It's fine how it is. People can't tank headshots anymore and get headshots... instead they are forced to disengage and find cover and re engage or find a new angle. That's how sniping should be.... unless your using nlb then you can just tank all the bullets you want and still get a headshot because well... bungie.
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I don't think it should be that way if the primary they are using has a range stat that doesnt go into long ranges
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Yeah but you do realize snipers aren't used at 2 feet-100 feet but in this game they are lol. It's a game. Most maps however aren't that big maybe 600 meters.... you can easily shoot someone 600 meters away with an m16a4
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[quote]you can easily shoot someone 600 meters away with an m16a4[/quote] Wow! An Auto Rifle with no damage falloff!
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[quote][quote]you can easily shoot someone 600 meters away with an m16a4[/quote] Wow! An Auto Rifle with no damage falloff![/quote] Rofl an m16a4...... isn't an auto rifle :)
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Meh, bad attempt at humor on my part.
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[quote]Meh, bad attempt at humor on my part.[/quote] Lol oh muh bad. Would be nice in this game. They are pretty bad. I use them for fun though
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Medium ROF autos are awesome if you can get a good stability and range roll
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I still like my doctrine but they aren't what they used to be lol they don't compete with much of anything
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I hate to say it but if you want a realistic game, destiny isn't your game. Bungie isn't balancing destiny to be like real life. They are balancing it as a game and somewhat with the community. The community mainly agrees that flinch on high rate of fire pulse rifles is too much and I thought of a way to balance that. It also is a happy medium for snipers in game. Again. We aren't trying to make it realistic. We are just trying to make the game enjoyable and balanced and are trying to keep the community happy
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I never said I wanted a realistic game. But your saying bullets fired from a doctrine archetype or a pulse wouldn't reach someone when a 5.56 round which is a pretty basic caliber would easily be able to cross map kill someone in every map of this game because they just aren't that big. Heck even the biggest maps like first light aren't that big. People are upset about high caliber rounds not necessarily high rate of fire pulses. But the perk of high caliber rounds is to stagger the target. Again sniping is still fairly easy in this game and is the most balanced it's been on that front in a long time. You don't go into game modes like say elimination and find 3 snipers dug into their spawn knowing if someone tries to shoot them they will just tank the rounds and dome them like how it used to be. You find more of a mobile sniper now which is how it should be. This community will never be happy. The people that are upset about high caliber rounds are the kids that can't snipe and don't want to practice time learn they'd rather the affects be nerfed so things would be easier for them.
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They should reach but according to damage drop off, they would be doing a lot less damage and therefore a lot less flinch to the target. Also, I was not talking about high caliber rounds. I was saying that a good way to have an even amount of flinch within the primaries is to have it done by damage. You compared the game to real world situations and thats why it seemed like you wanted it to be more realistic. And snipers are not more mobile now. They can't aggressive snipe like in year one or the taken king because of the sniper nerfs.
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Rofl do what? I still quick scope and no scope people with ease. Flinch doesn't affect quick scopes lol. Snipers are definitely more mobile then they've ever been. They get shot and actually move to a different spot or behind cover it's amazing! Not just sit there and dome people like year 1 that was the worst camp fest I've ever been a part of. Every trials map was a Mexican stand off until capture point and my god that was absolutely dreadful. Every match eventually would come down to supers. You do realize every weapon in this game has damage drop off so in theory shouldn't snipers lose the ability to ohk to the head after they are outside of range and the ability to 2 shot to the body? Some people run there snipers with barely any range at all and with what your saying damage drop off should technically affect those builds as well because it currently doesn't.
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The plan wouldn't be to nerd flinch. It would just balance it between the primaries. There would still be a lot of flinch on snipers. On the other hand, even before the flinch changes, it was very hard to get a good shot off if someone was shooting you. Imo, if you had the skill to compensate for flinch, the red stuff on the screen that happens when you take damage and strafing at the same time while still finding their head, I think you earned that kill
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Before flinch I could tank bullets like I do with my no land now and get headshots. Now I have to disengage but still have no problem getting kills with a sniper. My best weapon is a sniper. It's fine how it is just takes practice and a little extra work being strategic. A bullet hitting you in the head should make it extremely difficult to snipe. Your talking about less flinch for damage drop off.... you do realize snipers in real life don't have short range scopes.. I dont think you'd be to happy if the only scope avaliable was eagle eye.
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In this game, we shouldn't balance it to real life but I get what you're saying. The only problem is that right now, if you're ads with a sniper and something like an unbent tree or high RoF primary gets any shot on you, you can't snipe back. The flinch right now is based upon if you are being hit. Again, if bungie correlated flinch with damage received, there would be more flinch per bullet for a headshot rather than a body
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If someone is hitting you in the face with bullets, you shouldn't be able to return PRECISION fire. I don't want de-scoping because that would absolutely break end-game PVE play. But the crap that happened last year with people tanking mulitiple headshots from scout rifles and pulse rifles and then dragscoping or one-banging people through hardscopes was just ridiculous.
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That's why they added the flinch multiplier. That's fine. It's just not fine when it happens down range with weapons that have low range stats
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Изменено (CaptainW1nky): 2/2/2017 8:37:52 PM[quote]In this game, we shouldn't balance it to real life but I get what you're saying. The only problem is that right now, if you're ads with a sniper and something like an unbent tree or high RoF primary gets any shot on you, you can't snipe back. The flinch right now is based upon if you are being hit. Again, if bungie correlated flinch with damage received, there would be more flinch per bullet for a headshot rather than a body[/quote] You shouldn't be able to snipe back....... if your getting shot in the face.... body shots don't do much of anything lol... i have no problems sniping with the way flinch is now. Take practice man
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Then congrats. You're really good. That's not like 99% of the player population
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The players that enjoy sniping still snipe just fine. The ones that were meh moved to shotguns fusions and sidearms. I get killed by more stuff now then just snipers it's great. It's no longer just red blips way off in the distance.
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And this article was mainly about the balancing of flinch. Snipers just have everything multiplied so it's easier to find the faults in the system. Also IMO snipers have the right amount of flinch from weapons within the weapons range but outside of it is too much and that's what I was covering.
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Flinch is fine. Like I said a pretty plane jane bullet would go across every map because they are so small. Your not going to be flinching someone with an unbent tree or a doctrine anyway outside of their range due to the fact that you won't be hitting the broad side of a barn.
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Right now they do full flinch down range but very little damage
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They should do full flinch lol a doctrines range is ridiculously terrible only because of all the nerfs to auto rifles over the course of this game. Outside of 30 or so feet the gun is about useless but that's every auto rifle. Who knows what they are going to do in the upcoming weapon patch. I know cozmo said they are going to possibly buff primary damage significantly across the board but are unsure of how well the community will respond to it. That's why they've been testing it for quite some time now with their sandbox team. Who knows you might start getting cross mapped by doctrines.
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They should only do full flinch within their designed range because that's where bungie designed it to work. Past that you shouldn't be rewarded for using a gun out of its "effective" range