#The multiplicity of medium-range sights

1 messages · Page 1 of 1 (latest)

fallen topaz
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https://imgur.com/a/EPnZi1m

Why is it impossible to change the multiplicity of sights? For me, such an approximation is too painful, why can't I change the multiplicity of the sight from 4x, for example, to 3x or to 2x? Yes, there is a side sight, but what if I want to see the grid of the main sight with a smaller approximation?

UPD: Maybe it would be convenient to add sights, and the players themselves could choose which grid they want to see and which approximation with an accuracy of multiplicity up to 0.5x?

iron rover
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I don't follow... If you want a different range, just change the scope.. As you see in your SS, they are listed.

grave raptor
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Maybe they want variable zoom scopes?

shadow gate
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^

unreal knot
# iron rover I don't follow... If you want a different range, just change the scope.. As you ...

I feel the exact same for close scope x1 they're all the same x1 no 1.5, or other x2
The crosshair in some of them is blurry and glowy because of the effect.
There should be some rework there to give more different usage and not just an other reskin of x1 which in a competitive way will always be worse than the red dot since its the more clear, taking less space on screen without any weird effect. Also dont understand why theres that light fx its not supposed to be a milsim

iron rover
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Well, the scopes he listed are all medium range..

shadow gate
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tbh

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if we had scope that could go 3x to 3.5x to 4x and 2x to 2.5x to 3x

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and then short range had different between 1x 1.5x

severe pond
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Because Acog looks totally different from a slip for example

shadow gate
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Yeah, I'd prefer we were able to change the sight's crosshair tbh.

severe pond
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2x red dot would be the dream

toxic marsh
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i wish there was a 3x atleast and a red dot magnifier instead of a canted site ]

iron rover
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But, they are not medium range at 2x..

unreal knot
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Slip is medium range

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x2

iron rover
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It is?

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How is that classed as medium range..

unreal knot
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Oki I guess

shadow gate
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💀

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Slip is good

unreal knot
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2x is imo the strongest one if at some time red dot got a 2x there should be some downside with model size on screen etc

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But I dont see the point to have 20 x1 its useless

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And some 3.4 3.5 have to get fixed

severe pond
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scopes are personal preference and should not be nerfed because of it

unreal knot
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You dont understand

iron rover
unreal knot
iron rover
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so.. seems 1-4x should be close quarters..

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5-8 is medium

unreal knot
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atm it's not like this

iron rover
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and 9+ is long

unreal knot
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red dot can be use straight to 150m in that game (as it can be IRL put it's tedious (as it is in the game))

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x4 is used on SR for 150m-500m mostly, that's why the M200 meta x4 comes out (+ no glint)

severe pond
unreal knot
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y

severe pond
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no never meant it

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that way

unreal knot
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There should be scope with multiple magnifier, and more magnifier type

severe pond
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I mean you can pick x1 Or x2

unreal knot
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and also a rebalance on shitty scope

unreal knot
iron rover
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Like 2x, should'nt be a medium.. surely

severe pond
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2 should be close 3 should be medium range

unreal knot
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Did some screenshoots a while ago to compare reticle + magnifier between medium scopes

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The last one is well made because you actually see stuff through it

shadow gate
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Well the meter scale is bad so 100m isn't 100m IRL 💀

unreal knot
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the first one is complete garbage, glowy red + distorsion + the big props up the scope but that's could be the model so I'll say I'm "ok"

shadow gate
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The flir is the worst one tbh

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You cannot aim with it

unreal knot
shadow gate
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We just need a all you can customize cross hair for any sights

unreal knot
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I talked about it in Feedbacks, but no one read feedbacks (very usefull)

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hope suggestion will not become the new feedback

unreal knot
unreal knot
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The actual classification is not bad atm, just weird for the x2

fast canopy
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just move 6 to medium at this point

unreal knot
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no x4 can already aim pretty far as I wrote above

fast canopy
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yes it can, but 6x is default. since oki decided long range sights are going to remain unchanged instead of doing all the sights at once, why not move it to medium

unreal knot
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Because x6 is long range scope

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"but 6x is default" and? It's the default long range scope ye I don't understand the logic behind
most long range scope used atm must be 6x 8x and few times 12 so if you put 6x scope in medium there'll be only 1 scope used and that'll remove the big glint from long scope on x6

fast canopy
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6x is not meant to be a long range scope

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and we want all the scopes to have the same system instead of just the medium scopes

unreal knot
unreal knot
fast canopy
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I dont think you understand how wide the cone for the glint is if you are far away. this just tells me you really don't play long range anything.

shadow gate
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wait

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so you want the 6x in medium so you can Snipe from 800m+ with the 6x and no glint?

fast canopy
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I wanted that as a band aid solution dumbass

unreal knot
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Sniping in BBR is the easiest point and click that ever existed

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but there's still people complaing about a little glint from medium scope

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ICANT

fast canopy
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the system would need to be added to long range scope too

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your and idiot okami

unreal knot
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you don't explain your point

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you're doing wrong assumption

fast canopy
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I litearlly said I wanted it in the medium slot unitl the system was added to the long range scopes too.

shadow gate
unreal knot
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So, you're saying that long scope should have tighter angle for glint?

fast canopy
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balanced for said class of scopes

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my man at range the long range scopes can be seen over 80% of some maps

unreal knot
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it's not because people see you, that you'll be instantly dead

fast canopy
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I dont want them to match the mediums

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but not being able to be spotted by half the map if I used a long range scope would be great

shadow gate
fast canopy
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literally just added a quick fix to a system that was put forward, becasue 6x aint meant for much more than maybe 400 meters

unreal knot
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next time explain this in 1st place

shadow gate
fast canopy
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there is nothing with no glint now

unreal knot
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medium range below 200m

fast canopy
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a tighter cone would be nice

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ah that's what you mean

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it would change nothing then, because the medium scopes already do that

unreal knot
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Oki, me and many other players don't want to have 25 recons per team at 2km from each spawn sniping with M200

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Even with the actual glint, there's still a huge amount of snipers

shadow gate
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Anyway, there's plenty of thread already open for glint. No point discussing it in a thread which isn't the topic.

fast canopy
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a tighter cone does not mean no glint

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it don't need to be as tight as with the mediums, but 20 degress is fucking massive

unreal knot
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it's not when you're close to him

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so yeah, if the map is a big corridor, everyone will see you

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even if it's 10°

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And as Mato said : not the thread, idk