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@ATFGunrYou're missing the point of glint. If things were realistic, there would be no glint, because scopes have those honeycomb things, and/or anti-reflective coating, and whatever other reasons. Glint is so you can see faraway snipers; the map, location, angle relative to something that isn't you should not matter.
It might not stick out to you due to how bright it is, but Manifest is a night map. Nevermind all the other weather events on a plethora of maps that introduce something that blocks the sun, most notably Orbital, Hourglass and Spearhead. Getting in a shadowy spot is not too hard.
- UP_Hawxxeye2 years agoLegend@Lady_One
the glint in 2042 is extra rubbish because it pieces through the smokescreen. So against a sniper who is a noob enough to not scope out much, you can drop smoke when countersnipe at the white star inside the smokescreen.- Lady_One2 years agoNew Ace@UP_Hawxxeye I have criticisms about the scope glint too. It shouldn't happen at close range (say, <50m?). It should be in the description of each scope, and it shouldn't get obscured by headglitching (though headglitching shouldn't be a thing in the first place, but hey).
- creepnpeep2 years agoSeasoned Ace
Scope glint has always been poorly executed in BF games.
Scope glint would be better if there was an occasional glint every so often. Say every 5 seconds.
Glint should be just that. Glint.
Not continuous shine like a torch.
Glint should serve to provide a clue as to the whereabouts of a sniper. Not an f’ing great beacon.
Dice have never managed to get it right, like a lot of things.
They trap themselves in an endless cycle of trying to balance one weapon against another.
And this is what we end up with - mechanics that defy logic or physics.
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