#Don't add sniper glints on medium scopes for sniper
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If they implement the planned glint system, recon class will probably be doomed, since anyone with mid-range weapons within 200-300m will easily spot and kill you.
Or recon will become the “spotter role” for the 8sec pings.
Adding to this, many maps don’t have good sniper positions for 600m+ sniping, so Recon becomes even more useless in them. (Lonovo, Tensa, Wine Paradise to name a few)
I would propose makeshift bushes as a gadget, but I don't see it as that much of great addition if snipers are "invisible".
Sniper duels are way more interesting currently with medium scopes because you have to make an effort of being aware of enemy snipers, while maintaining good positioning and sniping.
With glints, one quickscope is enough to take you down. I fear the worst if they add glints to medium scopes on snipers.
I mean yall do realise they also said that they are making sure glint won't be seen through bushes right
Like yknow through trees and shit
Heavily map depending
If they're going to make medium scopes have glint, at least give recons like 2x
or a 1x with a sight picture
or give irons better target acquisition
True, still a pretty big boost on many maps
just say that you don't want glint on sniper rifles, shit like no glint on scopes with 2 less magnification makes no sense both realism and consistency wise
Only reasonable fix I can think of is reducing the angle when glint starts showing
Thats pretty much the problem with glint
Istg glint shows at like a 180° the moment you scope with it
Just reduce angle and then its balanced
the addition of glint to medium scopes will likely just push more people to long range sitting at the map boundaries with a few trying to emulate simo hayha by sniping with ironsights
making the problem of campers worse
if you want to talk realism, explain how a scope gives off glint in a dark building when you're nowhere close to the windows and the sun is not shining directly into the windows
or perhaps just admit you want them to delete snipers
The easiest solution I could think of right now is to just make the glint angle based on zoom, make it so only people directly in view of the scope can see the glint. Right now using a higher zoom level just makes it easier to get shot by another sniper you don't see because of your lower FOV.
BUT I'd really like to try giving snipers a bigger muzzle flash, longer lasting tracers and no glint. So you can at least be stealthy until you shoot, but easier to spot after.
I want glint on sniper rifles
but glint in it's current state is more an arcade mechanic to tell the entire enemy team where you are
to remove glint from like a 40x would make no sense
lowering the reflective field of view of glint would make more sense to balance out glint than to give like a 3.4x glint
talking consistency is also non-sense when they're specifically stating the medium scopes won't have glint on non-sniper rifles
throw realism out the window already when the M200 exists but does less light vehicle damage than a Remington 700
glint on long range scope make sens since you can't spot someone aiming at you 2km away... glint on medium scope will just kill the whole class since you can no longer aim without being spot by everyone...
This suggestion seems to be forgetting that the Medium scope glint can only be seen at a certain range.
a certain range that most maps aren't even big enough to negate and that medium scopes are even useful at
a ducking 600m radius... 1/4 of the map in most cases
i hate snipers and sniping. giving them glint on all scopes with no cone rework is just stupid and bad for the class and the game, full stop
Should've edited the suggestion to glint range then
nah i stick with it
I also snipe at close to mid range 50m - 150m
where I am actually a target
and use the medium scope for its intended use
I will simply continue to use a 8x and rack up multi-kills because I don't plant myself in one area 24/7.
People don't know how to use glint as a baiting tool with long range sniping and it shows heavily. Now in close range (50-300m-ish area) it really doesn't need glint, you're already within eyesight of most players that it's just excessive at that point.
Beyond that though It should have glint, sidesteping a mechanic that forces you to actually position correctly or reposition is just lame to me
Imma throw my take to this post: The real issue is that there is no real upside to using long scopes unless it is for 600+ meters, I heard they are implementing live pinging, as in, the ping stays on target for a while, why not restrict that mechanic only for binoculars and long scopes? That would give both a clear utility and I think live pinging will be an issue if too accessible, just as it was a problem in battlefield 4.
And if they really want to address hardscoping with medium scopes the solution would in my opinion rather be either to make the sway on medium scopes much greater or make it so they have glint after 200-300 meters, making them easy targets for snipers with long sights.
(make it sway really hard but make it so its normal while holding your breath, so you have a limited window of opportunity opposed to long scopes + u give some use to the holding breath mechanic, which is underutilized)
Second this. I bet 70% of players don’t even know about “hold breath” mechanic, since with medium scopes there is practically no sway with attachments.
