Starting off with I would like to say all of you have done an amazing job, and even if things start off a little rocky at the start. I believe you will work things out so the most people can enjoy halo again.
Ok so now why I am writing this post. playing in the second tech preview was amazing. of course, there were some issues like sound, and lag for my friend. however actual game design was really spot on for me. The one big issue that I had; is when you take damage it forces you to un zoom. I know it does this with all weapons that have zoom, but it really effects the sniper.
Main Reasons why i have an issues with this, and why i believe it should be changed:
Sniper should have an advantage at long range. It should not even be a close fight between an full-auto and a sniper across the map. As it is now the AR has the advantage. all you have to do is hit the player once, and this will on zoom them throwing of their shoot. By countlessly shooting cusses you to no scope across the map. This is obviously not the way a sniper should be used. By have forced un zoom it also lowers skill leveled play by a lot. instead of having perfect aim and lining up your shoot. you just throw rounds so they can never get an actual shot. there is a lot of reason but this is already long so I’ll leave it at that.
> 2533274811185958;1:
> Hello 343,
>
> Starting off with I would like to say all of you have done an amazing job, and even if things start off a little rocky at the start. I believe you will work things out so the most people can enjoy halo again.
>
> Ok so now why I am writing this post. playing in the second tech preview was amazing. of course, there were some issues like sound, and lag for my friend. however actual game design was really spot on for me. The one big issue that I had; is when you take damage it forces you to un zoom. I know it does this with all weapons that have zoom, but it really effects the sniper.
>
> Main Reasons why i have an issues with this, and why i believe it should be changed:
>
> Sniper should have an advantage at long range. It should not even be a close fight between an full-auto and a sniper across the map. As it is now the AR has the advantage. all you have to do is hit the player once, and this will on zoom them throwing of their shoot. By countlessly shooting cusses you to no scope across the map. This is obviously not the way a sniper should be used. By have forced un zoom it also lowers skill leveled play by a lot. instead of having perfect aim and lining up your shoot. you just throw rounds so they can never get an actual shot. there is a lot of reason but this is already long so I’ll leave it at that.
>
> Thanks for all your hard work.
The de-scope exists to keep weapons like the sniper from being overpowered. It is still very effective in BTB because their isn’t anything that can compare to it’s range. Keep in mind, weapon like the commando and BR also have de-scope. This is intentional to keep them from completely dominating in bigger maps.
When it comes to the sniper specifically, it’s a hitscan weapon. No de-scope would essentially be and easy 8 kills for whoever is using it, specially in BTB. De-scope has been part of halo and has its own learning curve. Overall if gives more balance and outplay potential for both sides while still including skill.
You have 6900 halo gamerscore, you know this is how Halo works.
It’s called game balance, you’re actually complaining that you can’t sit back hardscoped 1 tapping players with no counter play.
Sniper is already a very powerful weapon, it would be stupid broken with this change.
I’m fine with the descope, but one think I would like changed is the shine when scoping removed. It’s like a bright flash light, and the sniper already has a way of finding out where they are what with he bullet smoke trail.
The fact that all the scopes have glint now is unnecessary. Bullet trails for sniper are enough, but if anything should glint, it should only be the sniper weapons–not every rifle.
Any weapon that can zoom should have descope. The problem in Infinite is that weapons without scopes can still zoom, but cannot be descoped. The zoom without a scope feature should be removed.
> 2533274833576927;6:
> The fact that all the scopes have glint now is unnecessary. Bullet trails for sniper are enough, but if anything should glint, it should only be the sniper weapons–not every rifle.
>
> Any weapon that can zoom should have descope. The problem in Infinite is that weapons without scopes can still zoom, but cannot be descoped. The zoom without a scope feature should be removed.
I didn’t like the glint at first but it’s cool to know who is and isn’t scoped.
The glint is ok with the snipe, I wouldn’t mind seeing it toned down a bit though. I’ll live with glint on skewer too, but glint on BR and commando are just annoying.
Also, descope is critical, especially for sniper.
