He wasnt an idiot, he wanted play normally without problem, but this class is limited then others.
owltro wrote: »
owltro:
Jihad_Jockey:
Jihad_Jockey:
Rotank:
KingTolapsium:
Rotank:
KingTolapsium:
Rotank:
I think this is a case of agree to disagree… by now we all have a pretty good understanding of each others’ positions, and we are simply not going to agree at a fundamental level whether or not it is a positive feature of the game.
There have also been ideas to tweak the mechanic down the road that most people on both sides of the fence have agreed on. Given that scope glint is not going anywhere anytime soon, this is probably the best and most cordial result we can hope to achieve.
Does not mean we can’t pinpoint the origin of player frustration.
We have beaten that horse with a chainsaw, or have you not been following the last 13 pages of this thread?
Saying “I like it” and “it sucks, remove it” is such useful feedback right? Lol
I think having detailed exchanges with probing questions is important. If you feel the thread has no more to offer you, why are you here? Complaining about others having a discussion?
Go complain about other stuff in other threads, you are not required or forced to read or engage on the forums.
By all means, engage. This thread has probed deep enough in the last 13 pages for us to circle around multiple times, I was just pointing out that we HAD in fact discussed common ground solutions, and are at the point of retreading familiar ground.
Tbh nobody who wants glint removed has even come close to explaining how it wont attract more campers to the game.
How about in rain or fog, since there’s no glint, there be vapor trails? The humidity should be enough for bullets to leave trails, right?
It makes sense that glint isnt as strong in rain and fog. This should also include indoors (although why the hell anybody needs to use a high powered scope indoors is beyond me).
I think trails make it too easy for everybody to spot. Ay least you can only see glint if the sniper is looking in your general direction.
How about this: SUNNY
- scope glint
- no vapor trails
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
owltro wrote: »
owltro:
Jihad_Jockey:
Jihad_Jockey:
Rotank:
KingTolapsium:
Rotank:
KingTolapsium:
Rotank:
I think this is a case of agree to disagree… by now we all have a pretty good understanding of each others’ positions, and we are simply not going to agree at a fundamental level whether or not it is a positive feature of the game.
There have also been ideas to tweak the mechanic down the road that most people on both sides of the fence have agreed on. Given that scope glint is not going anywhere anytime soon, this is probably the best and most cordial result we can hope to achieve.
Does not mean we can’t pinpoint the origin of player frustration.
We have beaten that horse with a chainsaw, or have you not been following the last 13 pages of this thread?
Saying “I like it” and “it sucks, remove it” is such useful feedback right? Lol
I think having detailed exchanges with probing questions is important. If you feel the thread has no more to offer you, why are you here? Complaining about others having a discussion?
Go complain about other stuff in other threads, you are not required or forced to read or engage on the forums.
By all means, engage. This thread has probed deep enough in the last 13 pages for us to circle around multiple times, I was just pointing out that we HAD in fact discussed common ground solutions, and are at the point of retreading familiar ground.
Tbh nobody who wants glint removed has even come close to explaining how it wont attract more campers to the game.
How about in rain or fog, since there’s no glint, there be vapor trails? The humidity should be enough for bullets to leave trails, right?
It makes sense that glint isnt as strong in rain and fog. This should also include indoors (although why the hell anybody needs to use a high powered scope indoors is beyond me).
I think trails make it too easy for everybody to spot. Ay least you can only see glint if the sniper is looking in your general direction.
How about this: SUNNY
- scope glint
- no vapor trails
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance and in time to kill.
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance and in time to kill.
^^^
This is pretty much what i’m thinking and what i’ve been trying to say.
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
how does it render cover obsolete?
you are not invisible until you start to ADS.
good snipers are able to fire and kill a target before they can even notice glint, because they know how to position themselves and understand how the mechanics works.
only bad snipers who take forever to aim or cant hit their shots will give their position away by their glint.
you should not even use a scope with glint if you want to have engagements at 100M tbh.
also if you want to QS you are better off with an X4 scope or less rather then use a scope with glint…
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
the scopes they are able to equip pretty much limit the range they can camp at.
a X4 scopes has a significant lesser range then a X40 scope.
that is not even considering spread, bullet drop , damage , accuracy and stability when comparing the weapons support and recon have…
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and capacity for incognito movement are all extremely in the snipers favor.
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…
Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint. The flare can be seen (improvement over tugs)
Balance is balanced.
