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SNIPERS: A Nightmare for Developers and Players

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  • Published on Mar 13, 2026

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  • @randomindividual769
    @randomindividual769 3 years ago +49531

    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 3 years ago +6858

      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.

    • @zombine7103
      @zombine7103 3 years ago +986

      @Randus1058 thats a goo-*aahhhaamm* an evil approach.

    • @marsupialmestre
      @marsupialmestre 3 years ago +180

      @Randus1058 lmfao

    • @kaidwyer
      @kaidwyer 3 years ago +264

      @zombine7103 what can I say… evil is effective

    • @zombine7103
      @zombine7103 3 years ago +262

      @kaidwyer yes but also the easiest. Solving peacefully requires skill. Its in our nature to chose the easy. I also sometimes want to kill specific stereotypes but i dont even think it will solve anything.

  • @Sethicorn
    @Sethicorn 2 years ago +4089

    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 2 years ago +114

      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

    • @MmmMmph1968
      @MmmMmph1968 2 years ago +102

      THANK YOU. I got so annoyed when he skipped TFC and went straight to Counter-Strike.

    • @Noway-sg8md
      @Noway-sg8md 2 years ago +31

      ya he didnt mention UT or TFC, zzz

    • @farbeyond37
      @farbeyond37 2 years ago +17

      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 2 years ago +16

      @MmmMmph1968 TFC, Half life (had an actual sniper weapon) or Quake 2. The guy must be very young to not know all these games.

  • @shaunwu3910
    @shaunwu3910 3 years ago +511

    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 3 years ago +11

      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 3 years ago +11

      Half Life also have sniper (crossbow actually but it functions as a sniper) and it naturally released before CS did.

    • @matthewgagnon9426
      @matthewgagnon9426 3 years ago +3

      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 3 years ago +6

      @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.🤣

    • @GroinMischief
      @GroinMischief Year ago +4

      Quake 2 railgun was also at the mercy of latency. Even if it was a hitscan you still had to lead your shots. It was quite deadly for spawnfrags, but tough to use on moving targets.

  • @GliderMonkey
    @GliderMonkey 11 months ago +86

    2:34 I’m pretty sure that’s Jake Paul not a sniper

    • @KDotGlaze
      @KDotGlaze 8 months ago +2

      Lol. Investing in this comment

    • @arnavsundriyal0
      @arnavsundriyal0 4 months ago

      bad investment​@KDotGlaze

    • @SirFunky
      @SirFunky 14 days ago

      oh ha ha, i dont care who its directed at its petty and nobody likes a guy who has to bring up negativity and things irrelevent for no reason, its not even like its a fitting or funny joke

    • @Sn50tin
      @Sn50tin 8 days ago +1

      @SirFunky I found it funny

  • @husveq
    @husveq 3 years ago +8260

    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.

    • @justaClippy202
      @justaClippy202 3 years ago +1120

      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 3 years ago +68

      The Huntsman begs to differ

    • @ethanspradling
      @ethanspradling 3 years ago +355

      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 3 years ago +27

      @dukeradwardthe5th843 more of a gimmicky weapon, no?

    • @Dark_TBE
      @Dark_TBE 3 years ago +34

      @dukeradwardthe5th843 can't 1 shot on a fully charged body shot so it's balanced in my opinion

  • @Deadvalley200
    @Deadvalley200 3 years ago +1183

    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 3 years ago +96

      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 3 years ago +30

      Destiny2 also balances their snipers this way, and it's why they feel great

    • @wilville3752
      @wilville3752 3 years ago +9

      Same with cod for quickscoping you let go of all movement keys for a couple milliseconds then shoot

    • @Phoenixstorm36
      @Phoenixstorm36 3 years ago +12

      Didn't excpected that PR would be mentioned here, but I'm glad you did :3

    • @CherryTheDergy
      @CherryTheDergy 3 years ago

      @thisgoddamusernamestoodamnlong no they feel great because they game literally has aimbot.

  • @ka1withan1
    @ka1withan1 3 years ago +1879

    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 3 years ago +47

      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 3 years ago +154

      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 3 years ago +16

      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 3 years ago +8

      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 3 years ago +3

      @Right1994exactly

  • @zAimEnthusiast
    @zAimEnthusiast Year ago +52

    Balanced weapons are more complex than described in the video, one game that exemplifies this is Apex Legends, where neither snipers or shotguns are one-shot-machines, but this does not make none of them useless in a high TTK game, the bigger variable is the human part of it, reaction, skills, the emotions, the map design etc...

    • @satysfaction9702
      @satysfaction9702 5 months ago +4

      I mean in Apex you need basically 3 full mags to kill anyone using an SMG or AR. Having the snipers/shotgun one shot would make them omega overpowered.

  • @ME0_
    @ME0_ 3 years ago +1270

    quickscoping becoming it’s own thing just made this fight that much more complicated

    • @pingviinipelaa9531
      @pingviinipelaa9531 3 years ago +15

      shotgun slugs with similar range to shotguns but more damage?

    • @MidoEl
      @MidoEl 3 years ago +61

      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 3 years ago +160

      @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 3 years ago +96

      @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

    • @ort91234
      @ort91234 3 years ago +15

      @GamerGod-fp1tj what about giving it high inaccuracy when aiming the weapon with your mouse quickly?

  • @georgeisratemint
    @georgeisratemint 3 years ago +1615

    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

    • @crlsdundych
      @crlsdundych 3 years ago +54

      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

    • @gschmidtmusic
      @gschmidtmusic 3 years ago +15

      and this is why woxic plays on serial killer high sens so he never has to scope out hahaha

    • @Eridelm
      @Eridelm 3 years ago +30

      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 2 years ago +8

      ...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

    • @crlsdundych
      @crlsdundych 2 years ago +26

      @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.

  • @johnk9727
    @johnk9727 3 years ago +583

    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 3 years ago +17

      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 3 years ago +2

      You pretty much have to learn how to use all the weapons though or you can't keep moving

    • @ekinteko
      @ekinteko 3 years ago +10

      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.)

    • @gurgodarkk
      @gurgodarkk 3 years ago

      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 3 years ago

      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.

  • @Skelf-yay
    @Skelf-yay 5 days ago +5

    Aiming with the sniper should be easier while crouched or prone, but while standing it’s almost impossible to steady the rifle

  • @howdee_
    @howdee_ 3 years ago +2545

    Your editing style has always been high quality, so it’s great seeing you branch out from valorant.

    • @OfficialArch
      @OfficialArch  3 years ago +233

      Just have to think about my narration, i feel like its too energized for a documentary style channel

    • @FaizPhobia
      @FaizPhobia 3 years ago +147

      @OfficialArch there's no such thing as too energized :(

    • @cclover
      @cclover 3 years ago +95

      @OfficialArch No shame in being unique

    • @imnotsmart9037
      @imnotsmart9037 3 years ago +8

      @FaizPhobia there definitely is, but i get what you mean

    • @Sleep-017
      @Sleep-017 3 years ago +15

      @OfficialArch it sounds better than most documentaries (:

  • @bandana_girl6507
    @bandana_girl6507 3 years ago +1012

    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 3 years ago +10

      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 3 years ago +32

      The best solution to the Sniper issue is to not add it in the first place.

    • @catocall7323
      @catocall7323 3 years ago +3

      Bazookas! Clear sight lines no problem, just barrage the shit out of any obvious sniping position.

    • @nyaleph
      @nyaleph 3 years ago +13

      Same thing for utility... Snipers are balanced by having their usual position being flashed or their view blocked by smokes

    • @jatollar
      @jatollar 3 years ago +5

      @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.

