"Game was easy mode for snipers before this" *insert the feeling of 5 ppl shoving full mags with vectors up our asses every 10 second whilst flying around the map like squirell on crack*
lightweight movement playstyles are completely unhinged right now. they have to apply so many conditions and precautions for other playstyles and then leave fast run-and-gun explosive spamming playstyles relatively untouched. it took several hours to openly test an inertia patch before they gave into silent minority, but they wont hesitate to force changes like this.
@@drakonorkan1372 Rush offense requires at least taking risk of being shot back. It's fine to make it strong because there's already interactivity in the situation.
The sniper glint on mid-range scopes was fine, but adding the tracer effect was awful. It makes using a silencer basically pointless when you have a big white plume announcing your presence whenever you fire. I guess snipers decided to forgo smokeless powders and go back to black powder. 🤦♂
I feel like they should remove the tracers if you put on a suppressor (while also slightly increasing bullet velocity), but maybe lowering mobility slightly? (ADS speed, or rechamber speed.)
The glint on medium range scopes killed it for me. Just make it so zero's are fixed and range finder isn't allowed. Problem solved. I stopped playing after this change and I had 7k M200 kills.
I used to love playing this game. But the footsteps are just breaking the game for me. I can be heard, and hear people through 3 buildings. Its legit legal wall hacks. How does a TANK hear me sneaking up on them crouched? Hes in a fking tank with an engine running next to his ears. Idk Its lost a lot of its luster.
I just don't move and ambush people who didn't realize I was there but I knew they were there... because I can hear exactly where they are and what surface they're walking on with headphones.
They announced a complete sound overhaul for update 2.2.5 (incl. weapon, vehicle and environmental sounds), let's hope it's a good one, because atm it's really bad.
@@stormyboy129 nerfed? brother it doest exist anymore lol. Stealthy gameplay now is rushing at the start of the game to a objective. and sitting in a corner.
I believe there is huge misunderstanding around the topic. You mentioned in the video that sniping is still the most lucrative way of playing in battlebit and that's true. Why is that? It's because recent nerfs did not nerf the most problematic style of sniping which is long range but the short-mid range, arguably the one that actually benefits the team. Yes, I can still do well as aggresive sniper but due to bullet trail, your chances of survival become very slim since everybody knows where you are, seconds after the first shot has been made.
@@farettig Perhaps. I don't know definitively whether or not it could be done. I can say with certainty that it won't be though. It would be a logistical pain in the ass. The unity engine recognises your distance to objects. It has no typical way to detect where you are in relation to where a shot was fired from. It can only know where you are, where the sniper is and where the bullet is. Tracking everyones location in relation to where a person was when a shot was fired previously would have a very negative impact on performance if it is even possible within the confines of the engine.
I personally disagree. I've been playing with the snipers in a more aggressive way as well, and I see the smoke trail having less of an impact in those situations. In the heat of CQC engagements, people really aren't going to be paying as much attention to the trails given the more chaotic nature of the field. However, I'd be okay with the trails getting a small delay in when they started appearing (as @zigaklum3395 has said), around 100-150m would be great I think.
I was fine with all of the sniper changes.. except the smoke trail. Mainly cause I think it looks kind of dumb. Maybe if it was more faint or faded quicker it wouldn't be so bad.
Snipers who are good in battlebit have earned their skill. The fact that you have to headshot to one shot kill forces those players to have crackshot aim. Casual sniping has been dead in gaming as a whole forever now.
The sound change was great. The glare was a okay approach to it, more sway on mid range scopes would've been better... Those tracers? Might as well automatically ping snipers at that point :/
I agree with this on larger maps like Basra or Wakistan. But on smaller maps like Kodiak, stealth is the only advantage snipers really have because it's very difficult to find spots where you're out of range of even SMGs. So on these maps if you miss your first shot you're just dead because you're waiting on the bolt cycle with a giant beacon on your face. I think instead of nerfing the snipers directly by taking away their stealth, it would be better to naturally de-incentivise snipers from targeting random infantry. In real life snipers are specialists who's objective it is to recon and take out high value targets. So perhaps they should change the XP rewards for snipers. Killing random infantry would give almost nothing, while killing other snipers stays as it is right now and killing enemies who are capturing an objective should be rewarded. I don't know if this specific idea is the solution, but I do think that solutions like this would be a lot better than taking away advantages with arbitrary gameplay mechanics.
That's an interesting take! What if killing a random inf. unit would just give the standard amount of points without a huge point bonus based on range? But against snipers and obj kills you'd get those huge bonus points.
Or maybe, on small maps, snipers will have to adjust their loadout and take a semi-auto DMR or auto-pistol for closer range engagements. You just have to learn to adapt.
