#Only show sniper glint to the person you are aiming at.
1 messages · Page 2 of 1
if it matches you can still see the entirety of some maps at 500m out
this is in fact an issue
mango out here discriminating based on cone size smh my head
but way easier to implement cause we already have the cone system in place
the cone should constrict accordingly with the zoom level
I'm fairly sure you can see there glint even if you are not in there scope unless I'm wrong then nvm
I mean, that's kind of a scope issue
if you see the entire map they should also see you
its not the size of the cone its the radius of the base 😏
Okay can we discard the cylinder thing because after realizing it has no taper at close range I've realized it's functionally extremely stupid
extremely shitty drawing I just made
#1178941863944802304 message pls look at this
wtf is even happening
oh i see now
nvm
bro saw
mango yealds the cone debait
didnt even tsee the exact same drawing decimal did
people inside 90 degrees right of you could see a cone of substantial size at closer ranges
i did see it
and it has to be substantial to scale with longer ranges
that's burried I'm afraid
pin worthy tbh
the cylinder is basically what the sniper sees vs where the glint is visible
that's why i said cylinder initially
because that sort of behavior would guarantee only those being aimed at see the glint
but the sniper sees in a cone
but a really tight cone would get the same effect and again is easier to implement so that also works
the cone shouldn't just be static across all zoom levels
I'm gonna 🧠💥
we approximate small angles and say cone = cylinder
Y'know what I didn't think of that
Technically speaking the tip of the cone would be in the eyeball of the sniper rather than the scope god I'm braindead sometimes
so like now that were a few degress short of my line suggestion
like basically rn you can be trying to sniper battle people across the map and some rando you can't even see with a medium scope will see your glint and have a super easy time killing you even if they physically can't see you
even in that tiny area
a fair bit can SEE YOU still
is that something we're okay with
thats still a HUGE area
yea and the sides would be tangential to the scope's exit circle
yes, and this change would ensure that both players are aware of each other in a sniper battle
way better then line
line is horrible idea im sorry
Scaling glint would be good
unless you're just in a really awful spot
cylinder is good tho
I'd say it makes the most sense to have everyone within your scopes view capable of seeing your glint, but tapers off towards the edge in terms of opacity
i really still hate scaling glint
a cylinder is just a higher dimension line
i really do think it wouldnt do anything
can't change my mind cause it's fried
t h i s
if you see a glint a glint is a glint it doesnt matter how bright it is
It matters how bright it is considering environmental conditions
The issue with current glint is that it's an extreme solution that feels just as shit as having no glint
no matter the environment
the cylinder has max brightness glint while the cone has tapering off glint
and the cone matches your viewcone
Like Basra for example, a lower opacity glint would be significantly harder to see than on sandy purely due to color similarity for the skybox
while the cylinder is just around your crosshairs
again when people adjust to the new thing to look at you will not notice a difference
Additionally, the other thing is that, if you see a low opacity glint suddenly turn bright white
You go oh fuck he looking at ME
lol
But in a muddied battlefield where visibility is subject to change from so many fucking variables that I can't count, a low opacity glint can also go unnoticed unless you specifically look for it
Already exists
thinking about the intensity sweeps for the soflam bait
Its in the game files
Which I think seems balanced
They were squad leader binos
you will get better i 100% assure its true theres nobody that wouldnt notice
Moo I have 1/4th of my playtime as a recon in battlebit, over 600 hours. I'd notice sure, but I want the ability to have a chance to not notice
its like how people thought that the fake glint makers did anything but again if you think about it for a tiny bit
Literally talked about this but no one sees it 😦
only 25%? bro is faking 
you will instantly know what is a fake glint
I'm just joking man dw
time count doesnt matter people will geuninely only get better at the game
if you played the playtests you know how bad everyone was that was coming in
the game is FAR different now
Well I didn't even fucking know the game existed back then
I'm talking present and trying to give a testament to my experience
happier times fr fr
Bros arguing about whos playtime is longer but no ones arguing for more soflam : (
Soflam is cheeks
silence bino defender
i dont doubt you or anyone elses efficacy as a player thats why im saying let them grow and learn
