DefCon-17 wrote:
-Sh1fty- wrote:
Is this only for snipers or is it for anybody that uses an optic or even holographic sight?
I think for anything above an Acog, though I might be wrong.
You're right. Anything above 4x gets the glint, which is surprising as I remember reading that it only applied to the 12x. I guess they changed it.
As for the glint itself, I think it's pretty retarded how it's implemented now. Between the bullet drop, target lead and breath control sniping is only really effective while stationary and prone - a position which, for all the whinging directed at it, leaves you very vulnerable. You are stationary and the largest target you present is your head, which anyone can line up after you give away your position through your muzzle flash and gunshot. Now you give away your position even
before you have a chance to shoot.
And the angle in which the glare shows up is quite wide: on many occasions I found myself looking at the glares of 3 scopes and wasn't being shot at because they were aiming at the people around me. This problem is exacerbated on rush, where you have a long, narrow map with one team advancing towards the other.
I can understand it's implementation - the ability to suppress sniper rifles, more dense foliage/map clutter and the lack of an all seeing commander to scan for/spot lone enemies makes it more difficult to pick out snipers then it was in BF2 - but they need to do it better. Limit it to the 12x only, narrow its field to only show when aiming directly at the target or maybe give recon a spotters scope, so they can pick out targets without producing glint.
Last edited by Sup3r_Dr4gon (2011-10-01 21:04:00)