#Sniper glint being seen through bushes, trees, and in rainy/foggy weather

1 messages · Page 1 of 1 (latest)

glacial harbor
#

How is it that you can see bright glint when it is stormy weather, and when you cant even see anything but fog if you look in the direction of the glint?
And what good is using a bush for cover if glint goes right through?
And if I am going to a sniper spot and see glint across the map, I dont even have to spend a single second searching for someone, and you know... actually being a sniper. I just shoot at the glint.
Lots of games so far I have seen friendly snipers just spending most of the time shooting at glint rather than shooting at players they can SEE.
Snipers are being wasted in their own battle against other snipers rather than as RECON as the class is named.

inb4 clown reactions

wind plank
#

I couldn't agree more

#

Also why isn't there tools for the recon class to inform the rest of the team on the whereabouts of enemies?

obtuse garnet
glacial harbor
obtuse garnet
# glacial harbor cant be specific with the pings though

People might not pay attention unless you use your mic, but it is pretty specific. If your ping is directly on infantry it pings red, on nothing it pings white and each vehicle has their unique logo + temporary wallhacks. What more do you need? Want it to essentially wallhack infantry too ?

glacial harbor
rigid pier
#

Scope glint at night BBClown

inner gyro
#

I actually agree that glint shouldn't be visible through trees and bushes. If the sniper can't see you, I can't see them, it should be that simple. I have played as sniper but I use medium scopes on the MK10 so no glint, and the amount of counter sniper kills I've racked up from lobbing rounds through trees towards the glint feels scummy. Should probably be fixed

crystal path
#

Gonna have to disagree with this one, never have I thought these Snipers needed a larger advantage. Sure it's cheap to kill a sniper by shooting his glint through a tree, but what the Snipers are doing is cheap In the first place. It's just karma at that point.

keen shard
#

Then you basically remove the purpose of a sniper might as well remove the class entirely at that point.

real swift
#

Yeah the whole point of recon class is to you know perform reconnaissance.

Defined as: "military observation of a region to locate an enemy or ascertain strategic features." but OP is right, Recon have no tools for locating enemies or strategic features. The spotting in this game is dreadful when you compare it to the likes of Battlefield or even Fortnite.

But note that spotting is a mechanic for all classes so we can't say that's the part of Recons toolkit to assist in spotting enemies.

Surely it'd be better to have a gadget that can repeatedly ping an area and highlight enemies, or something for a limited time?

last coral
#

I guess they can't see the glint if I'm less than 5 feet up their nose

real swift
#

I've made several shots and killed snipers because I spotted the glint, absolutely no idea where the sniper was as I couldn't see them, but the glint... absolute dead giveaway to where a sniper is. If we're going for realism then glints should be hidden in bad weather, night (give us the option to use NV scopes and remove NV goggles in night maps) and when in foliage.

tender mango
tender mango
real swift
obtuse garnet
spring wolf
pine dove
unkempt anvil
#

I agree. The scope glare is a problem in general because it strips snipers of the ability to remain hidden. I think the feature should either be made so that it only happens if the light hits your scope right relative to the enemy, or just turned off altogether.

But at the very least scope glare through objects and despite obscuring weather is a no brainer to fix

wind plank
#

Isn't the idea of the glint to make it harder to hide, not impossible to hide?

#

What I'd suggest is to either keep the glint but make it a bit dimmer, or every time an enemy sniper shoots an unsuppressed scoped rifle they show on the map for like 3 sec to everyone in a 100m radius (more motivation to use the map, and the challenge of using it can possibly be rewarding with this method)

mint umbra
#

yah the seeing through brush and stuff is kinda a oof so many times i have just sniped the snipers through the tree because i knew nothing was behind and it was a clear shot without actually ever seeing them and just doming them in the head

#

it would be cool though if the sniper glare would pop up after so many seconds of hard scoping to discourage the hard scopers i know this discussion not really about that its more so about the glare being seen through objects but would still be cool

gusty glade
#

What do people think about sniping? The recon class is my most played class. If I could do any changes to it would be to the glint at 65* meters and lower (mainly looking at the 6X scope), my recommendation would be to decrease the glint opacity. (I don't know to how much but just a bit lower.) And second the angle on when an enemies could see a snipers glint (I find it just a bit to wide). Maybe have a oval shape in the middle of the screen where if a sniper is looking at you and you have that player in said oval area, that's when the game shows you the glint . Its already very easy to see players from long distances and having non recon class be able to kill a sniper at ranges where the sniper should still have the advantage is why id love a small buff to the sniper class. (I can only see this being done to the 6X scope) This is to be intended for when doing a flank as a sniper with the boi's/ aggressive positioning.

