#Auto-tag snipers when they spawn(Jokes aside,make airtrails less visible or last for a shorter time)

1 messages · Page 1 of 1 (latest)

void bronze
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Just rejoined the game after a long pause.

I was amazed to see that snipers, apart from sniper glare, they also now have airtrails.

Being a hardcore mediocre sniper player, equiped my 4x, found a position and started sniping. After two shots, boom spoted and killed.
Moved spots, after first shot, boom killed.
Moved again spots, after first shot, same.

The new sniper trails simply killed the sniper class imho 😐

There's no more strategy involved.
You can't sit way back and snipe because of sniper glare.

You can't sit in the middle because of airtrails...

Seriously at this point, simply auto-tag snipers for the enemy team, or remove the class completley.

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Auto-tag snipers when they spawn(Jokes aside,make airtrails less visible or last for a shorter time)

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The timer of the airtrails literraly beats a jet trail. Lasts so long i can barely see after i shot my bullet 😐

quiet ember
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Having added bullet tracing in that way, to a game where the only two styles of play available are either rushing or sniping, is directly purposely breaking the little functionality you currently have, just to please rushers who can't use your head and say "what if I make a strategy to kill the sniper?"

coral perch
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The new sniper trails simply killed the sniper class imho
i love hearing this again and again but my lobbies are still filled with snipers

void bronze
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So, funny story, JUST happened now, tried to snipe another sniper that was sitting still, 240m away, i saw near him that he had infantry, but decided to go for it anyway. Literannly, not ONE second later, an infantry guy just opened autofire on me from 200 meters meters away and killed me.

Tell me where's the balance of a sniper play, when an AR guy can just trippleheadshot me with no scope from 200meters...

I had medium scope, so clearly no sniper glare.

Its uber easy to just locate a sniper now.

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At this point in time, i don't get it why we still have sniper class in the game 😦 if an AR guy can just spray-and-pray, why do we need snipers?

coral perch
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because the chances of getting sniped while trying to "spray and pray" with an ar is way higher than getting the kill with it

quiet ember
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Things that would be fixed by balancing the weapons, adding suppression instead of continuing to nerf the sniper, adding more noticeable recoil with scatter but nah, let's use any kind of argument to not fix these mechanics

void bronze
# coral perch because the chances of getting sniped while trying to "spray and pray" with an a...

If u move like a barely beheaded chicken over the battlefield, i totally agree with u. But for example, i understand sniping, and I:

  • use an ATV
  • use helicoper to get behind enemy lines
  • move through buildings
  • avoiding large open areas.

In 41 hours I've played this game, never once I was shot by a sniper whilst moving. Only when sitting still.
So ya, with that said, it was super easy for infantry to kill snipers before, now, they see the location of the sniper directly.

@coral perch did u ever try to play a sniper? Check it out, see that its hard for us too.

Moreover, what's harder? Single bullet on a tiny hhead that's attached to something running? Or 20 bullets shot in a single spot.

neon bay
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Bullet trail is fine and it should stay since battlebit is sniper heaven. One thing that I want to see changed is when the bullet trail starts to be visible, like 200+ so the actually useful cqc snipers are not punished for playing well

void bronze
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Now you're giving long range snipers an extra disadvantage, as its already hard to snipe at 600M with 4x scope, now you're also giving CQC snipers which are closer, a way to see the guy.

neon bay
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I could give less a damn about long range snipers

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useless cunts

coral perch
quiet ember
coral perch
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sniping is still easy af with no real counterplay and as such many players pick sniper

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the trail didnt change that

quiet ember
neon bay
# quiet ember And then why is the game dying...

Honestly, cry me a river. Today I played Lonovo where 10 bots were camping whole game on the skyscraper. You have zero counterplay to a sniper above 200-300 meters if you are also not playing a sniper. Since all maps in battlebit are straight up dumbster fire, you have to deal with them 9/10 of times.

quiet ember
neon bay
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They are, maps are not, that's the problem

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Everyone is abusing verticality since you have 1000 spots to camp from thanks to great map design

quiet ember
neon bay
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Guns are balanced around new players though, that's why they are so easy to use.

void bronze
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Wait, Automatic weapons don't have bullet travel time like snipers o_0?

neon bay
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They do

void bronze
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They dont have bullet drop then?

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Im trying to understand the laser thingy.

neon bay
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Laser = no recoil/spread

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and that's the case for 99% of guns in battlebit

quiet ember
neon bay
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I don't quite understand the question. First time hearing about using DPR as a measurement to anything that deals damage

quiet ember
neon bay
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Yes but you mentioned damage per bullet, not damage per second

quiet ember
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for example with 1 bullet haha

neon bay
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I understand this but again, I don't understand your first question, about weapons being more focused on damage per second and not damage per bullet. It makes sense that they are more oriented on DPS. DPS, TTK or BTK are main measurements for how effective the guns are.

quiet ember
# neon bay I understand this but again, I don't understand your first question, about weapo...

Now I explain, of course that at short distances weapons are based on damage per second, but, for medium and long ranges, most should be based on damage per bullet with the exception of those that have a bipod, and to fix this type of things we have to add dispersion and a more noticeable recoil to the weapons, but not before fixing the maps so that they are more functional with the various types of weapon categories that there are

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In summary @void bronze I understand your concern about said combats and current "laser" weapons, but this is due to the factors of bad, poorly designed maps, and that the weapons do not have a noticeable recoil and dispersion when firing, causing them to focus more damage per second even at medium and long

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As I say, I'm not against this, but this should be fixed so that the weapons will work this way only at short ranges, while at medium and long ranges they depend more on damage per bullet,

teal salmon
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Just to clarify, sniper trails will not linger as long and i believe they will be a little more faint.

quiet ember