There’s nothing wrong with sniper glare as a mechanic. The btb maps are massive, and that’s what the glare was designed for. With power weapon spawns being random and unequal, it should be weaker overall. It doesn’t make it weaker in raw strength.
What is wrong with alerting someone that it’s a sniper looking at them from a range they can’t fight back from?
If you’re decent, they die anyway. It gives needed counterplay to a gun that doesn’t have any with the starting weapon.
They are no more massive than the large BTB maps of Halo CE, Halo 2 and Halo 3. In FACT, there are so many obstacles between the pillars, buildings, rocks, trees, etc that the maximum range you can even shoot is much lower than that of many Halo 1, 2 and 3 maps. Your argument sadly doesn’t hold water.
Btb maps in infinite are significantly larger than any others outside of CE. By design, since there’s 50% more players of course, while CE PC btb maps were designed for 16v16 which never materialized.
All 3 infinite maps dwarf 8v8 btb maps, and with that paired with AR starts necessitates a little bit of extra awareness from the non sniper.
No… The Infinite BTB maps do not dwarf previous maps. Idk where you think you’re getting that info from. Go do some comparisons.
We can agree that AR starts shouldn’t be the ONLY starts for BTB. I think the playlist should include BR and AR starts, as well as a Heavies variant but that’s neither here nor there.
I have 1 counterpoint and 1 opinion about your argument.
Counterpoint: Previous Halo games had similarly big and/or complicated maps, some of which had wide openings or long lines of sight. While maybe not as massive in raw distance, there were also less players AND less advanced mobility. Despite this, the Sniper Rifle never had glint and even often had more ammo than the Infinite Sniper. I never saw many complaints about it being too good at its job. I understand the asymmetrical spawns (which I significantly disagree with as a design decision) but the Sniper has other tweaks like less ammo and a higher ‘low’ zoom to make it more difficult to use.
Opinion: I actually don’t mind a little scope glint, but the reduced ammo reserve, much higher “low” zoom setting, and very minimal aim assist/magnetism I think warrant not needing a HUGE scope glint. It already has weaknesses, and again I like maybe a small glint, but the very bright and large glint from a wide angle is a little much imo.
The problem comes from AR starts most of the way. You kind of need to know if someone has a br at long range because of how easy they made it, along with how fast the projectiles are.
So you have the little sniper glint for that and the commando, so you have to have more for the sniper.
Removing the BR glint by giving everyone a BR, and reducing projectile speed so it’s not a laser cross map is the right move, which would let you use lesser glint for the sniper as a side effect.
I agree actually. I find myself missing BR starts for BTB which is pretty tough since the Sidekick’s bloom and projectile speed make long range defense a crapshoot.
I’m a big hitscan fan so I’m not sure about lowering the BR’s velocity too much but I like everything else you mentioned.
Weapon glare shouldn’t be a thing. It makes the sniper such a hassle to use and also removes any stealth gameplay in BTB from being an option in this game.
The bullet trail was good enough to figure out where the sniper was anyway. With outlines, glints, markers, etc. the scope glint in particular is redundant.
It really isn’t that hard to see people.
I honestly liked having to hunt the snipers down in older Halo games, if they were killing us it was because they could hit their shots and concealed themselves well. You’d have to figure out ways to get around them and with the Infinite sandbox there’s plenty of other ways to get them. Glint is like having the Oddball OBJ Tracker marker on your head for everyone to see.
AR Starts are actually interesting because it’s different from anything we’ve really had before.
Ya the BTB maps in this game are trash. There’s LOS everywhere and the maps are small compared to old school BTB maps that were big massive open areas.
lol, we already covered headshot accuracy. His overall is 45. Headshot is 52. My overall is actually higher than his at 46, but my headshot is lower at 48.
Didn’t @Liquid_Execute literally tell you the headshot thing was basically bunk? You know they’re also Onyx, right?
I think the glare should be toned down, I play on xbox 1s and its blinding. I agree it isn’t the worst thing in the world to have glare but I can’t even see the person aiming at me when I try to counter snipe. Its like looking into the sun lol.
I’d argue that as long as it categorically remains a high-demand, high-kill “power item,” whatever downsides it has are baked in and worthwhile. Snipers still seem to be in demand for players and have plenty of kill potential in the hands of a skilled operator, even with the scope flare.
I’d potentially agree that it’s unnecessary or even inappropriate on the Stalker Rifle, as that can’t oneshot and does provide a very clear bullet trail. But for the S7 and especially the Skewer, providing players with some indication that they’re in danger of being sniped still seems appropriate to me and an improvement over the older system. Yes, Snipers in Halo have always provided fair to good indicators of where they’re fired from- after they’re fired (and often killed one or two players).
I’d also agree that the flare is probably too intense and glowy to provide a great pinpoint location to fire at the sniper, but arguably that cuts in favor of the sniper and not the target. I know that trying to lay down surpressing fire on a sniper hasn’t worked well at all for me unless I’m using the AR in spray-and-pray- anything more precise and I haven’t figured out exactly how to aim at the flare to de-scope the sniper. That said, by the time the flare is even seen, if the target is out in the open and the sniper has a bead on them, their odds of successfully doing much about it are relatively low.