wind plank
#

And all they have to do is make some minor alterations to fix the scope to address these issues, cuz they have a good idea

glacial harbor
#

So yeah, I was just playing a match on river @ night and saw scope glint across the map.... when I can barely see 20ft in front of me without nods.... Where is the source of this light that is supposedly causing the glint? did they just attach an invisible flashlight onto sniper scopes?! 😂 like snipers at night are at such a disadvantage, you cant argue its for balance when you see glint at night.

but also, if you are using a high magnification scope at night, youre a clown

livid thistle
#

man i love oneshotting snipers thru yards of bushes and trees just because i saw their glint

wind plank
livid thistle
#

correct me if im wrong, but isnt it only the "sniper" scopes that makes the glint? I havent noticed myself being seen alot while using flir or any of the other ones that cannot zoom

livid thistle
#

👍

gentle ledge
real swift
wind plank
glacial harbor
wet pivot
#

I very much would like to believe that removing glint through trees and other such like objects is the right thing to do.

Besides this I am also a huge believer that Medium range scopes are too powerful on Snipers. Either make it so you can ONLY use long range scopes or add Sniper glint to medium range scopes ONLY on Snipers

real swift
rugged hare
#

But Acog is 6x and it mid

sweet herald
#

I aggre

wind plank
# wet pivot I very much would like to believe that removing glint through trees and other su...

I agree to an extent. I just think that the glint mechanic needs to be revisited a bit. I like the idea of dimming the glint slightly, making it unidirectional so the glint is only visible in the general direction the sniper is facing, and making it harder to see the glint through bushes and trees (but not impossible).

I'm just thinking that instead of being able to quickly plink out snipers like an arcade game, you should have to look for them a little.

And for added fairness, maybe the sound report of snipers could be louder or something

wet pivot
wind plank
unkempt anvil
wet pivot
#

If you can get 1400m range kill with acog without glint then something is wrong

unkempt anvil
#

It's a challenge for me to pull off 1km+ shots with a 15x scope. Who's doing it with ACOGs?

rugged hare
#

I just pull 800m on moving target with ACOG. It not that hard hitting far target

#

In that same game someone pull off 1400m on moving target dunno what scope he using but probably acog or trix

twilit spoke
#

Isn't ACOG X4?

rugged hare
#

ACOG X6

twilit spoke
#

Nope, it's X4, I checked

rugged hare
#

The X6 scope have the same zoom as ACOG

twilit spoke
#

Cool story, but if you change Х4 sensitivity it's change ACOG

rugged hare
#

Yes because it count as X4 but the zoom is X6

twilit spoke
#

Then It turns out that the developers made a mistake according to your words.

rugged hare
#

Probably yes

twilit spoke
rugged hare
#

That only .2 or .3 bigger

#

It basically the same

twilit spoke
#

I don't see the difference inside the scope, but outside the scope is the difference, yeah.

glacial harbor
#

4 is 2/3 of 6, so it would make sense that its about .3 larger in a 6x....

pure nova
#

i have seen snipers on this game either using x4 scopes to avoid the glint, or simply stop playing the objective and go to the edge of the map, the glint should be nerfed, maybe wait 1.5 seconds before it appears when ADS or appear barely noticeable and expanding the longer you stay aiming, glints should also be added (in a weaker form) to x4 scopes like the ACOG to deter snipers from using x4 to avoid the glint

daring oar
#

i literally can not scope for a single ms without someone shooting at me the sniper glint is obnoxious in this game

#

like even without the issue of bushes this is not how glint works and its one of the shittiest mechanics ever introduced to modern fps

reef skiff
pure nova
# reef skiff playing around glint is really annoying. you need to switch to binocs to find pe...