that has nothing to do with the topic at hand
Better than stock. And the current suggestion is to slap flir on it and call it a day
+the spotting update will make soflam a bit more of an optimal choice
also flir is cheeks it would be 100% bettter without flir
I honestly don't know what you're trying to say and I mean this in a nice way but you're really coming off as contrarian to be contrarian and I know now that's not what you're intending or implying but it's just hard to read it man
maybe the same thing gunners have in vehicles
Binocs with toggle flir and rangefinding? Thats the perfect recon tool
can we not talk about binos are soflams
Can you dumb it down to 3rd grade level for me, unironically
i just hate the 24hz is all
the suggestion is about neither
all im saying is that people will rise up to there just not being that fading area or anything around the glint
on is on off is off
and having a gradient wouldnt help
there is also equally in something lost in the power of a sniper of not knowing IF they are aiming at you
that has A LOT of power
Okay, that explains your position about for me thank you, but I want to disagree on the account that unless a sniper is in an obvious position like out in the open or one of the highest points on a map, the battle itself can prevent people from seeing snipers or not necessarily immediately noticing right away, even if they do eventually get better about it. I think most players focus on what's in front of them much much much more often than worrying about snipers, as they should, and even the highest skilled players might not see them due to that tunnel vision
I mean, in terms of having like a gradient opacity glint to clarify
Gimme a few to get my ass up and illustrate something cuz I wanna put this down
there also exist DMR and L96 users who actively seek out other snipers to counter
Id like to use this image as an example, pulled from one of my vids I recorded awhile ago, in regards to the sniper to the left in the smoke. With a lower opacity (since he was, in this instance, not aiming directly at me) I might not have noticed him due to the smoke cover, where since I am looking at him in just a lil bit, he'd see me. If I had not seen his glint, wouldnt end up looking over there
Do people really not minimize firing angles?
zoomed in for better clarity
i do but not as far as to build i find it makes it too obvious theres a sniper on that roof
I meant in the context of other people on the frontlines my bad.
With countersniping yeah it makes sense and it is annoying
glint through smoke?
Hes like right on the edge of the smoke, but with a lowered opacity, I'd have never noticed him, and I think that would be fair since he was not aiming at me
do you think that instead of the glint being a gradient that perhaps reducing the brightness and also the size of the glint itself would be a happy median? to me the glint is still super obvious but maybe we need the prospective of non recon players since to us looking for them is something we are highly trained for
same angle 50% opacity, simulated by just lightly coloring the glint with the same color of the smoke at 50% opacity, much less noticeable
its really only fair because of the smoke if it wasn't there they would stuck out way more
that's the problem
Other classes getting sniped by recons is just natural selection. I think the game needs to give snipers more tools to find and take out other snipers than keep dancing between glint and no glint
and then this is 75%
but there already is a lot of tools i think? they just arent used
Then they should be incentivized idk
75% is borderline unnoticeable in this situation, and at a quick glance Id have not seen it. I think having the gradient would be important in situations like this
Truth is I never really had issues finding other snipers
medium scope or not
tracers speak volume
I play medic. I don’t usually look for, or even really notice, sniper glints unless I’m specifically playing sniper myself for a challenge.
More often than not as a medic player I’m usually in buildings and areas where a ton of people are, so behind cover and shit like that, so I’m not in a position where I have a huge view of the map to spot out snipers
Heres kinda what I think should happen in terms of glint from sniper angle with an exaggerated gradient for glint brightness but I think this would make sense
And that needs a cone not a cylinder right
Hahaha
so like, imagining these are people in the scopes view, person on the left would see that portion of the gradient for brightness, and the person on the right would see that person, and so on
goofy
You can do it with a cone
you can do it with a cylinder too
Cylinder would be preferred for me personally but a really tight cone could work
tbh if its who ever is in your scope its gonna be a cylinder that just how perspectives work
prospectives?
