[COLOR=oklab(0.858573 0.011045 -0.0405072)]This must not be implemented. The tracer is enough to give Snipers away. Sniping is not OP.[/COLOR] Scope Glint A new scope glint mechanic has been added to provide counterplay against long-range, hidden snipers. Trigger: Visible only when aiming down sights with optics of 6x zoom or higher Effect: Creates a bright reflection (glint) visible to enemies in line of sight This encourages snipers to reposition more frequently and take more deliberate shots, while maintaining the lethality of precision weapons Players have the option to disable Scope Glint effect on allied players (same faction) in the game settings
I think if they are going to add the scope glint, they need to remove or significantly lessen the visible tracer path.
No. Before this there was no way to detect a cloaked sniper at all before they killed you. By the time you saw the tracer it was already too late. This change is just filling in a gap in gameplay where there was no possible counterplay for the target before the sniper took their shot. Now there's at least chance you can see the glint before they fire. And there's no need to change tracers as a result since tracers fulfill a different gameplay role - that of giving targets a chance to detect that they're being shot at by a sniper, and also to punish a sniper for bad/careless aim.
The major problems I have with the scope glint: It's visible while cloaked. The whole point of sniper cloak is to have time to be able to find targets in your scope. The glint now gives away the sniper before they declaok - now with a delay before firing. That's a double whammy. I also doesn't make logical sense that a device that warps light around an individual would somehow allow reflected light to shine out of it. It's visible at oblique angles. The glint should be a warning for actual potential targets of the sniper, not an "I'M OVER HERE!" marker for players to their far left or right. Right now, the glint shows up at around 50 degrees off the axis on either side of the sniper POV, but it is faded out the more oblique the angle. Additionally, the fade on the glint acts as a quick way for potential attackers to know the sniper isn't looking their way. Realistically, the glint should only be visible in a very narrow range of about 3 degrees from the centerline of the scope. It's a HUD element for all players around the sniper. This is literally a spot marker that pops up on the HUDs of players all around. It's not attached to the snipers themselves. This is evidenced by the fact that you can see the scope glint unmoving through a spawnshield distortion, while the snipers model is distorted by the shield. One need only aim at just above the unmoving scope glint to have perfect headshot aim on snipers. It's visible at any draw distance, even when viewed with IR/NV. A sniper can be 500m away and you can target them with a scout rifle equipped with IR/NV and you get a perfect location well beyond the draw distance of the IR/NV. From the perspective of game-design, this targets the weakest of players. New players or players that struggle with the CQC movement meta will gravitate towards long-range sniping as a way to gain some level of success. This directly impedes those types of players from having that success. This is raising the skill-floor to make the game even more unwelcoming to new players. Also, the only way I can see this being implemented is by casting rays from the sniper to all players within draw distance. This seems like a lot of extra overhead to transmit across the network for the purpose of hurting the experience of new / low-skill players.