Switching to binos is something I support it can be annoying as you have said but is a good way to avoid the glint, playing around the glint is always going to be an issue for the sniper the problem right now is that the glint is way too strong visible through trees and bushes and so big and bright is basically a beacon announcing your position instantly to the entire map, which is why I suggested to wait a 1,5 seconds before it appears or make it appear much smaller and start expanding the longer you stay ADS

reef skiff
# pure nova Switching to binos is something I support it can be annoying as you have said bu...

i mean, i like binos. you can pick the stronger or weaker one to complement whichever scope you use. what i find annoying is just the the constant switching back and forth.

scoping in for more than half a second is like a death sentence so you need to perform the whole song and dance of using binos to find a guy, switch to gun and scope in oh wait he isnt there where am i looking at oh shit switch off before i get shot, switch to binos and try and find where you were looking at, switch to gun ahhh shit im off let me try and find oh i just got shot because i didnt put my scope up instantly...

i just want to not be a beacon for the entire map because i dared to right click

pure nova
#

this clip here is the current sniper player base, this guy which i found he was there thanks to the giant glint he had a few seconds before ( that i could see through the tree as well ) , he is also all the way on his team base not bothered to play the objective, why? maybe he doesnt care about the objective? or maybe he is scared that with the glint he will be immediatly killed by someone with a AR/SMG/RPG that just gonna spray 'n pray in his direction ? or maybe something else, the thing is, i spotted him instantly thanks to the glint, i then zommed on him, zeroed my gun, and headshot him from 223 meters away and he never saw it coming, why? because im using a mid range scope and have no glint on me

thick folio
#

a good amount of suggestions I like are making scope glare at an angle the scope is pointed at, that all scopes have glare but the strength and angle scale with the zoom on the scope, making scope glint dimmer or non-existent on night or maps with weather that has reduced vison at range and obviously making so scope glint can't be seen through almost all objects.

reef skiff
pure nova
rugged hare
# daring oar

While I'm not defending glint, because of how the game work that place you sitting literally just plain hill. With no foliage and 1 rock on it. Tree also have minimum texture so the leaf on the tree won't even help you. There no cover there.

#

That place is a bad place to camp

solar widget
#

I took out a lot of snipers by just shooting at the glint through smoke and bushes. It was funny for me, but real bs for the snipers.

worthy bridge
#

Honestly sniper glint is a good idea on papaer, but it really needs removed, especially whem im 300 meter from a opbjective and a assualt can shoot me from that objective because he say my glint, not including spomepeople have alreasdt doing what happened in battlefield by finding spopes taht dont glint and counter snipping with them. Rerally the maps arent big enough to have glint or it should only be on the highest zoom scopes, since most shots are taken at 200-500m, thats pretty short. Especially since look at games like arma and battlefield where sniper is easilly 1500m away or more shooting. It also doesn't help that almost ever assualt rifle has the same range as a sniper without zeroing and normaly easily die before i can get off a shot as multiple people see the glint and just let loose at my location.

reef skiff
#

the solution to glint, as usually, is to find fucky contrived ways to make it so that there is effectively no glint. typically i make a small sandbag wall with a very narrow gap between two of them. go all the way back and scope through that hole and literally only the person you are shooting at will see you if they happen you look your way

reef skiff
# topaz minnow lol you just want to be op

planetside 2 snipers had no glint, could fucking turn invisible, had basically a wallhack tool, and had the lowest ttk weapons at both short and long range.

they were also not op and were considered one of the weaker classes that, while capable of racking up kills, generally only contributed as being a distraction to the enemy team

pure nova
valid bone
#

awwww u need your op camper weapons to get even more OP??? are u that bad??

subtle nebula
#

Snipe is OP class if you are having problems with your glint . Think faster

worthy bridge
#

it dosent help that on some maps without modding the game have only a max 100m visability, but still have snipers using mid range scopes so no glint and hitting people 300-500m away, on maps that have heavy rain or fog, there is no way snipers are hitting moving targets at 300m away without modifying some graphic or game files to have clear vision, add the glint on top of that and you get a situation where you can counter snipe the offenders and just have to deal with it

zealous otter
#

modding the game to remove the fog on those maps is literally cheating...

rare belfry
#

why does "sniping is OP" always come from those who never play sniper for more than 5 minutes kat

reef skiff
glad nacelle
#

The glint being visible is especially punishing for noobs. It's understandable to get hit by someone that can see you. But someone you cannot see, and even though they also cannot see you, just shoot you.

On open maps, where long range snipers are more suitable, if there are trees, it's a sad thing. You already cannot see anyone without a good position, but someone can see you, and shoot you.

Indeed, skills is another issue, but this bug is not good.

wispy drum
#

glint shouldn't go through fog or smoke or trees. i also think the glint dot should be very slightly smaller. they stick out so much

raw topaz
topaz minnow
# reef skiff planetside 2 snipers had no glint, could fucking turn invisible, had basically a...

