I think perhaps the community is over-emphasizing the pervasiveness of snipers in the current meta. FWIW I did check 'yes' in the poll - they are definitely used a bit too much inside their intended range.
Yes, many people run snipers now, WAY more than back in year 1, and there's a number of reasons for this: primaries are somewhat weaker, shotties got a nerf, and, most importantly, people have had 2 YEARS to practice with (on paper) the most versatile weapon type in the game.
So how do we draw snipers back out into their intended range is the real question.
Removing aim assist is a crap idea, and by now I think everyone knows why (and in case that's wrong, try quick-scoping a team mate - for which there's no aim assist - it doesn't work at all). I think this game's far too dynamic and action-oriented to implement a halo-style descope on hit, so let's bin that for now. Honestly, I think a breathing mechanic might not be so bad, I'd try it.
How about this though: the majority of why snipers can handle in close encounters is due to a more than fair amount of aim assist. Since Bungie has shown they can make aim assist a variable based on distance from your target, how about snipers have an aim assist range between x and x+y meters? for example, you get crap AA 0-15 m, good AA 15-50m and poor AA again for 50m-beyond.
Whatever the effective solution is, do realize you're still going to get quick-scoped on occasion, and that's fine. People practice for hours and hours to accomplish this. That said, I agree that the average sniper needs to be toned down a hair
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Edited by Ni Knight: 7/15/2016 2:32:55 PMI'd go for completely remove Aim Assist from pvp, from every weapon, even from melee.
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Quick scoping is the problem.
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Hey. If someone is good enough to quick-scope me from across the map. -blam!-in'-ay.....more power to him. But what shouldn't be happening in this game is a sniper coming into mid-range.....taking 2 and 3 SR rounds or 2 PR bursts off the head.....and still being able drag scope people for precision kills. That's not practice. That's a broken weapon system. When someone is precision killing me, when he should actually be dead on the ground.
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Right, I agree with you there. I think my "donut of aim assist" idea would address that, but I'm definitely open to hear more ideas (lol not that I have any power to change anything) I think another important aspect is flinch - not just how much there is, but how it works over all. It takes a good 10th of a second or so for it to really kick in, and I've gotten plenty of shots off in that time that I just can't help but apologize for. It really should have more of an immediate effect, perhaps as well as a random direction so it's not so predictable and therefore counter-able