Weapon de-scoping when taking damage has been a staple in Halo since the beginning. It wasn’t in Halo 4 and the multiplayer suffered hard because of it (among other reasons)
> The fact that all the scopes have glint now is unnecessary. Bullet trails for sniper are enough, but if anything should glint, it should only be the sniper weapons–not every rifle.
>
> Any weapon that can zoom should have descope. The problem in Infinite is that weapons without scopes can still zoom, but cannot be descoped. The zoom without a scope feature should be removed.
That’s my problem with some weapons in infinite. They don’t descope while others do.
> 2533274811185958;1:
> Sniper should have an advantage at long range. It should not even be a close fight between an full-auto and a sniper across the map. As it is now the AR has the advantage. all you have to do is hit the player once, and this will on zoom them throwing of their shoot. By countlessly shooting cusses you to no scope across the map. This is obviously not the way a sniper should be used. By have forced un zoom it also lowers skill leveled play by a lot. instead of having perfect aim and lining up your shoot. you just throw rounds so they can never get an actual shot. there is a lot of reason but this is already long so I’ll leave it at that.
A sniper already has an advantage at long range: they deal way more damage per shot. An AR user will never be able to kill a sniper at long range, but the sniper only needs to land one headshot.
The fact that an AR hit causes the sniper to descope is a balancing mechanic that makes sniping actually require some skill. Without it, at long range there would be little other players can do against a sniper, and so the sniper would basically get free kills. The fact that other weapons can prevent the sniper from zooming in and make scoring hits with the sniper rifle more difficult means that the sniper will actually have to employ some tactics to use their power advantage: they have to use cover, be unpredictable, and be quick with their shots.
Basically, your problem seems to be that you expect sniping to work the same way in Halo as it works in other games, but it doesn’t. There is no universal “way a sniper should be used”. Different games implement (and should implement) same types of weapons differently. In Halo, sniping isn’t about sitting at a distance picking off targets. Halo is a very movement oriented game, and so sniping too is a very active thing where the player should constantly be on the move, using cover and strafing to gain extra time to land shots. If that’s not your cup of tea, then that’s fine, but it’s a really fundamental aspect of Halo’s gameplay. So if you find it totally unappealing and unworkable, then chances are that Halo just isn’t your cup of tea.
From my point of view, if I’m sniping and an AR user manages to descope me, that means I was either too slow, too predictable, or just aiming poorly. I’d be dissapointing if Halo suddenly expected less from me as a sniper, not to mention frustrated if the sniper rifle became something that completely dominated long range combat.
The point of it is as you stated to make it powerful at range and not creep out of its niche.
Essentially to take from the ever so inviting dark souls fandom “get gud” it’ll become second nature to you in time the feature is part of most halo snipers.
> 2533274825830455;12:
> In Halo, sniping isn’t about sitting at a distance picking off targets. Halo is a very movement oriented game, and so sniping too is a very active thing where the player should constantly be on the move,
I can’t count the number of snipers I ninja’d on Boneyard (the wreck at the middle, precisely the large opening on one side) , inside the tunnel of the blue side on Hemorrage or the ledge behind or even behind red base (another ledge) or even that one tree in the corner… and that one tall boulder near a teleporter (spotted one for the friendly Wraith one day) .
In Big Team Battle I saw plenty of stationnary snipers, they don’t really need to move usually (Hemorrage is just a good example) , I mentionned Reach maps but it’s true for Halo 2 and 3.
Ivory Tower, it’s always the fight for the top where the sniper rifle, the wielder and his ‘bodyguards’ are. A non-BTB example.
> 2533274964556797;14:
> > 2533274825830455;12:
> > In Halo, sniping isn’t about sitting at a distance picking off targets. Halo is a very movement oriented game, and so sniping too is a very active thing where the player should constantly be on the move,
>
> I can’t count the number of snipers I ninja’d on Boneyard (the wreck at the middle, precisely the large opening on one side) , inside the tunnel of the blue side on Hemorrage or the ledge behind or even behind red base (another ledge) or even that one tree in the corner… and that one tall boulder near a teleporter (spotted one for the friendly Wraith one day) .