  • @vallestf2
    @vallestf2 2 years ago +462

    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 2 years ago +44

      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 2 years ago

      That requires skill and makes it more difficult to hit your shots than waiting for someone to walk into your sightlines@Kensuke0987

    • @lunasagaming5801
      @lunasagaming5801 2 years ago +56

      @Kensuke0987 you could, but it's much more difficult to do that and leaves you open due to looking at a wall

    • @Kensuke0987
      @Kensuke0987 2 years ago +21

      @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 2 years ago +1

      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

  • @R1ver7th
    @R1ver7th 16 hours ago +1

    coming back to this video after three years to say that splatoon solved this problem perfectly by
    a. building the game around movement and painting and restricting both those options for most snipers
    b. adding a long charge up to all the snipers capable of one-shotting a player
    c. showing where they're aiming for everyone else
    d. incredibly open map design
    forcing snipers into playing the most fun way they can by predicting movement at a distance to hit juicy one-shots (for most the non one shots and the other weird ones exist im aware)

  • @ma9ici4n
    @ma9ici4n 3 years ago +2206

    Crazy how magazine size and reload speed was not mentioned for the main balancing stats of a gun.

    • @milopaso2151
      @milopaso2151 3 years ago +51

      fr

    • @vinnieandhispizza6299
      @vinnieandhispizza6299 3 years ago +179

      Fire rate is pretty close to reload speed, but not the same. An ammunition amount is also an important factor

    • @rohanshirodkar8353
      @rohanshirodkar8353 3 years ago +189

      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 3 years ago +81

      @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 3 years ago +5

      Yeah and ingame price of the gun as well!

  • @bobbuilding7264
    @bobbuilding7264 2 years ago +591

    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 2 years ago +9

      doesn't nerf the close range engagements though, because the projectile hits basically straight away

    • @asdfasdf-mn8iu
      @asdfasdf-mn8iu 2 years ago +12

      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 2 years ago +12

      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.

    • @Agentbrokkoli
      @Agentbrokkoli 2 years ago +5

      Titan-Fall did a lot right!!!

    • @ZesPak
      @ZesPak 2 years ago +1

      @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.

  • @loafity4244
    @loafity4244 2 years ago +828

    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

  • @timblandin3840
    @timblandin3840 20 hours ago +1

    Just gonna say but theres a game that took a name from black ops but its on roblox and does have multiple changes on sniper and it fixes that because over the kilometer it crosses the bullet goes down

  • @Oxhmxn
    @Oxhmxn 2 years ago +760

    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 2 years ago +18

      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 2 years ago +69

      ​@omnianti0 It's not exactly complex. The pilot is more vulnerable than vehicles, but harder to hit.

    • @omnianti0
      @omnianti0 2 years ago +3

      @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 2 years ago +39

      ​@omnianti0Battlefield 1 doesn't have helicopters.

    • @omnianti0
      @omnianti0 2 years ago

      i dont experimented rifles versus planes but i bet ita the same resistance @Creepernom

  • @marcoaltran1581
    @marcoaltran1581 3 years ago +1169

    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 3 years ago +29

      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 3 years ago +55

      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 3 years ago +30

      @craig5340 bunny hopping is annoying, but banning people for bunny hopping is pretty petty and lame.

    • @craig5340
      @craig5340 3 years ago +8

      @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 3 years ago +10

      @craig5340 I didn't say you said you wanted that, all I said was that it's petty and lame.

  • @SamercamYT
    @SamercamYT 3 years ago +957

    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 3 years ago +51

      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 3 years ago +9

      I say we make a game with no hitscan at all.

    • @dancintilldeath
      @dancintilldeath 3 years ago +8

      ever got one-shot in the air in tf2?

    • @SamercamYT
      @SamercamYT 3 years ago +36

      @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 3 years ago +3

      @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.

  • @Eduj5790
    @Eduj5790 Year ago +26

    1:38 what about magazine size

    • @huan_valentinovich
      @huan_valentinovich Year ago +10

      Its part of the firerate (lower magazine size - more times need to reload - less shots per minute)

  • @ToniRuottu
    @ToniRuottu 3 years ago +515

    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 3 years ago +17

      Quake 1 had a lightning gun.
      That was a pretty fucking snipey weapon

    • @bostonjackson3415
      @bostonjackson3415 3 years ago +2

      So it's the machana

    • @ConsciousExpression
      @ConsciousExpression 3 years ago +18

      @DizzySpark Except it was so short range.

    • @nitramdh
      @nitramdh 3 years ago +18

      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 3 years ago +11

      @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.

  • @officialswordmaster3069
    @officialswordmaster3069 2 years ago +631

    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 2 years ago +43

      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.

    • @Frankenspank67
      @Frankenspank67 2 years ago +2

      you talking about Battlefield 1942?

    • @spitfiresiemion
      @spitfiresiemion 2 years ago +16

      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 2 years ago +3

      ​@Frankenspank67 no the battlefield after battlefield 4 was called battlefield 1

    • @Spore9996
      @Spore9996 2 years ago +11

      @Frankenspank67 BF1, the WW1 game.

  • @gold_me
    @gold_me Year ago +620

    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- Year ago +3

      Can you elaborate more on how the sniper there works? I'm confused

    • @CalciumEnjoyer
      @CalciumEnjoyer Year ago +48

      @-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- Year ago +13

      @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 Year ago +21

      To clarify,, you cannot passively charge it or hold that charge. You must choose to charge it and then release

    • @-RandomStranger-
      @-RandomStranger- Year ago +1

      @stavbearer9878 and that seems like the huntsman, the tf2 weapon all players like/ars fine with(excluding the bugs)

  • @TheMasterfulCrafter
    @TheMasterfulCrafter 11 months ago +1

    so the solution in the splatterscope?

  • @steeeen
    @steeeen 2 years ago +1139

    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 2 years ago +27

      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 2 years ago +263

      @prince0panda914 Just admit you have racist tendencies without blaming the game LMAO

    • @mousetrap4751
      @mousetrap4751 2 years ago +81

      @oba9ara every gamer, racist or not, has come close or has said the n word at least once.

    • @Littleclippygirl100
      @Littleclippygirl100 2 years ago +8

      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 2 years ago +17

      @oba9ara I was exaggerating for dramatic effect I don’t use the n-word when I get sniped

  • @legitXsuspect
    @legitXsuspect 3 years ago +800

    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 3 years ago +59

      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 3 years ago +13

      ​@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 3 years ago +33

      @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.

    • @JKL21200
      @JKL21200 3 years ago +26

      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 3 years ago +4

      @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.

  • @nein3405
    @nein3405 3 years ago +661

    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 3 years ago +20

      Thats probably just you being bad at avoiding snipers

    • @bigdiccmarty9335
      @bigdiccmarty9335 3 years ago +12

      @heyyanewbie *just don't get shot, bro*
      riveting suggestion, you should be a general or something

    • @elgordobondiola
      @elgordobondiola 3 years ago +12

      Have you tried getting better teammates?

    • @samatics4
      @samatics4 3 years ago

      Woah bro. Easy on the homophobia. Not cool especially in 2023.

    • @elliotgillum
      @elliotgillum 3 years ago +19

      @samatics4 Huh? Who's being homophobic?

  • @Chewie2388
    @Chewie2388 9 months ago +2

    What if had reverse damage falloff instead?

  • @moistcena648
    @moistcena648 3 years ago +513

    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  3 years ago +49

      Appreciate it!! The next one will be even better :)

    • @anderman1231
      @anderman1231 3 years ago +3

      true iv'e been watching this channel maybe half a year? and i really like his content

    • @GamingHelp
      @GamingHelp 3 years ago +2

      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 3 years ago +2

      @anderman1231 how, there's only 1 video

    • @ansonpoon4814
      @ansonpoon4814 3 years ago +8

      @gabrielc7861 well I mean my dude has another channel

  • @dasmaffin1633
    @dasmaffin1633 2 years ago +841

    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 2 years ago +18

      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 2 years ago +3

      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 2 years ago +1

      Or, just add significant hit flinch that makes ur cross hair point to the f’n sky

    • @Laireso
      @Laireso 2 years ago +5

      @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 2 years ago

      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

  • @chalk2348
    @chalk2348 3 years ago +417

    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. 🤔

    • @ToadKingStudios
      @ToadKingStudios 3 years ago +41

      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 3 years ago +6

      Oh, thanks you two! Even if, like a total dummy, I commented this before realizing it's mentioned in the video. 😅

    • @incinerativemario
      @incinerativemario 3 years ago +2

      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 3 years ago +5

      @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.

