#give long range scopes the reduced glint angle too..
1 messages · Page 1 of 1 (latest)
its ok to upvote your own post. Dare I say you probably should
Why is it not on long zooms?
That's the whole thing that was wrong with the long zooms, the cone was too big
who knows how oki thinks?
IDK how you can see that implementation vid on the medium scope and not immediately think it belongs on longs too
Right?
its near perfection
Looks like I'll just not play recon
How many times do snipers need to get fucked over for people to realize they are shit
All that's happened is just a bandaid fix while still not addressing the original problem
1000000 people dont respect they get outplayed and out positoned and then say the guns are OP
how could they not tell we wanted all scopes like this DX
really easily đ nobody said they wanted it that way
people spend so often complaining about glint ive been playing for hours now glints are far less common than ever before
and its so nice
i mean i did specify in the thread
but whatever
man this was such an obvious thing to implement together with the mid scope changes
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Here I was getting hopeful to play the game
only for medium scopes, the entire reason people switched to medium scopes is because it's the only way you can survive as sniper
At least it's not glinting through foliage anymore
Honestly with the spot system, this would make the glint not even neccesary at all
what's funny is the decoy glint still goes through foliage
I mean, it's a step
in a direction
Better than nothing happening to Recon for eons
Imagine getting shot from 90 degrees angle when you can only see 10 degrees angle or less, yeah, this should also be implemented

Please, Oki-sama! I play this game because of long range sniping. My eyes are not very good, and my display is a 15.6" TN. Some people say "small scopes are enough for most ranges", but that's a personal thing. If I'm 1500m away from the enemy, a 4x scope requires a precise aim for a few pixels. Why shouldn't I prefer 10x+ for such a situation?
If glint was only for the people I could see, sure, I can say "reasonable". But if I turn into a light beacon for players that are near or far, that just makes the scope terrible. Even if I relocate or something, a wandering assasin enemy can see my glint for no reason, and even stab me if they want to. That just kills the point of long range sniping. Then, people will complain if snipers don't leave safe zones. Yeah, it's because we are almost being announced on the map for being in an area.
With how many times I've been sprayed at from random angles that I can't even see made me never use long range scopes
medium range can do 800meter shots, at least I did often. But the issue still stands.
Normalize scope glint
With long range scopes you can literally get fucked by other sniper in the 90% of the time bc the glint is visible in 1/3 of the map
it's actually 20° IIRC
but 20° at 1Km is pretty big đ
Someone did the math in one of the threads
20° ? i thought it was bigger 

i just played with the new medium scope glint and it feels 100Ă better
now long range needs it to be the same
If long range are the same, i can finally use Long scope without anything in mind
Perhaps better, since it's easier to aim
well it wouldn't be easier because you would actually need to conserve your stability bar so you cant just constantly aim
i think its just fair in general to only allow the players in any danger of getting one shot to see the glint - not players that the sniper cant even see.
overall, i think the recent changes have overcomplicated things for just one simple class compared to any other. it needs to be simplified.
Instead of implementing the simple solution oki has to find some weird way to barely do the same thing
the simplest solution would be to just remove glint overall
i'm not going to pretend that the sniper isn't a weapon that can one shot. its just that the penalties for using one feel unnecessarily harsh. the dev's reasoning makes sense, but they need to understand that the sniper is only a potential one shot weapon and that there are many other factors to take into account.
i don't see a penalty for using an RPG, and that thing has a blast radius. i also think the already low TTK does not justify such a harsh penalty for using for what it was designed for - what if there were an HUD warning for whenever an SMG user were nearby?
pretty sure the sniper class was overpowered as fuck before glint and aimpunch were added later on.
