> > > > > i HATED descoping and am so glad 343 did away with it. scoped fights were such a joke. each player having to rescope 3 or 4 times; laughably stupid. promotes camping too. obviously whoever gets descoped first dives for cover being at a disadvatage. at least with flinch scoped battles are resolved. makes more physical sense too, i woundnt “descope” after shot, i should just flinch. good riddance to descoping
> > > >
> > > > Yes, because if you were ever shot in real life you would keep your eye right on that scope no problem.
> > >
> > > im not talking about “me” im talking about my armored shielded spartan supersoldier
> >
> > Are you saying that your half ton armored spartan with energy shielding would flinch when hit by a bullet?
> >
> > How would that work?
> >
> > <mark>Does the shield emitter somehow overload when absorbing damage resulting in an overload of the system carrying over to the suit’s servo system in a way that the upper torso tilts slightly upwards?</mark>
> >
> > Does the single bullet’s kinetic force somehow carry over from the shield to the spartans upper body forcing it backwards and in turn result in a slight tilt upwards?
> >
> > The kinetic force of a bullet is very very small, so I really doubt it would even flinch an unshielded armored spartan. The bullet is not meant to send people flying like you see in action movies, it’s supposed to trash organs. Even if the bullet did stop on the skin with the kinetic force it does have, it wouldn’t send a human flying. Seen people with kevlar getting shot flying everywhere?
> >
> > Descoping is actually a more logical feature than flinch.
> >
> > It can be seen as a safety feature for the user. It’s easier to look around unscoped than scoped, so any scoped person wouldn’t need to unscoped if he/she suspects he’s getting shot from an angle he/she can’t see in the scope.
>
> English please! LOL just kidding you make a good point.
Actually there’s a major reason marksman are taught to shoot with both eyes open… The non-scoped eye helps maintain relative position to one’s surroundings and keep the “peripheral” open.
As for flinch vs de-scoping in lore. De-scoping near very little sense because a Spartan isn’t looking through a scope, they’re looking through a visor that relays the weapons relative position and shooting angle directly onto said visor.
Flinching can and will occur on a Spartans, Elites and even Prometheans… But I also concede that it’s a matter of energy shielding strength for flinching to become moot.
That is because Spartans may weigh 1 ton and have inertial damping properties in their suits, however an arm doesn’t weigh 1 ton and a DMR’s 7.62mm high powered bullet, least alone a SRS99’s 14.5mm sabot round, can and will cause an arm to flinch with low and 0 shielding. In fact the DMR round is likely to puncture many of the medium and light armour grade suit pieces when there is 0 shielding (and definitely the undersuit)… You think a Spartan will flinch when a bullet actual punctures? Hell ya.
As for the inertial dampening, it’s only to protect the wearer from impact force, it doesn’t prevent physics from happening. Spartans are not immovable objects and unstoppable forces can and will cause limps to move, least alone bodies to lift.
We’re not using weak weapons here, the AR fires a 7.62mm NATO round with a barrel cushioning system to allow for a short ranged heavy hitter. The DMR uses a higher grain count and likely match grade components (hence why we don’t use AR ammo for the DMR).
It’s very likely the AR’s rounds are the same we use in current weapons, ie capable of passing through a 12" tree trunk and the soldier wearing body armour on the other side and the DMR’s rounds are even more powerful. Likely an 18"-24" tree and a soldier would still pose little problem.
So how does this transfer to gameplay? Well the amount of damage given causes flinch… Except for the LR’s scoped shot which actually has a greatly reduced flinch vs damage ratio… But it also kills in 5 body shots and doesn’t descope.
This mechanic allows many things.
-
The LR to be a more consistent weapon of its type. It’s likely descoping makes this weapon random and frustrating on a level greater than the 100%DMR.
-
Players aren’t forced to use low thumbstick sensitivities just so they can use long range weapons. By proxy, players are less hindered by swapping between weapons to use the advantages of niche specific weaponry.
In other words, players can more consistently use multiple weapon types and not have to worry about changing their overall right-stick movements. -
Can’t claim fullautos are too powerful, maps are too big or gameplay is too small if everyone can reliably engage with their scopes.
By proxy, no sense on complaining that CQB combat is dead if said complainer only ever intends to use is a scoped weapon or a powerweapon (especially on maps that aren’t much wider than 80’). -
There is a trade to use the scoped function very reliably. Either use up an armour mod to keep very long distances (which is pretty silly considering the potential usefulness of other mods and sprint being present) or attempt to stay in the 20-30m range against the enemy as best as possible.
This latter suggestion is how one played H3. Either a player chose to engage unreliably at range or they got in close (and took time doing so) to get within RRR so that unscoped shots could be more reliably used.