    • @InternetzSpaceshipz
      @InternetzSpaceshipz 3 years ago +4

      Battlefield 1 does exactly that

  • @mr.sam-yk
    @mr.sam-yk 8 months ago +2

    what about to make it deal less damage in short and medium to short range?

  • @prism223
    @prism223 3 years ago +2034

    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 3 years ago +511

      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.

    • @philkopro
      @philkopro 3 years ago +212

      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 3 years ago +312

      @philkopro 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 3 years ago +41

      @silver1340 you could make it so that people carrying a sniper rifle move slower than others.

    • @silver1340
      @silver1340 3 years ago +128

      @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?

  • @Sebmb01
    @Sebmb01 2 years ago +365

    The ammo was not adressed in the video and I think that lowering the amount of ammo you get helps a lot, because a sniper with low ammo is only useful for a bit of time ando also it punishes bad aiming.

    • @bforbiggy
      @bforbiggy 2 years ago +41

      It punishes bad aiming and thus bad players, but the good players are practically unaffected no?

    • @Goofy_Basic
      @Goofy_Basic 2 years ago +20

      @bforbiggy the problem is in games like cs:go awp is still one shot one kill weapon and takes practicaly no skill so no neither sides are affected
      but in realism games like arma, squad its not big of a deal either since you will be waiting for perfect timing most of the time

    • @bforbiggy
      @bforbiggy 2 years ago +3

      @Goofy_Basic That is a good point because snipers in most large map games are a lot less oppressive. I think it's different though because Arma has a large map and many players, so deaths are less impactful? Imagine a 5 player fortnite battle royale

    • @smoldog6013
      @smoldog6013 2 years ago +1

      yeah but ammo systems are never fun, unless in a game where limited ammo is a feature, tf2 weapons have limited ammo, and its basically the worst part of the game

    • @0NeeN0
      @0NeeN0 2 years ago +1

      @Goofy_Basic no skill xD let's play 1v1 awp only I'll do you 10-0 "noob weapon" my ass. Look at how they play with a sniper on silver/faceit 1 and on global elite/faceit 8-10

  • @skylark.kraken
    @skylark.kraken 3 years ago +622

    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 3 years ago +63

      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 3 years ago +23

      Or there’s the real life solution, which is that everyone dies to the mortars, sniper included.

    • @alface935
      @alface935 3 years ago +3

      @josepetersen7112 Bad idea

    • @alface935
      @alface935 3 years ago +1

      @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 3 years ago +3

      @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.

  • @aoming021
    @aoming021 11 months ago +5

    Solution 2 is the best, but I would add that in order to obtain the bigger damage you have to aim to vital organs like in Red Dead Redemption II with the Dead Eye mechanic and the longuer you mantain the shot, the more those organs are remarked so is a little easier to see them

  • @jacksonboyd145
    @jacksonboyd145 3 years ago +366

    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 3 years ago +55

      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 3 years ago +21

      @The Knight fair point, I mean if the solution was simple, this video wouldn't exist

    • @cookiecrumbzi
      @cookiecrumbzi 3 years ago +6

      Wasn’t this the second solution he offered? He just added charged shots on top of this

    • @rua0933
      @rua0933 3 years ago +7

      @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

    • @1ab23c4d5e6f
      @1ab23c4d5e6f 3 years ago +5

      Another game that does a great job with it is Mechwarrior Online.
      The maps are designed around high time to kill and many of the long range weapons also have minimum ranges, so instead becomes a tool for softening enemies before they get in range to retaliate, rather than killing them outright.
      You also can often bring multiple types of weapons and fire them at a time, so you could reasonably run medium and long range weapons at the same time, and often would.

  • @sebastianfries274
    @sebastianfries274 3 years ago +654

    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

  • @iñi1234
    @iñi1234 3 years ago +1288

    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 2 years ago +67

      eh people can still hit nasty flicks through flinches

    • @iller3
      @iller3 2 years ago +71

      that is one hell of an excellent counter point

    • @HypnotiKSykotiK
      @HypnotiKSykotiK 2 years ago +115

      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 2 years ago +2

      That's what I was thinking the entire video!!!

    • @Putrid_Geist
      @Putrid_Geist 2 years ago +5

      It worked in Halo.

  • @unknownflame8194
    @unknownflame8194 11 months ago +1

    Why don’t they just make the ads longer like 2 seconds

  • @eagles2249
    @eagles2249 2 years ago +306

    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 2 years ago +17

      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 2 years ago +1

      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).

    • @Dudeeeeeeeeeeeeeeeeeeeeeeeeeee
      @Dudeeeeeeeeeeeeeeeeeeeeeeeeeee 2 years ago +1

      11:37 half life?

    • @Gavlavyus_Rumi
      @Gavlavyus_Rumi 2 years ago

      It is good idea

  • @rakusjo
    @rakusjo 2 years ago +61

    The first UNREAL from May of 98 had a sniper in it and it had an insane zoom function as well.

  • @Pun-ish
    @Pun-ish 3 years ago +356

    Sniper: one-shots = unfair for others
    Sniper: needs more shots = unfair for the sniper
    It's a logical paradox!

    • @jackmcmorrow9397
      @jackmcmorrow9397 3 years ago +30

      I wouldnt say its unfair at all. A scoped sniper weapon already has a massive ranged advantage, it doesnt need a TTK advantage too.

    • @KimDare75
      @KimDare75 3 years ago +24

      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...

    • @AliceLoverdrive
      @AliceLoverdrive 3 years ago +9

      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.

    • @AliceLoverdrive
      @AliceLoverdrive 3 years ago +3

      Kimi Timoskainen I've never played either, so can't comment on that. In TF2 and Unreal Tournament, high TTK games I've played extensively, snipers aren't overpowered per se (as in, there's an effective counterplay), but yeah, very fuck fucking annoying to deal with because having a cool 1v1 being suddenly interrupted by you or your opponent wandering into sniper's sightline while jumping around like madmen is very frustrating -- it, unlike in, say, CS, tests a fundamentally different skill in a fundamentally different way.
      (it's also heavily influenced by map design, as it's not an issue in a very claustrophobic Quake where true long-range engagements are not really a thing)
      RE: fantasy
      Fantasy of playing a sniper isn't the same as accurate simulation of sniper's job in the real life. It's a set of reasonable expectations, informed by multitude of other games, gaming-related media and completely unrelated media like novels, film or TV shows.
      I expect sniper oneshoting people at long ranges, just like I expect a shotgun to only work at spitting distance, or a greatsword to be slow, even if both are _wildly_ unrealistic.

    • @littlehorn0063
      @littlehorn0063 3 years ago +2

      That's why you go quake route and don't include the sniper rifle at all

  • @MicronationofRhendagar-je4rn

    he did not do his research unreal came out before CS and it does have a sniper rifle

  • @gojiradropkick9447
    @gojiradropkick9447 3 years ago +326

    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 3 years ago +41

      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 3 years ago +19

      ranking by sniper balance in shooters:
      1) battlefield 4+ series
      2) phantom forces
      3) everything else

    • @stunningandbased5516
      @stunningandbased5516 3 years ago +10

      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 3 years ago +14

      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 3 years ago +13

      @afj810 snipers in phantom forces are opposite of balanced. Yes they are fun but definitely not balanced. They are just insane at close range

  • @ryry_2720
    @ryry_2720 3 years ago +1190

    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 3 years ago +235

      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 3 years ago +105

      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 3 years ago +14

      @therobertguy2436 It also has an 100% crit rate, just like his ubersaw

    • @spinosaurusiii7027
      @spinosaurusiii7027 3 years ago +21

      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 3 years ago +47

      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.

  • @lightynide
    @lightynide 2 years ago +351

    Snipers in higher realism games like Squad or HLL are often balanced with fundamental game mechanics like noise, suppression, shifting spawn points, and the game objectives not being exclusively about kills or kda. The first two are huge... When you start shooting you make the enemy aware of your presence, and since all guns are lethal and there's a solid suppression mechanic they can make your life hell really quickly if you don't have adequate cover, distance, and good timing.

