Sniper design is confused

I can’t tell if I’m expected to scope with this thing or not, because you get kicked from zoom for even the most minor of tickle damage, meanwhile noscoping completely removes aim from the equation in favor of pure luck.

Seriously, even the very first shot has enough bloom on it to completely whiff most headshots at anything outside of shotgun range, while randomly rewarding complete misses with bullets to the head. It only gets worse when going for the followup shot if your first bullet decided to go on vacation, because I guess it wasn’t random enough to start. It’s to the point where the most consistent way to use the gun is to aim for the chest to at least get the shield break, then drop the gun and headshot with something that actually shoots where you aim.

And you cant use the scope to duel either, because scoping is basically a dead feature in halo with the constant descoping. Getting shot at by an ar from across the map is enough to start bouncing you out of scope, randomly shifting your fov and puting your bullets into rng mode again. Because unless you are on a BTB map (or behemoth and the rocket one), you are always in range of the default starting guns forcing you out of scope. Even jiggle peeking doesn’t work half the time because people know to spam the sniper to deny shots. Seriously, how sad is it when a sniper can’t challenge a br, much less an ar, at range?

Please, pick a design philosophy and stick to it. If you are going to punish hipfire, allow players to ads. If you don’t want consistent ads, let players hipfire the skill guns without forced randomness. The current state of things makes me feel like I’m playing cod, constantly trying to quickscope. Except even that doesn’t work because your scope will be ended the instant you get hit and your shot will become rng regardless. At least in cod quickscoping is consistent.

TLDR; rng sniper feels terrible. If hipfire is meant to be inaccurate, let players ads. If not, get rid of bloom.

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The Infinite sniper is horrendous.

Halo 4 Sniper and Beam Rifle were peak. [ I didn’t play Halo 5 ]

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It’s also wayyyy too difficult to snapshot compared to old halo games. One Halo 4 match I had 10 noscopes. I haven’t even had that many in Infinite, total yet

Every sandbox problem seems to go back to the AR and AR-starts (or SMG in Halo 2). Halo 2, to this day, has the most enjoyable (and fun to watch) sniper to use. The only reason for that is that there was no Halo before it where someone played mostly with AR or weak spawn weapons, because we all set up settings for M6D starts. Then, Halo 3 comes along and their like we need our AR users easier time against sniping.

Ah well.

I do wish Sniper in Infinite gave somewhat of a security of versatility. You pretty much need to hold on to an AR or something so you can fight when your sniping sucks!

The only issue I have with the Sniper(and scopes in general) is being knocked out of scope by a gust of wind. I like the idea of being able to stop people from scoping, but some idiot praying and spraying an AR from across the map can land just a single bullet or two and knock you out of scope and that is just downright ridiculous lol.

We already have a damn FLASHLIGHT or 343’s strange idea of scope glint, exposing our every movement if we aim… I think only a headshot should knock you out of scope in one shot, other than that, you should have to lose a certain amount of Shield or Health in order for that to happen.

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cough meaningful, noticeable projectile physics on every weapon would limit their ability to descope at range cough

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Well they people said Halo 5 sniping was too easy so they added bloom and glint.

The sniper should be a beam. No bloom. No glint.

That wouldn’t have much impact unless you want to radically alter the usability of most guns at range with severely slowed bullets, a la the pulse carbine. Shooters like cod and battlefield have projectile bullets on all guns, but players are still able to routinely land shots at ranges greater than the size of most 4v4 maps in halo, because the bullet physics are designed around relative health pools, increasing ttk/difficulty at longer ranges by increasing a percentage of shots missed. These games also have controllable recoil rather than spread, meaning that players are putting bullets out across a line rather than a cone at most ranges, and flinch is substantially less disorienting as a mechanic than descoping on high zoom weapons.

If they wanted, they could make the game play like cod by making the guns all projectile, recoil and flinch based. But if they did, what reason is there to play halo rather than cod?

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Recoil gameplay > bloom gameplay.

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It doesn’t have to be one style or the other though, there’s endless degrees between the velocity of the pulse carbine, and Battlefield/COD style handling. Slower projectiles would also help to emphasize the importance of a good strafe at range, which empowers both players in a Sniper vs BR duel, for example, since the BR user has the potential to be rewarded for good, deliberate aim under pressure, instead of effortlessly pelting the Sniper with sweeping bursts/instant peek shots, and the Sniper is able to apply more pressure at range by way of deliberately dodging/throwing off the BR users shots. As it stands I personally absolutely feel that a fair chunk of Infinite’s weapons need radical altering, either way.