shhhhhh
At distance its a cone with this perspective
phone dumb
i can see what you mean now it honestly now makes me feel as if glint should be in this bands if it is to remain static but im not sure if the game can even do gradients? i recall that was an issue with player markers fading now they sort of just pop in
it's possible they could reverse engineer the auto spotting mechanic to work in the opposite direction in the form of a glint rather than a ping etc
so the code might already exist for it, i just don't know how easy it would be
though with the harsh lines that the glint makes that is sort of its own issue
It can, and it currently does it with obscured glints, though its a bit rare to see. I havent recorded gameplay in awhile to show you that it has so imma ask you to trust my word on it but like, currently, for people with really small peepholes that are obscured, the glint fades a lil
tbh i thinl the fade needs to start sooner
and would make it more obvious than need be
And thats fair, for both of yours, Im not 100% on when the fade should be, how strong it is, etc, but I think it makes sense for there to be the fade in the first place
like looking at the original image
the cross is really entirely too much
and would ruin any kind of gradient
Its more like just applying an opacity filter based on relative angles
Other way to do it, if gradients are poopy diaper code wise, is to do, if angle is x1 - x2 degrees , show glint as % opacity, if x2 - x3, then show this opacity, etc
though im not technically knowledgeable enough to know how intensive that is code or process wise
Guys maybe it's just not that deep 💀
:x it very much is that deep
elaborate or you will have solved nothing
not thinking about the impacts of a chance is worse than no change :x
No like, we're counting pixels here wtf
:KEKW:
Fucking who
also whos counting pixels lmao im just saying the glint effect is just too big
thats primarily why i felt earlier that it doesnt matter how it was graded till i was informed
Yeah I'm just saying it essentially needs some obfuscation to make it harder to notice at certain angles really, plus it's deep cuz I care a lot about silly block game
small details go a long way
Another thing that could arrive from gradient like that, is you can get info on where that snipers primary focus might be, which can give players info on where skirmishes might be happening that aren't part of the big battle, or you can potentially warn teammates
Gimme a sec to remake the gradient with those values, I ate pizza and have die eureka ATM so I'm kinda hugging the throne
die eureka,,, bad fortune,,,
Autocorrect is awesome
tbh might try to make it better when at home kinda hard where I'm at work
I can work with it dw
blue amd yellow probably need to be a bit smaller and green a little bigger
using this as a gradient base, any changes youd make? Numbers are opacity
like, should 25 be further out, 5 closer to 0, etc?
Bottom is original, top is the suggested gradient
actually you know what I do like yours a bit more
the sharper the curve is towards the center, the more obvious it is that you've got a dot on your head
i like that one
its pretty dang similar but I think its close enough to see the difference with a sharper curve
I could probably move 25 further up but
actually lemme do one more with changes in curve every 10% instead of 25%
This curve, 50% opacity at 25% length, and 20% opacity at 75% length
top new gradient, bottom previous
thats all the experimenting imma do tonight but hey, ideas are ideas so, any amount of these could work, someone will probably find a better alternative
114 ups is crazy
this might actually be implemented
hopefully the devs look past just the title cause theirs some really good ideas buried in the thread too
511 on the oki post too so
ya fairly good shot :x also the team is so small they probably dont look
we will see
You can just make a section for the description, something like "Other ideas I like" with message links in that section
#1178941863944802304 message like this
Support not being able to effectively use a Bipod to put down relevant suppression at 150-300m range like they are meant to do is also a contributing to whatever complaints sweats have about snipers usually being the only thing stopping their 100+ kill consistent games. All the noise about muh snipers, being realistic, all the people that do play sniper, how much do they actually contribute in a game? It ain't much chief. Every game you play, at the end when you view the Scoreboard, there's hardly ever a Recon in the top ten, and the majority of the snipers fill the bottom ranks. But nerf the Med Scopes, you know, the Recons that ARE in fights. Bass ackwards decision for Med Scopes.
I agree with this
ratio
Main issue with this is that
You now know youre being aim at
Originally it use to be near
Id be okay with that tbh
Soo you usually inorged it because it not aiming at you until it shoot at you
Soo if a good player see it now and it getting brighter/dimmer slowly
They know they are aiming at them
it at least promotes snipers to be somewhat on the move if they're not going for 1-2km shots
Idk but it may be another people gonna complain about
we cant hit shots because the target doesnt stand still
Or some type of degenerate complaining
also the ability to keep people scared and hiding in buildings has MASSIVE impact on the game so making glint something to actually be afraid of would make recon more essential
When player can build
Tbh it affect sniper mainly dont think dmr will be affected
sooo any experience player know when to rush
yeah but the conundrum is that everyone has to leave cover eventually, but you'll definitely be on your toes if you know for sure there's a sniper looking right at you
this glint change would make everyone more wary of glints because they are actually informative
There will always be hordes of SMG Chuds by way of thats literally the majority playerbase. Of course its gonna be bad times if you go against their interests, even worse if you're their thorn in the side. 🫡
nerfing med scopes is to help actually recon players also XD
you cant really use long range scopes and snipe because of how strong med scopes are lol
the issue is that even long range snipers use med scopes right now, the benefit is just too good to ignore. so adding glint to medium scopes will even the playing field.