    • @jakepassolt9640
      @jakepassolt9640 2 years ago +13

      In squad snipers are also less powerful because most classes have a 4x optic that can 1 shot headshot at any range, plus you can always hop in a vehicle and circumvent a snipers position

    • @Carolus33
      @Carolus33 2 years ago +2

      repentandbelieveinJesusChrist9 NIV is crap, use the Douay-Rheims

    • @jamesa3818
      @jamesa3818 2 years ago

      You mean realistic games like Tarkov, right? Because those other two games aren't "realistic" per se, they're just less embarrassing than Fortnite.

    • @jamesa3818
      @jamesa3818 2 years ago +3

      Anyway, at 5.30 in and I am leaving this video. Dumb question.
      Tarkov has basically shown if you make the game and the guns realistic then they're all pretty well balanced, devs made this problem for themselves. If any of your guns take more than one headshot to kill then your guns/game are already broken.
      As for the question as to if snipers are OP?
      Snipers do in games what they do in real life. They kill shit, effectively, at whatever range you like. The only "fix" most games need is to make the ADS time slower and increase sway, quick scoping is definitely not a realistic trait of a sniper rifle. Tarkov did that, and no one would tell you that snipers are OP on that, they might even tell you that snipers suck in Tarkov, or are at least definitively in their own class and not a weapon you would carry as a shotgun substitute.
      I think the fact that sniping is a harder skill to learn in any game makes lots of people shitty about its effectiveness once mastered. Video already said it, snipers do at range what shotguns do up close (area denial). They're both specialty area denial weapons, and if they get "tweaked" until they can't do that, then they're broken. E.g. a sniper that takes more than one shot to kill at range would be broken because then there's no chance of defending an open space at range.
      The simple solution is that people stop being little bitches.

    • @vinhhoangkhai8329
      @vinhhoangkhai8329 2 years ago +8

      yeah i play squad and the easiest way to deal with sniper is to do gun talk keep their head low and have a marksman or anyone who can aim to get the kill. The sniper irl is meant for reconnaisance not jumping sliding around in a boxed map

  • @Zumi297
    @Zumi297 2 months ago +1

    You didn’t mention how you can counter the sniper with movement

  • @everythingsalright1121
    @everythingsalright1121 3 years ago +2031

    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 3 years ago +343

      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 3 years ago +125

      Also utility balences snipers alot

    • @gooburt
      @gooburt 3 years ago +111

      @LuxthXO agree. utilities destroy the awp, flash and smoke.

    • @butter_nut1817
      @butter_nut1817 3 years ago +137

      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 3 years ago +6

      It's still annoying when its 90% of my deaths

  • @snowgoon8955
    @snowgoon8955 3 years ago +269

    A multiplayer game I recall with a simular concept as your "charging" idea is is Jedi Knight academy from 2003. The sniper in it was a laser rifle that would shoot like a marksman rifle when quickly fired, but if you charged the rifle by holding down the fire button it would shoot a one shot that would disintegrate people. If you held it down to maximum charge it would automatically fire too, this meant if you wanted to 1 shot people you had to heavily anticipate where and when you were going to shoot.

    • @suddencrysis3134
      @suddencrysis3134 3 years ago +12

      There was the railgun where it exploded on max charge killing the user so you couldn't just wait.

    • @mobilevideoviewer2610
      @mobilevideoviewer2610 3 years ago +2

      Handling, mobility, and recoil most people aren't shouldering a 50 cal and I doubt anyone is throwing a second shot even if they are without a lot of bulk or a bracing system which also would slow mobility, mounted decreases recoil by half to 2/3rds get rid of awareness by blurring and adding a scope sweet spot that you can be staggered from viewing/reliably correcting shots. It's not hard it's just effort to make feel good enough to not kill the class and to do that you need dynamic maps which means your weapon team and map team have to be on the same page last game to do that that I've seen was halo reach.

    • @acaribouintheattic8345
      @acaribouintheattic8345 3 years ago

      ​@suddencrysis3134 The tau cannon from Half life worked the same way!

    • @Ostr0
      @Ostr0 3 years ago

      ​@suddencrysis3134 🌚 KEKW

    • @justcallmexen
      @justcallmexen 3 years ago +1

      The idea that you can't hold a charge at maximum sounds good, forcing the potential sniper to have to lower their gun for a moment to reset the charge and give an enemy a chance to appear at an inopportune moment. Heck, TF2's Huntman made Sniper lose damage and accuracy if holding his bow drawn too long, requiring down time, even for a moment.

  • @Derpinessstudios
    @Derpinessstudios 11 months ago +1

    Why is in his example the smg’s have very high recoil control might just be that I play r6 but that doesn’t feel right

  • @Kronophonix
    @Kronophonix 2 years ago +583

    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 2 years ago +58

      He also left out Sniper-Flinch. You get hit first -> You will miss

    • @_DAN11L_
      @_DAN11L_ 2 years ago +7

      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.

    • @AlkcerixX
      @AlkcerixX 2 years ago +4

      @_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 2 years ago

      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.

    • @xAR_MTr-A
      @xAR_MTr-A 2 years ago +2

      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

  • @tybreezy5894
    @tybreezy5894 2 years ago +418

    I think a very important thing about sniper balancing is movement. When you have slow movement options,like counter strike, and run into a sniper it’s nearly impossible to dodge.

    • @hmslc8289
      @hmslc8289 2 years ago +11

      You have 4 grenades on your belt, all of which can be used to neuter the AWPer. You also have teammates, and with good peeking and teamwork you can trade kills, as the sniper cannot multi-kill.
      The AWP is one of the best balanced snipers in gaming

    • @MegaloMan-d6l
      @MegaloMan-d6l 2 years ago +3

      @hmslc8289 Ye sure bro. Every pro who uses it has the highest rating out of everyone on the team. Even the more mediocre awper this is true. Any bad aimer swaps to awp when they are having a bad game. One of the least mechanically intensive guns I've ever seen in a shooter before. One shot to the body and a scope that can one shot on a pixel jiggle.

    • @hmslc8289
      @hmslc8289 2 years ago +10

      @MegaloMan-d6l Then why don't teams run 5 AWPs if it's so overpowered? Because it's a niche gun that does one single thing well. It's terrible in clutches, it can't multikill, it can't spam smokes, it's bad at close range, it's extremely expensive, and it has a tiny magazine. It's an extremely situational weapon that is good at holding angles and nothing else. It has so many disadvantages that mean it's only viable for a maximum of two people on your team to use one

    • @MegaloMan-d6l
      @MegaloMan-d6l 2 years ago +2

      @hmslc8289 Have you played any role type game before. Individual characters, roles or weapons can be extremely oppressive and considered broken but teams wont run more than one of that role for the reasons you have mentioned. That in no way diminishes the power that the one person who is the awper holds. Anyone with any sliver of aim can completely destroy entire teams and games on there own with the awp. To do the same as a rifler would require a significantly higher amount of skill and mechanics.

    • @KA05_00
      @KA05_00 2 years ago +6

      @MegaloMan-d6lThey can’t balance based on the lowest level of play or else there will be no money invested into creating a pro scene. Awps are the most balanced sniper in history

  • @Gorpmeat
    @Gorpmeat 2 years ago +342

    Another balancing tool is important to consider: Projectile speed. I think almost every game has at least ONE weapon where projectile speed is relevant, especially with rocket or grenade launchers. The Arma series, PUBG, and other titles have this with realistic firearms, and there are even more examples of fictional weapons balanced through projectile speed like the plasma gun from Quake/Doom or the flak cannon from Unreal Tournament.

    • @InvadeleYogurt
      @InvadeleYogurt 2 years ago +3

      Halo Infinite sniper is much harder to use than earlier games, especially the previous one

    • @sz2yn
      @sz2yn 2 years ago +6

      i was mainly thinking about the kraver in Titanfall 2 where the movement and projectile weapon work in making it much harder to use

    • @edun4513
      @edun4513 2 years ago +6

      That was a huge part of longer distance encounters in Battlefield games, since all of the guns had a certain muzzle velocity that actually mattered. SMGs at long range with the recoil was like pissing in the wind(as it should be), but for ARs, marksman rifles, and snipers it took some serious leading to hit a moving target

    • @CH4RM_QU4RK
      @CH4RM_QU4RK 2 years ago +4

      Bioshock's crossbow is like that and it's kind of their sniper equivalent

    • @kerkertrandov459
      @kerkertrandov459 2 years ago +5

      Playing cs 1.6 paintball was so fun, the slow projectile speed of the paint hits meant you could dodge and juke BUT it was still very tactical cuz a single "shot" killed u. I was so fucking good dancing around the obstacles and corners and dodging shots that they called me hacker. I was the king of paintball.

