SNIPERS: A Nightmare for Developers and Players

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Arch

Arch

День тому

The Unbalanced Problems with Snipers in Video Games.
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⍜ Timestamps
00:00 - The beginning or Arch
00:47 - All the Guns
04:12 - Is there really a problem?
10:16 - A rushed history of Snipers
14:11 - The stat change part
22:36 - 3 Solutions
29:48 - Conclusion
Arch is a channel that releases high quality 30+ min videos on media like games, series and movies.

КОМЕНТАРІ: 20 000
@randomindividual769
@randomindividual769 Рік тому
I recall an old quote of Tf2s balancing issues. It went something like: "Not one class was designed around an individual player having 50k hours of playtime on said class."
@zombine7103
@zombine7103 Рік тому
That is the only thing we are supposed to say when someone says sniper is unbalanced. I have been playing tf2 for years and i only have 600 hours. Its also because i play many other games and online shooters but you get the idea. How to solve sniper issue? Well, this is a life issue. The issue is that some people dont have it.
@Randus1058
@Randus1058 Рік тому
@@zombine7103 problem: people dont have lives Solution: *t a k e i t f r o m t h e m*
@zombine7103
@zombine7103 Рік тому
@@Randus1058 thats a goo-*aahhhaamm* an evil approach.
@marsupialmestre9088
@marsupialmestre9088 Рік тому
@@Randus1058 lmfao
@kaidwyer
@kaidwyer Рік тому
@@zombine7103 what can I say… evil is effective
@husveq
@husveq Рік тому
Another thing to consider is hitscan vs projectile. The original snipers in fortnite had massive travel times making shots far harder to hit and feel much more fun to use and fight.
@justascarecrow6988
@justascarecrow6988 Рік тому
Few things as nice as firing a projectile at an angle you know will be peeked and crouching into cover to hear the kill sound. It makes for great mindgames and also encourages thinking ahead, as opposed to "just" pointing at heads.
@dukeradwardthe5th843
@dukeradwardthe5th843 Рік тому
The Huntsman begs to differ
@ethanspradling
@ethanspradling Рік тому
Didn't the snipers in both Titanfall games also work like this? I remember them not only having travel time like but also some bullet drop, requiring you to lob your shots depending on how far away you are.
@hisyam1664
@hisyam1664 Рік тому
@@dukeradwardthe5th843 more of a gimmicky weapon, no?
@thebesterwintbe6501
@thebesterwintbe6501 Рік тому
@@dukeradwardthe5th843 can't 1 shot on a fully charged body shot so it's balanced in my opinion
@gold_me
@gold_me 28 днів тому
Splatoon is not exactly an FPS game but honestly it's definitely figured out how to make a fair sniper in my opinion. All they did was add a forced wind up every time you take a shot, and sprinting forces you to wind up all over again. However *EVERY* sniper one shots no matter what when you land a hit. This completely changes how snipers play in Splatoon, because it forces the sniper to be a lot more committal with their aim and makes more chances to bait out shots without instantly dying. And this also allows the devs to make entirely new ways to balance snipers, by making faster charging ones with less range, and slower charging ones with more range. It's a unique take on snipers that I'd like to see if it's possible to be put into a FPS game one day. One other thing to note in Splatoon is that snipers have pinpointers not just visible to you, but to everyone else in the game, which generally makes fights a lot less "hold this one angle".
@-RandomStranger-
@-RandomStranger- 23 дні тому
Can you elaborate more on how the sniper there works? I'm confused
@CalciumEnjoyer
@CalciumEnjoyer 21 день тому
@@-RandomStranger- Charger (sniper) has a (you guessed it) charge up time, during this charge time you move extremely slowly with most chargers, you can hold the charge as long as you want but you have to be slowed. They ALWAYS one shot on body and head, with only a few exceptions. It forces you to be committed to making plays.
@-RandomStranger-
@-RandomStranger- 21 день тому
@@CalciumEnjoyer the sniper in tf2 has the same mechanics and hes still hated, except he only oneshots 5 classes in the game with a bodyshot, but a lot of snipers still have a moral code to try and aim for headshots, even if they're fully charged
@stavbearer9878
@stavbearer9878 21 день тому
To clarify,, you cannot passively charge it or hold that charge. You must choose to charge it and then release
@-RandomStranger-
@-RandomStranger- 21 день тому
@@stavbearer9878 and that seems like the huntsman, the tf2 weapon all players like/ars fine with(excluding the bugs)
@SpineAppleTeethProductions
@SpineAppleTeethProductions 23 дні тому
I know I’ll get buried and I’m late to the party but here we go: a solution I haven’t seen mentioned yet is what Phantom Forces does with the gyro-jet carbine. For those who don’t know I’ll explain: The gyro-jet in Phantom forces has a reverted curve for damage. This meaning that damage scales with distance. This is accurate to real life actually where the bullets are just glorified rockets. Applying this concept to all snipers would mean that on short ranges they do little damage, where on long range they deal massive damage. Granted you would probably also have to apply a curve to discourage mid range use but I digress. I think this is the best simple solution to this problem. I also realize that this would make the game way less realistic but I think this is the best solution.
@GM_Neo
@GM_Neo 7 днів тому
Another thing they did was with the M107 Barrett, it did low damage that went up to a certain point, then a ways after it went back down again making it most effective between there
@iwiffitthitotonacc4673
@iwiffitthitotonacc4673 16 годин тому
Alternatively, if you have a points system, you can do exactly what you mentioned but with points instead - up close kills results in minimal points, so people who do this barely get any reward for doing it.
@remingtonn_
@remingtonn_ 7 годин тому
phantom forces is indeed amazing for sniper balance, but you're forgetting the fact that you can equip a shotgun shorty or whatever its called now (used to be serbu shorty, i haven't played in a bit but i know it changed) and a sniper rifle. i use this strategy and it is... a little bit overpowered, to say the least. i immediately kill anyone at most ranges (the few ranges i don't cover tend to be absent on most maps) though, i mostly target higher-level people because i think its good aim training, and i don't use the body-shot snipers like bfg 50 or hecate 2.
@digitalnuke
@digitalnuke Рік тому
You forgot to mention the ORIGINAL Team Fortress, which was based on Quake. The Sniper had a gradual zoom that zoomed in over a few seconds and got more powerful as it zoomed. So it got harder to aim at the same time as it got more powerful. Shooting unzoomed was about the same damage as a standard rifle.
@MrShkolololo
@MrShkolololo Рік тому
It's also was the first Unreal Tournament by the time of CS1.6, which had pretty deadly sniper rifle, especcially on large maps. And yep, it looked like balance as all the guns have some killer features like really big boom or dedly substance blobs spawns
@metl6929
@metl6929 Рік тому
THANK YOU. I got so annoyed when he skipped TFC and went straight to Counter-Strike.
@Noway-sg8md
@Noway-sg8md Рік тому
ya he didnt mention UT or TFC, zzz
@farbeyond37
@farbeyond37 Рік тому
Man the biggest challenge with sniper in the original quakeworld TF mod for quake was the fact we were all playing on a dialup connection back then. I was rocking a 14.4 dialup connection on AOL back then. I didn’t hit many sniper shots.
@fahrradmittelfranken8207
@fahrradmittelfranken8207 Рік тому
@@metl6929 TFC, Half life (had an actual sniper weapon) or Quake 2. The guy must be very young to not know all these games.
@ka1withan1
@ka1withan1 Рік тому
Many games have mechanics similar to over-penetration. Simply, you do less damage up close because they just go clean through the target. This also has the fun mechanic of walbangs dealing MORE damage at close range
@randomcow505
@randomcow505 Рік тому
correct me if im wrong but I remember halo 3 having this or it was suposed to have this I found a limited edition version of the game many years ago, the one that came with a book on enemys and weapons and i remember it saying in that book each of the weapons damages at diferent ranges, with long range weapons doing less damage at closer ranges but at the same time I do not remember ever feeling like this mechanic was in the game itself
@Right1994
@Right1994 Рік тому
I find it funny how he does mention Battlefield, but not that Battlefield 1 has exactly the mechanic you mentioned here. It's even used to differentiate the rifles against each other, with different rifles having different one hit zones.
@cactusskeet
@cactusskeet Рік тому
1:46 There could be more aspects depending on the game, mobility can branch out into aiming walkspeed and hip walkspeed, handling could branch into recoil, ADS time, or sway, and range could branch into a damage range (less damage over long ranges) or velocity which is how fast a bullet travels.
@Idk_what_to_name
@Idk_what_to_name Рік тому
I was about to comment something like this, another solution is make the shotgun have better rof and mobility and handling than the sniper
@BigBoss-sm9xj
@BigBoss-sm9xj Рік тому
@@Right1994exactly
@gxalcremieshiny4229
@gxalcremieshiny4229 3 місяці тому
I am planning on making an FPS shooter, but struggled with finding a good Sniper solution thx for not only mentioning the issues, but also possible solutions for it
@Johnmaloney1962
@Johnmaloney1962 16 днів тому
My personal favorite solution is when shotties and snipers aren’t weapons you spawn with but function more like a power up, like in halo
@orange_turtle3412
@orange_turtle3412 6 днів тому
Just pull a fortnite and make the aiming stupidly inconsistent for hip firing so you basically have zero chance if you dont use the scope
@nyafu_uwu
@nyafu_uwu День тому
an idea i had yesterday was to make the bullets "rocket propelled/accelerated". basically the longer the bullet travels the more damage it does
@remingtonn_
@remingtonn_ 8 годин тому
please for the love of god... whatever you do... never give a sniper the option for a shotgun as a secondary (or if you do, nerf it). this is a deliberate tactic i use in some FPS games and it can be HORRIBLY overpowered.
@orange_turtle3412
@orange_turtle3412 3 години тому
@@remingtonn_Best long range weapon and best close range weapon together? What could go wrong!
@psychoedge
@psychoedge 3 місяці тому
As someone who spent about 200h in BF3 alone quickscoping with sniper rifles I can affirm they're often the better shotguns in close range if your aim is good enough. While we're at Battlefield I feel like it is one of the shooter series out there that managed to make among the best trade-off between playability and balancing while not sacrificing too much realism. There have been multiple of the solutions you proposed implemented to BF: - scope glare on high range scopes (>4x) - low hip fire accuracy - suppression mechanics (reduces accuracy if you're under fire, the more bullets the worse the penalty gets, meaning you cannot camp a corner successfully if someone is sending 200 MG rounds at you) - scope sway when ads - being able to steady your breath for a second or two (increases tunneling thus reduces mobility, basically a more realistic approach to what TF2 did) - a bipod attachment that removes scope sway (makes you extremely immobile and combined with scope glare makes you an easy target while you're ads) - a variable damage amount depending on distance with an optimal damage range that allows for oneshot body shots (no close range one shots) - an actual bullet travel path (in games like CS and Valorant snipers are often hitscan weapons, in BF you have to factor in the bullet dropoff and travel times over distances) And the advantage BF has over most other shooters mentioned here: - a class system limiting the availability of gadgets that snipers can use - gadgets of the sniper class are usually less offensive and more utility based (e.g. tools to spot enemies or laser designate vehicles for other classes with lock-on-missiles) - way bigger maps (encouraging the use of bigger scopes for snipers and playing less aggressively and more stealth/range oriented) - vehicles (vastly outdamage and outtank snipers in all ranges so it forces them to seek secure cover and frequently move positions) - being able to destroy buildings which removes option for camping in cover - "slug rounds" as option for shotguns which turns them into close range sniper equivalents with way higher RPM but reduced distance I think they're quite well rounded in titles like BF4, BF1 or BFV and almost never felt unfair to play against.
@ChaplainDMK
@ChaplainDMK Місяць тому
Man slug rounds on BF:BC2 and BF3 were such a meme. For some reason I really got into them, I think in BC2 I always played them with magnum rounds so I could one shot kill people at some range.
@KinshinReaper
@KinshinReaper 23 дні тому
To me 2 of the points contradict each other quite a bit, I don't feel like having way bigger maps encourages bigger scope or long range because scope glint exists. Scope glint directly discourages long range and high power scopes, which encourages using weaker/short range sights thus encouraging you to play medium like an AR making the bigger maps just more annoying and "Sniping" somewhat pointless. But that's just my personal opinion.
@zachcushing-murray2663
@zachcushing-murray2663 20 днів тому
Loved playing with a squad in Bad Company 2 as a sniper, with a medic and resupplier for support. The bullet drop always made sniping way more rewarding imo
@n8zog584
@n8zog584 19 днів тому
Honorable mention goes to BF1s sweet spot mechanic making rifles strong at different ranges. The mechanic got $h!t on a lot but ultimately it did inject a mechanic of choosing your engagements. The sidearms in bf1 usually filled in the gaps that the sweet spot rifles failed at. I personally didn't think it was all that bad of an idea, it just was never overtly explained to players very well. Lots of long term battlefield fans didnt like it but I think thats mostly because they only ever think about the mechanic when they get killed by it. And ultimately if you are working with your team well, you can soft counter the effects of the sweetspot.
@Freelancer837
@Freelancer837 18 днів тому
BF1 was pretty bad about sniper rifles with how good they were. BF4 was the opposite. They weren't that good but if you were someone who put a bunch of time into getting good with them, they were a monster, so it was always one extreme or the other. BF5 was just a bad game so whatever lol
@georgeisratemint
@georgeisratemint Рік тому
Let's not forget that in CS:GO a lot of gameplay revolves around sound cues. the sniper makes noise when you scope in, so players have the choice of walking around scoped in which leaves them open to more angles, or staying unscoped, increasing time to kill, as the snipers are still inaccurate for a few moments after ADS. In higher level CS, giving away your position is almost always a death wish
@libingmeme8474
@libingmeme8474 Рік тому
you also need to constantly reposition and have bad mobility for at least a little bit before you whip out the knife, which is too late when you're already getting slowed by shots. Anyone that's not an MG lowelo dog can easily win awps
@Gschmidt247
@Gschmidt247 Рік тому
and this is why woxic plays on serial killer high sens so he never has to scope out hahaha
@Eridelm
@Eridelm Рік тому
Moreover, the amount of money you recieve after kill are the lowest, if we deeply look onto in-game economics, you can get a kill or two, still die with lost round and not get a new rifle in the next. This ultimately pushes the player to analyse, are they confident to make a push in enemy controlled territory or they would rather save it to the next round, thus keeping on team-economy with high valued gun. That's what I think is the best balance point in tactical shooters. Snipers almost everytime have a low balance so they have to rely on their teammates or switch gameplay to money grinding SMG's/shotguns e.t.c
@iller3
@iller3 Рік тому
...only if you've got headpones on, and they're cranked up to EAR BLEEDING. They're basically legal wall hacking and I've never agreed with the people who believe it's realistic to turn footfall up to 11 and still call it "fair and tactical" gameplay
@libingmeme8474
@libingmeme8474 Рік тому
@@iller3 you can hear scoping on any volume, you don't need your volume through the roof. I'm pretty sure you can hear it even on speakers, but idk why anyone would do that to themselves.