if this suggestion was implemented (tighter cone or cylinder), then it would be a buff to snipers to compensate
See I wouldn't even go so far as to say there's too great of a benefit to med scopes, because the scope glint mechanic is clearly ridiculous in its current implementation for long scopes.
The OP's suggestion for seeing scope glint when being aimed at is a good suggestion.... for long scopes, lol
why not apply it to med scopes as well?
why not chop my balls off?

hehe
My point behind all of it is Long Range Recon vs. AR or SMG Sweats. Kills vs Kills, who's doing more damage? I don't see the devs doing diddly about how lethal SMG's are still at ranges they absolutely should not be hitting. That versus, oh wow, youre telling me 5-15 guys out of a team of 127 are not able to be run down by Randy with UMP-45. Big deal. The Recons combined footprint in any given game is not much in the grand scheme of things.
the whole idea is that if long scopes are buffed enough to be viable then recons would chose it over medium; thus kinda fixing the no glint corner camper problem we had anyways
i also mentioned that if mediums were still too strong
you could add small glint
with the same system
i think its better to add glint to both and then buff as needed, it just doesn't make sense a scope has glint because its 6x instead of 4x
Any reflective surface could have glint, what are we even talking about
You know what. I'm not gonna claim I know the answers to any of this. It could lead to better and more fun implements further down the line. Just from my perspective, which admittedly is not all seeing, seems like a bad idea. I'm open to any and all ideas.
i don't mean realism, i just mean making scopes equally balanced
Not sure if it’s been suggested or not. But if the zoom on long range scopes are adjustable in combat or something they would be way more viable as well as the change in glint
Have the cone match the zoom on the scope. More zoom, narrower cone
I was about to type this^^^
this would also make it easier to tell if the sniper is aiming at you
But yea I think maybe make the glint just a bit bigger than the FoV
Would make it no reason not to use the highest magnification always
Just lower it from 20* to 5* or something
There is still the pretty significant reason of inability to see stuff
Have you tried sniping with a 40x at 100m?
That's a bit of a straw-man, use the canted sites at that range
My point is that clearly there are ranges where having a 6x would be better. I'm pretty sure it isn't when a Red Dot starts being better than a 6x
I'm just using a very obvious and extreme case
My statement was generalising, I didn't mean in exactly every scenario, but it will make the higher mag scopes far more advantageous
I don't think it does, because lets be honest, there is a sweet spot of how much zoom feels good to use at each range. Having just the guy's eye covering your entire scope is clearly too much, and him being a single pixel is too little, so it has to be something in between and not "more zoom = better".
If the enemy in sight is going to be about the same size relative to the screen, lets say about 20% of the scope's FOV. With the glint being the same angle as the scope's FOV That means you're showing your glint to about the same area no matter how far you are (assuming you are now using a higher zoom scope). Instead of a fixed glint FOV that makes it so a bigger number of people can see your glint the farther back you go to snipe.
Only when you ignore the fact that they see less as well
But have an easier time hitting heads 🤷♂️
It always was, sniping in this game is trivial, I'm happy for the changes though as the glint was just weird from both sides
Yes yes yes yes yes yes
Youre right, sory
Just popping here again to say I'm a med range scope user not because it has no glint but because that means I can be aggressive and push with my team into CQB
It's the only way I can play sniper and not get bored
Real
I just like hitting pixels and getting dopermeme rush
scope zoom is a personal preference thing imo, just like what red dot sight you like the most
they should be balanced equally
For example, I like 8x, because I am a sociopath
40x in Sandy's streets
I generally stick to 15
yeti it's clear you have never actually tried using one
the point even then still stands, people should not see my glint if I don't see them
period
I do, I have, obviously I'm not talking about every scenario.
