Zoom flinch is a relic of the past

Being hit by a stray bullet from across the map shouldn’t be enough to knock you out of zoom with any weapon. It’s extremely frustrating and serves no purpose other than to punish players that use long range weapons. It’s also annoyingly inconsistent when short range weapons like the AR don’t suffer from this issue but weapons with just a slightly longer zoom like Commando do have this problem.
A suggestion would be to implement a system where it only knocks you out of zoom if you’ve taken a minimum amount of damage in a certain amount of time, something like 20-25% of your shields within a second. That would make it where heavier weapons still knock you out of zoom but a smaller weapon would require the shooter to be more accurate and not just be able nick you once in order to completely mess up your aim.

Eh, it’s kinda key in firefights. I would say the problem is more the AR’s effectiveness at range

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An interesting proposal, but I think the zoom flinch, while being something that can be annoying at times, still needs to be there to just keep people from operating care-free at a distance with a power-weapon like a sniper.

The suggestion is good, but maybe instead of basing it off of damage percentage, it should be based on how many hits you’ve received. So taking multiple consecutive hits will knock you out of zoom and interrupt your shot instead of it being damage based. makes people who can’t reach you have some means of retaliation without actually being a danger to you, but also gives you, the sniper, time to try and squeeze in a shot.

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But then a sniper rifle hitting you once wouldn’t knock you out of it. Either way, at range that is a close ranger’s only form of defense and they need it to have a chance at closing the gap.

Good point. But it also incentivizes not making too much of a target of yourself if going with hit-based. But can’t say I can think of a perfect solution to reconcile the two needs.

Then why not make certain heavier weapons and explosives able to flinch after only a single hit and have it where smaller weapons require multiple consecutive hits in order to flinch? That way an especially skilled AR or pistol user can stun a sniper at range just as well as a well-placed grenade could?

I agree with you that shorter ranged weapons need some sort of defense against long ranged power weapons, but being able to completely negate a sniper’s ability to aim so easily shouldn’t still be a thing. It’s always struck me as a poorly implemented and frustrating mechanic in the Halo series and I don’t see any justifiable reason why it should continue to exist almost unchanged after 20 years and multiple games.

Remember when H4 replaced descope with flinch…
Remember it functioned so poorly in halo and had such backlash that 343i were forced to change it back to descope only a couple months into H4’s lifecycle?

Yeah…no thanks…
Keep it as it is…halo has changed enough to acomidate fans of other series…

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I think they should just axe scope glint. It makes the sniper an easily recognizable target and much more likely to be knocked out of scope. You already don’t have radar while scoped (not that it matters this game) and you’re highlighted all the time anyway, glint just makes you a priority target which makes it much harder to sit in scope for any amount of time before you’re under fire.

Descope is an essential gameplay element of Halo’s sandbox. Don’t like it? Go play a different FPS. Halo without descope is really bad, and if you need a reminder of that, Halo 4 says hello.

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Yup. That’s pretty much the point. No hiding out of danger and cheesing kills just because you happened to win the race to the sniper rifle.

It absolutely does serve a purpose: To keep ranged weapons from dominating the game. You know how easy it would be to snipe without de-scope? The real issue is the AR being able to constantly hammer you at long range because it’s so accurate, making it impossible to ever stay scoped in.

It makes sense in practice though. Descoping a sniper is basically suppression. It also makes the fights more dynamic.

Uh, how about no. They tried this in Halo 4 and was the absolute worst. There’s a reason they brought back descoping in Halo 5, and it’s because it makes ranged weapons dominate more than they already do.

It’s absolutely ludicrous how in Halo 4 the Sniper is essentially unmatched due to the fact you basically can’t counter the sniper with good aim from a BR or DMR. We don’t need to go back to those days. The more skilled player and the one who and keep their opponent out of scope wins in scoped range play, and it should stay that way.