The glare helps the person sniping it’s a joke and just needs to be removed.
Naaah, they should keep the glare because weapons must be balanced. I believe it is not balanced enough. It should have a mini Klieg searchlight attached to the barrel that will project a remaining bullet count on the sky. or maybe firefrackers going off whenever your aim is on the target.
Although it would be better to completely remove the sniper from the game and send it to the weapon graveyard to meet the fuel rod.
It really isn’t “that” bad.
And I guess, if you are particularly sensitive to that sort of thing… some sort of slider is probably an OK idea.
But I like the mechanic. And I like that the different weapons have different glares - so you get an idea of what they are trying to shoot you with.
My kids, who are way more competent with the Sniper’s were trying to teach me a few weeks ago. They mainly look around without zoom. Then when they see a potential target they quickly zoom in and shoot.
And if they shoot someone (or not) they move position. Either way the jig is up and someone is coming for you. And the best Sniper games are when everyone is constantly on the move.
Bottom line. If someone see’s your glare and escapes - it’s because you screwed up.
If I had to guess, it was added to make it easier to identify where snipers are hiding in BTB maps. Without it, they could be a royal pain in the -Yoink!- to deal with in levels were there are loads of sight lines and plenty of cover to hide in while you snipe.
Ok but at higher levels of play Reach bloom was also less impactful due to players being more accurate. Just because the effect is softened at higher levels of play doesn’t stop it from being a net negative mechanic.
I just don’t think that’s a good justification when it didn’t pose an issue on previous BTB experiences. With the player increase they aren’t forced to ramp up sniper availablity, they could easily just have 1 sniper spawn each base for sym maps and 1 or 2 sniper spawns on asym maps.
I don’t think it was an issue on headlong and that map was much more of a haven for sneaky snipers than any of these maps.
KCD0DGER Who’d a thunk it, land shots? Shocker.
Beside the game breaking mechanics it’s just an utterly ugly design choice. And it freaking worked. For so many iterations of the game…
Yess it needs to go for sure. That stuff is blinding
The fact that they’ve carried the glare from just being on the Sniper in 5 to everything with a scope is just goofy.
Once again I don’t think the example you picked is a fair comparison. Bloom, like armor lock, are gameplay mechanics that materially change how the game functions. Bloom adds a level of randomness to your shots. You can limit the effect to an extent but because bloom is always there you will always have some randomness no matter the skill. Same with armor lock. It is an ability that dramatically altered the gameplay and tankiness of Spartans. You could play around armor lock but it gave the user so many advantages and was anti-competitive.
Sniper glare on the other hand is a visual effect that is beneficial to signaling information at low level play and at most a mild annoyance at high level play. Better comparisons would be red reticle, grenade hit markers, power weapon markers/timers/announcer, etc… All these communicate info to low level players that high level players are already aware of. It does not change how the game functions and it really shouldn’t effect your accuracy unless it mentally gets in your head and you cause yourself to start missing shots.
Well unfortunately you can’t always be adjacent to them. They see the glare like a sun in the distance and go into rat mode, hiding
Agreed, the bullet trails should be part of the sniper and other snipers in game as well.
Go into rat mode, hiding. I love it!
No, no it doesnt need to go. Imagine getting headshotted without notice that your getting aimed at. The glare offers warning lights to FORCE you to move into safety and you want to take it away?
Put it this way, if you remove sniper glare and were the receiving end of getting killed by snipers. You’d have little to no information your getting aimed at and by the time you’re dead if you get nailed by the 1st shot. You’d be complaining of getting shot out of nowhere.
Having glare on, let’s you as the receiving player be able to react and reposition in time and anticipate getting shot. If your the one who’s giving the shots, it is your error if people get away from you whether you weren’t quick enough or missed purposely, full-stop…
It’s funny because the 4 alternatives you suggested are all already in the game, and there’s still a blinding glare added to it.
Honestly by the way the Sniper is balanced, the guy with the Rocket Launcher should be glowing with all the colors of the rainbow.
Hey Arx, good to see you again.
A lot of players don’t seem to understand the concept of counterplay and the interplay of mechanics. They’re mad because they glare gives them away but they aren’t thinking about why it does, so they want whatever inconveniences them, taken away.
The mindset is silly and does not consider the other player’s experience, so it’s good to see you weighing in.
Man, you must be fantastic at noscoping on controller after you get descoped by an AR across the map, I’m looking forward to your Alan Walker “Faded” Halo Infinite Noscope Headshot Montage! HMU when it drops.
Honestly, just need to be removed entirely.
Its servers no functional point aside from ruining the fun of using precision weapons.
Particularly the S7, having the element of surprise as a power weapon.
Plus… the maps aren’t really big enough to justify them.
Maybe if the maps were at the scale of Battle Field,
But if you’re so blind that you can’t see and recognize the spartan down the street that just killed you with the only Sniper on the map?
Thats a Skill issue.
I’d prefer a halo 5 glint, not the batsignal in your face spotlight that we got with infinite.
Why is everything in this game soooooo scuffed
I mean, the counterplay originally was to shoot them from a distance to de-scope them and then use cover to approach before filling them full of lead. Or counter-snipe using a Sniper that spawns in your base. Or identify common camping zones and blow them up. The Sniper was never an unbeatable Golden Gun that had no counter-play when it had no scope glint. There were ways to play around a Sniper in the older games that worked well.
Because it does not need to be there and was added mostly for parity with Battlefield and Call of Duty where Snipers are less rare to find Power Weapons and more common weapons you can spawn with. A minor amount of map knowledge can inform you to be careful in certain sight lines or to be aware of where Snipers like to hang out.
It’s funny, like Sprint, there was never a balance problem with Snipers in prior Halo games - people knew where campers like to hide with the Sniper and how to apply effective counterplay. Now it’s just “shoot the glowing thing”