  • @theprimegamer7086
    @theprimegamer7086 8 months ago

    i always saw the sniper oroblem as not liking to instantly die because i happened to cross a sightline

  • @kennytran1968
    @kennytran1968 3 years ago +649

    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 3 years ago +54

      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.

    • @RuinedEpitaph
      @RuinedEpitaph 3 years ago +2

      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 3 years ago +21

      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 3 years ago +13

      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 3 years ago +2

      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

  • @bryxn.ogg1
    @bryxn.ogg1 3 years ago +162

    Definitely educational and can help a lot in future fps titles. Good job Arch!

  • @cadeyoung4406
    @cadeyoung4406 3 years ago +133

    This is your FIRST video?? This is higher quality than 99% of everything else I’ve seen on this platform. Kudos.

  • @gnarlywagner8171
    @gnarlywagner8171 4 days ago

    Ive never been called more insults than when i used the ballista with iron sights in bo2

  • @SovietImperator
    @SovietImperator 3 years ago +417

    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 3 years ago +16

      cousin, let's go bowling

    • @Juxxi81
      @Juxxi81 3 years ago +3

      Thats the best way imo

    • @HomoErectusOnUranus
      @HomoErectusOnUranus 3 years ago +3

      Yeah, but Snipers were still pretty broken on many maps due to wide open terrain perfect for farming fiestas.

    • @randomninja7632
      @randomninja7632 3 years ago +26

      The other way they balanced snipers was by shining, letting faraway players they were about to be fired upon

    • @TonFGaming
      @TonFGaming 3 years ago +2

      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

  • @Gyozaplanet2
    @Gyozaplanet2 3 years ago +231

    Absolutely incredible video, really makes me want to maybe make something similar about one shots in video games in general.
    A potential solution that I haven’t really seen, which you touched on, is the matter of overpenetration, which is basically that the bullet goes TOO fast at close ranges and doesn’t deal full damage. It more or less nullifies close range fights and punishes bad positioning, and forces players to be aware of their weapon choices. Yes, the heavy 1-shot .50CAL kills at torso, but if you aren’t at least 35m plus from your target, you’re screwed.
    Overall, great video, and I can’t wait to see what you make

    • @OfficialArch
      @OfficialArch  3 years ago +35

      Over penetration... completely forgot about it! Great call and thank you for your kind words :)

    • @humaaaaaaaaaaan
      @humaaaaaaaaaaan 3 years ago +17

      I am sorry your .50Cal punched a fist sized hole straight through the enemies chest he did not take any damage...

    • @Nurse_Xochitl
      @Nurse_Xochitl 3 years ago +15

      ​@OfficialArch Tactical shooters/Milsims (Like Insurgency, Ground Branch, and ARMA) have implemented stuff that makes snipers less of an issue. Bullets are bullets, and just like IRL it only takes one well placed shot to kill... or just a few poorer placed shots. Realism balances itself out.
      P.S. Rainbow Six Siege is not a true tactical shooter, nor is CSGO.
      For example, lets compare Call Of Duty's LMGs to ARMAs.
      COD
      - Bad mobility (lower speed, however no stamina reduction)
      - Bad accuracy (even when ADS, it's bad)
      - Bad handling (ADS is slow, reloading is slow)
      - Bad damage (often requires several bullets to kill)
      - Lots of ammo
      ARMA
      - Same mobility speed as other rifles (But your stamina decreases much faster)
      - Good accuracy (as long as your stamina is not drained... if it is drained - enjoy the fatigue you get which gives you gun sway and reduces your overall movement speed)
      - Bad handling (IRL LMGS weigh a ton! Some of them weigh even more than 30 pounds, while the average AR is about 6-8 pounds)
      - Same damage as other weapons of similar calibers
      - Lots of ammo (but if you carry a lot of ammo... you get less stamina overall!)
      The same sort of things apply to snipers in Arma, Insurgency, Ground Branch, etc.
      - Snipers usually shoot bigger bullets than most ARs for example... so you can't carry as much. They are also less common so good luck finding ammo should you run out (Your typical American AR round is a 5.56mm NATO or 7.62mm NATO which is much more abundant than .300 Winchester Magnum, .338 Lapua Magnum, .50 BMG, .408 CheyTac, etc.)
      - Bigger calibers, bigger recoil. (Perhaps enough recoil to take your target out of the sight picture, when using the more powerful sniper/anti-material rifles.)
      - Bigger calibers also tend to have lower fire rate... gun parts have to move more weight and move a further distance to cycle a round.
      - Bigger calibers, bigger rifles with longer barrels (BTW they also implemented more physics, longer guns have more trouble going through doorways, etc.)
      - Bigger calibers, more penetration. (BTW, friendly fire is a thing. Pls don't kill your teammates on accident. lol)
      - Bigger rifles, more weight... more weight, less stamina. Less stamina, you'll meet your personal enemy "fatigue" faster.
      - Bigger calibers, more noise which is harder to suppress. (Yeah buddy, did you hear that somewhat loud boom? That was my somewhat suppressed sniper rifle. lol)
      - But hey guess what? An AR with weaker ammo can still one hit kill you, even if it may require a headshot. Are you sure you want to take all the cons of a sniper, or do you want something a bit more versatile and easy to use?
      Realism in the end, while much hated by COD/BF idiots... generally balances itself out.

    • @caolmhurich4968
      @caolmhurich4968 3 years ago +2

      BF1's "sweet spot" mechanic for snipers did a similar job quite well, shame they didn't bring it back for BF5 & 2042.

    • @Cyan_Scug
      @Cyan_Scug 3 years ago

      @OfficialArch tf2 for the w

  • @jax5683
    @jax5683 3 years ago +88

    Battlefiled 4 had a supression mechanic where firing at an enemy would decrease their accuracy and add visual effects. It was great for countering snipers

    • @RealStitchie
      @RealStitchie 3 years ago +4

      It also countered anyone who tried to do anything at a range more than 50 meters

    • @jax5683
      @jax5683 3 years ago +8

      @RealStitchie Yeah, but they only have so many bullets, and they're making a line of tracers leading right back to themselves.

    • @mannypardo8900
      @mannypardo8900 3 years ago +6

      Hell Let Loose has the same thing times 100. Taking any fire in your direction removes color from your vision, gives you insane FoV, blurs everything, and makes your aim jump all over the place. Great way to balance snipers in large, open maps.

  • @ВикторМужекол

    Can anyone tell me what's the version of Quake shown at 10:43?

  • @wintermanthenforcer
    @wintermanthenforcer 3 years ago +216

    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 3 years ago +7

      I think this is probably the best way to balance it, but some players prefer a more fast paced play style.

    • @SuspiciousPink
      @SuspiciousPink 3 years ago +39

      ​@Deadvalley200well, if you prefer a fast paced playstyle, just dont play sniper in that case

    • @ste4lth147
      @ste4lth147 3 years ago +12

      @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 3 years ago

      @ste4lth147 well said

  • @neilsandwich7423
    @neilsandwich7423 2 years ago +1067

    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

    • @ThaMaxxter
      @ThaMaxxter 2 years ago +50

      I used to play titanfall 2 and I loved the Kraber
      The headshots made me feel like a god

    • @UrAverageDumbPerson
      @UrAverageDumbPerson 2 years ago +2

      As a kraber main, I can confirm that cross map shots on a moving pilot is a nightmare.

    • @satmat2561
      @satmat2561 2 years ago +28

      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 2 years ago +7

      Best weapon in any game. I used to be krsber main when I played. I love that rifle.