>
> In Big Team Battle I saw plenty of stationnary snipers, they don’t really need to move usually (Hemorrage is just a good example) , I mentionned Reach maps but it’s true for Halo 2 and 3.
>
> Ivory Tower, it’s always the fight for the top where the sniper rifle, the wielder and his ‘bodyguards’ are. A non-BTB example.
What point are you trying to make? That people try to camp with the sniper rifle in Halo? Of course they do. That’s not news to anyone.
I don’t know how I feel about de-scope. I think I’m getting too old to manage it, or I’m just not used to De-scope on Mouse and Keyboard. I know De-scope has been a Halo thing for a long time. I used to be fine with it, but now Once i’m de-scoped it feels like I’m pretty much dead, so I began not scoping any of my kills and doing much better. Just reducing engagement range b y a lot in general.
However I’m going to blame myself for my lack of ability to handle De-scope.
They tried it in Halo 4 and it did not go over well.
The issue I have is that unscoped weapons can remain zoomed in while taking damage. The AR, Sidekick, Needler etc. Which throws of the balance most particularly with Commandos and BRs, making them less effective at longer ranges on controller, since your unscoped red reticle range is shorter than a zoomed AR’s red reticle range.
ALL weapons need to unzoom when hit, not just scoped ones. And there’s no reason in heck a zoomed AR should have a longer red reticle range than an unscoped BR.
> 2533274810177460;17:
> They tried it in Halo 4 and it did not go over well.
>
> The issue I have is that unscoped weapons can remain zoomed in while taking damage. The AR, Sidekick, Needler etc. Which throws of the balance most particularly with Commandos and BRs, making them less effective at longer ranges on controller, since your unscoped red reticle range is shorter than a zoomed AR’s red reticle range.
>
> ALL weapons need to unzoom when hit, not just scoped ones. And there’s no reason in heck a zoomed AR should have a longer red reticle range than an unscoped BR.
??? I played the entire flight and never once had a red reticle on my AR. Not once. Zero aim assist as well.
The BR and commando were literally the ONLY weapons that I had a red reticle for… were we playing the same game?
> 2533274825830455;15:
> What point are you trying to make? That people try to camp with the sniper rifle in Halo? Of course they do. That’s not news to anyone.
I can reduce sniping in Big Team Battle to ‘sitting at a distance picking off targets’ , that’s about it for me, there is little need to leave the spot if it can cover a large area.
Maybe I shouldn’t take that and ‘where the player should constantly be on the move’ seriously ? I’m not against moving slightly but I wouldn’t actually leave the spot like that.
> 2533274964556797;19:
> > 2533274825830455;15:
> > What point are you trying to make? That people try to camp with the sniper rifle in Halo? Of course they do. That’s not news to anyone.
>
> I can reduce sniping in Big Team Battle to ‘sitting at a distance picking off targets’ , that’s about it for me, there is little need to leave the spot if it can cover a large area.
>
> Maybe I shouldn’t take that and ‘where the player should constantly be on the move’ seriously ? I’m not against moving slightly but I wouldn’t actually leave the spot like that.
I was thinking “being on the move” more in terms of strafing and popping in and out of cover, in contrast to the crouching in a single spot style of sniping. I wasn’t talking about staying in a general area vs. running around. Descope obviously doesn’t mitigate staying in the same general area. That’s a map design issue.
And it’s not that you can’t get kills by sitting still. It’s just generally suboptimal and you’d be better off doing something else. Hemorrhage is probably the worst offender for camping spots, because it’s a poorly designed map that has too many good lines of sight from way too close to the bases where the sniper is protected by their team. But even there if the opposing team has someone who knows what they’re doing, as soon as they get their hands on a sniper rifle, it’s easy for them to take out a sniper who’s just crouching in the same place. Hemorrhage is all-round a very sniper friendly map, but even there shuffling spots and using movement to pop in and out of cover at slightly different spots is more effective than finding a corner to crouch in.
On Boneyard, it says a lot about the effectiveness of staying in a single location that you have caught many snipers off-guard there. If they’d been better they would’ve changed spots regularly and watched their back. But again, this is just general commentary and has more to do with staying in a general area rather than the way you move while sniping.