@loafity4244
@loafity4244 8 місяців тому
I think an important thing to take into consideration is the map. Maps heavily influence the weapon choice of a player, which in itself could be a pretty good way of balancing a sniper
@AWESOMEPRO-xu4it
@AWESOMEPRO-xu4it 7 місяців тому
call of duty exists
@m4rcyonstation93
@m4rcyonstation93 7 місяців тому
see: splatoon
@dustydeemer8347
@dustydeemer8347 7 місяців тому
maybe get good and stop crying when u get merked
@AWESOMEPRO-xu4it
@AWESOMEPRO-xu4it 7 місяців тому
@dustydeemer8347 Using texting shortcuts in comments, and the comment is actually true to some degree.
@dustydeemer8347
@dustydeemer8347 7 місяців тому
@@AWESOMEPRO-xu4it what about texting shortcuts?
@SnappBacc
@SnappBacc 22 дні тому
ngl but when I get killed by a sniper in my head I'm like "nice shot bro" but when I get killed by a shotgun at a distance where the spread shouldn't even do more than 10, "Bro I could've one something dammit"
@lightice.i
@lightice.i 3 місяці тому
One of the ways i do like when it comes to “balancing classes/weapons” is loadout points. Specifically The Last of Us’s Multiplayer system of 9-13 loudout points. Sure the burst rifle is still pretty broken in that system and some perks too, but i feel it’s a great start to take in consideration for another piece to the puzzle to balance player loadouts. This way it kinda follows your price/range bulletpoint that you ideally want to feature, although the shotgun is more expensive in TLOU than the strongest sniper rifle.
@bandana_girl6507
@bandana_girl6507 Рік тому
The sniper also has balancing options with map design as too many clear sightlines means you have too much long range availability. However, if you let those vantage points exist with some form of path to the point that isn't visible from the point, you can somewhat balance that
@pedronabais1456
@pedronabais1456 Рік тому
but that just means an class in game with 8-12 shrikens alot of the creativity and kind of maps you can make
@vivelespatat2670
@vivelespatat2670 Рік тому
The best solution to the Sniper issue is to not add it in the first place.
@catocall7323
@catocall7323 Рік тому
Bazookas! Clear sight lines no problem, just barrage the shit out of any obvious sniping position.
@nyaleph
@nyaleph Рік тому
Same thing for utility... Snipers are balanced by having their usual position being flashed or their view blocked by smokes
@jatollar
@jatollar Рік тому
@@vivelespatat2670 That's also how you lose millions of players as well. You'll still play the game if there are snipers, I won't play the game if I can't snipe.
@steeeen
@steeeen Рік тому
Battlefield 1 utilized a "sweet spot" mechanic. The snipers had a specific range for 1 shot body kills, for example: 150m - 180m. Ranges closer than or further than this "sweet spot" become ~2+ shot(s) to kill. It worked well in BF1 and was really fun. Though it's a viable balance idea due to Battlefield's projectile based weapons and large maps.
@prince0panda914
@prince0panda914 Рік тому
yea but iv come to close to screaming the n word coz someone sniped me from 200 meters away and theres nothing i could do abt it, causing a decrease in fun for close-quater players
@oba9ara
@oba9ara Рік тому
@@prince0panda914 Just admit you have racist tendencies without blaming the game LMAO
@mousetrap4751
@mousetrap4751 Рік тому
@@oba9ara every gamer, racist or not, has come close or has said the n word at least once.
@Littlevampiregirl100
@Littlevampiregirl100 Рік тому
that was my first thought too going into the video, that the sniper could just be modified to be weaker on closer targets. other solution could be that its accuracy would become worse the closer the target is, where being too close to an otherwise clear shot will make it have a much higher chance of bullet spreading away from a target than a shotgun would around corners. the game can show your vision gradually blurring more and more while scoped, the more you aim at closer surfaces, until it becomes completely blurred aiming at something right in front of you. so shotgun would pretty much always win even with a whole wasted mag. would completely discourage anyone from even attempting to use a sniper in close combat, so snipers stick to zones they are capable in. bonus balancing point could be that if target moves into you, they shove your sniper rifle aside so you cant shoot them at all, so you are forced to use secondary in corners where you can get caught off guard. like how some games disable using bows if warriors get too close, makes aiming impossible. i feel like i have seen so many action movies where people grab pistols to disarm someone from shooting, its strange no one thought of it as a balance against sniper rifles. those guys probably dont want you to push around their heavy and unbalanced gun while sticking your smgs in their face lol
@prince0panda914
@prince0panda914 Рік тому
@@oba9ara I was exaggerating for dramatic effect I don’t use the n-word when I get sniped
@Oltiemal
@Oltiemal 18 днів тому
Kraber G100 from Titanfall 2 is basically the same but it still works with how hard it is to land and how fast everyone moves, to effectively use it you have to be absolutely devoted to it. There's also the charge rifle which works against titans and oneshots pilots but takes ages to, you guessed it, charge. They're honestly really fun and extremely challenging to use together but can be really powerful in 1v1s despite being a death sentence against teams.
@emill-h2606
@emill-h2606 3 місяці тому
Hey, i think it would be interesting to bring this up again. Thats becurse, the new game Finals has some unusual game mekaniks regarding the sniper. Great video btw
@Deadvalley200
@Deadvalley200 Рік тому
The game Project Reality has a feature known as “stability.” The way it works is that if you move around and then aim down sights, your shots will have higher deviation. In order to shoot accurately, you have stay still for a moment to stabilize your gun.
@Bazzooka1518
@Bazzooka1518 Рік тому
Exactly my thoughts watching this video, and why I have mostly dropped casual shooters (who needs "weapon balance" when the biggest threats are grenades, vehicles and artillery? Lol)
@thisgoddamusernamestoodamnlong
@thisgoddamusernamestoodamnlong Рік тому
Destiny2 also balances their snipers this way, and it's why they feel great
@wilville3752
@wilville3752 Рік тому
Same with cod for quickscoping you let go of all movement keys for a couple milliseconds then shoot
@Phoenixstorm36
@Phoenixstorm36 Рік тому
Didn't excpected that PR would be mentioned here, but I'm glad you did :3
@jennalove6755
@jennalove6755 Рік тому
@@thisgoddamusernamestoodamnlong no they feel great because they game literally has aimbot.
@everythingsalright1121
@everythingsalright1121 Рік тому
One thing you didn't touch on at least for CS GO is that when you buy a sniper, you also gamble on the chance that if you die with it, you just handed a powerful weapon over to the other team. I think that in itself can be a partial balancing factor. Especially if you cant afford another one/good weapons next round.
@Twoface698
@Twoface698 Рік тому
Furthermore, it is very easy to bait out a shot from the AWP and push immediately afterwards while it still reloads Team coordination makes this even easier
@LuxthXO
@LuxthXO Рік тому
Also utility balences snipers alot
@gooburt
@gooburt Рік тому
@@LuxthXO agree. utilities destroy the awp, flash and smoke.
@butter_nut1817
@butter_nut1817 Рік тому
The awp is OP but it's a key game mechanic of the game. It's like a map feature or dangerous part of the map. It makes the enemies economy even more important.
@smokysams2043
@smokysams2043 Рік тому
It's still annoying when its 90% of my deaths
@ducky774
@ducky774 25 днів тому
Now, I know this video primarily focuses on first person shooters (and far more conventional ones at that), but Splatoon implements the “charged sniper shots” concept pretty well with its Chargers (Hey look it’s in the name!). Instead of just being charged for close range shots and always keeping a OHKO long distance shot, though, Chargers work so that your entire effective range+damage increases as you continue to charge the weapon, and depending on whether you’re playing a scoped Charger or not you’ll either zoom all the way into your scoped weapon with increased range but no charge hold capability or it’s unscoped variant with a charge hold you can use to reposition, but less range overall. This doesn’t inherently fix all of the issues with snipers, as the map design of Splatoon 3 is fairly cramped and allows for especially long distance chargers like the E-Liter to completely dominate sections of the map, but the charge shot mechanic makes it so that close range weapons like Rollers can still fight against Chargers, so long as they can sneak by and attack when the Charger player doesn’t already have a shot at the ready. Because map control+paint is so important in Splatoon and kills less so (because of the insanely fast respawn rate especially with Quick Respawn), Chargers are a inherently risky weapon to play as they typically paint much less than other weapons but also are rewarding when you can hit your shots, especially when running Respawn Punisher. Of course, just like any other game, there’s always a weapon or two that finds its way around such flaws (Snipewriter…), but overall I think Splatoon does a good job of keeping the Chargers consistent with their drawbacks because it links overall weapon range/damage to the time it takes for a shot to charge+mobility options after the fact. I think It’s really hard to compare something like Splatoon to other shooter game titles just because of how different it is from them, but your commentary on potential solutions to broken snipers made me think a lot of the game. Looking forward to watching more of your content, this was my first video and I can tell you put a lot of work into making this!
@sucio-
@sucio- 3 місяці тому
I like your “reverse falloff” solution, i think more games should attempt unintuitive solutions to balancing instead of the most intuitive, because sometimes it can give really nice solutions like that, would be very interesting to see that in game.
@marcoaltran1581
@marcoaltran1581 Рік тому
America’s Army 2 was the game that best solved the sniper issue with completely different tools. The aim naturally shakes a lot, and is magnified by the scope. You have to stay still and be crouched or proned. It also takes time for your breathing to calm down, specially if you were running. Still, your aim is never static. You can forget about using a Sniper in close quarters.
@craig5340
@craig5340 Рік тому
AA 2 best game ever...... No scope/crosshair MOS mount mekenna .. I wish i could still play it :( Back when bunny hopping was a bannable offence. Now its just a 13 year olds way of moving ugh the good old days haha
@ronarscorruption
@ronarscorruption Рік тому
This is very much what I was going to say - although I didn't have an example ready. This is a more fair, fun, and realistic way to balance a sniper rifle than any of the balances mentioned in the video.
@DeadSpacedOut
@DeadSpacedOut Рік тому
@@craig5340 bunny hopping is annoying, but banning people for bunny hopping is pretty petty and lame.
@craig5340
@craig5340 Рік тому
@@DeadSpacedOut Never said I want it banned I am telling you this is how it used to be . For the people around for the entire fps genre
@DeadSpacedOut
@DeadSpacedOut Рік тому
@@craig5340 I didn't say you said you wanted that, all I said was that it's petty and lame.
@ME0_
@ME0_ Рік тому
quickscoping becoming it’s own thing just made this fight that much more complicated
@pingviinipelaa9531
@pingviinipelaa9531 Рік тому
shotgun slugs with similar range to shotguns but more damage?
@MidoEl
@MidoEl Рік тому
quickscoping is not the problem and it should be rewarded, a quick scope upclose takes skill and is not easy to do and so when you nerf quickscoping you basically cap the skill ceiling and reward long range 1 hit 1 kill with no consequences to doing so, thats why the best possible fix for it is damage falloff that still rewards close range quickscopes but discourages long the long range camping.
@mansamusa3788
@mansamusa3788 Рік тому
@@MidoEl Quickscoping is the problem you shouldn’t be rewarded for using a long range weapon in close range. Snipers should be boring and campy its what they’re made for you should be playing around them not running in a straight line towards them. There are multiple ways to bait snipers(jiggle peeking, jump peeking, utility, etc), and get close but if you get clapped easily even at close range then theres no real viable strategy to handle them just pray they miss.
@GamerGod-fp1tj
@GamerGod-fp1tj Рік тому
@@MidoEl nah it should be the opposite. The sniper should do LESS damage at close range. That sounds stupid, right? yes it does, but an explanation could be over-penetration causing the bullet to do less damage. This way would be the best way to balance snipers in my opinion
@owentucker6215
@owentucker6215 Рік тому
@@GamerGod-fp1tj what about giving it high inaccuracy when aiming the weapon with your mouse quickly?
@Dombazzy
@Dombazzy Місяць тому
Snipers are a high-risk high reward gun, so long you can keep up with hitting your targets, you could be a monster on the battlefield. The flaws about snipers are they prefer damage and range over everything else, which makes using the sniper feel slow and clanky. Otherwise, it has the same ability of strength as a normal weapon would have, therefore creating a better weapon, at the cost of speed.
@TheMysticalFox
@TheMysticalFox 11 днів тому
You said everything I've been thinking since CoD 4, and the problems in that series has only gotten worse because the playerbase doesn't want a balanced game. Crazy how many of them think quickscoping at any range is "fair and balanced".
@prism223
@prism223 Рік тому
Who would have guessed that the single most terrifying enemy combatant in reality would also take the fun out of a combat game designed to suspend disbelief about the horror of warfare?
@silver1340
@silver1340 Рік тому
Yeah, everyone calls snipers unbalanced, but never know how nightmarish it is to be IRL solider, stuck in the open, with an enemy sniper pinning you down. And just like in the games, you don't know where they are. Snipers are a menace in real life like that.