@@billybob-v1i or maybe, on larger maps, AR and SMG players should change their load out to DMRs so they can defend themselves over long distances. They just have to learn to adapt to the threat of snipers. Now that I have turned the argument around I hope it becomes obvious to you that it doesn't work. The difference between bolt action gameplay and DMR gameplay is about the same as the difference between AR gameplay and DMR gameplay. Everyone has their preferred playstyle and being forced to change it because the map doesn't work with it is bad game design. I believe that tbe solution I proposed, or something like it, allows snipers to play their preferred playstyles while making them a lot more predictable and counter-able for other players. It also incentives snipers to play the objective a lot more instead of just kill farming on some random island.
This entire take feels meaningless when you remember that Medic is still the best class of the game with tryhard running around at the speed of light melting people with SMGs while they are actually doing way more important things like capturing objectives or healing people(if they are in medic class).
Before these changes, I had games that were 40% snipers on our team and we could not hold a point due to lack of moving squads. Combine this with not having to play Wakistan every other map makes all these changes amazing. I would say that these changes have brought marksman riles into the meta now due to the shortened range snipers need to be and the movement they are now required to use. Overall it has made the game more enjoyable for all the non snipers in the game.
I don't snipe, and snipers never bothered me. For some reason, POST nerf i've had SO many games lost do to the whole team being snipers 500m+ outside of the action, with like 10+ of them chilling on some island while we lose. It's been frustrating.
I do play sniper aggressive its rare for me to be at a distance. These changes felt it was needed. Whiz-ing and smoke trails are a great change of pace to let me and teammates know we are getting sniped from sort of direction. But the perspective as a sniper, having to move positions is not a big deal. There should not be a holy grail position for players to get free kills.
I think zeroing should not be in the game, it takes away the skill from sniper. Contrast to that, sniper trail should not be in the game either, as it takes away the realistic hidden in sight playstyle. For me, what makes sniping fun is lying beside an enemy in a bush and killing all of his teammates with silencer without him even noticing. Running around with a blast cannon is still an option but my playstyle isn't anymore and thats why i don't play the game as often :(
I have ca 100 hours on BattleBit and 90% of those hours I've mostly spent sniping. What baffles me about people talking about snipers (pre-nerf) is the extreme overexaggeration of how dominating they actually were. Let me put it this way: out of all my hours and all my games, THE best game of recon I ever played I managed to get 50 kills. I would consider myself a fairly good sniper but on a good day I would still only get 30-40 kills. And there were many games where I only got around 20. Now, contrast that to when I pick up the battlemedic or assault, running and gunning cross the map with an SMG, usually averaging 50-70 kills. And that isn't even really that good compared to other players scoring up to 90+ kills. Playing as a battlemedic on a bad day I might "only" get 50 kills... how ironic. At 8:56 you give the example of you sniping on Wakistan going 28-0, which does sound absurd. But the thing is, as a sniper you might only get 1 or 2 of those "golden moments" in an entire game, and then getting only a couple of kills for the rest of the game, because POSITIONING matters so much. Also, every sniper will tell you that they mainly go for other snipers and people standing still because those are the easiest targets to kill. That's also why I don't find it a problem "to get instantly deleted from an enemy hundreds of meters away", because then you were probably being still. And you should always keep moving. I also believe that the sniper bullet trails just lowers the skill ceiling and makes the game more boring. Instead they should focus on proper directional sounds and also I noticed you forgot to mention this crucial feature of BattleBit: when you die, if you don't move your mouse the camera will automatically pan to the direction of the enemy who killed you. Yet another reason why the bullet trails were not necessary. However, I do agree with you that they could remove the range finder and lower the bullet velocity. This would increase the skill ceiling, making sniping more fun.
Not the dominating. It's more like you are having a game with player X in front of you and some numpty 300m away shoots you. It's a feeling of interference. It's a feeling that some coward is disrupting your game play. If there is too much of this hand of god BS i just log off. It's a trash game dynamic. Remove one shot kills. If I can't kill someone 10 feet away with a bullet in the head why should the sniper from 1000m.
The glints and sound spread nerfs are completely fair imo but I do think the smoke trail is a bit extra. even with the nerfs though doesn't stop me from playing sniper I managed to get back to back 70+ kills even with the nerfs.
I like running the M110 on engineer for a good midrange sniper hunter. Especially with a range finder. Often I’m able to use my rpg to destroy cover and kill enemies behind rocks and trees.
Snipers where never lucrative. -worst class for objective play -was never on the top of scoreboards in kills or score (medic) -gameplay of you sniping 200m+ away from the objective where enemies cant interact with you. The chance did nothing but push snipers out of interaction range.
Weirdly enough the bullet trail isnt much of a nerf and more of a buff to me, im able to range my shots without a rangefinder easily rather than needing to wait for a number to go up or down. Plus, people react the same way anyways even pre-trail update, its either they react to it and get into cover when they get shot at, or dont react to it and die, with a secret reaction being my shot hits their head and they die.