Do recons know that their class needs to be the weakest of all. And based on the fact even support is played less thats not even the case
Recon needs to be the weakest class because it's the most frustrating class to play against
i think medic should be the weakest class. there purpose is to be supportive and heal, yet smg medic has become a meme and most of the people who play medic only do so because of their superior self sustain and speed. i think medic is most frustrating class to play against. they can get hit, take cover, heal, and run it off like nothing happened for no penalty.
fun is subjective. this is for balance and fairness. i think its fair for only players to see glint when they are actually in danger of getting one shot. saying that recon should be the weakest class does not sound very fair or balanced.
yeah no, a tighter cone for all scopes would be a appreciated.
that would be too op
glint is needed
but not at the ammount we have
^
Exactly, the current amount of angle we have pretty much put the long range scope user directly at disadvantage for using them over medium
yep. its similar to back when all classes were given self healing in the form of bandages instead of nerfing medic's self healing; sometimes oki buffs one thing instead of the requested nerf of a different thing (or this case vice versa; nerfing medium scopes instead of buffing the long range scope glint everyone has been asking for for ages). I dont know why he does this stuff, but hopefully this time will finally help him learn that nerfing and buffing arent substitutes for each other, and using them as substitutes for each other often just leads to more problems later on without really fixing anything
oh i've been asking for med scope glint like day 3 of it bein out on steam i think its good now
long needs the same thing now
They've both been requested for a very long time, but the long range scope glint situation was demonstrably worse for the gameplay than the medium scopes' lack of glint
like the reason why people wanted medium scope glint is so when snipers and other classes are at longer ranges they can see the person aiming at them with the one shot gun
the problem with long range scopes is its not just who you are aiming at its also the person 50m to the left or right up or down of your scope
this forces quick scoping and constantly running around so you don't instantly dying which doesn't make sense with the 15x or higher scopes
ya the medium scopes having a glint helps some now if your not aiming (which your recon you should be aiming almost all the time) but when you are aiming its not helpful if they aren't even on your scope but can see you perfectly fine
To put it simply
Hell. Being shot at by battle rifles or most ar at the 600-1000m range.
sure they don't do much dmg to you, but it still fucks with you a ton. get 2 or 3 guys you can't even see doing that and you ca easily die
or have to burn all your bandages
Recon is not the weakest class and people saying this are absurd
the new spotting mechanic is pretty good for recon worth now :d
Right now I would say best classes are:
Assault
Medic
Recon
Engineer
Support
in that order
Swap engie and recon and youd be right
Same long range engagement with drms + rpgs for annyoing vehicle users something recon has no easy way to deal with
Far easier to just rpg a little bird to kill it outright then snipe out the pilot for one of the passengers to instantly swap and save it before it can even touch the ground
Also ability to get kills shouldnt be the only factor if a clas is good or not
Consider the target not always standing still, they will bandages to full health before you even hit another shot
what does this have to do with glint on scopes
Bolt action snipers are strong, indeed. But they are not God weapons. Just having one doesn't turn someone into a danger for enemies.
At 1000+m distance, it's not easy to kill a moving target. If you don't have enough scope zeroing+range finder+long scope+possibly a large enough screen+high screen resolution+good enough eyes, you might still struggle big time. SSG69 at 500+m distance was very frustrating, for me. Especially if I wasn't using a long scope, which would expose me to nearby enemies and other snipers...
So yeah, if a sniper is frustrating you, the chances are:
- They are great snipers
- You play bad
- They are cheating
None of them are fault of casual snipers, or the bolt action sniper rifles. You can
- Outplay them
- Play better(like not stopping moving when you're exposed)
Cheaters are an unfortunate thing, but they are still not the rifle's fault. In fact, they can be a problem even if you remove all scopes. If you act like it's because snipers are too strong, you will lose so many players. And guess what? There are servers with official progression, without snipers.
Overall, glint can be acceptable with well adjusted parameters. But the sniper rifles are not there to be punished. It's not a child's play to be a sniper.
honestly, the snipers should just always have glint... but the only ones capable of seeing it should be people in view of the sight plus maybe 5 or ten degrees
RPG isnât accurate enough to hit people past 300
No glint at 0-200 is amazing though
Idk why, but itâs nice
it very much is lol
I mean, splash can kill, however if thereâs nothing near the target to cause splash - it miss easily
The new glint feels great. Would love to have it come to long range scopes
I truly feel like the only way to get a lot of kills with snipers is to be smart and find great short-mid to somewhat long range engagement places and play sneakily with a long supressor.