I have close to 1000 hrs in planetside and the games are not comparable at all. Planetside is a much more difficult game, sniping is much harder than in battlebit, Infiltrators does not have the lowest ttk weapons at anything beyond 25 meters because of crazy damage drop-off, and the next best-in-class thin weapon is a sniper. Anything in between is sub-par comared to ARs, LMGs and even Carbines. In battlebit sniping is extremely powerful and a lot easier than in Planetside. I main infiltrator in Planetside and getting a 10 killstreak is a pretty good feat. Infiltrators also have significantly less HP than all other classes and are very easy to kill which compensates heavily for their low ttk in very close ranges. You rarely get any more than 1-2 kills per mag due to a crazy 6-10 Shots to kill, and then getting out of there to reload is very difficult. Inflitrators in planetside is a very well balanced class for every other reason than the sniper glint. However, when I snipe in Battlebit I always have a crazy 10kd game. I use a med-range scope to not have a glint and even then I can find pretty crazy angles to rack up some crazy streaks. If you are annoyed by the glint use a med-range scope and wreck everyone. If they remove the glint the sniper will become even more OP.

thick folio
#

in truth I would rather all scopes have glint but that the angle and brightness of glint is based on the scope zoom and worked like a cone that if you are closer less people will see it but at the ranges that sniper rifles damage can one shot to the body allot more can see it that if you were closer up. Glint is a good idea to notify you of the one shot danger you are in from targets that are probably hard to see but currently it is a bit too punishing for some maps as you are seen from such a harsh angle very brightly. And 4x scopes can be used effectively at long ranges making them a problem since they don't follow the balancing of other scopes that have glint meaning a mechanic that warned you of possibly getting one shot by an enemy far away and hard to see is effectively removed. I think this kind of change will make snipers feel better to play and play against.

subtle nebula
#

People complaining about glint need to reavluate their playing ability. It's not a problem at all .

raw topaz
# subtle nebula People complaining about glint need to reavluate their playing ability. It's not...

Except it is. Most people are using medium range scopes on snipers not because it's easier to use, but because the glint has bugs that make it way too visible turning you into a target for the entire enemy team. Glint can go through smokes, trees, fog, bushes and sometimes even walls. Not to mention the visibility angle on the glint is too big, making it so that people can spot you even if you are not even looking at them. From what I've noticed, people who just go "haha skill issue" in this thread mostly don't even play with snipers so they have not experienced how crippling the glint currently is.

subtle nebula
raw topaz
rare belfry
hazy agate
#

thats sucks i cant level my guns

tawny prism
#

Honestly just add glint to the 4x scopes if youre using a sniper

#

and then fix the glint

#

sniping is way too easy in my opinion, if i can just pick one up and slaugter people with it then theres a problem as im shit

reef skiff
# tawny prism Honestly just add glint to the 4x scopes if youre using a sniper

wow, good job. lets adopt the problem other games have where we arbitrarily decide whether scopes should have glint or not based on the class using them.

that is such a fucking stupid idea. you want to know what the real problem is, particularly if you think sniping is too easy?

guess what? in games, aiming is too easy. if sniping is too easy (and i actually do agree with you, but i dont think glint actually makes it balanced) then aiming for every other gun is too easy.

seriously, has anyone really ever noticed how pinpoint accurate characters are in every game ever? no matter how many miles you run, walls you jump, explosions that go off near you... your sight is always perfectly centered every single time for every single gun. sniping being strong is a consequence of how games have taken a liberty with aiming. go ahead and make sniping harder, but glint isnt the way to do it imo. people will just do the exact same shit with weaker and weaker scopes all the way until iron sights (and then what, you going to add glint to that too?)

tawny prism
#

The ideal mechanic for nerfing snipers would ofc be supression but trying to compare a roblox looking ass shooter to real life is kinda disingenuous, its a video game, people want game balance

#

the main issue with snipers is literally just people use medium scopes removing the 1 counterplay that they have (you knowing where they are sniping from) so you actualyl know where you can take cover

#

and there isnt a penalty for using medium scopes since the average engagment range of my snipes is like 200-400m which is more then easy enough to use a 4X on

