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Chambo472's avatar
Chambo472
New Rookie
7 hours ago

Sniper glint- Needs to go.

Sniper glint is a relic of the past when people played on 720p or lower with terrible graphics and small TVs. Its 2025, the overwhelming majority of players have large high quality monitors or TVs with exceptional graphics.

I played BF6 open beta this past weekend and could not help to notice how antiquated and silly it felt for a modern shooter to have a bright beacon on a player using a single shot rifle in a map that had maybe a 2-300m longest shot sightline. Totally ruins the immersive experience.  Id see the glint,  take my reflex sight on my auto AR and blast the sniper from whatever distance they were away.

In breakthrough I actually felt bad; Gunning in a tank there were all these bright glowing target indicators highlighting the poor players just trying to play the objective as a sniper. Zoom in with my tank machine gun to find that they were not even looking at me, but off at an angle toward someone else. Blast them with the coax and then kill all their squad mates who I could now locate no problem based off where the sniper was and the quality of the games graphics. Took zero effort or skill, was not really that fun after the first 30 or 40 killed that way. 

Honestly the glints got to go. IF that's too big a step away from COD for EA then it should be at least modified so you can not see the glint in vehicles, that the glint is severely reduced and maybe even directional based on the sun like other reflections in the game. Definitely should not be a 180-360degree glowing beacon. 

For context- I'm playing on PC, 27"1440p monitor. Decent rig  but not by any means the tip of the spear in monitor size or graphics capabilities. 

6 Replies

  • I feel like they should at least make the glint hidden when you are in a dark enough spot since there is no light to even cause a glint at the moment, or at the very least turn down how bright the glint is.

  • warriorjoy's avatar
    warriorjoy
    Rising Traveler
    7 hours ago

    The problem is snipers are already ruining breakthrough.

    My last game on Breakthrough about half of both teams were snipers as they are so OP

    The one shot kill mechanism with no revival in the hands of a keyboard and mouse user makes them game breaking.

    The developers need to introduce flinch/suppression, remove the sweet spot (still have the head shot) and remove one shot kills on moving players.

    The one shot kill should only be viable on static players

  • I agree completely, it is so hard to be a scout or a sniper when your position is given away so easily. It is fine if its the sun's reflection but otherwise it is insanely difficult to be a sniper. Personally I think the scout should be better at hiding to give a better Intel of the enemy movement or get rid of (attempt) squads trying to flank allies but as soon as you aim all guns are shooting at you.

    The scout's ability already gives away positions so is it really necessary to have it. If someone gets sniped they can use the mic or chat box to let them know so for previews games it has been pointless to change location after shooting since having the terrain advantage has more benefits rather then covering key location cause you are the first to be spotted.

    Please I hope this can be fixed on this game. But the glimer of light should stay when the scope gets hit by the sun. It should give sniper a more immersive experience but I would also feel like I'm not giving my squads position everytime I aim

     

  • BigmanIs2LGT's avatar
    BigmanIs2LGT
    Seasoned Newcomer
    7 hours ago

    Sniper glint does need to be reduced but not removed completely. I'd say about 50% brightness reduction on the sniper glint is maybe good. Snipers should also be affected by fire suppression a little more. 

  • Can be balanced much better by;

    1. only show glint if a player is actively down site looking directly at the sniper (an assault player sprinting 400m away and not paying attention to that space should NOT see any glint, period). OP's tank story is so spot on ^
    2. Give a sniped player indication where the sniper is AFTER death 
    3. Bullet trails (another user here mentioned Halo 1 style sniper trails)
    4. Devs need to admit glint is a lazy fix to sniper lobbies. Cap active users of the class instead if you're that concerned and can't actually figure out the points above because, if devs want this class in the game and they want it useful / balanced, glint all the time any/everywhere is not balanced nor fair to the recon class 
  • Chambo472's avatar
    Chambo472
    New Rookie
    4 hours ago

    I agree with the flinch/suppression mechanic, it should be increased across the board, not just snipers.

    I do not agree that a 6.5, .308, .338, .50 sniper round or whatever they are including in BF6 should be anything but a 1 shot kill. That's ridiculous. 

    If the current aiming for snipers is hit/scan take that away and make it a projectile again with bullet drop like previous battlefields which  will make it more difficult to hit a moving target. 

    Remove the glint or greatly reduce as others have said so that you have to be actually looking down sights at the direction of the sniper to see the glint. Add swirl, or a tracer. Anything to make it less obvious where the sniper is located, until they shoot. As a player, keep your head on a swivel and look for spots snipers might be hiding and use cover. Bring back the Bino's. Use smoke to cover your movements. Make the player counter the player, not some old fashioned unrealistic mechanic that baby's the player. 

    Perma-death kills should be expanded if anything to include rockets and tank rounds. There would not be much left to defibrillate. 

    I'm old, I started playing back in the battlefield 2 days on LANs, have more hours than I'll admit here logged on BF3/4 on Xbox. Played BF one, 5, 2042. My experience with rush/breakthrough has never been that snipers are OP, that they dominate or that everyone in the lobby is a sniper, your experience is probably the exception. Snipers should be a force multiplier, so a few decent snipers may feel like an entire teams worth. Truly the king of Rush/domination is a well coordinated tank/engineer crew. They will always dominate an un coordinated defense or offensive team. What is the counter? you guessed it... snipers taking out the engineers while they repair. 

    We played several games of breakthrough as offense where the tank driver and gunner went 70+kills with ~4 deaths with a win. No one could kill our engineers because the driver played smart, hung back and we took out the glinting sniper and their squads with ease. That is not to suggest that tanks are somehow OP, but team work should always be the path to victory and its nice that the HMGs on the tank do not feel like a nerf gun this battlefield. I was impressed with one OG who brought back the VB-IED C4 buggy, taking out our tank on the final push, killing us all and wining the match for his team. Played plenty as defender where the tank crew was not coordinated and easily knocked out by infantry as well, seems balanced enough. 

    When the game releases there will hopefully be plenty of gadgets to counter snipers again, vehicles aside. Mortars, drones, laser designators, guided munitions etc I'm hoping make a return. Its also extremely difficult to win as offense if your entire team is made up of snipers, who would actually push the objective? Defending snipers should be feared and have the advantage over assaulting snipers by nature. There are other game modes/maps where snipers are dominated by  CQB classes or are less effective because of vehicles. 

    I don't think the controller/keyboard mouse complaint is anything new or that can be fixed for a cross platform game. Other than to let everyone on every platform use whatever preferred input they want. It certainly doesn't specifically benefit snipers over every other weapon type with the recoil management and targeting speed of a mouse. 

    Have gadgets, weapons, perks, vehicles that promote and incentivize teamwork, people will find creative ways to counter everything. Don't expect to play each map/type the same and win every game, especially solo.

     

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