I feel like the sniper in Infinite is a little too hard to use for the average player. I have no problem with it being one of the harder power weapons to use and recognize that Halo 5s sniper was too forgiving. But I feel like you have overcorrected from Halo 5 and made it too punishing for the average player.
I would suggest making the sniper as close to how the snipers in Halo 2a, 3 and Reach performed. They werent incredibly easy to use BUT did feel like they were worth picking up for the average player.
The zoom feels like it might be higher than previous Halos (not sure if thats true or not) but if it is maybe turn the zoom down a bit.
Hipfire accuracy feels wildly inconsistent and very punishing, That should be made more consistent and forgiving to a similar level as 3, Reach and 2A.
Its important that as a power weapon the sniper feels accessible and rewarding. Obviously it could end up too forgiving (Halo 5) but I believe it should be made at least a little easier to use.
Are you on KBM or controller. If you’re on KBM, it’s because there is negative aim assist with the sniper when using KBM. So I agree with you IF you’re playing on KBM. If you’re on controller, I have no comment.
This is the case, with skill. If the average player could pick it up and be just as good as everyone else, then it wouldn’t feel rewarding.
When comparing this sniper with previous Halo snipers, which feels better to use on all ends of the skill spectrum? I would argue that the Halo 2A sniper was the fairest without becoming too easy to use. I want the sniper to feel as good as it did in that game, as there it felt like you had to be accurate but not absolutely pin point accurate like Infinites. And all shots felt consistent, particularly in hipfire. I understand the need to keep it a skillful weapon (see Halo 5 for making it too easy to use) but I think it has room to be more forgiving without becoming too easy to use.
As it should be. It’s not designed to be fired without aiming.
I think it’s fine as is. I’ll be the first to admit I’m not great with a sniper, but even I can pick it up and get a couple kills, and win sniper duels.
They could EASILY fix it because the Upgraded version in campaign has better Handling, bigger reticle for easier Snapshots and lower zoom like previous variants.
They nerfed the sniper with the Glint and handling to appease noobs.
Allowing for Separate Sensitivity and deadzone adjustment curves for the Sniper would solve the handling problems to a degree, which they have per zoom level but not per weapon
And now they have the opposite problems with smaller hitboxes coupled with Desync making you think you landed shots that didn’t hit, making the weapon unpredictable esp as players get used to new handling and adjusting control sensitivity and deadzone adjustments
The bullet magnetism at least helped compensate for latency issues/Desync
Eh. It took me a bit to get used to it, but I mostly think its fine when scoped it. Its the no scope that I think is awful. Bullet spread RNG is just stupid.
Well, some things are just that, get gud. I think the sniper is fine, if it is too hard, find a shock/stalker rifle. These both work and have the traditional accuracy. I am aware that they aren’t the same (being capable of two birds with one stone) but if you want, their is the skewer.
The only thing that really messes with me is that zooming out when you’re taking damage really throws me off, and to be fair I really don’t mind that. Snipers in shooters tend to either be some of the best weapons in games if not properly balanced.
Outside of that, I really have no issues. Maybe tone down the glare from the scope by chance a tad ( but not remove ) so it doesn’t make you stand out like a sore thumb perhaps?
This coming from a KBM player, for anyone that might wonder what input I use.