My advice on what to change:
- Ditch the sweetspot damage model, it's an odd damage model (even for a game) that artificially forces sniper rifles into too much of a niche role. Making them only good at certain ranges, and too weak outside of it. I get the thought behind it, but sniper rifles in arcade shooter games can never work exactly like their real life counterparts, so stop trying to so hard to force them into that manner of use. The other class weapons aren’t used exactly like their real life counterparts either yet that’s never considered a problem for some reason.
- Go with the classic and most logical damage model that every other weapon has, starting with maximum damage that gradually drops over distance. As a general rule, the lightest sniper rifles should have the fastest fire rates, faster reloads, but lower muzzle velocity and faster damage dropoff, whereas the heaviest sniper rifles should have the lowest fire rates, slower reloads, but faster muzzle velocity and slower damage dropoff. If any sniper rifles deviate from that rule, then be very careful to give them a sufficiently compensating trait. For example just doubling the ammo after the massive fire rate nerf like you did with the scout elite in BF4 is not going to cut it. I liked that weapon the most and it became totally outclassed by other sniper rifles in terms of all the most important traits like damage, fire rate and range after that.
- Better balance between sniper rifles, right now they are very poorly balanced and a lot of their most important traits totally contradict their intended role. The Scout Mini has too high muzzle velocity if it’s supposed to be a medium range sniper rifle. The SV-98 has the lowest fire rate, even lower than the M2010 ESR and the PSR, yet it’s intended for closer ranges than those two? The PSR has lower muzzle velocity than the M2010 ESR, that doesn’t fit it’s role as a longer range sniper rifle. The L115 is a massive lackluster sniper, the muzzle velocity is too low. As the heaviest sniper rifle, it should have the highest muzzle velocity and overall very high damage. Getting a just a 64 damage hitmarker for a medium or close range hit to belly or heart is too low.
-Give sniper rifles a limited ranged 1 hit kill to the torso, I’d say up to 20m. This is to make it worth the risk for sniper rifle users to get closer to the objective and still be able to make a difference provided you have the skill to pull it off. People have often claimed that this will make sniper rifles as good as shotguns up close, this is objectively false as sniper rifles have way worse hipfire reliability, lower fire rate and it’s not a 1HK to the entire body. Also some older BF games that did have limited close range 1HK for sniper rifles to the body never had this alleged problem that sniper rifles became as good as shotguns up close. Another major factor that's nearly always overlooked is that the movement in this game is very fast with soldiers having high running top speed and no momentum, this also makes it far more challenging to consistently hit targets at closer ranges for sniper rifles without getting killed yourself.
- If giving sniper rifles limited 1HK to the torso is out of the question, then at least increase their max damage to a near fatal level like 90 to the torso and 75 for a limb hit so that 1 or a maximum of 2 additional pistol hits are sufficient to finish off the target.
- Sniper rifles should have the highest muzzle velocity of all classes of weapons, if it's supposed to be the most optimized gun class for longest range, then there shouldn't be any DMR's, LMG's and AR's that have superior muzzle velocity like there are now.
What to keep:
- No increased flinch that many keep asking for. BF sniper rifles never had much flinch and it doesn't fit this game because unlike Call of Duty where this idea came from, sniper rifles are not a 1HK almost anywhere on the body up to long range. Adding more flinch will greatly reduce it’s viability as you're nearly always getting shot at as a sniper, it will encourage snipers to be even further away from objectives to avoid getting shot at while aiming.
-No random bullet deviation suppression like in BF3, this will completely destroy sniping. Suppression should only cause increased sway and add a bit of visual blur and/or flickering at the most, it should not affect gun ballistics, only the player holding the weapon. Suppression effect should be stronger the larger caliber bullet is used.
- Glint should be subtly noticeable as it is now, even though I’ve never been in favor of the idea. It was way too strong post launch but nerfed to acceptable levels later on fortunately. Spotting a sniper at long range should require a bit of effort.