#

and if someone snipes me from even 200m with a 1x they deserve it

reef skiff
#

additionally, i stand by my position that glint doesnt balance snipers except by shitting on newer ones. sure, it massively constrains the number of sniping spots by slapping a beacon on you... but truth is most "good" sniping spots you have in your head are ass garbage anyways. roofs, towers (whether it be those turbines on valley, cranes on river or lonovo, etc), and hills or rocks are bad spots anyways that good snipers rarely use and all for the same reasons. even without glint you are too exposed and your silhouette often stands out very prominently in all of those spots. roofs have your silhouette contrasted against the sky often, same with towers, and hills or rocks have you stand out against them because of lod jank and textures.

so good snipers are already standing 10ft back from a window at the top floor of a building (or even lower sometimes to mix it up)

tawny prism
#

exactly my point

#

glint makes those snipers actually have counter play

#

the people sitting on a hill or on a turbine or whatever just get ganked by some random guy

reef skiff
tawny prism
#

yeah that would kinda be a way to doo it

#

as long as the scope still swayed when holding shift if you were actively being shot at

#

but thats an additional mechanic to implement which is gonan be a lot more work then adding glint to more scopes for snipers presumably

reef skiff
tawny prism
#

I disagree to an extent, if you know where they are then its easy to counterplay them, an experianced sniper will just headshot you through the increased sway because of supression

#

a shit sniper doesnt hit either shot anyway

reef skiff
#

like here, look man. who is going to see your scope glint from here? and trust me when i say this is often a stupid good spot whenever people push from d

tawny prism
#

maybe they just body you

reef skiff
tawny prism
#

honestly outside of fixing snipers vector and maybe ak15 i feel like the game is pretty well balanced

#

p90 is also very very good but not many people have it yet

thick folio
#

I think making those that see glint from scopes would be in a cone from the scope that would effect more people at further ranges where it is harder to see/shoot the person using a scope and when the snipers gain one shot capabilities to the body, but when up close glint will be seen by those within edges of the scope vison and and making 4x scopes have glint would be fine if they make glint brightness scale with scope zoom

wary briar
#

...

floral umbra
#

I personally think it's fine as long as the binoculars don't have a glint. This means they are very useful in scouting and then when you wanna shoot someone you grab your gun and give away your position for as long as your scoped.

raw topaz
#

using binoculars to spot targets is too slow and clunky for a game with movement this fast

#

also considering how long it takes to swap between equipment playing like that would be very boring

reef skiff
#

it is extremely annoying

worthy bridge
#

the glint is an issue they will have to adress the same as the battlefield series, becasue the work around it is the same, since they are just catereing to a meta of no one using long range scopes anymore and only mid range, honestly it needs removed or vastly overhauled. especially since it seems half the maps have a visual range limit that makes long range shooting pretty impossible. Glint in this game just feels like it was thrown together last second and then forgotten.

rigid shadow
#

what i dont get is if i put a acog on a sniper rifle theres still a glint ? Does m4's with a acog show a glint?

raw topaz
#

if that was implemented it should only show on snipers

#

but the idea itself is not solving the issue

#

it's just a bandaid solution

visual thunder
#

bro i be 92372 miles away and someone see me from my glare by an accident

livid thistle
#

so i know this post is old but to add to this, medium scopes should honestly have some kind of glint, maybe less noticeable than long range scopes but at least something. if i'm taking shots at over 1000 meters and i get shot from the smallest headpeak by a medium user, that just seems unfair. medium scopes have the advantage of being in the most remote spot on the map and sniping anyone with a glint, meanwhile if i were to snipe at over 1000 meters then i can barely see anything at all if im using medium and everyone else is using medium range scopes. of course this should only apply to snipers

raw topaz
#

Giving medium scopes glint is a lazy solution imo

livid thistle
#

ok then medium scopes should get a much more obscured view

raw topaz
#

The main reason nobody uses long range scopes rn is that the glint is too much

#

I agree that we need a balance change

livid thistle
#

also it doesn't have to be a bad glint on medium, just any little indication

raw topaz
#

imo the long range glint should be fixed

#

the glint should match the user's view cone, it shouldn't go through foliage trees etc. and it should be a little less bright

#

medium range scopes can have thicker lines and have a little sway when used on sniper rifles

reef skiff
# raw topaz The main reason nobody uses long range scopes rn is that the glint is too much

i literally observed it happen in real time exactly as i predicted. when i got the game i would see like 20+ glints in every match. now i literally dont see ANY during most matches except maybe one or two eccentrics every few matches who use them consistently (and i am one of them). there are exactly the same number of snipers as before but they just dont touch the stronger scopes which are because of visibility on most maps already useless outside of the very specific niche of cheeky shots on milimeter sized slivers of people's heads, hands, and feet sticking out from cover

raw topaz
#

People who use higher mag. scopes at this point are either people who just unlocked a new sniper or the few who experience pain when using medium range scopes in my experience.

