Forum Discussion
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.
The idea of slight blur is not to blind you at close range but rather to make it difficult for long range players to have a harder time with a head shot or sweet spot so that it forces the player to take cover and retaliate "repositioning" instead of moving to the side and taking your head off. I'm not going for realism but I would like players to try and avoid getting shot instead of trading shots which I find more immersive then what we currently have.
if you are getting suppressed your awareness of your surroundings should lower as your focus should be to stay alive which is y I suggested players that are being suppressed losing 3d spotting as there are plenty of ways to find enemies but taking cover should be a priority and players should rely o. Their own skill instead of all the assistance you get from the game
Flinch would only be added to hard hitting weapons as their fire rate is slower and gives players a chance to fight back. If you give SMG the flinch effect the first to fire will win and would make most guns pointless
I do agree that well placed shots should matter but ther has to be balance in the game, head shots already give recon a 1 hit ko and sweet spot reinforces camping as it is easier to do so. So instead of getting lucky shots by distance, adding sweet spot to focus under hold breath would make recon sniping more deliberate and truly reward them for using positioning and stealth. Not saying you can't play as a trigger happy player but rather that you won't get the sweet spot benefit and if this is done correctly this could be extended to DMR with out exploiting its high fire rate
Again you have to balance how some things are implemented so classes don't become to OP and range finder is the same. Rather then adding another button to map to a key board or controller I would rather they change it to passively display distance
However how about you give me constructive criticism on how you would change each point so that it would retain balance but also stay relevant? If slight blur is an absolute no, what would you implement and what are the rules on how it works