Hello players!
In January, we introduced a new form of aim punch through the Gunplay Labs. This wasn’t just about adding flashy effects; it was an attempt to emphasize the distinct characteristics of each weapon class and to bring a more dynamic, immersive experience to the gunplay. The larger goal was to incorporate aim punch as a balancing element for future weapon and meta adjustments, helping to shape more varied gunplay. If you missed it, the full breakdown of the Gunplay Labs: Aim Punch was covered in our January Dev Letter!
After the first round, we gathered a lot of feedback through a player survey. In this Dev Letter, we’ll share the results of the Gunplay Labs: Aim Punch 1, the improvements made in the second round, and our plans moving forward.
Gunplay Labs: Aim Punch 1 Results
The survey conducted during the first session revealed that over 80% of respondents could clearly feel the new aim punch in action and noticed distinct differences between weapon categories.
When it came to the visual effects, 68% of players felt the effects were natural, while around 32% found them unnatural. While the overall response was positive, the percentage of negative feedback was significant enough that we decided to take a deeper look into community sentiment. We found that many players felt discomfort when getting hit.
Although our vision for the aim punch settings was clear, we acknowledged that hit reactions are a fundamental part of the gunplay experience. Therefore, it was crucial to ensure that players could adapt to these changes without feeling significant discomfort.
With this in mind, we made it our top priority to address concerns regarding the feel and immersion of the system. After thorough internal discussions, we decided to implement two major improvements. We also scheduled a second round of Gunplay Labs for March to test these changes.
Gunplay Labs: Aim Punch 2 Adjustments and Results
The second round of Gunplay Labs: Aim Punch included several adjustments.
First, we switched to using the Intense Battle Royale mode for testing, based on feedback that the previous mode didn’t offer an ideal environment to assess the aim punch system. This led to a noticeable increase in player participation, with nearly three times as many play sessions compared to the first round.
We also made two major improvements to the aim punch system itself.
On the visual side, we focused on reducing excessive camera shake and elements that could cause motion sickness. Our goal was to make the effects smoother, even during single-shot hits, to preserve the dynamic feel of combat without causing discomfort.
Additionally, we acknowledged feedback that the lack of distance-based reduction for aim punch made mid-to-long range engagements feel tiring, especially in a game like PUBG where these types of fights are common. To address this, we introduced a distance-based reduction for aim punch. Previously, aim punch didn’t vary with range, but now it decreases as the distance increases. This change improves realism and balance, allowing for more comfortable engagements at longer distances.
We also responded to feedback about SMGs having stronger aim punch than ARs. Given the characteristics of each weapon class, it didn’t make sense for SMGs and Shotguns to have stronger aim punch than ARs, even at mid-to-long range. To resolve this, we adjusted the system so that aim punch for Shotguns and SMGs falls off more sharply over distance, becoming comparable to or lower than that of ARs around 30 meters for Shotguns and 50 meters for SMGs. This change prevents SMGs from being too powerful at longer ranges while preserving their identity as close-quarters weapons.
Overall, the distance-based aim punch reduction system was designed to improve mid-to-long range combat, while ensuring that all weapon classes perform in a balanced way.
That said, we still kept the original concept where SRs, Shotguns, and SMGs have stronger aim punch at very close range. Since SRs are not rapid-fire weapons, it makes sense for them to deal significant aim punch damage. We also maintained the system where aim punch levels vary by weapon category, reinforcing the unique traits of each weapon type.
We introduced Gunplay Labs: Aim Punch 2 in the Arcade through Update 34.2, and the feedback has been much more positive compared to the first round. Now, we plan to implement the updated aim punch system from the second round into the live servers with the upcoming Update 35.1.
Future Plans
At the moment, the same aim punch levels apply to all weapons within the same category. However, we are planning to take this system further by giving each individual weapon its own unique aim punch value— even within the same class. This will allow us to use aim punch as a more precise balancing tool, making gunplay feel both more realistic and diverse.
Gunplay is a core aspect of what makes PUBG enjoyable, and since aim punch is a big part of that experience—something players can immediately feel—we will continue to fine-tune it.
As always, we’ll be paying close attention to your feedback as we work to make the gunplay even better.
We’ll see you on the Battlegrounds!
PUBG: BATTLEGROUNDS Team