    • @picomark4
      @picomark4 2 years ago +9

      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

  • @timothymiles2851
    @timothymiles2851 3 years ago +422

    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 3 years ago +52

      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 3 years ago +7

      @Tom_Hillman bf1 is like the easiest battlefield to snipe on tho lol

    • @Tom_Hillman
      @Tom_Hillman 3 years ago +33

      @ClueIess It's certainly the most enjoyable sniping experience for both the sniper and the other players.

    • @deaconfetundes7888
      @deaconfetundes7888 3 years ago +4

      @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.

    • @NewHerakles
      @NewHerakles 3 years ago +1

      @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

  • @RandomWeirdlyPinkCat
    @RandomWeirdlyPinkCat 5 months ago +1

    Recently playing weird gun game(on roblox) and i found out one good way to reduce sniper holding corners: add more entrances

  • @onceonly1111
    @onceonly1111 3 years ago +116

    I always enjoyed weapons like the Half Life Tau Cannon, where you had to charge it up for a bit to get enough damage for a one hit kill, but holding the charge for too long would damage you instead - it encouraged movement and planning (with a little bit of luck), but what made it unique is that it could bounce shots around corners on low angles. You could still potentially snipe with it, but because you couldn't hold the shot forever you would have to give yourself away by firing, and you would eventually run out of ammo if you didn't leave your camp spot (unless the map maker put ammo there for you).

    • @lumin6464
      @lumin6464 3 years ago

      oooh, that does sound quite fun

    • @mintminstrel3581
      @mintminstrel3581 2 years ago

      It seems that you would like Begger's Bazooka from TF2 too. It lets you charge up to 3 rockets and shoot them at once, but charging beyond that make you take self damage.

    • @commscan314
      @commscan314 Year ago

      @mintminstrel3581 But when you do overload, it's typically with the intention to jump.

  • @lithia5458
    @lithia5458 3 years ago +60

    This is so high quality its almost amazing. I can't even begin to describe how much better this kind of video feels than other kinds of explanatory videos (To me of course, personal opinion)
    It feels so smooth and it doesn't use excessive sound or visuals to make it happen. Amazing work, would love to see more!

  • @theoebola2367
    @theoebola2367 2 years ago +561

    Luckily, the 1-hit kill sniper problem in TF2 is easily solved by 1-hit kill spies

    • @raptormage2209
      @raptormage2209 2 years ago +63

      Not really, for starters lets talk about the spy
      The spy has to traverse to the backlines, avoiding the sniper's team which can be easy or hard depending on the location and the competence of the team in question. Afterwards he needs to find a safe place to declock and kill the sniper, problems tho:
      1. The sniper is likely going to be surrounded by his teammates so you gotta be careful
      2. if the sniper isn't deaf or too tunnel visioned he can hear you declock if you're too close
      3. the sniper has weapons that aid him against spies like the jarate and Razorback
      4. if its the razorback the spy can shot the sniper but that might leave him vulnerable to his team
      The only class that can reliably and consistently counter sniper is sniper, and maybe that flare happy pyro

    • @whatashame.6319
      @whatashame.6319 2 years ago +38

      Nah, spy is the weakest class by far and is at best a soft counter to really unaware snipers with no team.

    • @justsomeguy0002
      @justsomeguy0002 2 years ago +3

      i rarely play tf2 because my laptop is shet,but it do be fun killing snipers and just yeeting away

    • @jumbo9380
      @jumbo9380 2 years ago +4

      Razorback

    • @theoebola2367
      @theoebola2367 2 years ago +10

      @raptormage2209 did you muss the whole part where spy goes invisible to move through the battlefield undetected?
      Also, razorback is overrated. Once it is activated, what does the sniper do? Right, he goes back to pick another one and leaves his position. Also, if the teammates are standing around the sniper, they are not doing their job since sniper’s position is rarely right on the frontline

  • @Beesechurger-v1t
    @Beesechurger-v1t 5 months ago +1

    You can add like å reverse range where it is weaker at close range instead

  • @GamebossUKB
    @GamebossUKB 3 years ago +137

    I like what the crossbow does, long reload, low velocity resulting in high arc. But able to one shot, and when that shot connects it’s oh so sweet..
    The pinnacle of balance in my opinion.

    • @quick_light
      @quick_light 3 years ago +1

      i assume you are talking about the HL2 crossbow and if you are i agree

  • @BeholdDaPilgrim
    @BeholdDaPilgrim 2 years ago +146

    I'm pretty sure the second option was used in Battlefield 1 with snipers very similarly, called the "sweet spot" where snipers do less damage on certain ranges, encouraging further distance engagements

    • @jacksonsmith3447
      @jacksonsmith3447 2 years ago +2

      Except for the fact that snipers in battlefield 1 is the worst part of the game, and those further distance engagement bonuses can make the game unplayable

    • @nathannuiamina8054
      @nathannuiamina8054 2 years ago +12

      @jacksonsmith3447 not really. don't forget that there's a million different ways you can go in bf. games like cod run 3 lane maps which makes it extremely hard to do anything but push

    • @assaro_delamar
      @assaro_delamar 2 years ago +1

      ​@nathannuiamina8054last time i played bf1 roughly 80% of players had a sniper. Boring as hell

    • @karisasani7006
      @karisasani7006 2 years ago

      @assaro_delamar The other 20%?

    • @B_Skizzle
      @B_Skizzle 2 years ago

      @karisasani7006Probably assault players. That game had an SMG problem.

  • @sergodobro2569
    @sergodobro2569 3 years ago +212

    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 3 years ago +13

      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 3 years ago +2

      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 3 years ago

      is Enlisted still worth it?

    • @ESALTEREGO
      @ESALTEREGO 3 years ago

      @yhwach1 no

    • @sunder739
      @sunder739 3 years ago

      ​@yhwach1 yes

  • @Eops12
    @Eops12 Year ago +10

    for anyone wondering, on 6:10 it says VALVE please update TF2

  • @Casual63839
    @Casual63839 Year ago +108

    0:38 missed opportunity for the og intervention sound

  • @mintycandyyumyum
    @mintycandyyumyum 2 years ago +430

    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 years ago +14

      Mfw when aim flinch

    • @notsojharedtroll23
      @notsojharedtroll23 Year ago +3

      ​@lavetissene339 😂😂😂

    • @3three3three3three
      @3three3three3three Year ago +35

      just like in meet the sniper. "i think his mate saw me. yes, yes he did."

    • @SyRose901
      @SyRose901 Year ago +9

      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 Year ago +6

      @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.

  • @vincentwood7036
    @vincentwood7036 3 years ago +467

    Make the scope zoom in to high power and make the rest of the screen black. Then make the reticule move unpredictably during cycling between shots and let it settle in a random position. Also make the scope sway unless you are prone, and make it sway worse depending on whether you are kneeling, standing or moving. These are real-world issues with heavy scoped rifles and may aid in game balancing.

    • @ontheupside9521
      @ontheupside9521 3 years ago +28

      also could have a machine gunner class with rising storm 2 type bullet suppression that would help reward team play by suppressing the sniper

    • @perryborn2777
      @perryborn2777 3 years ago +14

      Could give it the Intruder treatment and force you to stand still to fire accurately
      Intruder also has a whole character balance meter, so if you're moving your balance lowers, so your shots will be less accurate, and if you get shot, you'll very likely be knocked down and ragdolled for a few moments.
      If you fire the sniper with low balance, you haven't got a chance in hell of landing that shot, so stop moving, crouch or lie down, and actually aim

    • @christopherjolly
      @christopherjolly 3 years ago +10

      I was going to make the same suggestion 🙂
      But my tweak of the stability/weight affecting the handling is that this stat could be rolled out to all weapons. This could give low powered hand guns a strategic advantage due to their instant manoeuvrability.
      And with the scope I want to suggest to dim and blur the surrounding image instead of blacking out everything.

