I'm also an aggressive sniper main since BF: Bad Company 2 and I also see the glaring weapon balance flaw in this game with weapon balance shifted heavily in favor of automatic weapons. That ridiculously low damage multiplier for sniper rifles is the cherry on top of this travesty and proves that they are hell bent on keeping sniper rifles as weak as possible to not upset the large majority of automatic gun users that keep crying about sniper rifles being "too easy" while the top scoring boards are nearly always occupied by automatic gun users.
It's no use arguing for this, I've done it already, you're dealing with low IQ jokers that think having automatic weapons have higher damage, higher muzzle velocity than ever and be laser accurate up to long range while sniper rifles should deal practically no damage unless it's a headshot while having lower muzzle velocity than closer range weapons and suffer from multiple accuracy penalties like suppression, flinch, etc, while soldiers dart around high speed without momentum is somehow good for balanced gunplay. They'll just do the standard cop out argument and blame it on personal skill.
iLuckyBrad wrote:Also, the Sweet Spot mechanic needs to be completely removed. Handing out guaranteed one-shot body kills just for standing at an arbitrary distance doesn't represent the real world at all. A bullet doesn't magically become deadlier in the chest at 100 meters than at 50. If DICE wants realistic damage, drop the arcade sweet spots and give us a Sniper Elite style hit system, where damage is dictated by hitting actual vital organs, bones, and arteries. That forces real marksmanship instead of rewarding lazy chest shots.
I don't understand why they singled out sniper rifles as the only weapon class to have such an odd damage model. I suppose they'll say it's because sniper rifles are meant for long range, but then why don't they apply that same logic to DMR's, LMG's and AR's, since they aren't designed for close range either.