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
how does it render cover obsolete?
you are not invisible until you start to ADS.good snipers are able to fire and kill a target before they can even notice glint, because they know how to position themselves and understand how the mechanics works.
only bad snipers who take forever to aim or cant hit their shots will give their position away by their glint.
you should not even use a scope with glint if you want to have engagements at 100M tbh.also if you want to QS you are better off with an X4 scope or less rather then use a scope with glint…
Yet, any player can use cover and ADS expect a Scout.
Good Sniper is not quickscoping at short range.
A Good Scout should be able to spot targets not just aim.
you should not even use a scope with glint if you want to have engagements at 100M tbh.
This required special attention as the weapon we talking about has a sweet spot max of 125m. This main DICE wants you to operate in that range even with glint.
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint.
Balance is balance.
now trip mines have a huge visible line ![]()
Because it’s bulls*** if they don’t.
KingTolapsium:
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint.
Balance is balance.
now trip mines have a huge visible line
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint. The flare can be seen (improvement over tugs)
Balance is balanced.
Wasn’t commenting on balance just throwing my 2 cents into the camping convo. For the record I have no problem with people camping objectives and it should probably be done more.
KingTolapsium:
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint. The flare can be seen (improvement over tugs)
Balance is balanced.
Wasn’t commenting on balance just throwing my 2 cents into the camping convo. For the record I have no problem with people camping objectives and it should probably be done more.
Me too, but there is a productive and non-productive way for sure.
B3ANTOWN__B3A5T:KingTolapsium:
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint. The flare can be seen (improvement over tugs)
Balance is balanced.
Wasn’t commenting on balance just throwing my 2 cents into the camping convo. For the record I have no problem with people camping objectives and it should probably be done more.
Me too, but there is a productive and non-productive way for sure.
Wow, you fine with campers but not scout campers.
B3ANTOWN__B3A5T:KingTolapsium:
B3ANTOWN__B3A5T:PopoTooStronk:
DingoKillr:
I we should have 3D icon anytime someone goes ADS for all players. I think that is fair and will stop any long distance camping.
nah they should make those high optics available to all weapons in all classes.
that way anyone who uses them regardless of weapon will have glint when ADS…Even if they were available, I don’t think you’d see too many SMGs or LMGs with high powered scopes because…well… it would be pointless.
KingTolapsium:
DingoKillr:
KingTolapsium:
DingoKillr:
PopoTooStronk:
SLAYER_Of_PIGS:
i think if someone, know that the enemy can see him because of his glint, then i keep myself far, so enemy can kill me, so i think people camp more far than no glint, just for avoid to be killed.
the enemy would see you regardless of glint if you decided to be in short or medium range so…
That is the point glint renders cover obsolete.
With glint a player 400m can use cover, yet still be seen and has less worry about other. While at 100m they can not even use cover as the glint will give them away.
Glint does not balance or stop camping and never has and never will. The only thing it encourages is using high power scope weapons with the one play style of quickscoping.
It inhibits camping, it makes it much easier to react to them. If you’re a good shot, you’ll have relieved your target of the opportunity to react by hitting their head.
If you miss, and I look your way, I can suppress you and retreat to cover.
You have the advantage as the sniper, and there are also no glint options if you find you must hardscope. If you miss your shot, or shoot the player who is running away instead of the player seeing your glint, you need to prioritize kills better.
There could be tweaks to the viewable angle of the glint, or a higher brightness in contrast to the effect we have now when the sight is moving or directly after ads, to alert players in a smaller area, in a more subtle way.
It’s not a binary issue, and it brings snipers into range, it makes that combat accessible to the other classes that engage at less than 15% the distance snipers can. Snipers still have the advantage at distance, ttk, and area control.
Support can camp much better then Scouts, nothing is inhibiting them from ADS at any range. Yet as soon as Scout ADS they are seen.
If you are using LMG and SA below 30m then you are going to be in trouble. LMG and SA are design to be used at the distance a BA use it sweet spot.
If it is meant as a balancer for range much better methods are available that can be used for all long campers.
Supports can camp in different situations, and guess what, assault players can camp buildings the best, any more strawman for me to knock down?
Glint is a distance balancer, what exactly are these better options?
It’s a distance closer, because the engagement range, ohk potential, and incognito movement are all extremely in the snipers favor.
I’d say recons and supports are the best campers because of claymores and TUGs.
Trip mines blink.
Snipers glint. The flare can be seen (improvement over tugs)
Balance is balanced.
Wasn’t commenting on balance just throwing my 2 cents into the camping convo. For the record I have no problem with people camping objectives and it should probably be done more.
Me too, but there is a productive and non-productive way for sure.
Are you insinuating that my comment wasn’t productive… because such insults will be met with incredible fury.
We need to get into agreement as off where we draw the line on what is concidered camping and defending a objective.