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7/15/2016 5:33:15 PM
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the only thing that your article doesn't address, and neither did the OP, was that Flinch has nearly no affect on the sniper right now. while yes, the sniper does flinch temporarily, the reticule goes straight back to where the sniper was aiming previously. this allows the sniper to rely 100% on their aim assist to make the shot, and is what I find is happening when trying to use the sniper. I hate using snipers but since they are the current meta in all end game crucible activities, I am being forced to overcome that hatred. but if you take a god roll sniper (hidden hand on high AA) it takes absolutely ZERO skill to land a headshot at any range. couple it with a "light and snappy" scope, as bungie describes them, and you they become just as effective at close range, as is the situation the OP describes. they are incredibly unbalanced at this time. not as bad as the invincible MIDA, but still terribly unbalanced. simply making flinch more permanent (no auto recenter) for snipers, which actually makes sense for a sniper, or any scoped long barrel weapon, would fix the issue. which should also leave the NLB unaffected. other options that would help- remove Hidden Hand from Snipers; drop all sniper AA to 50 or less (if hidden hand left in does not go above 70); make accuracy while ADS and moving akin to that of being airborne. (again, these should not affect NLB, as they would make it unusable.) (Oh, and let's leave the MIDA behind come ROI, eh? I think we can all agree it is unbalancable.)
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  • If you think Mida is op or invincible, we may have to talk a bit more. On the whole, it's a strong consistent gun, but if someone killed you with Mida, they could have done the same thing with a hung Jury. Basically all Mida had is intrinsic third eye and an agility boost, it's just a gun other than that. Flinch is also there, more or less so depending on the stability of the weapon you are holding. The account of flinch is a function of impact versus stability, the direction is a function of where you are getting shot from. If the direction is right in front, flinch is mainly vertical and ready to counter. Another reason not to take on a sniper head on.

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  • the biggest issue with flinch, across all weapons, is that it "rubberbands" way too much. it goes right back to where it was, so it is simply timing. make it a permanent move that must be constantly rebutted like kickback. that one change can fix most concerns with snipers, in my book. as far as MIDA goes, maybe I just have terrible luck, but against a hung jury I will pull about 50/50, really depends on who saw whom first. anytime there is a MIDA on the other team, I can't get a leg up on them. that damn thing will hit me from across the map two shot dead. 9/10 times when I can catch the thing off guard, (my weapon of choice is HAAKON'S HATCHET and similar archetype) he/she will turn and knock me outta the game. it's time to kill is simply to low. it's the only exotic from year one that didn't get destroyed, and in my opinion was the only one that needed to be.

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  • Mida is not op. Hung jury fire rate slower that why you compete with it. Now if you take on any scout with an auto rifle at range you should lose. Autos are not for that intended range. That's where any scout rules.

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  • Ah, that's part of the issue. When I run 88-8 autos against Mida, I have to be very careful. Mida is great at taking down midrange weapons. It's really where the gun shines

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  • Modificato da w10dc: 7/16/2016 1:23:46 AM
    especially since autos are not mid range weapons. That's more pulse rifles which battle scouts at mid range better.

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