@sebw89
@sebw89 Рік тому
but those irl snipers don't kill on close range :D this video game sniper nonsense is so idiotic to me in general. just aim for one millisecond and hit headshots... yeah right
@silver1340
@silver1340 Рік тому
@@sebw89 I presume (with an un-educated guess) that the reason we don't solve all wars with close-range sniper duels, is because they're bulky and it takes considerably more strength to hold them up or spin around with them to take aim. How do we translate that to video games though? No matter how close in-game you stand to a wall, you're never going to accidently hit said wall with the gun barrel, character movement has to be responsive and not realistic, etc. It's a god-damn mess!
@destroyerofturtles5024
@destroyerofturtles5024 Рік тому
@@silver1340 you could make it so that people carrying a sniper rifle move slower than others.
@silver1340
@silver1340 Рік тому
@@destroyerofturtles5024 Lower it too much, and the weapon itself becomes unviable to reliably carry. At most it makes people switch to other weapons more (knife) for increased mobility, which also increases time to take a shot as you have to pull out the sniper, but in the end it just turns annoying. Perhaps some simulation of weapon weight (slower movement speed) + respecting their bulky nature (drag when looking around with weapon out), the latter of which is unnoticeable on compact weapons such as SMG?
@Oxhmxn
@Oxhmxn 8 місяців тому
I liked the Battlefield 1 solution. One shotting to the body only on certain ranges, the "sweetspot" system enabled skilled snipers to choose their engagements based on the range.
@omnianti0
@omnianti0 7 місяців тому
one of the more unintuitive game ever where you can headshoot a aerial pilot with sniper but you need 2 explosive for destroy the aerial vehicule as the tank
@smokescreen100
@smokescreen100 6 місяців тому
​@omnianti0 It's not exactly complex. The pilot is more vulnerable than vehicles, but harder to hit.
@omnianti0
@omnianti0 6 місяців тому
@@smokescreen100 if you considere the helicopter integrity its very vulnerable to any damage especially the litlebird what their is barely nothing out of structural and critical mecanic to hit if you shoot it a dozen of time with cal.50 it not a real threat ND EVEN A SINGLE RPG7 SCORE IS NOT ENOUGHT
@Creepernom
@Creepernom 6 місяців тому
​@@omnianti0Battlefield 1 doesn't have helicopters.
@omnianti0
@omnianti0 6 місяців тому
i dont experimented rifles versus planes but i bet ita the same resistance @@Creepernom
@phenex5500
@phenex5500 5 днів тому
The main problem in CoD series snipers are the quickscopes. as soon as the ads animation starts, the bullet spread is completly removed meaning, you can just press RMB and LMB together and can one shot a guy at close range, completly skipping the ads part. One fix for this can be to delay the spread removing effect, so that upon ads-ing you will achieve the pinpoint accuracy after completly scoping.
@rizqyjauhary397
@rizqyjauhary397 3 місяці тому
My solution is to just give a massive and unpredictable sway/accuracy drop on initial scoping AND when you're scoping with rapid movements (or flicking). In long range case, when you're sitting in "sniper's heaven", you can still one-shot a certain angle easily. But then when you're being rushed from that angle by multiple players, you'll have a hard time hitting another since you'll have to be still for a brief moment before landing another accurate shot. This is already implemented in CS, but the accuracy recovery is still too fast imo thus not eliminating the unable-to-peek unfairness. In another long range case, when you're sitting in "sniper's heaven" but being pushed from another angle you're not looking at, you'll have your accuracy dropped when flicking to that angle and the shot won't be at your crosshair. This creates a fair advantage for opponents rushing to the sniper's heaven from another angle since they're more likely to survive. In short range case, the massive accuracy drop when flicking will highly discourage you to use the sniper since you'll most likely to miss your target. Think of it like this, when micro-flicking, your shot will still be accurate; but when you're flicking from beyond your scope's FoV (or maybe above a crosshair movement speed threshold penalty), you'll have an accuracy penalty that you'll need to briefly recover from that scales for how fast and far you've flicked. This creates fairness for those using medium-short ranged weapons as the sniper will only favor from long-range.
@shaunwu3910
@shaunwu3910 Рік тому
Quick note, Quake 2 does have the railgun which is a sniper (which doesn't even have ads). Quake 2 was released in 1997, before Rainbow Six. Arena shooters in general already balance snipers through faster movement options (which kind of transferred to Titanfall when they also had fast movement).
@Twisted_Logic
@Twisted_Logic Рік тому
Even then, the rail has been considered to have balance issues by many. I like Reflex's answer: the stake gun. Turns the rail into a projectile weapon, but in return you can use it to make stanfable surfaces on walls
@sk8erbyern
@sk8erbyern Рік тому
Half Life also have sniper (crossbow actually but it functions as a sniper) and it naturally released before CS did.
@matthewgagnon9426
@matthewgagnon9426 Рік тому
That just means the amount of skill you need to have to kill people with it goes up. Among the best of the best the railgun is still just as broken as it is among the best in other games.
@nowamajormotionpictureeven3797
@nowamajormotionpictureeven3797 Рік тому
@@matthewgagnon9426 Quake 2 didn't even try to balance all of its weapons though. There were 4 distinct tiers of weapons, and part of the game was a race to get top tear weapons. (1.blaster, shotgun, machine gun. 2. chaingun, hyper blaster. 3. Super shotgun, grenade launcher. 4. rocket launcher, rail gun and BFG) The rocket launcher helped balance the shotgun/sniper divide by giving skilled players the ability to shoot around corners and behind cover, as well as get multi kills. Camping with the rail gun for too long usually meant getting second or third place. However, yes, 1 vs 1. almost always ended up as a rail gun duel where people would only use the rocket launcher for rocket jumping.🤣
@precumming
@precumming Рік тому
5:12 I'm in the TF2 mapping community and the solution is map design, simply break sightlines and provide a safe opportunity to peak such as through a fence so you can check if there is a sniper before going into danger. You can also provide alternate routes such that no single sniper can cover every route requiring them to move around as the enemy will figure out that they shouldn't risk one route and should go the other. Snipers get a huge amount of focus in map making and as such maps in development have most of the issues solved surrounding snipers while also not making them unfun to play
@neoumbrela4935
@neoumbrela4935 Рік тому
This only applies to TF2. In other games like CoD snipers run and gun as if they were shotguns and still have the range advantage. It's funny that even the most balanced sniper type in the video is considered OP by the community. But I think this video is proof of how well designed TF2 and why it has such a persistent community.
@josepetersen7112
@josepetersen7112 Рік тому
Or there’s the real life solution, which is that everyone dies to the mortars, sniper included.
@alface935
@alface935 Рік тому
@@josepetersen7112 Bad idea
@alface935
@alface935 Рік тому
@@neoumbrela4935 Yeah in Call Of Duty i have no idea how we could fix that while still being fun to use the snipers
@josepetersen7112
@josepetersen7112 Рік тому
@@alface935 Oh, I didn’t mean that realistic fire support was a good idea for games, just commenting on how in real life 90% of combat is indirect fire.
@helio3928
@helio3928 2 місяці тому
suppression fire mechanics could work for non-snipers fighting snipers. they start shooting at the sniper, and even if they don't hit, if the bullets gets close to hitting, it shakes the screen of the sniper and disorients them
@thesalamanderking3475
@thesalamanderking3475 2 місяці тому
I think Splatoon really nailed the “sniper” class and fixed a lot of what other shooters struggle with in terms of sniper balancing. 1. Charging: in Splatoon, snipers (called Chargers in game) require the player to charge the shot before shooting. This puts the downtime of the sniper before the shot instead of after it. This means that a Charger must play at long range or else another player will be able to close the gap before the shot can charge and kill the sniper. Chargers lose hard to rush down and overwhelm tactics because of this. 2. Lasers and lights: when charging, Chargers emit a laser pointer that shows all other players exactly where they are aiming. Some other FPS games have this, but it’s more of a light than a real laser. In Splatoon, it’s like a laser pointer stuck to the end of your gun and it’s super obvious. When charging a shot, the whole gun also starts to glow, making it very easy for enemy players to know where you are and where you’re looking. 3. Swimming and maps: Unlike other shooters, the players in Splatoon move at very fast speeds, in and out of ink, over hills and ramps, and even vertically up the sides of walls. Hitting a target is a lot more difficult in general because of the pace of the game, and rushing down slow weapons is relatively easy. Splatoon is very innovative in the Shooter space in general (most notably in its controls) and I wish more games took influences from it.
@legitXsuspect
@legitXsuspect Рік тому
One thing that is commonly overlooked is the focus/depth of field. At long range (as intended) the scope would be clear. But if running around in close quarters, everything would appear blurry (as they do in real life). Scoops are sighted in for specific ranges and if outside of that range it objects would appear blurry. They could tune it to be difficult to to differentiate targets from the environments. Making it harder for snipers to run around close quarters.
@RAndrewNeal
@RAndrewNeal Рік тому
This sounds like a great solution. But it introduces a ton of calculations for the GPU to handle every frame, without the option to disable it (as doing so would defeat the purpose). Not only is it somewhat computationally expensive to blur an image, but it would have to get the distance of every pixel (or every mesh, for performance sake) from the viewport in 3D space and factor it into the blur calculation.
@user-sl6gn1ss8p
@user-sl6gn1ss8p Рік тому
​@@RAndrewNeal I think with things like deffered rendering and for medium to high end systems, that would probably be fairly ok tho (emphasis on think : p)
@halycon404
@halycon404 Рік тому
@@RAndrewNeal Seems like there would be a way to cheat that. Instead of calculating every pixel just figure out which pixels aren't blurred and blur everything else. We don't care about the objects too close or too far away, only the ones in the sweet spot. And since distance calculations already have to be done for meshes anyway, just lock it to already present mesh value. Just pick a distance mesh layer to set as the default range for a sniper rifle and blur everything that isn't on that layer.
@jkl944
@jkl944 Рік тому
Um thats ALSO ignoring the fact that whwn your sighted in for that range its going to affect where your bullet goes. Say youre sighted in for 100 meters and someone is standing 10 in front of you. You aim at his upper chest and shoot, bullet flies over his head because its sighted for 100 meters away, not 10. Only game ive ever seen do this is bf4 (proving most computer nerds know nothing about how guns work xd)
@RAndrewNeal
@RAndrewNeal Рік тому
@@halycon404 I guess if you want to do it in stages instead of a more life-like gradient, that would ease the load. And I didn't realize that the distance to the viewport already needed to be gotten, so that helps. I'd still worry that requiring a blur effect to be enabled might make the sniper unplayable for people on a low-spec system, though.
@valles6903
@valles6903 7 місяців тому
Shounic ran a test on his server, where all snipers had a beam coming from their sniper rifle that the enemy team could see, people still died but it gave the enemy team a chance to react, and it made the deaths less from chokepoints and more spread through the map
@Kensuke0987
@Kensuke0987 6 місяців тому
like Splatoon the thing is though, you could hide your aim by pointing it elsewhere (ie at the wall in front of you) and then just do flick shots.
@k2ggers961
@k2ggers961 6 місяців тому
That requires skill and makes it more difficult to hit your shots than waiting for someone to walk into your sightlines@@Kensuke0987
@lunasagaming5801
@lunasagaming5801 5 місяців тому
@@Kensuke0987 you could, but it's much more difficult to do that and leaves you open due to looking at a wall
@Kensuke0987
@Kensuke0987 5 місяців тому
@@lunasagaming5801 when you're aiming down the sight or through the scope at something far away, you're already leaving yourself open from being attacked from the flanks - you literally have tunnel vision. Splatoon is in 3rd person, so you can actually look past the wall even if you're aiming at it, but I think you can kinda do something similar in first person shooters by standing some distance away from the wall, or aiming at an obstacle between you and your target to hide your beam (or just your aim). In competitive Splatoon, it's pretty much meta, so everybody practices it and can do it consistently without compromising awareness/vision.
@JuppeD
@JuppeD 5 місяців тому
yeah in games where its mostly close range that would actually be pretty sick but at the same time if they add that... They can just directly jump the realism part lol
@RandomGames12345
@RandomGames12345 2 дні тому
another good option is to add a sweet spot like in battlefield 1 (sweet spot is where you cant be too close or too far and the sniper wont 1 shot to body if youre not in the sweet spot)
@oliverthompsett5498
@oliverthompsett5498 2 дні тому
I was gonna say
@timberfoxgaming1107mc
@timberfoxgaming1107mc 2 місяці тому
Idea. The solution I thought of to balance snipers is to A. Make them super inaccurate when hipfiring and B. When ADS'd, add a 3s hold time, where you have to hold the trigger the whole time. After the 3 seconds, the bullet fires, one-shotting head or body. HOWEVER during the 3 seconds you move and turn much slower. This way it'll be way harder to win close range engagements, and easier to escape a sniper once you spot them.
@ma9ici4n
@ma9ici4n Рік тому
Crazy how magazine size and reload speed was not mentioned for the main balancing stats of a gun.
@milopaso2151
@milopaso2151 Рік тому
fr
@vinnieandhispizza6299
@vinnieandhispizza6299 Рік тому
Fire rate is pretty close to reload speed, but not the same. An ammunition amount is also an important factor
@rohanshirodkar8353
@rohanshirodkar8353 Рік тому
Well, the issue being considered here is how broken the Sniper's 1-shot-kill mechanic is. And while, yes, both of those are valid and important stats for your average gun, for a sniper specifically it doesn't really affect the issue at all - if you can kill your enemy with a single bullet, for that encounter what you do with the rest of your magazine is completely redundant
@partycrashergms
@partycrashergms Рік тому
@@rohanshirodkar8353 I mean thats one of the issues but isn't whats being discussed how snipers are overpowered in general? The video talks about changing firerate and mobility which might affect the "fun factor" is any lower which isn't relate to the 1 shot kill problem. Increasing the reload time or reducing the magazine size could be useful for balancing without making the gun unfun to play with. As other people have said, people are assuming that we have 100% accuracy even in close quarters. You might only need one bullet to finish an encounter, but if you're right in someones face, reducing the number of bullets you have will also reduce the number of mistakes you can make.
@sigvestein
@sigvestein Рік тому
Yeah and ingame price of the gun as well!
@nein3405
@nein3405 Рік тому
the worst about snipers is that while the other team's snipers kill you the instant you spawn, your own team's snipers cower under a bush suckling on their weapon's barrel.
