#Killflashes: For Glint Haters

1 messages · Page 1 of 1 (latest)

vital cape
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Since we are still at a stand-still with the same old discussion of removing / nerfing scope glint for sniper rifles, I'm opening up to a new possibility for an alternative solution: Killflashes / Anti-Reflection Devices.

What are Killflashes?

Killflashes or Anti-Reflection Devices are attachments to a scope that reduces the reflection (ala glint) of the lens.

In the in-game sense, killflashes reduce scope glint with a few negatives and positives to the usage. Killflashes encourage long-range sniping and allows snipers to also stay safe from playing their intended role.

Experimental Statistics

  • Image Quality Brightness

IQBs are an attachment-exclusive stat that is only present when the killflash is equipped. It alters the brightness of your scope image, which leaves the player a choice whether to use it for additional safety but won't be able to see players in darker areas of the map (like Lonovo for example). Depending on the variant used, this stat would be minimal and will only hinder players with bad eyesight trol
The stats start from 1 (being the worst, very dark) to 0 (being the best, very bright).

  • Starting Effectivity Distance

Killflash variants will have an 'effective' distance. Effective distance means the glint reduction starts at a certain distance; from the player to the target.
The reduction becomes nullified if the target is very close to the player and will use the original scale / size of the glint.

  • Glint Scale Reduction

Killflash variants will reduce your glint scale / size and works with the effective distance stat. If an enemy is close to you, the maximum scale of the glint (literally the one in-game right now) will be used. Within the effective distance, it would be smaller.

Variants (not using letters here because Battlebot is a bitch)

  • Killflash 1, 150 kills
  • Glint reduction effective starting at 750 meters
  • 15% Glint Scale Reduction
  • 0.60 scope image brightness
  • Killflash 2 - 250 kills
  • Glint reduction effective starting at 600 meters
  • 20% Glint Scale Reduction
  • 0.50 scope image brightness
  • Killflash 3 - 400 kills
  • Glint reduction effective starting at 400 meters
  • 35% Glint Scale Reduction
  • 0.30 scope image brightness

up to the developers though I make really shit stats

Discussions

Aside from the same old "remove glint it suxs!" argument over and over, I'm proposing an alternative solution and hopefully it would fare well with the community. I'm in no way a recon main or an expert in this class, it's just something I kinda want to contribute into the topic as a casual recon player that also suffers from glint. Feel free to dump your comments about the general idea of it (please do not cry about the stats I'm lazy).

Photos (references and other stuff here)

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Concept of the killflashes in-game, loadout menu
(i forgot the stats i think it's from a different gun but whatever take it as you will)

twilit zenith
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Imo they should be better at closer ranges, and less effective at longer ranges

The last thing we need is more encouragement to be half a mile away picking people off

late oracle
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I, I like this

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I approve

runic cove
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Just use a 4x scope

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And it won’t glint

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Glint allows for people to identify snipers from a distance and k ow that they are looking in their direction as to balance the fact that they could basically 1 shot you 800m out

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Reducing / removing glint would make snipers even more oppressive

shadow raven
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I made a post like this before, but I said make it either a canted optic option or a topsight attachment, and have it be available on either medium and/or long scopes (only).

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To be perfectly honest, I can't see them adding this

vital cape
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which defeats the purpose of circumventing the glint if its still gonna show at the range you're supposed to be engaging people at

runic cove
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Btw used pp19 yesterday didn’t mind it was kinda shitty trying to kill more than 1-2 people

vital cape
runic cove
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I like the ACOG lol

potent burrow
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I've personally given up on the glint situation and I juse use a normal long range scope now. With trails added I personally have found I'd rather be more accurate with my shots instead of using Medium Scopes.

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I've accepted Glint as something that will happen when you aim with your scope. Concept is cool but for majority of player base who don't play sniper 24/7 will probably not agree with it.

I do wish that there are more attachments that did something in Battle Bit though.

astral hedge
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I like that as a mainly long range sniper (600m+)

vital cape
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bumping for the swag