    • @Tonyx.yt.
      @Tonyx.yt. 3 years ago +9

      @ontheupside9521 bf3 actualy had the supression Fire bonus and player supressed get blurred screen for few seconds

    • @mystrile-yt
      @mystrile-yt 3 years ago +7

      Well, the problem is that it will only work in the realistic/hardcore type of FPS games like Tarkov, Arma, and other milsim shooters where the gunplay is very methodical and tactical.
      For the more arcade-y style shooters like the examples given in the video, using a "realistic" sniper rifle will give the player a huge disadvantage and they will constantly get rushed by other weapons that have a significantly better handling with not much compensation. It will take out the fun factor and the high dopamine rush usually associated with these type of twitch shooters and will render the sniper rifle literally broken, but not in a good way.
      In fact, I never recall hearing this kind of problem in the more realistic type of hardcore shooters. Only twitch shooters have this problem.

  • @dagamerboi
    @dagamerboi Year ago +1

    just use marksman's rifles, they're genuinely more fun on both ends

  • @javon27
    @javon27 3 years ago +255

    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 3 years ago +9

      Damn, interesting idea. I don’t think I’ve ever seen this implemented before but it would make a lot of sense.

    • @overtone55
      @overtone55 3 years ago +1

      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 3 years ago

      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 3 years ago +1

      I like that. It would be like BF1 sweet spot damage but more realistic version of prefered range enforcement

    • @LoadoutsAirsoft
      @LoadoutsAirsoft 3 years ago +5

      @overtone55 make it fixed short range. or let the player adjust scope (zero feature in battlefield games) before ADS.

  • @Zubzub343
    @Zubzub343 3 years ago +525

    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 3 years ago +17

      I was looking for this comment

    • @bzbug2648
      @bzbug2648 3 years ago +45

      The unscope mechanic can be downright infuriating tho.
      But itdoes give SMG class weapons an edge, not shotguns tho

    • @speven371
      @speven371 3 years ago +4

      The reticle on the screen and the fire rate of the sniper makes that almost irrelevant though

    • @STRlCE_FT
      @STRlCE_FT 3 years ago +18

      ​@speven371 No

    • @user-ov1ep5rf2l
      @user-ov1ep5rf2l 3 years ago +5

      Hipfiring is super accurate though

  • @beefyblom
    @beefyblom 2 years ago +1801

    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 2 years ago +210

      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 2 years ago +195

      Yeah right, since realism doesnt really apply here anyways since shotguns in rl also have much bigger ranges.

    • @Vagelibable
      @Vagelibable 2 years ago +72

      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 2 years ago +38

      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 2 years ago +7

      The main issue is if someone gets close your secondary will most the time lose the duel and your sniper definitely will

  • @tinglepringle38
    @tinglepringle38 5 months ago +1

    Have it be like Splatoon where there’s a charge until you can fire and have it deal *almost* full health so it would be more like a combo weapon

  • @lilturkey5406
    @lilturkey5406 2 years ago +148

    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 2 years ago +5

      yep, u nerf snipers by buffing smoke.

    • @andrewstambaugh8030
      @andrewstambaugh8030 2 years ago

      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 2 years ago

      @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.

    • @Morgoroth_07
      @Morgoroth_07 3 months ago

      @damp2269 not all games with snipers have smokebombs or similar things

  • @Saidriak
    @Saidriak 2 years ago +244

    I think a cool approach would be to balance the sniper around the stance of the player so that crouching or going prone is what enables full accuracy, that way mobility is properly sacrificed and requires more forethought to setup an actual sniper perch

    • @littlescarfo
      @littlescarfo 2 years ago +10

      interesting idea. honestly don't love the idea a whole lot on paper but i would be very interested to see how that would play🧐

    • @charlesolson8598
      @charlesolson8598 2 years ago +56

      So, you mean, they should make shooting a sniper rifle like shooting an actual sniper rifle? Sounds like a good idea. It seems odd that people are trying to come up with weird ways to balance the sniper rifle, like making damage decrease as you get closer, instead of asking WHY real soldiers don’t run around headshoting people with sniper rifles and implementing THAT. Cause if you ask that, then you get this answer: 1) sniper rifles have long barrels, often heavy barrels, and if they are a large caliber gun, VERY heavy barrels, and holding a long, heavy barrel out in front of you is HARD, and makes your muscles VIBRATE. This throws your shots off something fierce. There are ways to get around this, such as a shooting sling, but nothing beats using a rest, such as by kneeling and stabilizing the support arm against the raised knee, or by going prone and using the ground. The farther away the shot is, the more pronounced the effect of vibration on accuracy is, and the more important it is to get your muscles OUT of the equation (by using a rest, or settling yourself into a skeletally supported position instead of a muscle supported position). 2) Scoping in with a high magnification scope is HARD. To test this, try looking at something far away, then lift a pair of binoculars to your face and get them RIGHT on the distant object in the first instant. I suppose there are people who can do it, but I always end up looking for the object for a bit before I can find it again. The idea of doing it while running without any issues seems kind of silly. Okay, very silly. There is a reason US Soldiers use a low-magnification ACOG scope on their rifles instead of a high magnification one (unless you’re a sniper, or designated marksman). 3) Sniper rifles have small magazines. This is for various reasons, but one of the easiest to understand is that they are shot from PRONE most of the time, because that is the most accurate position. When shooting from prone, a long magazine doesn’t work, because it will hit the ground. A full 30 round mag would be an issue in the real world, so nerfing to a 5 to 10 round mag would be VERY realistic. 4) Real bullets take time to get there. The farther away you are, the more likely it is someone while move before the round reaches them. As a head is a small target, this could easily result in a miss if you shoot for the head. Closer in a target still needs to be lead, adding difficulty to the shot, and being moving oneself would further increase that difficulty. Leading is a complex enough calculation when you only have the target moving to worry about. In SUMMATION, it seems like a lack of realism in the game mechanism is the fundamental problem. People don’t shoot like machines, with perfect tracking. In combat, heart rates are going wild, muscles are vibrating, and making a perfect, pristine headshot through a high magnification scope at close range when you are being shot at is a very hard thing. Center-mass shots are preferred for a reason.

    • @FireRupee
      @FireRupee 2 years ago +8

      Agreed. Some of the proposed ways to rebalance sniper rifles feel really off, unless it's purely fantasy and everything is magic anyway. Making sniper rifles more realistic (at least somewhat) might see fewer players picking them, but it might work in some games, especially those which present as "realistic".

    • @endjentneeringclub
      @endjentneeringclub 2 years ago +1

      Still doesn't solve the issue with snipers who have already set up a position protecting angles in CQC.
      Having it so you can't fire without aiming (no "no-scoping") and creating an effect where if you remain in the aim for too long, your accuracy/focus begin to degrade. This could reduce the amount of snipers camping indoors due to it being harder to challenge the shotguns quick siege capabilities.

    • @dominici2000
      @dominici2000 2 years ago +5

      The problem with that in games like COD and the like is that "camping" has become a hated tactic and everyone shits on it. The players would then accuse the developers of promoting camping even though that is EXACTLY how a sniper rifle is meant to be used

  • @Tigger_Tony
    @Tigger_Tony 2 years ago +124

    I also remember battlefield 1 sniper rifles, they all had a sweet spot mechanic, you could target somewhere in the body, but you have to be at a certain range for it to be a one shot, other than that, it would be a 2 shot body shot, or 1 shot headshot

    • @michaelmaler653
      @michaelmaler653 2 years ago +19

      Yeah exactly my thought. I wondered the whole time why he didn’t mention BF1 :D

    • @JoaoPedro-sb5sq
      @JoaoPedro-sb5sq 2 years ago +4

      I was waiting for him to mention BF1. The sweet spot mechanic was my favorite. Sad that they removed it.

  • @iMiguelOS18
    @iMiguelOS18 4 days ago

    what if does less dmg if closer so balanced

  • @JustGency
    @JustGency 3 years ago +181

    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 3 years ago +15

      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.

    • @Toxumas
      @Toxumas 3 years ago +3

      i hope they fix brellas one day

    • @Dinstyvmorsa8539
      @Dinstyvmorsa8539 3 years ago +18

      Also thought of splatoon!
      Their way of nerfing the sniper works in achieving balance.
      Buuut, that way doesn't work in any realism shooter..