@heyyanewbie
@heyyanewbie Рік тому
Thats probably just you being bad at avoiding snipers
@bigdiccmarty9335
@bigdiccmarty9335 Рік тому
@@heyyanewbie *just don't get shot, bro* riveting suggestion, you should be a general or something
@elgordobondiola
@elgordobondiola Рік тому
Have you tried getting better teammates?
@samatics4
@samatics4 Рік тому
Woah bro. Easy on the homophobia. Not cool especially in 2023.
@elliotgillum
@elliotgillum Рік тому
@@samatics4 Huh? Who's being homophobic?
@jackifspades1973
@jackifspades1973 Місяць тому
“Mom I want to watch Ahoy” “We got Ahoy at home”
@Beefman0010
@Beefman0010 День тому
Multiple fixes for snipers: high zoom, making you not be able to see the opponent clearly at close, not the best at mid, but useful at long. Another one: no crossair, forcing to ADS, but the ADS is super close so it's impossible to hit the enemy properly. Both would make it annoying in close range.
@ToniRuottu
@ToniRuottu Рік тому
Quake 1 did not have a snipers as mentioned shortly after 10:22. However, all subsequent Quake releases had the "railgun" which, unlike the name would suggest, is a sniper riffle that shoots laser beams. One balancing factor in play is how the laser beam accurately reveals the exact position of the shooter. This provides the sniper motivation to relocate between shots rather than killing an entire enemy team from a single well protected position.
@DizzySpark
@DizzySpark Рік тому
Quake 1 had a lightning gun. That was a pretty fucking snipey weapon
@bostonjackson3415
@bostonjackson3415 Рік тому
So it's the machana
@ConsciousExpression
@ConsciousExpression Рік тому
@@DizzySpark Except it was so short range.
@nitramdh
@nitramdh Рік тому
One thing to mention though is that the RG was not that powerful, there are not headshots and it was meant to be used on the move. You can't really stay stationary in quake, the camper will be flushed out by grenades, rockets and plasma slugs. IMO its more of a "coup de grace" gun.
@DefinitelyNotAMachineCultist
@DefinitelyNotAMachineCultist Рік тому
@@ConsciousExpression AND it is a tracking weapon instead of a flick-shot weapon. It deals meaningful damage over time and not in an instant. Also, as others mention, even the RG didn't do crazy damage against a well-kitted player. Compare this to lag-compensated, insta-kill-at-any-HP-or-armor-level hitscan weapons we got in modern shooters. The elephant in the room is movement in general. Quake on top of all the above downsides had players with very fast and unpredictable movement in maps often with maps that weren't super large usually, indirect nerfs to RG effectiveness.
@kennytran1968
@kennytran1968 Рік тому
A small thing to note about the sniper in team fortress 2 is that all of his guns have a laser dot that projects on any wall he is looking at while scoped. This helps to balance out the sniper by 1) alerting the sniper's opponents of a sniper's sightline whenever they see the dot on the wall and 2) for more experienced snipers, who knows to place the dot on a different wall in order to not alert the enemy team of his sightline, it forces him to spend just a second more repositioning his crosshair in order to land his shot.
@kravkik7930
@kravkik7930 Рік тому
I agree, but as a sniper main, I think they should make it similar to mvm's bot sniper, it should be a transparent laser that decreases its opacity as the sniper charges his shot, that should at least give most players a chance without having to resort to nerfing his damage/range. Also I think we can all agree that bodyshots need to be nerfed, they take significantly less skill to pull off as headshots yet can still give you 150 dmg.
@aSpectreAppears
@aSpectreAppears Рік тому
It is always about balance which means there will not be much difference between the weapons which becomes boring. Snipers should be effective and it anyone can use it so there is no point in nerfing it. If I'm using a sub machine gun, I do not want it to operate like a handgun. Or hand-to-hand combat being the same as using a knife. Snipers are not exactly invincible as you can throw bombs at them. Run and gunning is the best way to die. If it is a game with no respawns then you get in one or two hits and die.
@Buglin_Burger7878
@Buglin_Burger7878 Рік тому
That doesn't work at all though, most classes can be 1-shot instantly with 0 charge. Those that can't have slow projectiles or are Heavy which is dead anyways. The sniper doesn't have to aim and is rewarded for not aiming by being aware of potential spies and having a wider field of view.
@Draco-9158
@Draco-9158 Рік тому
The dot is small and can blend in on some walls. You won't always see it to know there's a sniper
@firewulfz
@firewulfz Рік тому
Also, the demo class helps fix a lot of the short range sniper issues because of how much the grenades can bounce I would always bounce the grenades off the door frame, and since snipers had such low health, it would normally take care of them before I would even enter a line of sight
@user-er3os7ey9f
@user-er3os7ey9f 3 місяці тому
sniper solution - spinning bullets - weak bullets close range that slowly spins faster making it do more damage - flaming dart sniper - does 50 hp close range - 75 hp medium range - 100 hp long range - shoots normal darts close range - orange fire medium range- blue or mystic color long rang - almost like a charging system.
@alexander5128
@alexander5128 6 днів тому
Bf 1 had a pretty good solution: You could only oneshot enemies at a certain range - if you are too far away you need 2 hits (to prevent getting killed at the spawnpoint by snipers hundreds of meters away) - if you are too close you need 2 hits (to discourage snipers from going close combat)
@johnk9727
@johnk9727 Рік тому
The quake Railgun is a pretty cool solution I think, due to how fast you can move through the arena, the you have to have a really good aim to even consider using the weapon
@zanitzeuken
@zanitzeuken Рік тому
i loved that thing in Q3. it was definitely tricky to use, but so satisfying when you figured it out. some toons were easier to frag than others just because of their size and movement patterns. there was this old NES game called "Hostage: Rescue Mission" and it had a sniper phase where you had to shoot dudes in a window before sending in the SWAT FPS phase. while aiming at the 'whack-a-mole' windows, your crosshair would shake and jiggle, simulating your breathing/bloodflow/natural limb fatigue. it wasn't like that in the FPS phase, so they understood real world mechanics. they should bring that back.
@raidzeromatt
@raidzeromatt Рік тому
You pretty much have to learn how to use all the weapons though or you can't keep moving
@ekinteko
@ekinteko Рік тому
I came to say the same thing. You cannot "charge" a Sniper, not unless it was an Magnetic-Shot (or some sort of Energy/Plasma). In which case, Q3A came to mind with the Railgun. It was both over-powered AND balanced, this is because it required a lot of skill, since characters can run fast, jump everywhere, and teleport. The other thing that came to mind was the Ballistic Shot in Doom 2016. But that's mainly a single-player game. When it comes to more "real life" games, that is when the Sniper becomes difficult to balance. You can't have people flying about. You can't charge-up a shot, I mean you can, but only by having all the bolt-action use a Huge Bullet with really long reloading and aiming times. So not really an option, or a fun one. And it makes no logical sense that the damage in close-range should be lower than one at long-range. Not to mention many balancing properties make the game less fun (really long reloading, really heavy walking, really really long aim down time). So it's a mess to sort out. So what can you do? There's some options, such as: - Aiming. Make the guns light to carry and run with, but cumbersome. Their ultra-long size means that moving the aim is very slow. At long ranges, this doesn't matter since you only need small aiming adjustments. But in close ranges you need to move the barrel left or right relatively fast. If this is slow, it makes it very hard to win against shotguns and smgs, and it makes midranges against ARs more balanced. - Recoil. Hip-firing will be very random and almost never hits your target. Medium range is also not very good, and it forces people to "mount" the weapon on the floor, against a box, or wallface to fire more accurately. Making it basically useless at close-range kind of like how a Shotgun is useless at the long-range. - Scoping. You must always have a scope, which blocks your peripheral view when used (tunnel vision). And you cannot quick-scope, because the eye-sight is blurry, and your aim when fired before the animation is complete, will stray off-course a lot and randomly making you lose your shot. Kind of like hip-firing but not as bad, but bad enough to make the weapon not very viable in that play style. - Supplementary Damage. Make it so that no gun can 1-shot the opponent, but physical damage comes with supplementary damages with certain weapons and ranges. Such as burning or bleeding effect. This means you can give Bolt-Action Snipers the ability to do 95 damage in all the ranges, but midrange gets partial effect (so sometimes 1 or 2 shot to kill), and long-ranges get full-effect (always 1 shot). But this isn't that realistic either, because it's a blanket-solution, since in the real-world these effects soldiers depending how they got shot, where they got shot, and the unique individual. Things that make the game too complex (simplicity needs balance). - Physical Damage. Make close quarter shots do less physical damage. The idea is that bullets "go through" the targets instead of getting embedded which does not actually sound unrealistic. People have been conditioned to this through movies already. This means you need to multiple shot them (body) and due to the slow reloading, it means you lose against close-quarter weapons. It's probably a good idea to make this 3-shots in close range, 2-shots in midrange, and 1-shot in long-range. Except headshot which are always 1-shot. - Viewing. Make it so that basically using a scope comes with problems in close range. That is if someone starts shooting in your general direction, dust and particles lift up and blur your vision but only in the close ranges. You can still see through it and make out the long ranges. This can apply to flashbangs as well, so that if an enemy used that on you, you would recover quicker than everyone else but only with the scope in the longrange, at the hipfire and midranges you would be very blind perhaps longer than everyone else. It is justifiable but not very logical or realistic. ....and lastly you can run a combination of all of these! (to be honest, I'm not a fan of the idea of a charge-shot or supplementary damage, as they make the game less realistic. Not a fan of Viewing differences either as it makes the game more complex. But perhaps a combination of the other options above, yes, they can keep the game simple, fun, and balanced. That's something missing in Call of Duty and its rivals.)
@gurgo7226
@gurgo7226 Рік тому
Another thing that I think is a decent solution is characters having moderate speed and bullet velocity so you have to lead up shots and obviously players dont always walk in a straight line
@gamerdudejake3092
@gamerdudejake3092 Рік тому
Its easiest to hit opponents that just bounced off a pad since the movement is predictable but all other movement is pretty hard to hit.
@howdee_
@howdee_ Рік тому
Your editing style has always been high quality, so it’s great seeing you branch out from valorant.
@OfficialArch
@OfficialArch Рік тому
Just have to think about my narration, i feel like its too energized for a documentary style channel
@FaizPhobia
@FaizPhobia Рік тому
@@OfficialArch there's no such thing as too energized :(
@cclover
@cclover Рік тому
@@OfficialArch No shame in being unique
@imnotsmart9037
@imnotsmart9037 Рік тому
@@FaizPhobia there definitely is, but i get what you mean
@tanukionwheels5381
@tanukionwheels5381 Рік тому
@@OfficialArch it sounds better than most documentaries (:
@cd-player
@cd-player 3 місяці тому
Fortnite recently just ruined snipers by making it possible to remove the scope or change it to one with less zoom. one of the that you said made it balanced was having a big zoom and just like you probably thought EVERYONE has one this season. there op. i hate getting randomly headshot sniped. I miss the shotgun meta.
@MrMeat788
@MrMeat788 3 місяці тому
The first sniper role I remember was in the Quake Team Fortress MOD that introduced the sniper class in 1996. Then in 1999 Quake 3 Arena had the RAIL GUN which was basically their sci-fi version of a sniper rifle that had the identical playstyle of modern quick scoping.
@bobbuilding7264
@bobbuilding7264 10 місяців тому
I actually love how titanfall handles one shot weapons like the kraber by making its source of damage a projectile, putting you in a position to take more time or even reduce your movement in order to make a shot. Plus in a game with such high time to kill and the noise and tracer of the kraber announcing your position, it makes having to cycle the bolt surprisingly tense when any pilot coild slide hop around the corner and delete you.
@fab9207
@fab9207 9 місяців тому
doesn't nerf the close range engagements though, because the projectile hits basically straight away
@asdfasdf-mn8iu
@asdfasdf-mn8iu 9 місяців тому
Yeah, upping the game speed works kinda well with slow weapons and the faster players move, the harder it also is to actually line up a shot and hit, a thing which has been neglected in this video throughout; It's assumed the sniper player always hits, which is not a given at all anymore at certain game speeds (including TF 2 in which you can also try stuff like double-jumping in order to dodge shots).
@chasetoyama8184
@chasetoyama8184 9 місяців тому
I think the reason this works in Titanfall is because everyone moves super fast so it’s hard to hit anything in CQC. In Apex, they removed the one-shot capability, made it take forever to cycle the bolt, and gave it 12 rounds per Kraber, and it’s still OP because everyone moves a lot slower and the map’s bigger.
@antonpietsch9150
@antonpietsch9150 8 місяців тому
Titan-Fall did a lot right!!!
@ZesPak
@ZesPak 8 місяців тому
@@chasetoyama8184 Also, the time to scope on the Kraber is suprisingly slow compared to anything else in the game. It's still a 240 headshot damage, but yes, no one shot on the body. That said, as mentioned, TtK is very high, so the issue that other games have where for example an assault rifle has a one shot headshot. Even headshots with something like a flatline (most powerful assault rifle) needs FIVE shots, and the second most powerful sniper (Sentinel) still needs two at least. That's why the kraber works. It's way more powerful than anything else whilst still not being a one-shot-body-kill.
@sebastianfries274
@sebastianfries274 Рік тому
I like the idea of forcing scopes on snipers, but then blurring the scope immediately after sprinting or jumping, making quickly aiming after moving, much more difficult
@elihovorka1828
@elihovorka1828 Рік тому
Fries
@Iwanttogokms
@Iwanttogokms Рік тому
@@elihovorka1828 Burgers
@getingfood1517
@getingfood1517 Рік тому
@@Iwanttogokms soda
@viethoangpham445
@viethoangpham445 Рік тому
u mean csgo
@theelusivepyroshark5119
@theelusivepyroshark5119 Рік тому
Baking soda
@atlev
@atlev 28 днів тому
The finals has a really cool way of balancing this. There are 3 classes in the game (light, medium and heavy), but only the light can get a sniper. Lights have extremely low health, meaning as a sniper you are vulnerable. Additionally, snipers can only one shot one class: lights. And only when you hit the head. This means that the game pits quick, hit-and-run light players against camping light snipers. So if there is a sniper in the game who can hit you from across the map, you will only instantly die if you are either a light or already hurt. The fact that only lights can get one-shot encourages them to hunt down snipers and kill them with close-range weapons.