Also, not to say they pulled it off perfectly, but Halo 3 and CE both had functionally projectile weapons, so there’s already precedence in the franchise. I don’t necessarily think there’s anything wrong with Halo having projectile precision weapons that shoot essentially straight, which is where the Halo 3 BR fell flat, with it’s over-tuned random spread (IDK if I’d exclude such spread entirely, such as at extreme range, but it’s up for debate).

Right, but my point is that the faster end of the spectrum of projectiles, such as those in cod and H3, don’t substantially impact the player’s ability to hit targets at range, and so wouldn’t really do anything about the descoping problem. Substantially slower projectiles would solve the descoping issue, but would simultaneously render pretty much all weapons useless at range, in the same vein as the pulse carbine.

There’s nothing wrong with Halo having projectile weapons, I just don’t think that change alone would meaningfully address the issues with the current iteration of the sniper.

As it has historically been the case to give the target a chance to throw off the shooter.

It also incentivizes the shooter to make their shots count.

At range, no scoping is designed to be used at mid range effectively.

If you’re on controller that is. If you’re using a mouse 343 doesn’t want you using no scoping at all due to the aim-resist when your target is moving.

Another thing to consider is that infinite has introduced this intense scope glow that grabs the attention of every opponent on the battlefield. There is no more being sneaky with it.

Also, as if scope glow isn’t bad enough, your player outline will draw even more attention your way no matter how far away you are from opponents. This is exacerbated by players being able to pick which color you will glow.

No other halo has made it so obvious where “ the bad guys” are. This new hyper-visibility has really taken away from the game. It reminds me of some kind of cartoony arcade shooter. Halo should go back to what it was.

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Right. But if you cannot use the scope you cannot land shots. This wasn’t an issue before bloom, because good players could still shoot heads without the scope, or at least get consistent bodies at longer ranges. And even if you did get descoped after lining up a shot, shooting 1ms after getting descoped would still hit what you aimed at.

But with bloom, the instant you get hit at any range your bullet is now random. Unless you are point blank, in which case you may as well take the easy road and bodyshot combo to improve your odds.

I don’t know what you count as mid range, but shooting from the sniper spawn on live fire to the wall behind sandbag crate puts the bullet randomly within a radius about as wide as a player’s head, meaning that more than half of shots fired at that range with the reticle dead center on the head will miss.

That is objectively terrible design. If kbm players are so massively outsniping controller players that you need to deal with it, the solution should be (I can’t believe I’m saying this) to buff aim assist. Even if that doesn’t fully even things out, sniper spawns are infrequent and ammo is limited, limiting the impact that discrepancy can have on a match.

Actively punishing players for their choice of input is only going to cause players to drop the game in favor of something that doesn’t treat them like ####.

Eh not necessarily.

Halo CE, 2 and 3 made it very difficult to utilize no scopes at ranges even with consistent shot placements due to how the Sniper worked in those titles.

Reach and 4/2A (I dunno about 5) were probably better representations of consistent no scope shot placement, and they have bloom.

Again you’re going to have to provide some specifics, especially on moving targets knowing they’re being targeted, a descope is more than enough to throw a shot off.

Well yeah lol, it wasn’t even in response to anything, it’s more and more apparent that it was a preemptive handicap, which is incredibly unfair.

The most fun with sniper rifle now is to camp somewhere nice with good sniping spots in your range and look around for those big red stars, then aim for them, quickly scope and shoot for the middle of the star - guaranteed headshot, while skewer user has to adjust for projectile drop, so is slower to aim…

It’s not fun being a sniper in Infinite because of scope glint, bloom, and descoping.

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Difficult to use and completely random are two very different things. In older Halo games, aside from the lag issues caused by peer to peer connections, noscoping was consistent at basically any range where you could actually see the guy. There was a tiny amount of randomness within the reticle circle, but bullet magnetism corrected for that at extreme ranges, which were the only ranges where it was an issue. Aside from bullet magnetism, zoom level did not alter the possible shot trajectories.

If a shot goes off milliseconds after a player is descoped, the bullet has the same trajectory as it would while scoped, only without bullet magnetism to steer a missed shot into the head. If the shot was properly lined up at any non-absurd range, the tiny timeframe involved does not give the enemy time to move out of the way and the shot connects. Assuming that lag didn’t force the host machine to decide between desynched reports, but that is an issue separate from weapon design.

With noscope bloom, this is no longer the case, meaning the gun is unreliable at substantially closer ranges unless scoped in. If you could retain your scope while taking damage, this would not be an issue. As you cannot, it is an issue.

And the fact that there’s a giant bullet stream saying “I shot from here.”

There’s too many negatives on the damn thing. They need to remove either glint or descoping. Having both is stupid.

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Yes. You are expected to scope. You get no bloom when you do, and slightly randomized spread when you don’t.