Forum Discussion

Macabreic's avatar
Macabreic
Seasoned Newcomer
3 days ago

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.

  1. 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.
  2. 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.
  3. 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.

 

4 Replies

  • Tanks nor their 2nd seat (gunner) should never be able to see glint, ever.

    I agree, but for a different reason. Scope glint as far as I can tell, is something that's meant to warn infantry players that there's something that can instantly kill them. A sniper offers no such threat to a tank, with the exception of getting painted by the laser designator. That one should definitely retain its red glow.

    Glint should not be a mechanic within 75 meters.

     I'm all for rewarding a playstyle that actually allows you to support your teammates, rather than sitting as far away as possible. Having said that, I would rather have the scope glint become less noticeable as you draw closer. Given the current map sizes, 75 meters is still pretty far away. I'd reduce the distance where it completely disappears to about 50 meters instead of 75.

    this could also be mitigated by making the short-range sniper rifle able to body shot kill between 0 and 75 meters,

    This is insanely overpowered, to the point of it being game breaking. It's like having a slug shotgun, doing 100 damage to the body with fast velocity and no discernable bullet drop. The sweet spot mechanic is already a bit of a gimmick that they should really get rid of.

    allowing snipers to more effectively use red-dots/irons.

    Anything below 4x should have no scope glint regardless of the range.

    We should have non-thermal binoculars that do not have glint and can spot... 

    What all spotting tools in the game have in common is that there's some sort of downside or weakness that the enemy can exploit. You can hear down drones, T-UGS or motion sensor balls. You can then proceed to destroy them High powered scopes and the laser designator have a glint. Binoculars may not have FLIR, but if they don't have glint, there's really no interesting interaction with the enemy.

     

  • jehjeh3711's avatar
    jehjeh3711
    Seasoned Newcomer
    3 days ago

    INHO scope glint is ridiculous. It doesn’t always happen and there are scope add-ons to eliminate it. But even if you have it on, it shouldn’t be that bright. 

  • Macabreic's avatar
    Macabreic
    Seasoned Newcomer
    3 days ago
    ghostflux wrote:

    I'd reduce the distance where it completely disappears to about 50 meters instead of 75.

    I agree, 50 is a better number for no glint.

    ghostflux wrote:

    Anything below 4x should have no scope glint regardless of the range.

    I think anything 4 or less should have no glint... but that's only if you can only 1 shot kill via headshots. It's very easy to outgun snipers at a pretty significant range with many of the high precision rifles and LMGs... frankly bad snipers probably regularly get outgunned by the UMP at range.

    ghostflux wrote:

    It's like having a slug shotgun, doing 100 damage to the body with fast velocity and no discernable bullet drop.

    I agree with you overall... I do think at least chest should get added within that sweet spot. I would really like to emphasize the TTK at range for many of the guns in this game. You're able to almost delete recoil on a number of fast TTK guns... and damage drop-off feels non-existent. Overall, removal or reduction of glint in the discussed scenarios likely makes this suggestion moot... it does make since for the fire-power of assault rifles and LMGs to dominate sub-75 meters anyways. (additionally, i could probably just start running DMRs in this scenario anyways).

    ghostflux wrote:

    What all spotting tools in the game have in common is that there's some sort of downside or weakness that the enemy can exploit. You can hear down drones, T-UGS or motion sensor balls

    I don't think you added this in, but further in my suggestion, binoculars should only be able to use active spotting (e.g. pressing Q while centered on the enemy)... essentially this just allows snipers to survey the battlefield from a distance. I would also concede this point... But  there is almost 0 stealth element to the recon class, and that just feels really bad in a game with OP guns in every class and incredibly narrow maps with incredibly few good side-angles to exploit.

    As a sniper main in this game and Squad (I realize this game is completely different...) the stealthy gameplay style has almost been purposefully deleted in every imaginable way from this game... you're intended to be in  an active  2-way firefight at all times... and that's just not all that fun. I don't want to be OP stealthy, but I would like to be allowed the option to choose when I reveal myself a little more often. 

    jehjeh3711 wrote:

    INHO scope glint is ridiculous. It doesn’t always happen and there are scope add-ons to eliminate it. But even if you have it on, it shouldn’t be that bright.

    The scope add-on doesn't hit until mastery 36... meaning you have to grind the worst class for 36 levels before recon becomes anything other than a near hindrance to your team... don't get me started with the absolutely terrible scope you cant replace until mastery 10.

About Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.3,665 PostsLatest Activity: 9 seconds ago