Proper solution: don’t add glint to medium scopes. Add way more sway. Make actual use of the mechanics that already are in the game.
I see that people are constantly putting the glint device where they are aniping... And I find it a bit awkward, does it help in any way or ahould it be placed further away from the next to distract attention ?
make glint a cone
It helps both ways, further apart makes it more safe for the shooter to eyeball it to see which one is real but placing them close together helps you more since it's a lot of stimuli at once to pick through
So the likelihood of the player choosing right is low in that situation but that's also implying they're slow to react and don't know how to lean peek to spot people.
All depends on the angle though
TL;DR: Depends
well what i take from the discussion here is that something needs to change. maybe i interpreted the update note all wrong, but yeah.
i mean, this discussion is pretty important for the sake of recons as a whole
we still don't know if oki means the glint on medium scopes will show when 600M away or if he means the glint will show unless you are 600m away
Half of the maps don’t even have 600m long line of sights (if not spawn from spawn)
No matter how big glint is, I think sniper rifles are doomed
Only narrow cone glint would fix most issues
i made a suggestion post for that
From my understanding, it means that glint will show on medium scopes if sniping closer than 600m
dealing with glint as a sniper is manageable, just build some walls and control your angles, make them tight and don't just stare in the open, get in and out, change angles, make sure no other snipers are in your angles or kill them first, i don't think it's bad
even if your glint is showing, it doesnt mean the enemy team can shoot you, they aint got the weapons for it at that range
600m is a long ass distance
This change should apply to medium scopes on DMRs instead. DMRs are way far outmatched, and if Oki insists on keeping the glint range for snipers, then the range should have a sweet spot (** 180-460m?**).
My reasoning is that Currently the meta is that medium range scopes have no glint whatsoever, but no downsides to running a medium scope.
Your gun firing is loud, and can be heard at close range, so this would be a means to pinpoint a sniper if you get fed up with them camping that one building in the dark and take them out, as their glint appears when you are closer.
However, if you operate within 460m and need to switch to a target outside that range, you shouldn't be penalized for that one pot-shot every single time you ADS on any target. You should have a reason to relocate yourself closer to that target so that they are within that operating range, and may take them out with discretion.
and if ever some short range players raid you, first you can put traps and put yourself in a position where they can't go, remember you have the climbing rope and they do not, then you have sound cues to alter you in which case you can hide or run away
not everyone plays the same way, good sir.
with realism in mind (yeah I know, funny, cringe) your lens is a curved object, if light were to ever reflect from it, it should have a range as well as a sweet spot.
Agreeable
Although glints should have cones
I believe they do, the decoys don't.
I stand corrected: They do not, they just don't show behind the player.
One thing about the decoy that makes it useless is it's fixed patern.
It's literally a one time trick on new players, then as soon as said player can recognize the glint patern, it's useless.
Or if you running on a map, you see a glint, you start to dodge, but then realize it's a decoy, you don't care anymore.
The decoy maybe should have a random patern of activation, making it unpredictable, thus fullfying what it's supposed to achieve : being scary / draw attention from other sniper and then use it to spot people shooting at it
Glint is bad, implement huge movement sway instead, with good accuracy only after 1+ second without moving
Unfortunate that people don't play recon the way that gives them the most success in general.
Hate to see it tbh.
ehh my playstyle will remain a secret, albeit I love using it the way I do, with the varying degrees of sucess that I achieve.
What is efficient, sitting back 1km?
Sitting in a angle where you can actually fuck up a enemy frontline before you get spotted, a lot of maps give you plenty of flank room to do that.
"The most success"
and
"Efficient"
or
"Use the M200"
is not
"Fun."
not for everyone, you do you.
M200 is situational
completely agreed, I find it unwarranted unless you are dealing with something fast-moving or extremely long-distance, like another sniper or some camping support unit in an otherwise unreachable position.
Even fast moving is debatable if you're within like 600m and have a good instinct on your shot lead
I still believe that the M200's bullets need more mass as opposed to changes in velocity.
but that is a separate discussion
Ggs
At least it stay usable at close ranges
so sweet spot persists, however higher ranges have massive drawbacks.
such as being spotted by anything and everything inbetween
Don’t care tbh. It’s step in right direction.