like 40x at 100m is garbage to use. People cross your entire crosshairs in an instant
I didn't think I'd need to specify something so obvious
yeah neither did I
yeah its a joke, but 6x-16x is reasonable and i dont see why those people should be punished/rewarded for preferring more zoom
the current 20 degrees cone for glint is honestly too wide, if you do the calculations, at 500m a width of 176m (88m on each side from where you are aiming) can see the glint, and if you are doing longer ranges 800m (282m wide) and 1000m (353m wide) that basically covers half of some maps depending on the shape
and the major problem with this width is that, it is way wider than what your long range scope can see, meaning you can get shot out without knowing where the bullet came from
what do you guys think?
glint cone should be equal to view cone
agreed
people have been saying that
That's exactly why I think the glint FOV should scale with the scope's FOV. Otherwise a 40x scope has way bigger blindspot where someone can see your glint and you can't see them.
I don't see a good reason why someone you aren't even seeing in your sight should be able to see your glint. It seems obvious to me that the design intent is so you don't get one shot without knowing someone was even looking at your from 1000m away.
If what you want is “only show sniper glint to the person you’re aiming at” then it absolutely needs to scale with scope zoom, don’t even feel like that’s a debate
Was just taking abt this in weapon sight feedback; Imo the cone should be equivalent to the FOV of the player while scoped plus a certain percent probably
And if spotting/killing recons without the big glint cone turns out to be an issue maybe make pinging glints a thing? but honestly I'd imagine it wouldn't be much of one
This^^^^^
Suggestion: have the glint be the max size and brightness only when it's aiming at one of your hitboxes. Potentially only when it's aiming at the head hitbox specifically.
that's pretty much how it was proposed
I mean in addition to the view cone stuff proposed. Have an extra intensity that only kicks in when the crosshairs are actually on your head.
yeah I'd imagine the brightness and:or size is based on how close to the center of the sniper "cone" you are
I feel like this will be an intense experience :p
Yes, I agree
it would definitely be dynamic but realistically recon would have already pulled the trigger by the time you saw the super bright glint
that plus the scaling glint on distance would be really nice
depends on if you're standing still, how far you are, etc, plus bullet velocity
To be clear, I mean having the glint "pop" to an extra large and bright intensity level only when the crosshairs are directly on you.
It's not necessarily for information purposes, it's just going to make the game more intense as you see that glint flash and go "AAAA!"
on those high distances I could 100% see someone spotting the high glint just in time to duck and making some REALLY strong "suppresion" to their targets
Yeahh, it doesn't need to be a linear scale or anything
I've ducked out of the way if incoming bullets before
Personally though I feel having it "pop" would be a little too blatant though. Snipers already struggle with glint sometimes... then again, it would help a lot when they try to focus on a specific target so they can avoid
I love "OH NO!" mlments in games. Game design features like that can often intensify those a lot by providing information just in time.
I would have it just not actually reach the max size until the crosshairs are right on you, and before that it's a little smaller
then again, maybe with the aforementioned changes it wouldnt be as much of an issue. I do like the idea for sure
It wouldn't be a hard "digital" pop, just a much faster transition
I like that, gives real counter play
Only showing glint to those you’re aiming at is in general better for counter play
as i said yesterday, if you only see glint when you're a target then you actually know when to take cover
with the current cone you can just say "well he's definitely aiming at something"
you'd need to define what "when you are a target" mean, it could be crosshair directly on top of you, or X meter away from the crosshair, or in the scope's view
so basically "glint cone should be equal to view cone"
yes I was just elaborating on why that is important to have
they could also make it depending on the zoom of the scope
Also with the new ping system, it'll encourage people to ping the glint when they see it to mark them for allied snipers rather than relying solely on snipers spotting the enemy sniper's glint
yea
And the spotting xp boost gives an incentive to ping enemies, so it's a more interactive system
because they cant all have the same glint because of like the 2x scope then the 4x medium scops
isnt there a range with the pings for other people
like if you ping someone does the far away people see that
they appear on the map at least
If there is, I don't know about it. Still, if there is a range for pings it'll reward long distance scope usage for recon, and at mid range it'll still encourage people to move around to avoid getting spotted
Reworked sniper glint should be like current glint at 0-10° but should "flicker" akin to the MDX201 at 11-20°
It would give the gadget better value bc at the moment its really bad to consider running
ah yes let's implement shitty glint to make a shitty gadget work better
Just remove glint all together, I've been over this many times but you want to encourage snipers to use long range scopes, you hate snipers? U want them to use long range scopes:
Using a long range scope means that you have to deal with the steady aim system thus reducing their fire rate and target acquisition. The further they are from you, the more they have to lead their shots for moving targets, to the point that the average player can only hit targets not moving.
