Forum Discussion
16 Replies
- z11Bz21 days agoRising Traveler
No, I got shot in the head 7 times in Afghanistan and 3 times in Iraq, couple ibuprofen helped and was back to it.
but can zero in on you
And there is the problem. Devs shall disable zeroing at the same time as shooting. For whatever reasons recon's mind took this as an "intended feature" and they abuse this heavily
- ot06l1khdy4c21 days agoRising Rookie
lol
you get my point though?
I'm not suggesting nerf them in anyway but being shot in the face does nothing to a sniper even with a 'hard hitting' gun - cementerydriver20 days agoSeasoned Ace
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
- PartlyCloudyOC20 days agoNew Novice
Rangefinder attachment needs to go. Long are the days of actually using the cross hair markers and aiming to the moon in Op Firestorm to get that oh so satisfactory headshot.
- iLuckyBrad20 days agoSeasoned Adventurer
I get wanting players to reposition more, but even with harsher suppression most players will still pop up and shoot back and I dont think blur isn’t the right tool for changing that. It hurts clarity and feels like a handicap, not suppression. If suppression needs more impact, it should lightly affect aim, not visibility, unless bullets are actually kicking up dust or debris in your line of sight. Small sway and small flinches when rounds land close already achieve that without making the game harder to read. Players also shouldn’t rely on spotting for everything, but removing 3D spotting only makes sense if it doesn’t contradict what they can clearly see, so slowing spotting slightly under fire is a cleaner balance point. Sweet spot tied to hold-breath doesn’t make sniping more deliberate it just turns it into timing a button instead of using positioning and ballistics, and headshots aren’t even guaranteed one-hit kills, which makes tying damage to a focus mechanic feel even less grounded.
Flinch shouldn’t scale with weapon class. It’s a startle reaction and hits hardest when a shot is sudden or unexpected; if you see someone aiming at you, the reaction is naturally smaller, so bigger guns should be more lethal, not create exaggerated flinch. And for range finding, zeroing should stay manual. Shouldn't be able to map it to to aim or fire keys/buttons.