The common solutions are to nerf specials or to add ammo crates and just limit their use to every user. Both these solutions are pretty terrible.
The first solution just creates weak special weapons, which means primaries would have to come down in order for them to compete. That just doesn't work. It's illogical.
The second option is special ammo crates. Also garabge. That is a bandaid fix and just limits every player the same, even the ones using their special weapon and primary really well. It slows the game down by placing an artificial, universal limit on OHK potential to everyone.
However, OHK potential does have to either be limited or counterable. So, there are two more (better) options:
1. Primaries need buffs. That could be increased flinch, bodyshot TTK, optimal TTK, etc. Scouts and pulses should destroy snipers. Most primaries don't need an optimal TTK buff, but buffs should help. Like, look at 140 RPM HCs on console. With these maps, a shotgunner can stay around tight corners very easily, and can close a 10 meter gap with very little exposure. So why should a 140 RPM HC require 3 crits to kill with a tiny FoV and high recoil? Shotgun wins that not because the shotgun is OP, but because that requirement just isn't realistic for the majority of players.
2. Special weapon kills could drop one special shot and primary weapon kills could drop two. Scavenger mods only work with primary kills. This would provide incentive to use your primary while rewarding players who do it well, rather than putting the same limits on everyone and putting it behind a timer, slowing the game down.
Let me know what you think.
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I agree with most of what you are saying and the buffs to primaries. However, flinch is not the way to go. I agree guns like snipers should take more flinch but pretty much every other gun should take next to none. It’s terrible when you lose a gunfight simply because the enemy made yours a shot. Make the game about having good aim, or making your opponent miss.