If youâre a daredevil you can quickscope in close ranges for fun but it always feels very rewarding finding a flank and just surgically kill people who are staying in that place while they donât know where you shot from due to long supressor
10k Kills on L96 and that is basically my playstyle with some quickscoping but it really is just finding an area where you can just stay in for a few minutes where people overlook, the fact that you only need 1 shot to kill a non exa helmet target is such a huge thing for stealth so I genuinely think that not using the long supressor on the sniper is a huge downside especially now since they buff the velocity by 10%
For M200 ig you can go for a more campy playstyle because it doesnât have enough movement speed to be as aggressive as the l96 with short mag
But now we have bullet tracers, which is a huge fuck you to aggressive stealth/flanking sniping

We'll have to see how it goes
Maybe you should make suggestions like making it appear after a certain range only or something?
Im down for that
1 of the suggestions I was thinking, that would seem like a good middle ground, but I would argue make it like 250m+ for it to appear just due to the nature of sniping
The only thing left, is to make it a actual suggestion
Wouldn't that actually encourage people to be more aggressive about their flanks?
You know, force them to move instead of finding a single spot and staying in it for as long as possible
Exactly
This is my draft as of now @old roost @fading hornet @supple trout @faint magnet
Encouraging Sniper Players to be More Involved by Making Sniper Traces Start at a Certain Distance.
If the tracers start immediately it heavily punishes players who are aggressive and find good flanking positions with snipers near the frontline while encouraging even more snipers to camp farther back.
One of the best abilities snipers have is its ability to kill in 1 shot. There would be less bullet tracers needed to kill someone making them a very effective stealth tool for flanking or catching people at off angles and surgically eliminate them.
By adding tracers this directly nerfs more aggressive, thoughtful and skillful playstyle of using bolt action snipers and forces them to camp near the backline which not a lot of people respect or like in the first place.
However, by making tracers start at a certain distance say 300m and above it would encourage more sniper players to play close and become more involved in the match and make it the match more fun as a whole.
Eh, I'm honestly not sure how well that would work in practice.
Could tweak tracer distance a bit
Having tracers start at a certain distance away would eliminate the reason why tracers are there in the first place
The problem that it's trying to address is that people can't figure out where they're being shot from by snipers, this includes both backline campers and flankers
However flanking shouldnât be discouraged because it is a riskier playstyle
Thatâs also easier to counter without using counter sniping too
Cutting the distance at which tracers start both gets rid of the actual line going "Hey that shot came from HERE" and effectively 'un-solves' half the problem
Mfw I actually open my eyes and see the direction the death cam looks at
I would honestly just wait with suggestions regarding this until the change actually goes live and people can test it themselves
Yeah. Hard to know how it's going to play out. Kind of feeling like it will be harder to see than the video made it seem
Instead of making assumptions about what should and shouldn't be done based on the patch notes and preview alone
It can also be used in a way to incentivise snipers to be more involved in the matches too though
Ig at this point weâll just see
Actually a good point, you can peek out to go and look where the shot came from but there's a small problem with that
But at the very least I think tracers shouldnât be visible by 100meters
You're looking at someone that just fired a shot at you
Hopefully âThe Finalsâ comes out faster than this upcoming update
So I can focus on a game I would start enjoying rather than feel like crap due to the change if it does effect a lot
If you're feeling crap because of a change you haven't actually been able to try yet then I don't know what to tell you
The game is in early access, changes are going to happen and it's unlikely you're going to enjoy every single one of them
Still better than phantom forces 
Lmao
Iâll make the decision once it actually comes and give it a week of testing
And just like that you're taking a better stance than a certain very vocal minority from another game these last... 24-48 hours lol
Hopefully tracers only appear for 0.5 sec and start becoming very hard to see at the end of the 0.5sec instead of the current 1-1.5 sec
I think that in the heat of battle those 1.5 seconds are going to feel shorter than they actually are
Nah decent players are gonna start to notice them
The players I flank are sometimes just chilling at some place healing and bandaging each other, someone is gonna notice
Implemented in upcoming update
