In a recent Dev Q&A Video we discussed Dirty Bomb's implementation of view-kick. In this update we are making the first changes to the view-kick system, detailed below:
View-kick (a.k.a. flinching, a.k.a. aimpunch) is a key mechanic in the gunplay of Dirty Bomb which is intended to create counter-play between weapons of different archetypes, as well as indicate to the player with a degree of urgency that they are taking damage. It is also intended to offer some benefit to the player who lands a shot first, to encourage good positional play. One of the hard-learned lessons of DB's live phase has been the risk of making changes with no telemetry, but due to our recent work in this area we've been able to take a more scientific look at the current implementation. The following are view-kick calculation changes which we hope will significantly improve the feel on the receiving end of this mechanic!
We have identified an issue with view-kick which would allow certain weapons to "stack" view-kick. This meant the player on the receiving end’s view would climb, rather than reset to the original position before the next shot hit.
This only impacted a few weapons, but was particularly noticeable on the Hochfir, Hurtsall 2K and Burst-fire Rifles.
Fixing the Problem:
In order to address this issue, we have decreased time to recover by 40% for view-kick. This is a change that will impact all weapons, but should be a fairly noticeable improvement to the previously problematic weapons.
This change means that all weapons will no longer be able to climb by stacking view-kick. This should make the feel on the receiving end more controllable without losing the tactical feedback.
We will closely monitor telemetry and your feedback regarding this change once it goes live, and will iterate and improve on it as needed. As ever, please be sure to let us know what you think!