@squiddler7731
@squiddler7731 5 днів тому
As a charger main in splatoon, I always found it hilarious how much chargers have the deck stacked against them compared to snipers in other games. Chargers have shorter range than any other sniper in any other game, each shot takes time to charge up first if you want to kill in one hit, while charging you have a laser sight showing where you're aiming, _and_ you yourself glow like a star to make you easier to spot. And yet with all these handicaps, players still hate chargers cause no amount of handicaps will stop a player cracked at gryo aiming from hitting all their shots anyway
@dasmaffin1633
@dasmaffin1633 5 місяців тому
I think the most important part to balancing a sniper is map design. Always have multiple ways to go so either everyone takes a sniper and when one shot misses you basically lose, or theres an open spot somewhere to be exploited. And thats just one of many things you can do
@Laireso
@Laireso 5 місяців тому
There isn't a map in TF2 that would be good for fighting sniper, because they one-shot quickscope your head anyways at any range with any class. As scout you need 2 shots with primary or 1 shot with primary and like half a magazine of your secondary, where all he needs is 1 hit. There were too many times I closed the distance perfectly with full HP and got instakilled meter in front of the sniper... so that's not a valid point. The only way to balance a sniper I've seen is to reduce the damage it deals the closer your target is to you, then map design plays a huge role in how you play and where you play making you more predictable and interactable for the enemy to deal with. That will still generate one-sided firefights where sniper always wins long range and never wins short range, but that's simply unavoidable as the whole nature of one-shoting weapon will be massive ups and downs. I think for TF2 it'd be more fun if the sniper rifle was replaced with something like the WW2 bolt actions without scope, requiring secondary to finish enemy off at close range due to that reversed falloff while making it still usable for midrange "sniping", also with that remove the headshot modifier entirely or only slightly increase the damage, where it deals 150 instead of 100 and increases charging speed on headshot meaning it'd still pose threat to high HP classes, but it'd have to be deserved through waiting for full charge (wouldn't have to be charged by time spent or slow you down. It could just increase ammo consumption so it'd take 3 ammo from a 5 ammo magazine pool for example)
@ImaTroper
@ImaTroper 5 місяців тому
COD BLOPS 2 was the worst about this. Every map was a tiny 3 lane hallway simulator with multiple chokepoints. Add in infinite tactical insertions and it became almost impossible to bump snipers from power positions. Best you could do was spawn, dump your emps and C4 in their direction, hope they aren't running flak/trophy(hint:they are), and either try to wall bang (and be shot in the back) or just patrol parts of the map you think have fewer snipers.
@A1cr_yt
@A1cr_yt 5 місяців тому
Or, just add significant hit flinch that makes ur cross hair point to the f’n sky
@Laireso
@Laireso 5 місяців тому
@@A1cr_yt I think muscle memory would easily deal with penalty of that sort, just watch what recoil does in CS:GO it's not a downside, just an extra skill to master to unlock weapon's full potential. Not to mention it wouldn't address the issue with bots or regular cheaters which, despite my hatred for all the edgy sniper mains, deserve the nerf more.
@TheBfutgreg
@TheBfutgreg 5 місяців тому
I really like most of Call of Duty's MW2 maps (reincarnated with new weapons that probably don't work) If I missed like 2 or more shots I had to hunker and prepare for the worst, even Wasteland or Derail which are sniper maps except the middle area/one of the 2 major buildings respectively
@neilsandwich7423
@neilsandwich7423 5 місяців тому
I really liked what Titanfall 2 did with the Kraber. It's a one shot sniper, but it has 4 shots, a REALLY slow rate of fire, a long ADS time, and a REALLLLY long reload time. Additionally, while many guns in Titanfall 2 are hitscan, the Kraber has a physical projectile so shots have to be lead. In a game where everyone is flying around at the speed of sound, it requires a great deal of skill to wield the Kraber effectively
@TheMaxxter
@TheMaxxter 5 місяців тому
I used to play titanfall 2 and I loved the Kraber The headshots made me feel like a god
@UrAverageDumbPerson
@UrAverageDumbPerson 5 місяців тому
As a kraber main, I can confirm that cross map shots on a moving pilot is a nightmare.
@satmat2561
@satmat2561 5 місяців тому
Every time I play Titanfall 2 I main almost exclusively the Kraber. It's just so damn fun to use and so rewarding.
@xChikyx
@xChikyx 5 місяців тому
Best weapon in any game. I used to be krsber main when I played. I love that rifle.
@picomark4
@picomark4 5 місяців тому
you know it's funny you mention Titanfall 2. I feel like something about the map design and movement encourages closer range combat so much that my frankly unskilled automatic/shotgun reliant self ended up with my best KD using snipers in Titanfall 2. no still nowhere near 1.0, but an interesting alternative take to the balance question. making movement so fast that the question of range becomes irreverent. And yes, I use a Northstar xD
@komsomolzenbolzen6747
@komsomolzenbolzen6747 3 дні тому
16:55 - MINIMUM DISTANCE "Range" does not just mean upper distance boundary, it can also mean minimum distance to get the 1shot. That would discourage "getting too cocky" very easily.
@manunova5929
@manunova5929 23 дні тому
The Bazaar Bargain is by no means balanced: on paper, a snowballing weapon with a slower startup may sound like a good idea, until you consider the implications of a faster charge: Sniper's charge increases damage dealt, which stacks the critical x3 damage multiplier from headshots. This means that Sniper can one-shot quickscope what we call light classes, but not Pyros, Demomen with no base health debuffs from an Eyelander with no stacks, Soldiers and Heavies. These exceptions still have a chance at fighting back or retreating. Now, at full charge, a headshot will kill any class because a fully charged bodyshot deals 150 damage, add x3 and only an overhealed Heavy or an overhealed Soldier with the Battalion's Backup can survive this, and they're still massively vulnerable. Another thing to consider is a Sniper can still two-shot a Heavy with two uncharged quickscope headshots if he is good enough. Add all the skill ceiling and math together in a sniper rifle that increases it's charge rate significantly with stacks which are gained from headshot kills-which are very easy to get because the damage sees no reductions and you can still one-shoot light classes with a headshot, and it takes two stacks to go back to your original charge rate, so from there your charge improves. With maximum stacks you just don't care about headshots except maybe high-value targets, because you charge so fast that you can quickscope multiple max damage bodyshots (with significantly high damage for the lack of skill involved), and the charge speed is so high that it's no longer a valuable resource, so you can unscope and check for Spies more easily. The Bazaar Bargain deserves a nerf, potentially to it's damage so it's harder to gain stacks before it becomes annoying to deal with. The actual way to deal with snipers, by the way, is not by changing the weapon, but by designing maps with snipers in mind so that sightlines aren't godlike and allow for enough flanking to be dealt with.
@SamercamYT
@SamercamYT Рік тому
I also think to balance snipers there needs to be a consideration of map design, game mode and mobility. In a game where you can only strafe, maybe crouch, and maybe jump, and moving punishes you by ruining your accuracy, it can be very hard to contest a sniper rifle. In contrast in team fortress 2 where spies can go invisible, soldiers and demos can fly through the air, scouts can double jump and run quick, and all damage, even chip damage gives meaningful aimpunch when scoped, it makes it much harder for a sniper. Even then people still find him overpowered, or at least non-interactive which is a different discussion altogether. But even with that mobility, there are some maps and game modes in tf2 that make the sniper's strengths shine, and some where he becomes much weaker due to the back and forth nature of constantly repositioning and maps being more closed off. Great video though, as always. I think games need to stop chasing some weird concept of realism with the weapons, and just change snipers to be fun, interactive, and have counterplay and pop off potenial just like any other weapon would. Who cares if it's not realistic if it's fun! The reverse falloff damage charge mechanic you mentioned is a good example of this. in general, reverse falloff damage makes sense and has been suggested many times in a few communities for a gun type that is meant to serve the inverse function of a shotgun.
@murdurmuffin7872
@murdurmuffin7872 Рік тому
I definitely agree with your first paragraph. The second... I would suggest that you consider that many of us consider realism the fun itself. The reason people find one hit body snipes "fun" is because it's effective and they know that a .300, .308, .412, or .50 cal round ripping through someone in spitting distance really is absolute destruction... pulling it off with multiple consecutive kills feels extremely rewarding because you know YOU DID THAT. We make some concessions in games, take things for granted like regenerating health. Sure you killed that guy with your sniper before he killed you... but only once you play Escape From Tarkov do you realize that you are still going to die as your character is coughing up blood and close to blacking out while you frantically search for a bandage to hold your AR shredded intestines together. Winning a fight due to tactics and not inherent mutant/god abilities to survive violence upon your body is it's own, different, kind of fun. Arguably, we could be having the same discussion about grenades in video games. Realistically, a handheld deformed ball will kill anyone within 10 feet (or more) without even needing to expose oneself to use it. They are also so high in availability we think of them more like ammo than a weapon. I haven't seen a lot of crazy grenade montages since Halo's sticky grenades though... and few people complain about them either.
@Connorses
@Connorses Рік тому
I say we make a game with no hitscan at all.
@dancintilldeath
@dancintilldeath Рік тому
ever got one-shot in the air in tf2?
@SamercamYT
@SamercamYT Рік тому
@@murdurmuffin7872 Yeah it wasn't my most thought out paragraph. I think realism in games like tarkov is a great thing because as you explained, the realism IS the appeal. But in a game like Valorant- there is NO REASON for any of the guns to have realism. I also believe that many games go for realism as part of the appeal assuming people care- but I don't think the majority of gamers are itching to have a perfectly modeled real life gun. Those folks exist, but I am not convinced they are a majority worth catering to across every genre of shooter. If the purpose of the game is competitive, esport type gameplay/balance, I think realism NEEDS to be sacrificed. I don't think that is important for all games though and it is perfectly fine to be realistic as part of the appeal. And if you want realism AND competitive stuff just get rid hitscan snipers! People are too good at games now.
@magicalchicken5667
@magicalchicken5667 Рік тому
@@purp40 Later call of duty games aren't hitscan, just very fast projectiles. Also there isn't really such a thing as both, unless you go with a method that sends hitscan traces in intervals moving forward at a certain speed from their firing position, that's the only real "both" method that I know of (Don't know of anything that really uses that though) Also, unless I'm misunderstanding, your mentioned both method doesn't really make much sense, that hitscan check sounds useless and would just be a projectile regardless, unless you just missed some info to explain that there.
@beefyblom
@beefyblom 4 місяці тому
I was personally always a fan of "inverted damage fall-off" as a solution. It just makes sense from a gameplay perspective, as it forces snipers to y'know.. snipe, instead of use it as a glorified slug shotgun.
@jarekmarcinek1261
@jarekmarcinek1261 4 місяці тому
Battlefield 1 has a mechanic like this. Every slow firing sniper has a “sweet spot” (like 50-70m) where they 1 tap to the body. Longer range snipers have larger sweet spots to compensate for the difficulty of firing at range
@Bromasterplays
@Bromasterplays 4 місяці тому
Yeah right, since realism doesnt really apply here anyways since shotguns in rl also have much bigger ranges.
@evgenas2381
@evgenas2381 4 місяці тому
I was thinking that through the entire video If the sniper did less damage the closer the enemy was it would encourage people to snipe
@7tales311
@7tales311 4 місяці тому
yeah, its a videogame. this solution favours games not going for extreme realism, which most if not all popular fps dont prioritize. its more in the vein of sim games
@PetaNight
@PetaNight 4 місяці тому
The main issue is if someone gets close your secondary will most the time lose the duel and your sniper definitely will
@PA-up4vn
@PA-up4vn 15 днів тому
automatic subtitles are amazing: Arch: says "snipers" subtitles: "sky diapers" imagine someone deaf watching it lmao
@user-pf1rl7hy2r
@user-pf1rl7hy2r 2 місяці тому
I have rather, a radical idea. Remove the reticle on "Hip fire" and add sway to the weapon even when idle. And increase the ADS time so its ALMOST unusable in CQB.
@blackberry1397
@blackberry1397 Рік тому
Crazy how he didn't even mention flinch. If your scope goes to the moon when they hit you with a normal weapon you can't kill them.
@shoople46
@shoople46 Рік тому
eh people can still hit nasty flicks through flinches
@iller3
@iller3 Рік тому
that is one hell of an excellent counter point
@HypnotiKSykotiK
@HypnotiKSykotiK Рік тому
personally i consider flinch and tagging to be some of the worst balancing decisions, especially since most games incorporate them into all weapons. Your punishment for being shot is losing health, slowing you down and also making your aim fly in random directions feels downright sadistic.
@donkeychips5898
@donkeychips5898 Рік тому
That's what I was thinking the entire video!!!
@Mr_Edwards_1995
@Mr_Edwards_1995 Рік тому
It worked in Halo.
@ryry_2720
@ryry_2720 Рік тому
One solution I haven’t seen is reverse damage fall off. The closer you are, the less damage you do, forcing you to both spend more time lining up your shots and more cautious of closer ranges
@therobertguy2436
@therobertguy2436 Рік тому
It’s not a sniper, but the medic in team fortress two has a crossbow with this exact mechanic. It’s also a projectile weapon, but it still applies in concept lol. Weirdly enough, it does healing based on the same mechanic.
@kravkik7930
@kravkik7930 Рік тому
But then I'll just be forced to camp at long range instead of coming closer to go for more high risk encounters, literally that's what people have been complaining about, those longer ranged camping tactics, so I don't see how this will stop the complainers from whining
@kravkik7930
@kravkik7930 Рік тому
@@therobertguy2436 It also has an 100% crit rate, just like his ubersaw
@spinosaurusiii7027
@spinosaurusiii7027 Рік тому
That's actually one of my ideas for how devs could balance snipers too, and I actually have it from a RTS game In Company of Heroes 2, LMGs do more dps at long range, due to the model with the LMG firing more often at that range That means that 1) the squad keeps most of its long range dps even as soldiers die and 2) other squads can still fight them at mid - short range as the LMG is less powerful there, even if the squad overall does more damage because of their other guns Of course you'd have to change the weapon cooldown to damage for an FPS, but still, make it so they deal the most damage at a specific range, like BF1 did too. Or you just pull a Hell let Loose and make it so almost everyone one-shots everyone, as all boltaction and semi auto rifles in that game oneshot, but only the snipers have scopes.