The whole argument that glint is for counter sniping is dumb too and comes from people who clearly don't play recon. Any sniper that is looking to do counter sniping knows the areas to look, it's so easy to just look at the same spots in a map that snipers always hide in.
Glint is purely a system meant to make those with no situational awareness feel better about themselves
All that there should be is tracers from when a sniper shoots or maybe muzzle flash, giving away your position just from using ur scope at all is stupid and punishes creative positioning
Then use binos? They're useless aside from giving no glint
man suggesting binos kinda makes me think you don't play sniper at all
I mean, I think the upcoming spotter system should be restricted to spotting tools like drone or binos, but that's another topic
that shit does not fit the pace of the game at all
Half the people that hate recon have never if barely played it and think it's just clicking heads. They completely ignore the time it and knowledge of getting to a good spot that has decent sight lines for a moving battlefront before said battlefront gets to that point. Meanwhile u have to worry about other snipers and that one guy that took issue with getting shot once and made it his mission to hunt down snipers on his quad all match
yeah exactly
that's why when I see stuff like "just use binos" I can't help but roll my eyes
I saw someone talking about the glint beacon earlier and I was just thinking, anyone using that is a noob, u never want to give ur position away, let alone tell others that you exist in that area
decoys tend to become that
they are cool ideas that work for like the first week then just become useless
The only time I can think a decoy would be good, is on wakistan, when people are sniping from one side to the other and there are so many snipers that a decoy might cause someone to miss once
Yeah fr
Even then you’re wasting 20s of your time placing them to waste 1s of their time
Yup, if that. Cos they are so clearly a decoy, ur better off ignoring them while trying to spot the sniper
And again, if u are counter sniping, it's so easy to spot other snipers due the the foliage render distance, meaning that even if ur in a bush, they can see u
Anyone claiming snipers keep killing them, I bet if u watched them play, they are standing still in the open in the same places. Not using cover, not blocking sight lines doing everything that makes them an easy target
Literally skill issue
I feel honored when somebody spends like 5min to trek out to my spot to kill me
To me, I compare one shot kills directly to the average time to kill of other guns, anything that kills u in half a second is basicly a one shot, that being because there is realistically nothing u could of done, I'm not up to date in the stats but that's like 1 headshot and 1-2 body shot from an AK? Or 4 shots from a vector/p90? In both cases it's cos u were in a bad position/ the person that shot u was in a better position. So how is it that when you get flanked by a battle medic that mows down 4-5 guys in 5 seconds it's being outplayed but a sniper shooting 1 person every 10+ secondsfrom 500m away could they stood still is unfair?
My thing is, if you get good spots, it's insane, but because your glint is SO obvious with long range scopes, you're basically either range limited or a massive target. I pretty much just use them as a single-shot DMR at this rate, which I'd be very happy to see change with the kinda things discussed in this thread
Is it really that insane though? When you get into like 500+ meter sniping it’s hard to hit moving targets, and there aren’t that many people standing still
It’s also pretty feast-or-famine in that by the time you get to your really good spot the frontline might have moved to a spot you can’t hit
This is getting silly. Please guys just drop the whole glinting for medium scopes. If we want it to be more obvious where snipers are you could do things like make their tracers longer/more obvious. The idea that you are punished for scoping-in is ridiculous in principal. You could argue that reducing the cone helps, blah blah blah, but ultimately it just doesn't solve anything. What is the point? Here's some of the popular rhetorics:
"It helps people know where they are getting shot at" - Map knowledge and the existing bullet tracers already tell you this. And if you get shot you already know which direction you got shot from. Hell if you died, the camera literally points at the sniper and you can communicate and tell your squad where the sniper is. You're already hella punished as a sniper for simply firing your gun. Now you are punished for looking in their general direction, lmfao.
