long as i'm not dying to flinch i could care less
already seeing ak15/fal dominance lol
much better than before though, huge improvements so far
the prestige 6 guy says the vector is noticeably weaker at range but he's also finally gotten a 200 kill game with it so...
i'd say for us mortals fal/ak15 is going to be the norm
only time I've noticed the flinch atm is when trading shots with players on headglitches, when they have a ak15. It's enough to knock you off target in that situation
aiming for chest makes it easier to deal with. I prefer aiming for head but this is a massive improvement over previous iteration. I would've been prestige 15 if this exp had been in the game since day1, i got scammed 😭
dude needs to touch grass ASAP
wasn't it going to be literally the worst way to implement aim punch in any game ever?
...it is... because AK15/FAL are literally dominating as a result of it...
It's still an improvement over getting kicked to the moon on literally every single hit you take, though. Like... what the fck did you think I was going to say?
the scar/ak15/FAL beating SMGs at the ranges they should be beating them at isn't literally dominating