@jama211
@jama211 Рік тому
It's an interesting idea except it doesn't make sense. The right solution is to require very specifically headshots for a kill at any range, and a long reload time. It's realistic, and if they shoot the body at close range they're screwed. And more vertical movement options for players. Or, as he says in the video, just make them scope for longer for full power. Cool idea! Makes sense.
@greyrifterrellik5837
@greyrifterrellik5837 День тому
My favorite way to handle the issue of sniper rifles is the way most "hero shooter" games do it; the added game mechanics make it harder to actually land headshots, and snipers are pretty much *NEVER* a one-hit-kill without said headshots. On top of that, even headshots won't instantly beat tank class characters in most of these games.
@AlpacaLips39
@AlpacaLips39 4 дні тому
The problem with designing a gun for one of these games is that shotguns can still have a nice spread from a good distance, and people assume it should only be used like a hip fired sawed off double barrel. I would say increase the amount of recoil you would normally get from a high-caliber rifle fired while upright and lower the recoil from a shotgun, which is meant to be fired from a standing position. “Mobility” is a trait that doesn’t belong as a stat. Something either is or is not, there’s no other way to graph it. If you want a fun FPS where you feel like John Wick, look at the way he uses those weapons. Does he fire a rifle at point blank range?
@Kronophonix
@Kronophonix 8 місяців тому
I think the only thing that wasn't in this video was the "hold breath" stamina/stabilization mechanic to steady your rifle in some Call of Duty titles. It worked kind of well because you couldn't sprint around and then stop and steady your shot due to being fatigued. It didn't work as well if you just ran a high input sensitivity because you can fight the scope sway.
@HazeHuzo
@HazeHuzo 7 місяців тому
He also left out Sniper-Flinch. You get hit first -> You will miss
@_DAN11L_
@_DAN11L_ 7 місяців тому
My cod sniper builds: all in speed of movement In cod there are interesting feature, idk how it called on pro language but i called it prescope or halfscope. In cod you have time when you press RMB and spread start decreasing to get you in scope, you can release mouse button to break sequence. So you can prescope shoot and with skill and luck you kill opponent on various distances.
@alcerixxia614
@alcerixxia614 7 місяців тому
@@_DAN11L_ I know exactly what you mean, and tbh that is not at all broken, if you have the skill to pre-aim at the right direction and hit 1 shots it should be rewarding
@dialog_box
@dialog_box 6 місяців тому
i'm not an fps player at all, so i've never heard of this mechanic. that seems like a really good solution all things considered. if your game has a stamina meter of any kind, just tie it to the player's ability to ADS with a sniper. i could see it going a couple of ways. either have ADSing (AingDS? lol) with a sniper outright consume stamina; or else pause or slow stamina recovery when you ADS with a sniper and have the current stamina level influence things like view-bobbing, bullet spread, damage, etc.
@marioncrea
@marioncrea 6 місяців тому
That and time to hit after shot that can be an exclusive to sniper feature like in some of the battlefields: The bullet will take some time before reaching its destination, which allows the adversary the opportunity to avoid the shot at long range and to answer with his own defense at mid range
@lilturkey5406
@lilturkey5406 Рік тому
I don't think it's all about guns, it's also about map design. You shouldn't have a map that allows snipers to dominate over the entire map, just certain routes. That way snipers can hold down certain areas and limit enemy movement, but if the enemy makes it over, the sniper is forced to move out of his element.
@damp2269
@damp2269 11 місяців тому
yep, u nerf snipers by buffing smoke.
@andrewstambaugh8030
@andrewstambaugh8030 11 місяців тому
Yeah, you want to encourage risk and reward and variety. A single wide open area with sparse cover is just a shooting ground. Being trapped like sardines in landing craft scene in Saving Private Ryan is not fun gameplay.
@damp2269
@damp2269 11 місяців тому
@@andrewstambaugh8030 it can be though. i think BFV did that pretty well with the iwo jima map. that assault force it's pretty much force to throw themselves into a meat grinder but at the same time they give you some tools to make it work.
@TIOLIOfficial
@TIOLIOfficial 9 днів тому
This definitely didn't need to be a 30 minute video. It didn't even need to be 10 minutes long...
@bartbroekhuizen5617
@bartbroekhuizen5617 3 місяці тому
I remember with Call of Duty 2 you needed to hold your breath to be accurate and this mechanic is pretty realistic.
@sergodobro2569
@sergodobro2569 Рік тому
When you play games such as Enlisted, where you have too many enemies, snipers become more balanced because they are not effective against the masses, but you can still hide somewhere and shoot important enemies (on machine guns and etc.)
@suddencrysis3134
@suddencrysis3134 Рік тому
Well also more realistic titles like tarcov, squad, arma extra made everything dangerous all the time and made it a hassle to be in an advantage. Then there is games like foxhole with a logistics mechanic so its just difficult to be useful with. It makes it important but only to the level of its risk.
@cbence96
@cbence96 Рік тому
Also in Rising Storm 2 Vietnam, where the game limits the number of snipers to just 2 or 3 per team, and it it really does suck at closer ranges.
@yhwach1
@yhwach1 Рік тому
is Enlisted still worth it?
@ESALTEREGO
@ESALTEREGO Рік тому
@@yhwach1 no
@sunder739
@sunder739 Рік тому
​@@yhwach1 yes
@lanej5828
@lanej5828 Місяць тому
SOLUTION FOR A SCI-FI GAME: A laser/light sniper that has to focus the beam Meaning the closer you are, the less damage. You could even use the same model minus the sight for the shotgun, saying that the lenses are focused the opposite way.
@largedongedhomie9746
@largedongedhomie9746 Місяць тому
(Console player btw) Battlefield one does the one hit headshot two hit body shot formula but adds a twist where between certain ranges it’s always a one hit kill. This makes mastering the sniper a challenge, but also feels rewarding. It makes the massive open maps of the game far more player friendly while also encouraging snipers to keep a certain distance in order to get their one shots. Also for those who like the challenge, you can have a super high damaging accurate weapon that can be used for medium to short range engagements. At least to me, this is the most rewarding way to play, as stringing together close and long range kills in the same kill streak feels unbelievably rewarding. They screwed up the balance on the mortar truck tho 😐
@Zubzub343
@Zubzub343 Рік тому
In Halo, I find the sniper quite balanced. It revolves over a few key facts: - You get unzoomed if you're hit by any bullet. - No oneshot in body, only headhost are oneshot - You cannot spawn with a sniper (well that depends on the game mode, but in general no), you have to find it in the middle of the map.
@Optimus_Prime_2007
@Optimus_Prime_2007 Рік тому
I was looking for this comment
@bzbug2648
@bzbug2648 Рік тому
The unscope mechanic can be downright infuriating tho. But itdoes give SMG class weapons an edge, not shotguns tho
@speven371
@speven371 Рік тому
The reticle on the screen and the fire rate of the sniper makes that almost irrelevant though
@nickkohlmann
@nickkohlmann Рік тому
​@@speven371 No
@user-ov1ep5rf2l
@user-ov1ep5rf2l Рік тому
Hipfiring is super accurate though
@moistcena648
@moistcena648 Рік тому
Mad respect that this is your debut video. Production Quality is gorgeous, your Voiceover is soothing and the script you wrote is easy to follow & understand. Even your idea on how to balance a bolt action sniper on close range is well thought through. Keep up the good work and I'm sure you'll make it!
@OfficialArch
@OfficialArch Рік тому
Appreciate it!! The next one will be even better :)
@anderman1231
@anderman1231 Рік тому
true iv'e been watching this channel maybe half a year? and i really like his content
@GamingHelp
@GamingHelp Рік тому
And his audio/sound is spot on! Half the time when I watch game video's, it's like people are allergic to paying attention to the audio work but this is just top notch. :)
@gabrielc7861
@gabrielc7861 Рік тому
@@anderman1231 how, there's only 1 video
@ansonpoon4814
@ansonpoon4814 Рік тому
@@gabrielc7861 well I mean my dude has another channel
@nanashi2622
@nanashi2622 21 годину тому
And there's CODM, where every player uses a sniper like a shotgun, slides like a madman and asks for a duel if they get angry with you (the duel only allows snipers). The snipers still have a 6x scope.
@FuseiYudo21
@FuseiYudo21 3 дні тому
I wouldn't disregard the balancing aspect of "hard to obtain = stronger". It's a fair concept that works in a lot of games as long as you don't rely on this aspecte entirely.
@officialswordmaster3069
@officialswordmaster3069 11 місяців тому
Battlefield 1 I think had a very interesting mechanic for sniper rifles, that being a sweet spot range. Bolt action rifle bullets for the most part had a range, say from 80-120 yards, where a single body shot could kill. The game forced you to make your shots carefully and take into account things like bullet drop, damage drop over range, and bullet travel speed.
@Spore9996
@Spore9996 11 місяців тому
Of course, it also made holding certain spots on certain maps ridiculously easy - I remember an Operations game I had where I was playing Scout with the Arisaka, Infantry-pattern (no scope, only ironsights on the rifle with the shortest sweet spot). I held a point by myself for over 20 minutes since the only entrances to the area were a pair of open staircases at the exact sweet spot range. I racked up 50 kills with 1 death, and I got res'd by a passing Medic anyways.
@ahuels67
@ahuels67 11 місяців тому
you talking about Battlefield 1942?
@siemion303
@siemion303 11 місяців тому
Also, second mechanic that worked well in tandem (as sweet spot generally encouraged playing in mid-to-slightly-long range) was the drag coefficient, which would gradually increase bullet drop rate with distance traveled. Led to fewer people sitting hundreds of meters away from any kind of objective (hi, Op. Firestorm mountain in BF3/4), although it didn't exactly stop it fully, obviously. Also, one curious spin on the sweet spot was adding a different scope glint to mid- and high power scopes when rifles they were attached to pointed at you within their sweet spot range. Gave you a good hint that maybe it's time to look for cover.
@kindafunnyvoiceactor6438
@kindafunnyvoiceactor6438 11 місяців тому
​@@ahuels67 no the battlefield after battlefield 4 was called battlefield 1
@Spore9996
@Spore9996 11 місяців тому
@@ahuels67 BF1, the WW1 game.
@SovietImperator
@SovietImperator Рік тому
I like Battlefield 1’s take on balancing snipers (and I guess all other guns too) and that’s having a sort of “sweet spot” where it does the most damage, but drops off at closer and further ranges
@stefankecina
@stefankecina Рік тому
cousin, let's go bowling
@juxi8148
@juxi8148 Рік тому
Thats the best way imo
@HomoErectusOnUranus
@HomoErectusOnUranus Рік тому
Yeah, but Snipers were still pretty broken on many maps due to wide open terrain perfect for farming fiestas.
@randomninja7632
@randomninja7632 Рік тому
The other way they balanced snipers was by shining, letting faraway players they were about to be fired upon
@TonFGaming
@TonFGaming Рік тому
Too bad that was the worst decision cuz older games before bf1 u had to headshot where that let you one hit body in a game in ww1 where u didnt have longer range options
@TheNukedNacho
@TheNukedNacho 23 години тому
I have an idea. Zero the sniper scope for a far distance so you have to adjust where you're actually aiming. With firearms, imagine the scope and the bullet as two parallel lines. When you zero a scope, you're adjusting it so that those two lines meet at a certain distance. So in game, zero the scope for a distance the sniper would be realistically zoomed for. Not for close quarter engagements. This way, players would have to intentionally aim lower in order to hit their targets And then just not allow snipers to use close range sights. Long Range Scopes or nothing.
@dhi_holo
@dhi_holo 24 дні тому
As someone who's not a shooter player, my thought from before the balancing chapters was to make the damage increase over the range. Maybe it's not entirely realistic, but the idea that the sniper doesn't ohko when you're a metre away, but does when you're at effectively full range, just makes sense to me
@chalk2348
@chalk2348 Рік тому
Among my own game ideas, I've been playing around with the idea of overpenetration, meaning snipers deal notably reduced damage at close range. This would definitely make for an interesting mechanic. 🤔
@Bookslayer10
@Bookslayer10 Рік тому
I love that, overpenetration is such a good term to describe how you deal less damage at lower ranges if you add that feature to a game. And it doesn't matter against the head, because... well, it's the head. Furthermore, what if overpenetration was always lethal, but after a time delay? In a few seconds the enemy would die due to the strong DoT the overpenetration would apply; however, that sill gives them long enough to push up to the sniper that hit them and have a chance to take their revenge. Snipers would need to be careful to hit their headshots, lest they suddenly need to finish off their target with a second one. Edit: the point would be to not leave enemies on fractions of health, which can feel bad, instead doing something that still isn't as good as a guaranteed kill but is more fun to work with.
@ToadKingStudios
@ToadKingStudios Рік тому
I like that idea. Always seems like making a sniper rifle a one-shot kill in all ranges was unnecessary. Feels like making it do less damage and harder to hit in close range makes more sense as counters to the long-range destructive power of the gun.
@chalk2348
@chalk2348 Рік тому
Oh, thanks you two! Even if, like a total dummy, I commented this before realizing it's mentioned in the video. 😅
@incinerativemario
@incinerativemario Рік тому
I was thinking something like that too, a mechanic where it will do less dmg within 30 meters, then the bullet speeds UP and does insta-kill dmg.
@Manu-sz4fo
@Manu-sz4fo Рік тому
@@incinerativemario Yea, let's say you have a sci-fi related game you could make a sniper that works on plasma or something and would have some sort of heat up or speed up mechanic wich would do 1 hit on longer distances but significantly less damage in close range Combat.