"It makes campers more obvious" - They're already obvious with this games potato graphics. Now you want them to be a walking flashlight basically.
"It prevents camping" - As long as sandbags exist you will never, ever, get rid of camping. This just accomplishes nothing in that regard.
In conclusion: Snipers are already counterable. This issue is basically people refuse to communicate in a team game to deal with them. These changes punish you for simply aiming at someone. Just drop this entirely.
Nah I still want to see when I'm being aimed at with a rifle. Just cause you go medium scope still doesn't mean you shouldn't get any sort of blacklash to letting people know they are being aimed at by someone who could one shot kill them in the head.
There are helmets that prevent you from being 1-shot, still bullshit.
for 1 class though
Ok, you know where he is now even easier than before. You're still getting 1-tapped. What does this even solve?
just helps you avoid getting shot as much, also will make snipers threaten each other more
So it's just a nerf to sniper rifles then
Which could also be achieved through projectile speed reduction, adding sway to med scopes, slower bolt speed with more tradeoffs, adding accuracy after moving, etc.
I mean this suggestion seems like a balance though to just adding glint to medium scopes with a buff alongside it. Snipers just need to do find an opportunity to target the right people more.
The whole fantasy of playing a sniper is being an unseen threat, glint very directly goes against that
Not helped by the fact that their damage profile encourages 900m shots and 20x, 40x scopes exist for no good reason
I would prefer getting zeroing taken away over having glint
I use 40x scope on sandysunset
its just only 2-4 places on maps like that you'll be able to find the 20 or 40x useful
yes, but as weve discussed a bunch of times in this thread, overall glint would need to be reduced to compensate
I'm definitely curious how it will look after the foliage thing
So probably we'll just have to wait and see for now
Based on the image he showed with this cone-shaped volumes around trees, it feels like you would now be able to aim through branches while still having the glint blocked though
And people will just adapt to the smaller glints. This will maybe take people 1 week at most to adapt. This is not a good solution at all.
_> Snipers already threaten each other hella. And I don't understand this idea of "avoiding getting shot as much" when vast majority of kills are medic players on crack cocaine.
There are more bad snipers than good so making it even worse is laughable.
^this, glint is about making snipers visible to non-snipers
yeah probably, but only some trees can be seen through reliably
It's more that they get shredded like crazy as is cuz everyone sees the glint vs only their target(s) seeing it imo
I understand that. For long range snipers it's a solid change, its just I don't think any of the medium ranged ones should be included in this glinting nonsense at all.
Yeah, from what i understand they're considering making it purely range-dependent?
Like no matter what scope if you're ADS you can see a glint from a certain distance or smthin
Except maybe 1x or iron sights
what oki means i think is that glint level depends on how far away you are from the shooter, so if you were 100m away you would not see glint
but another player 300m away would see it
Yes, that's correct from what I understand
I like it a lot more than the current system... but idk what that means for sights. Like does having no scope affect glint regardless?
Agree
It happened to me, In basra on the island on the corner of the map
it only applies to med scopes on snipers i think
ah alright
I would assume its for both
hopefully
Introducing this to long range scope too and I'll be fine and dandy
i asked
though i think they definitely should apply to all scopes and give med scopes a bit smaller angle or less brightness
gotcha
but then dmrs and ars too?
i mean i support adding to dmrs but that feels a bit unfair to dmr players
And when you get 1-tapped you'll realize this entire change doesnt actually address the issue you have with snipers.
i don't have an issue with snipers
i just want the scopes to make sense
its not about being 1 tapped
In what world does this "make sense" for medium scopes?
long range i can understand
but medium??? and only on snipers???
this. Glint is only useful to other snipers anyway, normal infantry can't counter sniper at these ranges anyway
And I don't see how glint would be OP in recon/recon combat, the range advantage of long scopes gives them an equal footing with the medium scopes
Even an advantage in most situations
Tbh it was a matter of time. While midrange scope were clunky at ranges above 500m, I was still quite easy to hard scope thru 30-40 kills with right positioning
Damage drop of AR makes you literally invincible at 200-500m. No glint makes you less of a target for counter snipers. Kinda OP, but very skill dependent
Now you won’t be able to hard scope entire game without consequences
Why should there be consequences for hardscoping again? The entire server knows where you are from one bullet tracer already.