    • @alexandergeorgiou-z5z
      @alexandergeorgiou-z5z 3 years ago

      Tldr pls

    • @xanthousizalith5641
      @xanthousizalith5641 3 years ago +9

      @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

  • @totallynotjackob1685
    @totallynotjackob1685 3 years ago +122

    Actually your second SMG, the Vector, was specifically designed with lower recoil in mind. Just a small detail there!

    • @6BEEP9
      @6BEEP9 3 years ago +11

      In reality it has little to no recoil :)

    • @totallynotjackob1685
      @totallynotjackob1685 3 years ago +12

      @6BEEP9 You are right! But game developers still give it high recoil based on the assumption of "It is an SMG, so it should have high recoil, high firerate and low range".

    • @epicninja2378
      @epicninja2378 3 years ago +4

      @6BEEP9 well its weird cos instead of a normal gun which kicks in the same way every time its fired, the vector's recoil mitigation system means it basically vibrates all over the place making it so you cant really get used to it afaik. Someone who's good with an ak will have a smaller group than you get with a vector.

    • @IIM6II
      @IIM6II 3 years ago +2

      @epicninja2378 vector bolt goes back and then down to mitigate the recoil thats why it has little to no recoil

    • @trashchief6496
      @trashchief6496 3 years ago +5

      @totallynotjackob1685
      The game devs definitely know but it would be too op with the recoil mitigation.

  • @davydovua
    @davydovua 2 years ago +367

    I think the "inaccurate when hip-firing" property deserves more mention, because in old CS 1.6 the AWP was completely broken due to being lasergun-accurate even when not aiming through the scope, and the absence of the reticle was easily circumvented by any kind of overlay, up to just drawing a dot on your monitor with a marker

    • @ilyakusenco8151
      @ilyakusenco8151 2 years ago +33

      I remember 20 years ago, one guy was knocked out of his seat because gaming club admin saw him using sticker for AWP reticle. Good times.

    • @ryanthomas392
      @ryanthomas392 2 years ago +9

      Ahh red dry erase, been a long time since i thought about those days :)

    • @Joppi1992
      @Joppi1992 2 years ago +7

      Uuh in 1.6 it was still inaccurate. It's just that the circle of where it could randomly hit a target, was smaller than in 1.5. So for it to miss noscoping, the target would need to be further away than it was in 1.5.
      But quickscoping was insane in 1.6. You didn't need the scope up at all. And you didn't need to destroy your screen with a red dot to do it, it would build up as a feeling by playing a lot.
      It just required around 0.01s from scoping to shooting for it to shoot where it'd hit when scoping, so you wouldn't even register in your head that you used the scope other than that there was some black frames mixed in very shortly.
      You could do the quickscope long range as well as short range, and beginners would even think it was a noscope sometimes, just because of how fast it went. It would just depend on how accustomed you were to the distances and the angle of the weapon relative to where the scope would get zoomed into, in your head.
      It was a very different kind of quickscope compared to what's common these days.

    • @anon2427
      @anon2427 2 years ago +3

      @Joppi1992erm akshully🤓

    • @aunaprendo9957
      @aunaprendo9957 2 years ago

      lol i did this in csgo as a kid w/ the auto sniper and electrical tape. it was busted

  • @scricks2102
    @scricks2102 Year ago +1

    Or you could just do what Fortnite did and give the sniper a bunch of bullet drop which made it quite hard to get a one shot headshot, but when you do it feels so cool.

  • @Remixedfern_Nautilus
    @Remixedfern_Nautilus 3 years ago +177

    Chargers from splatoon help to solve the problem- if your sniper has a charge-up time for every shot, you can’t take even midrange engagements. They’re still super oppressive, but it helps

    • @李偉基-h7s
      @李偉基-h7s 3 years ago +6

      It is easy to design like that when splat is base on imaginary world. When it goes back to more real life base game, it doesn’t have creative window for that adjustment. It still outclass everything weapon when it open fire. The reducing frequency of the fire rate couldn’t fix the issue of sniper class weapon entirely.

    • @mouthwide0pen
      @mouthwide0pen 3 years ago +12

      This works for games with low realism (tf2, anything high sci-fi, etc) where guns dont need to work like they do in real life. But for games like COD or Siege or something, it would absolutely feel out of place

    • @revcrussell
      @revcrussell 3 years ago +6

      @mouthwide0pen No, but a kind of charge-up could work realistically if you had to brace prior to shooting. You could either lie down or brace on a ledge before shooting.

    • @criticalmiilk
      @criticalmiilk 3 years ago +1

      @revcrussell also rechamber speeds

    • @LezbianLizard
      @LezbianLizard 3 years ago +8

      In Splat 3 they're only super oppressive because of bullcrap map design tho

  • @NicolasRodriguez-wy3mc
    @NicolasRodriguez-wy3mc 3 years ago +637

    The best sniper mechanic I’ve played was Battlefield one. I loved the one shot sweet spot mechanic. I felt like I had to actually position myself to make it useful but when you found the spot it was the most satisfying way to kill enemies. Especially if you were using iron sights.
    I really wish they brought that back.

    • @TheWampam
      @TheWampam 3 years ago +56

      Battlefield One in general had really good gunplay. And for a "realistic" military shooter it's weapons were extremly diverse.

    • @-doctorwjo
      @-doctorwjo 3 years ago +22

      i completley agree with your statement. Battlefield one had one of the best sniper mechanics. "You peak and just see glints of rainbow towards you!" that feeling! omg! :D

    • @corydonahue9638
      @corydonahue9638 3 years ago +8

      @TheWampam "realistic" umm lol

    • @TheWampam
      @TheWampam 3 years ago +22

      @corydonahue9638 you know what the quotation marks are for in this case?

    • @yuumiotp9463
      @yuumiotp9463 3 years ago +14

      idk what to tell you but the snipers in bf1 are turbo broken, bf4 worked well in the series context

  • @KingQuiIl
    @KingQuiIl 3 years ago +316

    Battle field one had an interesting way of balancing, they had “damage hotspots” where there is a sweet spot range when your gun deals its maximum damage but it deals less closer or farther away from that spot, so, if you decrease the fire rate and lower the damage using this tactic to let’s say 85, it would force snipers to stay medium to far range

    • @pamparam3495
      @pamparam3495 3 years ago +35

      Yeap, sweet-spot mechanic was great feature

    • @k4RtInk
      @k4RtInk 3 years ago +8

      this, and it's not like it's an indie series

    • @StarSpliter
      @StarSpliter 3 years ago +9

      True, when you get into the flow state 1 shot range of the Martini Henri it always feels amazing

    • @noonehere6994
      @noonehere6994 3 years ago +11

      battlefield snipers are very balanced, I totally agree. There's the very (near unrealistically) pronounced bullet drop, projectile travel time, and of course, no one-shot-body-shotting.

    • @nobodyimportant7380
      @nobodyimportant7380 3 years ago +3

      I ldo really love that sweet spot in BF1 such a great method of balancing for correct ranges.

  • @Walt-fishing-and-gaming
    @Walt-fishing-and-gaming 11 months ago

    I play a game called vail and I fill like when they add more wepon customization some one is going to put a silencer on one its going to be scary in long range maps

  • @thebigcheese1153
    @thebigcheese1153 3 years ago +139

    Literally just realised that this is your first video on RUclips, and has a higher quality than most RUclipsrs at like millions of subscribers is insane. Keep it up!

    • @aaaaaaaaaaaaaaaa55
      @aaaaaaaaaaaaaaaa55 3 years ago

      ruclips.net/channel/UCTo_9oFiB6N4p5LBRQ3Dx8Q
      his other channel

    • @Notmeggii
      @Notmeggii 3 years ago +3

      He has another channel

    • @9iht6ihgt43rzhijj
      @9iht6ihgt43rzhijj 3 years ago

      " than most RUclipsrs at like millions of subscribers"
      I'd like to see a proof for that - but yeah, there is a lot of trash, I would say.

    • @petarmilic1134
      @petarmilic1134 3 years ago

      I dont get where u see the trash but anyway there is still a lot of worst editors

    • @thebigcheese1153
      @thebigcheese1153 3 years ago

      @Notmeggii ohh ok