@ThePaalanBoy
@ThePaalanBoy 21 день тому
Rocket propelled bullets, making it inefficient in close range, gives it an optimal damage range and a dropoff after the rocket burns up its fuel (forcing/pushing it to be long range 'only') in addition, give it a 'cooking' function (like cooking a grenade) where you fire the rocket, but holding the bullet in the chamber to build up trust to give more close range damage. It's actually more realistic than you would think, as there's already antique rocket guns and as a bonus it's also has a futuristic feel to it (like 40k)
@ashleyroberts4403
@ashleyroberts4403 8 годин тому
I think one of the main frustrations especially with tf2 is how unfun it feels to fight a sniper where you’ll be fighting someone else or doing something else and die suddenly and without warning out of nowhere from across the map with the best counter play being simply to avoid them that generally leads to a lack of feedback and general displeasure in the matchup especially with sniper being the only long range class in the game with all the others being mid to close range
@arttukettunen5757
@arttukettunen5757 Рік тому
Sniper: one-shots = unfair for others Sniper: needs more shots = unfair for the sniper It's a logical paradox!
@jackmcmorrow9397
@jackmcmorrow9397 Рік тому
I wouldnt say its unfair at all. A scoped sniper weapon already has a massive ranged advantage, it doesnt need a TTK advantage too.
@FaceFish9
@FaceFish9 Рік тому
@@jackmcmorrow9397 bolt-action snipers require you to hit the enemy either headshot them or center mass, and you have a single shot to do so while anything has 30 rounds or so depending on the weapon you are running, while you reload your one shot, and you can't really play a sniper rifle in many games close range (because if you get pushed you are just dead par from some miracle play from your part) so in those games like CSGO you as a sniper take the slower longer ranged engages and deter people from using some of those routes without flashing/smoking. but what about games like Battlefield or Planetside? surely since they are mainly mid to long range snipers would be overpowered? not really, in many cases the sniper rifles have a bullet drop that is abysmal to shoot with from the longer ranges and can't even 1 hit you if you don't get headshotted, while you can run,slide,jump zig zag and more making it extremely hard to hit a good player in said games and when the developers make an unbalanced weapon archetypes problem, it's the developers making that single sniper too overtuned, same can be said with many other weapons like the rifles, shotguns (remember BF3 AA-12 with Explosive rounds?) that can be extremely overpowered but you don't hear people saying "rifles are op" or something like that. now let's take yet another game, Halo. Sniper rifle in Halo is 2 shot to the body, one shot to the head, no bullet drop, hits instantly and can be fired from the hip (no scoping), has 4 rounds and doesnt take ages to reload with bolt-action, but is it overpowered? only in custom games intended for it to be. in competitive it's extremely well balanced, being able to being taken down by a Battle rifle or a DMR quite easily. but why is this? 1. if you are scoping from longer ranges you being hit with any kind of weapon will take you out of the scope instantly and you'll miss your shot 2. you have 4 shots that you need to be extremely precise to kill the enemy before they can either kill you or close the distance where they can just shoot you low and melee you. the game being mainly short to medium ranges making it much easier to just have a shotgun or a rocket launcher as a power weapon and be good with them. 3. even if you do kill the enemy, you have 4 shots and often 4 more or 8 more after that, and if you hit all those to the head first time sure you'll have 8-12 kills but did you win the match by then? since you had to be farther back your teammates had to go get the flag and if they didn't your sniper rifle was pretty much useless apart from making sure the enemy didn't get your flag, meanwhile shotgun or a rocket launcher can push the enemy, kill "in shotguns case maximum of 4-8 depending on the Halo game" and rocket launchers case about "2-4 depending on only if the enemies were close by or not, the rocket launcher in Halo has 2 shots before reloading" so which one is more overpowered if they both can't be gotten by any other way but the power weapon drop on the map which you have to fight over to gain control of said weapon? same with Destiny 2, sniper rifles used to be very useless when we had "power ammo" as the only source of ammunition for said weapon type, since you could just run linear fusion rifle, shotgun,sword (which you can use to peek around corners in 3rd person even without you having ammo), rocket launchers, grenade launchers and so on, and have more impact for that one shot, or be in a more safe place like with the shorter range weapons, to even having more ammo to play with than sniper rifles, all while you can't bodyshot your opponents with sniper rifle because Bungie made the Destiny 2 sniper balance similar to Halo's. now ask yourself what in these games makes the sniper rifle fundamentally broken? is it because you feel bad of being shot by it? or is it actually better weapon than it's counterparts?
@KimDare75
@KimDare75 Рік тому
Well... if a sniper (maybe with the charge) holds a defensive position, it _should_ be powerful. That kinda is the idea of snipers. Support your storming squad from the back or hold a really strong defensive position, hard to take over. My idea is, snipers should be capable of defending really good while assault rifles... well... should be strong while _assaulting_ a position. Or something like that. And lowering the damage to non-headshot non-kill makes the sniper very reliant on comrades (or a potential side arm), as they need to take out the severely wounded enemy, while you cannot. FPS games should generally be more team/squad based...
@FaceFish9
@FaceFish9 Рік тому
@@KimDare75 the problem with this mentality is, if we go by arcade shooters "not realistic and doesnt try to be" logic, everything needs to be balanced around being able to play alone which means if something isnt quite as good as something else at ending the enemy most players will never use it, take for example CSGO, revolver is hardly ever used because we have Desert eagle, far superior and easier to use version of the same weapon archetype. or the light machine guns in CSGO, hardly ever used except for trolling noobs because we have submachine guns which do the same thing "high fire rate run and gun" but with way less investment from the player (you) to get one. but is the Desert eagle and the submachine guns overpowered? no of course not, they just perform as they should but because they do something else is bad so in Arcade games you can't have something that has a "suppressing effect" or "used to finish enemies" alone, you have to be able to end the enemy by yourself as easily as you can, for it to be good in said games. now if we go to realistic games even milsims like Arma/Squad and so on, snipers have to be good cause that is what is realistic and thats what your job as a sniper is, but what counters snipers? another sniper or a single machine on a vehicle or even a mortar. so in both examples you cant have the sniper be what you said. because it makes no sense.
@AliceLoverdrive
@AliceLoverdrive Рік тому
It's not that it's unfair, it just undermines to the core fantasy of playing a sniper. And I'm personally fine with snipers in low TTK shooters like Call of Duty or CS, but in games that consistently give some leniency for making mistakes, sniper just doesn't compute.
@gojiradropkick9447
@gojiradropkick9447 Рік тому
I always found that Battlefield 1's "sweetspot" mechanic was optimal for balancing the bolt action rifles. And the fact that different rifles had different sweetspots meant that they all had a niche and there wasn't really one "best" rifle.
@insgib613
@insgib613 Рік тому
Not only that, the suppresssion mechanic also helps, so you can't fight enemys as good that are actively shooting at you (e.g with an assault rifle).
@afj810
@afj810 Рік тому
ranking by sniper balance in shooters: 1) battlefield 4+ series 2) phantom forces 3) everything else
@stunningandbased5516
@stunningandbased5516 Рік тому
Sounds good on the surface doesn't hold up in-game. For 90% of use cases the Ross MkIII is the best rifle, because it's straight pull-bolt action and can one-shot enemies unlike any other rifle. The only thing it doesn't have is reduced drag or a super long range sweet spot, M1917 has that covered. 2 rifles make the entire rest of the weapon category redundant.
@lemmonboy6459
@lemmonboy6459 Рік тому
The biggest problem of BF1s sniping, was that the support class was better at it. You could suppress snipers (can no longer accurate hit you), unlimited ammo, and the defensive nature of the game made this strategy incredibly easy to replicate. Genuinely infuriating to being getting laserbeamed from across the map with no easy counter
@tomekl3476
@tomekl3476 Рік тому
@@afj810 snipers in phantom forces are opposite of balanced. Yes they are fun but definitely not balanced. They are just insane at close range
@aluxtaiwan2691
@aluxtaiwan2691 Місяць тому
As Mil-sim player I think the Mil-sim sniper are the best solution. Although Sniper are the popular role but they never be the most popular among the players. It's unwieldy, takes long time and had to go prone for the accurate shot, the fire rate are very low to the point you had to set your shot out of the hot zone to prevent counter sniper. The barrel are stick out so long that it'll bum into everything in cqc. But in the emergency situation the experienced player can still point and shoot. There's a reason why full power bolt action are not the current frontline rifle. And I think the real life situation offer the best solution for balance problems.
@raisnaix
@raisnaix 24 дні тому
Simple answer: Add a distance blur to your game. Sniper now doesn't do more damage, but can do it accurately at range, eliminating the advantage once they move into the view distance, making every other gun preferable.
@Mister_Gency
@Mister_Gency Рік тому
I really like how the snipers work in Splatoon, or chargers as they're called in that game. Like TF2, they also need to charge a shot in order to one shot. Uncharged shots (tap shots) do not only less damage (3-4 shots depending on the specific charger), but they have less range and a slower travel time on top of that. Killing with tap shots is also faster than fully charging a shot though the damage does scale up the longer you charge. If you manage to rush down a charger, you have the advantage unless they just happen to have a charge ready. And speaking of charge, there's a mechanic introduced in 2 that makes playing around the charge mechanic more interesting, which is charge holding. I imagine if there's one thing I can expect anyone to know about Splatoon, it's that your guns shoot ink and you can swim in your ink. The way the charge hold mechanic works is that if you go into swim form while holding a full charge, you can keep that charge as long as you come back up after a certain amount of time (about a little over a second). Another thing to note about chargers is that, unlike snipers in pretty much any other game, chargers have a hard limit on how far their shots go. And there's not only a lense flair system to let you know when someone's charging, but a whole ass laser that points directly to your position and cuts off where your shot ends. Like sniping in TF2, this means you need to be mindful about not altering enemies towards the fact that there's an e-liter staring them down. So generally that means taking cover and peaking just as you're about ready to take the shot. The best part about the limited range is that it allows there to be weapons in other categories that can challenge the chargers. As for the scope vs unscoped balancing thing, Splatoon leans heavily on unscoped. However, there *are* two specific chargers that have scoped variants that actually gives you something to try to make up for what you lose playing with a scope. Scoped chargers have the tunnel vision thing as you'd expect and they also lack the ability to store a charge, making them inherently less mobile. As for what they get in return, well, they get more range. It's not a huge amount of extra range, but it makes enough of a difference that some people take that trade off. Lastly, the different chargers can all feel different from each other. As of Splatoon 3, there are six chargers in the game and only two of them properly feel like what you'd expect from a sniper. You have the Splat Charger, which is the average hold down the charge and get your shots off charger, and the first with a scoped variant. Then there's the E-Liter, which has the longest charge time out of any charger but has the longest range in the game as well as is the other charger with a scoped variant. My favorite that I don't use anymore, the Squiffer, trades range for aggression, it has the shortest charge time out of all the chargers that can one shot and is the only charger in the entire game that doesn't get a charge speed penalty for trying to charge in the air. One of the more gimmicky chargers is the Goo Tuber, it also has a longer charge time but is the only charger in the game that can one shot with a partial charge (70%) though you still need a full charge for your max range, it can hold a charge for three seconds and store partial charges. Another aggressive charger is the bamboozler, it has an insanely fast charge time but is a two shot, also balanced with a shorter range (but still out ranging the Squiffer for some reason). And finally, the newest charger from 3, the Sniperwriter, this one's gimmick is that a full charge gives you FIVE shots instead of just one at the cost of needing two to kill and not being able to charge hold, has Splatterscope range though. So yeah, Splatoon's design for snipers leads to interesting and unique weapons. It's just a shame that a lot of the maps lack viable flank routes, makes charger players harder to deal with than we should be, and frankly, I want more flank routes because I like sniping from unexpected angles.
@xanthousizalith5641
@xanthousizalith5641 Рік тому
Even with all of that, they're still vulnerable if something like a Brella challenges them, less so in 3 because of the shitty net code, but you can still use the Brella canopy to run up on a charger with relative ease, not to mention Brushes mobility giving them the perfect tool to duck and weave between shots and get to them, or the various specials that can shut them down.
@sowrdigio
@sowrdigio Рік тому
i hope they fix brellas one day
@Dinstyvmorsa8539
@Dinstyvmorsa8539 Рік тому
Also thought of splatoon! Their way of nerfing the sniper works in achieving balance. Buuut, that way doesn't work in any realism shooter..
@alex.g7317
@alex.g7317 Рік тому
Tldr pls
@xanthousizalith5641
@xanthousizalith5641 Рік тому
@Alex .G Splatoon keeps snipers balanced by limiting the range they can one shot from and how quickly they can charge up a one shot while also giving a variety of snipers to choose from so the classic sniper is not the only viable option
@TheArkInfinity
@TheArkInfinity Рік тому
Three variations of sniper balancing that weren't covered, but may be worth exploring further: 1.) Battlefield 1 - All Snipers have a unique "sweet spot" range where they are 1-hit kills, outside of that sweet spot, they are 2 shots, unless to the head. This sweet spot varied between snipers but requires a large variety to pull off effectively. 2.) Black Ops 1 - On release, snipers required you to stabilize the reticle in order for the shot to be on-target. In its time, following the madness of original MW2, this was met with insane amounts of backlash which led the developers to revert the design choice shortly after release. Looking back, it prevented 'quick scoping' and forced snipers into the niche the weapon is designed to be played in. 3.) Halo 5 Binary Rifle - Initial accuracy, 'quick scoping', was much less reliable since the weapon required you to maintain that accuracy for a short period of time while the damage was being dealt. Granted, the 'con' here being this requires the gun to not be a modern weapon; but, the design works well for futuristic weaponry. Rather than immediately dealing 100 damage, the rifle takes a second to deal that damage in-full. Damage is calculated via a linear ramp based on static chest/head damage that occurs with each game tick that the reticule is on the target.
@edgybitch2177
@edgybitch2177 Рік тому
I think any mods meant to make a sniper rifle more tailored to how it is actually used, will invariably lead to it being less adequate than assault style weapons in battlefield style games, because they just are. Snipers were designed for scoping out enemy positions, and occasionally firing from the comfort of a bush thousands of meters away from your actual target. Quick scoping and other nonsense is only a thing in games thorougly removed from the reality of these weapons.
@nafetz1687
@nafetz1687 Рік тому
Another Option for more realistic games is to make every weapon one shot.
