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UP_Hawxxeye's avatar
2 months ago

My longtime issue with how simplistically sniper glints work in BF games

On one hand, I get it that they are important in order to locate the guys using high powered scopes and are on a headhunt.

But I believe that the glints generally are not very nuanced and are just tiny cone shaped lightning flashes.

First of all the cone should be narrow enough that it serves as a warning for someone being shot at, but not at people who are way outside the field of view of the scope itself.

Second: The constant glinting is preventing one from using the optics of the sniper rifle for the sake of RECONAISANCE. I every movie series etc that has snipers, I see them using the optics to keep watch on possible targets while not having opened fire yet.
In BF games so far, we cannot do that because to search for enemies or keep watch on them using the gun scope is to alert everyone who has you within their non-ADS field of view of your location.

I mean that the way the glint works, compromises the sniper before they have taken a single shot. This is eradicating the role of a stealthy sniper.

As I have proposed in the past, the snipers should have two "states". One state where they have not fired their gun in a while and they are thus in an "stealth state" and a "compromised state" which is when they have recently shot through their gun or been spotted manually by someone.

The "stealth" state would have no glint or a glint that is a lot weaker than normal that takes a sharp eye to notice, it would reward those who are actually been recons, spotting for their team and only taking a shot at the right time to support their team and then try to hide again until they have regained their stealth state after not shooting or not being spotted for lets say at least 1 minute or more.

The "compromised" state would be just like now. This sniper is either taking potshots, is on a killing spree of simply failed at being stealthy enough and the enemy team has to be made aware of them. So their glints are more visible to those they aim at and those close enough to the targets.

 

What are your thoughts? Did I fail to account for some factors?

I think that this adds an extra level of gameplay to a recon that does not revolve around just going in and out of cover and quick scoping others before they can do the same to you.  Being able to do one sneaky kill every 1+ minutes of low profile is not overpowered either in general gameplay (I mean outside of some weird mode that has no respawning)

1 Reply

  • Actually my idea was to simply add glint if the sun hits the scope (top of a hill) and remove it if it doesn't. Someone suggested to add and increase glint intensity the longer you hold ADS, but your idea takes the cake.

    I would prefer no glint until you shoot, but yes, I think you nailed it. It definitely gives players who like stealth to play more tactical and to their role rather then playing playing a long range version of "wack the mole"

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