My thoughts on Aimpunch and its place in Dirty Bomb

Okay, I hope I can throw in my 0,02$ :).

1.) Do you really want that? I understand that having multiple skills going into a game is what you would usually look for. And while I myself want positioning and anticipation to be more important, aimpunch is just a forced poor mans way to achieve this. Proper map design could make those factors very valid while not ruining the games cohesion. And reaction time is allready rewarded... when someone decent shoots me from an angle I don´t expect him I am not supposed to survive this and therefore I don´t need to get aimpunched... Everyone who can´t kill me in that situation is just going to be a weaker player and shouldn´t be a factor in this decision, since I won´t face people like that in a proper matchmaking environment.

  1. ) Good. Since sniper seem to be overpowered, giving them the "geting aimpunch" treat is okay. Also it may be a great utility for a kind of supportive merc that himself is quiet week but when he is hitting his enemy aim punches him. Could be a great feature like that.

However, aimpunch right now is just a way to force certain skills into a game, that could be achieved otherwise as well. And sadly this way also destroys the cohesiveness of the game. Or do you expect the skill of "countering" the aim punch to be something interesting? I mean tracking in itself is one of the highest skill ceiling things in FPS gaming, and you just want to add another layer to it? If so, there will be even more unkillable beasts running out there. And if you want people to not be able to counter it, it adds a massive rng factor to face to face fighting - what would be a shame really.

Even tho it´s horrible the way it is right now, I see it as a good way to ballance out snipers and give supportive mercs a bigger role in this game. The state right now tho, is just unacceptable tho.

/r/Dirtybomb Thread Parent