Forum Discussion
16 Replies
- iLuckyBrad21 days agoSeasoned Adventurer
Snipers in this game are already way weaker than they are in real life, most of the guns are. Auto-zeroing isn’t some fantasy mechanic either, real scopes actually have systems that do that. If what you mean is that guns should cause more suppression, games never get what that actually feels like right and usually just compensate by making the gameplay worse. Getting hit and still taking a shot is completely normal in shooters and it’s not something the devs are likely to change. They should be aiming for weapon realism, not nerfing everything that annoys someone.
- ot06l1khdy4c21 days agoRising Rookie
Try Grey Zone Warfare they have it.. If your being shot at it disrupts you!
- cementerydriver21 days agoSeasoned Ace
Implementation is the issue
Supression should be split into 2 guns and explosives, regardless of which option happens Supression should remove benefit of auto spotting or being able to spot on those being suppressed.
Gun suppression should have a small AoE and should cause a slight blur effect
Explosive suppression should have a wide AoE and should keep block health regen
Personally I think flinch should only be added to guns that have hard hitting under its description
Sweet spot, instead of using distance i would prefer they use the focus from hold breath to determine its activation. Moving and flinch should interrupt focus and without focus you can't get sweet spot. This would focus recon in stealth gameplay and make 1 hit ko to be deliberate instead of lucky unless you get a head shot.
Range finder should passively give you the distance of what you are aiming at, recon player would manually set the range, this would also help with binding exploit
- ot06l1khdy4c21 days agoRising Rookie
Awesome :) and perfect!
- iLuckyBrad21 days agoSeasoned Adventurer
Games have tried blur effects, tiny AoEs and big explosive suppression before and it always ends up annoying instead of realistic. Older Battlefield suppression worked.. Kind of... BF3 / BF4 They just need a lighter version of that suppression instead of all the extra visual gimmicks.
If you’re looking straight at the person shooting at you and can clearly see them, there’s no reason you should suddenly lose the ability to spot. Suppression isn’t blindness, deafness or amnesia. You’d still recognize the direction of the fire, still see muzzle flashes and tracers and still be able to call out the threat to your squad. Removing spotting in that situation would just break basic awareness rather than add realism. Even from cover you can lean out for a quick peek, see the muzzle flash and figure out the angle of fire. Suppression doesn’t erase your awareness, it just discourages exposure. Blocking spotting when you can still clearly identify the shooter wouldn’t make sense.
Hold-breath is for steadying your aim, not unlocking 1-hit kills. Snipers should reward accuracy, headshots should always be instant kills and well-placed body shots should matter too. And it’s already hard enough to play stealthy when the red square gives away where the shot came from after they die anyway.
Range finder passively giving distance is fine, BF4 even had a scope that did that. But there’s no “binding exploit.” You can map range adjustment to whatever key or button you want, that’s literally how it’s meant to work. I just leave the default binds as they are and hold it when I need it, because for me, under 300m you rarely have to touch the zero anyway. You might not like how it works but it’s the more realistic approach, especially since there are real scopes that can auto-adjust their zero at the press of a button.
- Prolifiq121 days agoNew Novice
Sounds like a well thought out solution!
- Prolifiq121 days agoNew Novice
Lucky, You are wrong and missed the point. Lmg’s and support create suppression and should create flinch. It should be extremely difficult to get a shot off with a sniper while being suppressed and/or hit! But please, tell us more oh wise and infallible one.
- iLuckyBrad21 days agoSeasoned Adventurer
The issue is that you think suppression should basically shut down a player’s ability to fight back at all. That’s not how suppression works in real life and it’s not how good game design works either.
And your idea that suppression should make it “extremely difficult to get a shot off” misunderstands what suppression actually does. Suppression forces people into cover because they don’t want to get hit, not because they become physically incapable of pulling the trigger or seeing their target. It’s psychological pressure, not magically losing motor functions and is why games almost always get it wrong.
If you want suppression that actually works without ruining gameplay, the older Battlefield style system with lighter sway and subtle aim impact is the correct direction to head in.
- z11Bz21 days agoRising Traveler
It you're saying that being suppressed in the game should cause a "flinch" that the player has zero control over, that would be ridiculous. The only flinch should be if that player doesn't want to get killed then he better reposition
- ot06l1khdy4c21 days agoRising Rookie
I'm NOT (for everyone) saying suppressed i'm saying when they are actually being hit in the face and they just head shot you!!
When a sniper is lying down then the only target is the head (mostly) so if they are being hit in the head why should they be able to just scope you and kill you with a headshot!!
I'm not saying suppression just actual hits
Or is someone going to say that being hit doesn't do that in real life!!!!!!!!!!!