#

The glint desperately needs a fix. I've shot countless snipers through foliage where if they were using medium range scopes I'd have no idea they were even there

#

That's why I think it's not a solution to give medium range scopes glint

reef skiff
# raw topaz People who use higher mag. scopes at this point are either people who just unloc...

i use them, but they take a lot of work to actually do much with them vs medium scopes. you need to sit like 5m-10m back in a room looking out of a single brick knocked loose so that the entire map doesnt see you... which i maintain my position that this is effectively equivalent to not having any scope glint at all.

to counter the "oh well it makes sniping more difficult by making them need to work to conceal their position which balances the gameplay of their low risk playstyle" argument... it really doesnt. as i said, the common positions are going to be ones you wont be able to see the glint of anyways now and even without glint those would still be the best positions. the fact is rooftops are obvious and 90% of the players you see on them are newbie snipers. you would be able to see them even without glint on rooftops. we were always going to adopt the strategy of sitting at the back of the room looking out of a single brick. anyone with a brain and eyes can also look and spot the likely sniping positions too. it is, generally, going to be an elevated place with an obstacle on at lease one side that they can use to block their glint with, preferably an obstacle on both sides so they can sit further back and stare through the gap

raw topaz
#

That's called pinhole sniping and it's a wonderful strategy

#

The logic behind glint is to not allow a sniper to get into a really good hiding spot and remain there

#

it's supposed to make you move

#

but with the current iteration it just makes it impossible to actually do your job

#

get into a good position, get a couple kills and move on

#

you just become a lighthouse every other sniper shoots at as soon as you aim

reef skiff
#

i literally have no trouble tracking down snipers i get shot at or killed by on night maps

raw topaz
#

people do come back

reef skiff
#

"oh, they came from over there. shot came high, probably either roof or top floor"

its literally this easy. then you relocate out of whatever is probably illuminating you, be it moonlight or your own teammates flashlights or flares and pull out your binos and take a quick glance first at the roof (because they will have a stupidly noticeable silhouette against either the building or sky) and then glance at the windows. move to another spot if you didnt see them after having your head out for more than a second and repeat until you either see them or one of their clueless teamates who spawn on them and then run right in front of the doors or windows for you to see

wary oyster
#

its really funny to countersnipe glares that I have 0% visibility on

subtle nebula
reef skiff
# subtle nebula LOL long range is impossible you say bwhahaah kid I have a PB of 2554m long rang...

behold, this goober conveniently ignored the "half the maps have a visual range limit" clause.

let me guess... was it valley? sandy sunset? eduardovo? you are shooting corner to corner on a 2km by 2km map, its the only way to get that sort of distance and it cant be isle or multuislands because of the fog effects unless you were shooting at some dude's glint which... well i will let that speak for itself

subtle nebula
raw topaz
#

Int issue

reef skiff
# subtle nebula Sounds like you are jealous and suffer from the ol skill issue

sounds like you still havent answered. which of the less than half the maps with those sort of sightlines was it?
namak: .5km x .5km
construction. .5km x .5km
salhan: 1 kmx .5km
frugis: 1km x 0.5km
azagor: 1km x 0.5km
tensatown: 1km x 1km
river: 1km x 1km
lonovo: 1km x 1km
district: 1km x 1km
wakistan: 2km x 1km
dustydew: 2km x 1km

cant be any of those, so we have...
wine paradise: unlikely, the town in the center cuts the map in half and blocks the longest sightlines
valley: good chances
sandy sunset: also good chances
oil dunes: unsure, i dont see this map often but im betting it wasnt this because of that unpopularity
multu islands: fog, self explanatory
isle: fog
eduardovo: too many trees, unlikely
basara: unlikely, but im unsure. the hills that everyone snipes at each other from block the longest sightlines and are not further than 1km or so but maybe there is some spot somewhere that can hit that sort of distance

so you probably got that kill on either valley or sandy sunset. congrats, you got a long range kill on one of the two maps with long sightlines and no fog

reef skiff
#

sounds like you are embarrassed. come on, you can tell us. we wont judge you, it is impressive to get a kill like that even on valley or sandy sunset 😏