Good
Gives me free kills when they miss 
my suggestion is that we take that position that we're currently on, and give it a no-glint range that the shooter has to cater to, and everywhere else is free reign on glint
Add narrow cone for glint and we get pretty balanced mechanic
Narrow cone and there is no need for the mechanic on its own.
unless you are looking at buildings inbetween
oh wait, nvm spotting is going to be a thing
yeah you're good
0-200 m is still pretty close for snipers, at least they are not asking for bullet now. All other ranges with glint are ok as long as it’s gets narrower
Now we might get at least 0-200m no glint range
I’m kinda happy with that at least
Agreed
That’s not a clever thing to do. Don’t shit on DMR they already “master of none” type of weapon
Worst DPS and TTK, cannot OHK, have 3-4BTK like most AR
they're also buggy
They already suck. Don’t make then suck harder
the SVD can fire almost full auto thanks to a persisting bug from launch.
If you have glint, and are fighting enemies that are 200-400 meters away they are just going to kill you with assault rifles. Sniper rifles have only two advantages. One hit kill headshots and stealth. 200-400 meters is generally where I feel snipers are actually able to affect the game in any meaningful way. adding glint to snipers will mean quickscoping and extreme long ranges where long range scopes are already more common will become the only viable playstyles.
I don't think the devs actually consinder any of our suggestions here like proper a glint cone or range adjustment for the medium scope. There's a vote now and that's a illusion of a choice.
I think we'd need to submit some feedback suggestions about the proposed changes in a way the devs will see
Because I don't think the issue is with the changes themselves, but that the dev team is crunching themselves like mad and aren't properly fleshing out their ideas cuz they're overburdening themselves
And public opinion polls are terrible for making game design decisions
How would they? Did you know what every AR have damage at minimum at ranges above 200?
They ticke for 8-12 hp at 200m. There’s no way it kill you quick enough
They are in fact considering making glint range dependent
what about the a proper glint cone where the glint is visible only at a certain angle
Would fix a lot
Why not both?
yes both
It would make sniper scopes feel more interactive with the environment (hidden behind cover) and affected by range & the angle you're aiming at
devs have make proper sniper scopes so they are actually viable while debuffing medium scopes
It would also reward shifting positions for recons by making them harder to spot if they shift to a new position and prevent camping by making it just as easy to spot snipers that stay in one spot mindlessly clicking
If you aren't looking where the sniper shot from last, you're gonna be harder to spot and rewards less campy and more dynamic recons
Because the goal of glint is to make camping & sniping less viable
would have been better to just keep the 600m+ glint than the current proposed system.
So you wanna also create an incentive for players to actually move as well, being rewarded by being harder to pin down and kill if you move
The idea behind the new system isn't bad per se, it's just not thought out enough
Cuz it's 3 devs who are crunching themselves way too hard to make content as fast as possible
Not fleshed out, in depth changes/mechanics
i'd rather have glint start at 600m+ and go on forever than the current 200-350 glint and fade out at 800m
im a sniper main too.
Yeah, I get that, but you also have to consider how that would work from an overall mechanical perspective, not just from a sniper player's perspective
If you were harder to spot cuz you shifted positions between spots, you'd be a nightmare for the enemy team
But if you were lazy and camping, it'd be harder to rack up kills
At least in theory
And if you're using a med. scope, the angle you can be spotted from should be smaller
Because you have to get closer to the enemy to have an ideal scope range, but if you're far away and landing those same shots with a 4x scope, goddamn it should be harder to spot you cuz that's a smaller scope
The devs have a good idea, it's just being implemented half-finished cuz they're crunching
I'd take less content and mechanical changes being added if the changes/mechanics were better thought out & implemented
+tested
Yes the tickle for damage, but if you are closer to the 200 meter end of that range, they still win that fight because they can get half a mag off where as you get one bullet and flinch from being shot. I'm not the best sniper around but I'm not terrible either, Most of the time if you are under 300 meters you have to shoot first if you want to beat an assault rifle user. I generally play using the L96 at ranges from 50-500 meters and usually the range is about 150-350 meters. At these ranges, I usually don't get a second bullet if I miss. Glint means that my first bullet is equivalent to my second bullet.
you are a flashbang main
Under 200m and you are acting as support. What most people seem to miss is that Reconnaissance is traditionally classed as a support role. You're not the main character, but you are vital to the success of the team/squad.
Let the ones in close range deal with the players with smgs and assault rifles, you're there to make the enemy feel insecure.