Infinite is actually the first game that this is the case (unless I’m misremembering in 5, but I don’t think so, and either way from 4 back). In the other games you dealt extra damage to shields if you shot someone in the head instead of the body. You can go test it in the number of shots needs to kill with the BR/DMR in all past games. It was higher if you shot their body while they had shields, even if you then shot their head once the shield was gone.
Easily one of the best things in the game is the scope glare.
Do you have any idea how awful it would be to just keep getting constantly sniped from the other side of the map, having no idea where any of them are, and to have it done multiple times throughout a match of BTB?
Scope glare is good, instead of whining because you can’t just be uncontested improve and work around it.
Edit: scope glare isn’t meant for Ranked/competitive play, its moreso designed for casual play. You know, where your whole team doesn’t know how to callout, and not everyone has a pickup weapon? Considering how one sided fights are in BTB already, removing the glare would just make it far less enjoyable in my opinion.
No, they didn’t. You’re misremembering your entire time with Halo.
I agree. I do not like it at all. I miss the bullet trails.
I mean the bullet trails are still there, but unnecessary due to the scope glare. Which doesn’t even make sense on NIGHT TIME MAPS.
what was the game choice for this?
You can’t figure that out for yourself? Just answer this question: “What does the addition of scope glare do when a player notices it?”
I’ll answer for you: It makes it easier to spot snipers.
Go test it, then; in Halo: Reach, DMR takes more shots to kill if you shoot their body during shield portion, then their head during health portion.
the scope glare comes from CoD and battlefield, and were saying we don’t like it. This isn’t some crazy new feature 343 created and implemented, its used in games like battlefield where people can hide in bushes in a giant world, to easier identify where they are. Now that it’s in halo on a MUCH smaller scale, it causes problems and makes sniping extremely tedious as you basically have a beacon over your head.
it just has no place in halo.
It’s like people don’t remember not being able to walk around the map without being instantly hit by snipers. Especially in a game type like BTB with long sight lines, snipers would just completely dominate the game. Even more so now that there’s three different power snipers.
While I agree scope glare is good, I do think it is much too bright though. You can’t even see the spartan behind it half the time. So I think it should stay, but maybe be cut in half or something.
I literally just did. 4 shots to the body or head, doesn’t matter. The shields pop and the 5th shot is a headshot kill. I recorded 4 separate clips as evidence, and I will compile them into a private YouTube video if you need the evidence.
It’s ok to have bad memory my guy.
Yeah it is kind of intense. Almost harder to hit them when the glare like shrouds them.
Actually, here you go, this is what I just recorded just for you.
ttps://www.youtube.com/watch?v=fYqq_I92fJI&ab_channel=weirdkid5Gaming
Add an “h” to the beginning of the link. You’re probably misremembering headshot bonus damage as BLEEDTHROUGH damage. In the TU, if someone’s shields are low enough, you can headshot them through the shield (this is actually how the Magnum achieves a 3 shot kill in Halo 1, but it still doesn’t qualify as "bonus damage). Otherwise, if they are full, it’s 4 shots to take down the shields, regardless if it is a headshot or not. This is the same as in pre-TU, aside from the fact that bleedthrough is not present. It’s still a 5 shot kill, pre-TU or post-TU.
Of course they catered to newcomers here… The scope glare takes away from the skill of having to track down the enemy sniper through your own spatial awareness or look out for the bullet trails… or just not blindly run into battle when you know an enemy sniper is running about.
Interesting; I thought it had been this way in every game, but from what I just read up it seems the only game it consistently did extra damage to shields was 5; otherwise it varied a bit by weapon. Reach yeah you’re right it was the bleedthrough that caused that effect - though it doesn’t change the 5 shots, only the health you have leftover after the first shots. Apparently it also differed in campaign in the older titles, which I didn’t know was a thing at all.
I don’t mind scope glares on weapons like the Sniper Rifle. With such a potent weapon, a little bit of a heads-up and a chance to duck or fight back is more welcoming to me, rather than having an entire squad die to sudden, consecutive headshots being your warning that there’s a sniper and that you should maybe keep your head down, much like how it has been in the previous games with somewhat regular frequency. Given the fragility of some vehicles, the Shock Rifle and Skewer having the glare also helps the longevity of there as well - much like how the Spartan Laser had its laser sighting.
Weapons like the Battle Rifle or Stalker having the scope glare…that I don’t agree with. Given how weapons like the Assault Rifle and the Sidekick can still remain a formidable match even against someone with a BR and that the BR isn’t an instantaneous headshot weapon like the previous examples, I think the scope glare should be removed in order for players who use it to retain that edge that will keep them above the default starter weapons.
I can only imagine what a BTB BR Slayer would be like as well, with a full 24-player game and all those glares.
Now that it’s in halo on a MUCH smaller scale, it causes problems and makes sniping extremely tedious as you basically have a beacon over your head.
Using the scope on the sniper now is like strapping a giant searchlight to your head, it’s dumb af. I barely bother using it now because the second you aim everyone’s gonna know where you are and start running at you like headless chickens. At least with the old sniper you’d get at least one round off before this happens and then the enemy would see the giant white line leading to your position.
They already added bloom and a delay between shots to the thing making no scoping painful as well… now using it at range has issues too. The sniper’s always been a favorite of mine throughout the series but now I barely bother picking it up.
It was a great addition for me in H5. Stimulated snipers to move around instead of camping and on BTB gave you some intell on how to move around safely.
For Infinite I agree that there are two major points for attention:
- The lens flare is so potent that it actually protects the player in long range combat against other precision weapons
- Lens flare on mid-long range weapons like the BR and Stalker really seem unnecessary. Their shooting pattern/projectiles usually reveal their position just fine.
Pretty sure it also wasn’t a thing in Halo 5, but I don’t have my Xbox to test it nor do I even wanna re-download that game to do so lmao
I agree. Take away scope glare for everything.
This is the first Halo it has appeared in.
then again I haven’t played H5 in years as they literally never added BR’s and stuck to their “Press Y to switch to pistol” method every single spawn, so there may have been updates.