Macabreic
3 days agoSeasoned Newcomer
Glint Visibility, Primarily Related to Tanks - Solutions Listed
I'll keep this simple and small in scope.
Scope glint needs adjustment so snipers are incentivized to play in a riskier and/or often more impactful manner. Currently snipers must play at the outer edges of the map (left and right, though I know bad snipers often sit back center), and while that style of play can be impactful, it's incredibly limiting and often reduces their usefulness in taking objectives... and frankly encourages bad gameplay.
- Tanks nor their 2nd seat (gunner) should never be able to see glint, ever.
- I can explain why in more detail, but let's just say that on any map that isn't some kind of hillside style map, the tank will focus you before engineers every, single, time.
- Glint should not be a mechanic within 75 meters.
- Glint at short distances means that, as a sniper, I will be at the back of a narrow hallway with 10 friendlies in front of me, I will be shot first... this could also be mitigated by making the short-range sniper rifle able to body shot kill between 0 and 75 meters, allowing snipers to more effectively use red-dots/irons.
- This makes snipers almost completely unusable on around 25% of objectives... not only is this a selfish complaint.. but when i'm stuck with 10 snipers that wont class-swap on objectives where they arent useful, at least I would like an otherwise guaranteed loss mitigated.
- There are some really neat close-range hallways where I would otherwise be able to have a significant impact on cutting down reinforcement numbers and spotting... but instead I'm stuck shooting at some really niche corridors or changing class.
- We should have non-thermal binoculars that do not have glint and can spot... but take the place of your grenade slot and you must actively press the spotting button.