A thought I had for a while ever since being sniper through flinch is more frequent now, even against people with no flinching mods and low resilience.
What if a sniper user was to lose aim assist when they took damage from another player and depending on what they have on for unflinching determines how much they lose? So that players who have the upper hand on a sniper player don’t get punished by a lucky shot and aim assist.
Just a thought I had because snipers have become the go to special weapon almost since shotguns are so inconsistent and they’re safer to use than fusions. What are your thoughts on this?
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15 RepliesSmaller hitboxes and a nerf to controller would fix them… (recticle grab and stick which is broken currently)
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1 ReplyJust remove aa from special weapons.
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5 RepliesEdited by Vale: 7/28/2022 6:43:41 PMthe way i think about special weapons are they should be a reward for collecting green ammo.. unfortunately bungie doesn't seem to think that way cus all weapons spawn with ammo you wouldnt have to nerf over used special weapons if green ammo was rare and had to be earned though primary kills what they did in D1 had the right idea but bungie did their usual of fixing a problem by making new ones the boxes ruin map an combat flow instead ammo should drop from bodies that you take down with primary ammo existing for you and the enemy team that way you get a natural magnetism between the teams encouraging more gun fights and more primary fights if you need green ammo just get primary kills or stick close to your teammate as far as snipers go i think heavy ammo spiders should 1 shot to the body while green need a headshot and you should only be receiving flinch from heavy or high calibre fire meaning naturally pulse rifles cant flinch snipers unless you have high cal rounds on gives that perk a reason to exist
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6 RepliesNo, snipers are fine. With how easy it is to fusion and shotgun, why make snipers even harder to use? Also, the ammo economy is already terrible, you get 2 shots. Really not an issue imo
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Snipers should work like fragile focus. Taking damage reduces range and aim assist.
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1 ReplyI want to say no buuuut also say that the recoil from being flinched shouldn't always lead the reticule to the head of your target. I'd suggest the flinch be in a random direction or based off the direction you are being hit from. Having it always kick you upward makes it easy to play into the flinch and be able to hit your shot while taking fire. Though also while typing this, and giving it some thought maybe losing aim assist could be an option...