@dustinjames1268
@dustinjames1268 Рік тому
@@nafetz1687 That's not realistic. Sure 1 shot will often kill someone eventually But it's not enough to kill a person instantly unless it's a headshot or it pierces the heart There are many stories of people needing several shots from a 9mm to be taken down because adrenaline kept him going through the pain and blood loss
@NathanielBTM
@NathanielBTM Рік тому
Don't forget about bf's bullet drop, especially back in the day it was one of the only games that did the whole bullet drop thing
@dustinjames1268
@dustinjames1268 Рік тому
@@NathanielBTM That's an important factor because sniping is supposed to be high skill requirement but high reward for mastering it Although, it does nerf the sniper at long ranges, where it's supposed to dominate, encouraging more medium range engagements
@TooEpik
@TooEpik 2 місяці тому
I believe the main issue is that these weapons actively punish players for playing the game. I play Overwatch, and we deal with soooo many of these things, but not just in the form of one-shots. In fact, we deal with the opposite, an insane amount of sustain and absolute invulnerability cooldowns that auto win duels. You see, in the same way that you have to respect a sniper's sightline by straight up not peaking or playing the game, in Overwatch you have to respect these immortality abilities by not engaging. If you engage in a sniper's comfort range, you die, no discussion. In Overwatch, if you engage on a support with an immortality ability, you die. The only counterplay is that you HAVE to deal with that threat directly, meanwhile the hero who deploys the invulnerability cooldown gets value for merely existing. A sniper gets value by denying long sightlines with mere presence alone. Of course mechanical skill is a factor on the sniper's behalf, but at the end of the day the class is designed entirely to be a skill check for others, while not requiring any particular skill on the sniper's behalf (Again, because they get so much value for simply existing). In the same way, the immortality supports of Overwatch require you to DIRECTLY deal with those abilities that override all forms of skill upon deployment. You cannot engage on your opponent until that cooldown is forced, so that support character gets to exist and get free value for doing nothing, while all the pressure is on you to bait the immortality ability, and then kill the support hero afterwards. You could balance such things PERFECTLY, but they will still be broken, as they are FUNDAMENTALLY FLAWED ideas. When you have heroes (or in your case, weapons) that act purely as skill-checks for other players while not requiring particular skill on that hero's behalf to receive absurd amounts of value, they tend to enrage the playerbase. From my perspective, I believe if there are characters/weapons in a game that have the privilege of doing so little to make the other team's life so much harder, there is something fundamentally wrong with the game REGARDLESS of how well it's balanced.
@ivysvids
@ivysvids 23 дні тому
I would balance like this: Make damage variable over distance, the further away the less damage Make reload speed slower or bolt speed slower, bolts are heavy. Make ammo harder to find Make it so there is coriolis effect, harder to aim means more chance to miss, + longer reload time = a good chance for an opposing player to either find you or hide from you.
@eagles2249
@eagles2249 4 місяці тому
One factor I like about the CS sniper is the audio from scoping in which can give away your position or weapon choice in close quarters. Limits your mobility without actually limiting it
@llmkursk8254
@llmkursk8254 4 місяці тому
I play a TF2 mod that does a bunch of rebalances, and one of them is giving Sniper an audible reload that everyone can hear. That way, you know when a Sniper is vulnerable and can push their sightline.
@FLPhotoCatcher
@FLPhotoCatcher 3 місяці тому
One thing he didn't mention is the normal lag issue. If two players (in CS), one with shotgun and one with a sniper shoot each other at the same time, even if they both get a headshot, the sniper seems to always win. Why not make it so the shooter's damage is not always one value? It's actually more realistic. Also, both players should be able die at the same time (except maybe if they are the last players in that round).
@2A_ROCKS_
@2A_ROCKS_ 3 місяці тому
11:37 half life?
@Gavlavyus_Rumi
@Gavlavyus_Rumi 2 місяці тому
It is good idea
@mintytwist5239
@mintytwist5239 4 місяці тому
I always believe this solution would work for tf2: Old school Halo had a great idea where if you recieve a threshold of damage, then you get unscoped. This would allow a lot of classes, even Heavy, to fight back, and doesn't result the sniper being useless and is forced to reposition which is SUPPOSE to be his downside, where he has to avoid being targeted.
@lavetissene339
@lavetissene339 2 місяці тому
Mfw when aim flinch
@notsojharedtroll23
@notsojharedtroll23 Місяць тому
​@@lavetissene339 😂😂😂
@3three3three3three
@3three3three3three Місяць тому
just like in meet the sniper. "i think his mate saw me. yes, yes he did."
@SyRose901
@SyRose901 28 днів тому
I like what FishStickOnAStick proposed better, which is giving Sniper more downtime by giving the sniper rifle less ammo and a hard reload. So, the Sniper is just unable to watch his sightline forever, and is more vulnerable when scrambling for ammo packs, more opportunities for the flankers.
@HumbleBeeUK
@HumbleBeeUK 22 дні тому
@@lavetissene339 Aim flinch doesn't always work, since people can easily headshot if it's not enough, and won't be able to play if it's too much. Based on the many different contexts of fights, aim flinch can be terrible for either party, and game devs can't account for every situation (especially since sniper already flinches). Aim flinch also requires you to risk yourself by putting yourself in sights of a sniper whilst at his preferred range, because if you weren't making him flinch, you'd have just killed him. Whereas forced unscoping means you can drastically mitigate a sniper's damage, whilst also not outright killing him, which seems like a really good compromise and actually gives him proper counter-play outside of "be a better sniper". Might even be a reason to start using The Classic, lol.
@1cooooolguy
@1cooooolguy Місяць тому
I think battlefield 1 did a pretty good job with balancing the snipers. Similar to the long range charge shot idea but without the charge. Their system was to give the snipers a “sweet spot” range, where you will always kill someone in one body shot, but headshots would always one shot. So if a sniper is supposed to kill from long ranges, people holding a position from far enough but not too far would be rewarded. Therefore, someone rampaging with a sniper is uncommon in close quarters and prevent people from camping as far back as possible.
@Benj....
@Benj.... 3 місяці тому
Fixes to bolt action sniper: Make aiming down sights on sniper take a few seconds Make not aiming down sights increase randomized bullet cone to extremely large size.
@jacksonboyd145
@jacksonboyd145 Рік тому
For the range problem you could take an idea from ROUNDS and make the bullet do more damage the farther it travels, discouraging close encounters, and encouraging people to use a sniper like a sniper.
@hellhound74
@hellhound74 Рік тому
Giving a sniper reverse falloff has its own issue however as someone may land a shot at decent range but due to it being a kid range shot falls just short of killing the target Not to mention giving a sniper reverse falloff encourages rushing the sniper instead of playing around the snipers sightline and basically encourages playing like an idiot
@jacksonboyd145
@jacksonboyd145 Рік тому
@The Knight fair point, I mean if the solution was simple, this video wouldn't exist
@cookiecrumbzi
@cookiecrumbzi Рік тому
Wasn’t this the second solution he offered? He just added charged shots on top of this
@ulz_glc
@ulz_glc Рік тому
its not exactly the same. the mechanic mentioned in this comment fromm rounds, makes bullets bigger and more powerful, the longer its traveling. so you dont need to charge, but it doesnt do any extra damage in short range, only in mid range and even more in long range.
@rua0933
@rua0933 Рік тому
@@hellhound74 I dont see either point being an issue considering the first applies to shotguns as well and has never been a large problem, if it was such an issue it could always be tweaked to be a flat damage between certain ranges/range changes. as for the second point, is that not the point the snipers are meant to be weak at close range? when playing around the snipers sightline comes down to avoiding peaks entirely I dont think it's productive to fluid gameplay
@javon27
@javon27 Рік тому
One factor that I don't think anyone has mentioned is lens focusing. Just like camera lenses, sniper scopes don't have unlimited depth of field. For whatever reason, games don't simulate this. Objects close to you and far away are both in focus. In real life, scopes would be focused for their intended range. Maybe if devs program the scope to initially focus at their intended range and have it autofocus for closer ranges (over a small amount of time), this could discourage using it for short to medium ranges.
@LambdaTF2
@LambdaTF2 Рік тому
Damn, interesting idea. I don’t think I’ve ever seen this implemented before but it would make a lot of sense.
@overtone55
@overtone55 Рік тому
I think that's an interesting idea, but it really doesn't fix short ranges unless it took an extremely long time to focus because of how much bigger the targets are
@freetobe5218
@freetobe5218 Рік тому
I think CoD: Ghosts did this by blurring the area outside of your scope on snipers. I’m probably wrong, but it might be right.
@juliasrouvali1924
@juliasrouvali1924 Рік тому
I like that. It would be like BF1 sweet spot damage but more realistic version of prefered range enforcement
@LoadoutsAirsoft
@LoadoutsAirsoft Рік тому
@@overtone55 make it fixed short range. or let the player adjust scope (zero feature in battlefield games) before ADS.
@alexgc2002
@alexgc2002 3 місяці тому
As a CS and Valorant player with around 800-900 hours on just snipers I dont think the "charged shots" would solve the issue. This is mainly because if in close range you favor headshots in order to kill, a more skilled player would always go for the cheaper bolt action option since it would always has a higher fire rate, better hip accuracy and it would still take two shots on body or leg. As I said I have quite a lot of time on snipers, this means that my aim with the cheaper bolt action is pretty good when aiming only for heads, which means that I often prefer to choose it instead of the one hit kill sniper mostly because it would still cost 3-4 times more and doesnt give me in particular many advantages. However, as you said in the video, its still much better on close range because it guarantees that one hit kill, making it worthy if I have an excess of money or if I pick it up from the floor because it allows me to play more agressively. Let´s say we apply your suggestion for one of these two types of FPS. I would never pick the one hit sniper since its counterpart offers me the same value if I try to always aim for the head while offering better movility and allows me to save a lot of money which can then be used to buy other players in my team on rounds when an ECO should be mandatory. The matter gets only worse when you look at other skill levels that aren´t mine, for example much better players with snipers would abuse this strategy as some of them already do like Kaemi (A valorant marshall only player), making the one hit hit kill sniper obsolete on the highest ranks and pro level. On the other hand, begginers would be extremely discouraged from playing this sniper because, as I have found from some friends on lower elo, their aim is not sufficiently good on the very high and shorter ranges because of the lack of skill when flicking. This means that when they do shine with the strong sniper is on the mid-short ranges where their reaction time is good enough and the movement of the enemy on their screen is not too fast. So I think that this change would make them feel like they are not cut out to use snipers and enforcing the idea of using other guns because they are more effective for them. Having said this, I found your idea very interesting as it made me think a lot about if it could be implemented on these objective type FPS. I also agree that CS and Valorant´s approach is not perfectly balanced and that the increase in cost is a lazy fix. And your solution is much better than other games where the damage of the sniper is non existent like PVE games such as The Division, where hitting a headshot gives you no dopamine. Really fun watch :D
@rerocherry
@rerocherry 23 дні тому
Idea: As damage dropoff is a thing most of the time, what if it were reversed for the sniper? The closer your target the less damage you do, and the further away the more damage you do. This would encourage players to play at long range instead of close up
@wintermanthenforcer
@wintermanthenforcer Рік тому
In Sniper Elite, there is a stamina mechanic. It basically means the more you move around, the less amount of time you will have to steady your rifle. This also makes your aim very shaky. I think this is a good idea to limit the sniper's mobility while keeping the rifle fun to use.
@Deadvalley200
@Deadvalley200 Рік тому
I think this is probably the best way to balance it, but some players prefer a more fast paced play style.
@BobOrKlaus
@BobOrKlaus Рік тому
​@@Deadvalley200well, if you prefer a fast paced playstyle, just dont play sniper in that case
@ste4lth147
@ste4lth147 Рік тому
@@Deadvalley200 that’s the opposite point of a sniper. Just don’t play sniper then but if you do, don’t expect if to work well because that’s not what snipers are intended for. Simple as that if you want to be a good sniper you won’t be fast, if you want fast don’t be a sniper at least that’s what it’s like in real life and realistic and accurate games. I’ve been playing snipers in games since Xbox 360, and in real Life I do all kinds of competitive shooting. And currently in the process of joining the military. But what do I know just a couple thousands maybe tens of thousands of rounds throughout my life. My point is, IRL and accurate portrayal of real life would be “Fast gameplay doesn’t = sniper, sniper = slow but highly accurate and quickly paced if put in the hands of a competent shooter. If you want to play fast and great. Best option anything but sniper, if you want highly accurate, hard to Learn and hard to master, but a bit slower, go sniper and I’m basing this on more realistic games like arma physics, etc. not that COD or battlefield reality wanna be physics. But If you wanna be a fast gameplay high kills God Tier sniper if you achieve that, you’ll know it’s not a great game just from that being a possibility. But hey live and let live I guess
@Deadvalley200
@Deadvalley200 Рік тому
@@ste4lth147 well said
@timothymiles2851
@timothymiles2851 Рік тому
I like the BF1 tactic. Every sniper has a sweet spot where it will 1 shot body shot. Different snipers have different sweet spots. None 1 shot body close or super far. Makes it feel super rewarding when you learn the specific rifles.
@Tom_Hillman
@Tom_Hillman Рік тому
yeah! not to mention bullet drop, travel time, scope glint and suppression for the sniper, the skill gap is so much higher for bf1 snipers and you really have to play actively and not passively with them!
@ClueIess
@ClueIess Рік тому
@@Tom_Hillman bf1 is like the easiest battlefield to snipe on tho lol
@Tom_Hillman
@Tom_Hillman Рік тому
@@ClueIess It's certainly the most enjoyable sniping experience for both the sniper and the other players.
@deaconfetundes7888
@deaconfetundes7888 Рік тому
@@Tom_Hillman It's also realistic too (+), In real life you really don't want to f near an uncovered sniper's den in ww1 because one peek would make your head explode. Some parts on why it's enjoyable too.
@dylanconnolly2665
@dylanconnolly2665 Рік тому
@@deaconfetundes7888 Not necessarily because every gun IRL can do that you will die unless your incredibly lucky to any gun if your with in there range
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