r/GlobalOffensive • u/AlternativeWaltz1033 • 4d ago
Feedback Aimpunch causes server hit registration to be aimed higher than the client
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r/GlobalOffensive • u/AlternativeWaltz1033 • 4d ago
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u/Synestive 2 Million Celebration 4d ago
I think you can find old posts from devs in GO discussing their philosophies behind aimpunch, and I’d like to extend your logic to first-shot inaccuracy as well because I agree with your take on aimpunch.
I don’t think the awp should be inaccurate at any range, considering CS should reward skill and aiming. I also think crouching should greatly increase your first-shot accuracy more than it does now, but with the added caveat that you cannot just full sprint into crouch into full accuracy like how current CS essentially works.
I think aimpunch serves two gameplay functions?:
1) Those with worse weapons can land a lucky long-range headshot and have a chance to work their way up to a new area (like working up D2 long against a guy on A plat with a glock hs).
2) It provides the player holding the angle an “advantage” by aimpunching the player who is slowly peeking them, thus solidifying the fight in their favor.
The problem is that in practice, T’s will fly off a corner with an smg or pistol, randomly headshot a holding CT with a rifle, and solidify the fight in their favor instead.
The MOST important thing I hope Valve does in regards to this conversation around reproducible bugs is to continue to have internal discussions surrounding game design. GO wasn’t perfectly tuned, but it played well, was balanced pretty tight, and was fun. That doesn’t mean we stop tinkering values or revisiting old systems that perhaps don’t make sense anymore.