Then there's the epic strategy
I, a sniper, get a valid kill. The person who died just gets to sit still as a corpse and the game tells them where I am for free
then they get to tell their entire team where I am
snipers are the ones at a hard disadvantage lmfao
Reposition (ノ◕ヮ◕)ノ
Mostly a joke reply, as I do agree with you. If you get a kill, a hit, or miss, you’re always giving plenty of information to your general direction at least, which for anyone with more than room temperature IQ is enough to eventually find you
Sure you can just reposition but I don’t want to reposition any time I get a kill or someone looks in my general direction
this still doesn't answer the main question
What’s the main question
why should a sniper be punished for hardscoping?
you already need to reposition after getting a couple of kills
do we really need our position to be known by people we don't even see?
Ok wait
Wait
Let me cook
Increase glint intensity the longer you look at a person.
First few seconds, bloody brilliant, no glint here, get rewarded for a quick and skilled shot.
Take aim a bit too long and your glint becomes more visible over time
why though? why do snipers need to be punished for doing their job and doing surveillance?
At this rate just automatically ban someone for scoping with a sniper rifle. The ultimate punishment.
You're having fun with a gun I don't like? Ok that's a ban bud
Make the cone tight, so that the glint doesn’t show when I’m looking 50 degrees left of the guy.
Like giga tight.
I agree with okis point that snipers kinda need something to make them stand out since they don’t need to actually fight with exception of other snipers
oh wow that sounds like something I and many others have said for like 3 months I think?
Yeah I know but I mean like PAAAAAINFULLY tight, hair on a trigger kinda tight.
too bad oki just does not play with snipers
but he completely forgets other points here, snipers are absolutely fucked if they enter somebody else's range and the movement in this game makes it really easy to dodge bullets
we don't need a glint cone that's bigger than the scope's view cone
yet we still have that for long range scopes
Especially with how… yknow comes work. That’s why it was so shitty before, 20 degrees over just 100m is pretty fucking wide
I really think that the hit indicator for the bullet that kills you gets gone
Reward one shots by staying hidden
Punish consecutive hit markers
tbh I'm not that concerned about that
It’d remove some info that gives snipers away for no good reason
since anyone can spectate, if someone wants you dead it's very easy to just look at your position
Which really shouldn’t be a thing
I get it, free roam spectate looks cool
But don’t let a player use it after death o-o
You know you're deep into the lingo when you're using phrases like "ping the glint" and everyone knows exactly what you mean
It does seem a little like you have to be looking directly at them before they see any kind of glint
Long range scopes need the same kind of treatment now
that would actually make using binos to spot first worth it
This is the bit that gets me about the medium scope glint changes. There are other weapons that can be more effective than a DMR with a medium scope, none of the disadvantages of glint, and all the advantages of also not being bolt action weapons for every other encounter. They've got great flexibility and often a good realiability for ranged picks (especially if someone is injured). I get it, it sucks when you get picked off by a sniper, but when it happens I either think 1) I shouldn't have stopped, 2) I'm quite impressed he hit me when I was moving that much in and out of cover or 3) why are most of these maps designed with everything happening in a valley surrounded by miles of elevated cover ... It's not the snipers who are OP here. Anyway, all this is distracting from the far more important feature change for recons to give them smelly arses so that other recons will stop clustering around behind them like ducklings.
If you add it to medium scopes, add it to ALL mediums. That'll change the meta.
yes, dmrs should get glint too
ah good to see oki doesn't actually read the suggestion that we want this on all scopes
like people are still going to only use med scopes unless large scopes also get this change
I think they did?
I'm getting clapped long range and I'm p sure it's with long scopes, but I'm not seeing any glint
I agree, though having the scales and distances proportional to damage dropoff curves would immediately make the glint itself mean something. If you see the glint, you're in danger. The bigger it is, the more danger you're in.
I do agree with this^
and yeah the demonstration vid is with a med range scope, but i'd imagine long range has a similar treatment
I expected long range scopes to get that treatment first if anything
Think we all did