I just think its a player problem where arcade players dont want to go out of their way to engage with snipers. So as crutch, the zoomy arcade players that hate to do anything that's not "DOPEMINE HUGE KILLSTREAKS"... like flanking a lone sniper, or counter-sniping, they get scope glint, smoke trails and super loud snipers so they don't have to engage with the parts of the game they honestly, just dont want in the game. They tolerate snipers because "snipers are a thing in FPS". I just despise the scope glints since its an immersion-breaking mechanic. If it was actually realistic in terms of angle towards the sun etc, I'd accept it, but that's not really where game tech is atm, an certainly not BBR. Smoke trails have the potential to be good, and I think its not too bad, but definitely lasts too long, visible for too long a distance (Make it start like 150m away from the barrel of the gun or something?). The most frustrating part is how it kind of obscures your visibility as you shoot. I honestly think the only skill crutch (for bad Arcade players that cannot activate their single braincell when they're under fire from a sniper) we need is the super loud snipers. Just by sound alone, its super easy to locate snipers now, and its a lot more fair for the snipers than having skill crutch mecahincs like scope glints and smoke trails imo. Still, it hasnt really changed how I play snipers, whenever I use them, except I've started using x8 scopes more instead of medium scopes since.. I'll have a scope glint no matter what. Anyways, the problem with snipers is that SMG medic mains are lazy, whiny idiots who deem it below themselves to counter snipers and just dont want to engage with the "sub-objectives" of differentiating your gameplay from "Don't play objective, flank, get tons of kills, die, respawn, disregard teamplay, play ego, flank get lot of kills" rinse and repeat.
Yea..lets just give snipers permanent 3D spotting status with giant red triangle above theirs heads and make them visible on mini map. For sake of balance!!!
I love to play a very agro and flanking sniper. Using map knowledge and smokes to get unseen into a flank where I can take out a handful of defenders that are preventing my team from pushing. Usually this puts me just barely outside most automatic guns effective range, but often still close enough that if someone notices me, it's really easy for someone to push me, where I either have to move or hit a very clutch shot (I usually miss). The dramatic bullet trails makes this super difficult, as I can usually only get like 3-4 shots in (hitting or not) before I'm found out. However, I do think they're needed for cases like your clip at the end. I hope there's two things they change about this. 1: add a barrel attachment that greatly reduces the smoke trail, at the cost of mush lower velocity. Helps my preferred play style (which I don't think was really the problematic one in the first place.) While leaving the balance for the low risk high reward much longer distance sniping. 2: increase the range of the medic smoke grenade launcher. If someone had hit a smoke grenade on/right in front of you in the last clip, you would have been useless until it disappated. That's just to illustrate the point, I'm not saying it should reach 500m, but there have been times where I wanted to smoke off a sniper covering an area that was just two far away I couldn't do it effectively. Only slightly related, but I would love if the devs added a lower velocity, faster ads and bolt cycling time sniper. None of them are quick enough for what I like to do.
Glint and sound changes are good and should be there. Sniper trail is not needed. If you want snipers to be hard to play there is the easy fix of making scope aim less stable even when holding breath. You can also cap zeroing at lower numbers or even remove zeroing from some snipers based on how good the sniper is. You can make the rangefinder an attachment that has more downsides. Trails seem like a fix they made over a few days just to make people happy. People no longer have to bother with sound or glints to know where the sniper is. The trail just tells them where the sniper is and that breaks immersion and lowers the skill cap. Its not something that should be present on an open map game that isnt too arcady. There are solutions other than sniper trails that make sniping way less problematic in other games and those games were doing great. The question is if the players are comfortable enough to not have their hand held for every problem they'll find in front of them while playing.
I think most of those are good levers to pull except for instability when holding breath. Maybe add needing to hold breath to 3-4x scopes, but when it is time to take an actual shot with something like a sniper rifle there shouldn't be randomness involved. It just feels very bad and very unsatisfying if a miss can be due to anything besides my own aim.
"snipers being able to sit off hundreds of meters away" uhm yeah, that's literally what snipers are supposed to do? That's like complaining that a medic heals people, or that a heli is always in the air. It's like, yes, that's entirely the point. That's the role they fill. Wtf is wrong with this game?
I don't play sniper very often, but when I do I engage on short to medium distances (mostly 50-100m), where I need to be super careful, since every other class will completely destroy me instantly once spotted. I'd call that high risk. I welcomed the passive nerfs to the class for long range distances, it was pretty crazy before and I agree with most of the points you raised in your video. It's good they got rid of the medium range optics glint
I don’t mind the glint on medium range scopes, iron sight is good enough. But the smoke trails make short range stealth sniping almost unplayable. Now I am doing stealth sniping with dmrs wich works just as good as sniper rifles but it isn’t as satisfying as on tapping someone from 50 m behind them.
The trails are too much of a negative if you're at medium range, they should kick in at much longer distances like 400-500m. It would counter the low effort campers that just sit and snipe from miles away while not punishing aggressive snipers by giving up their position constantly.
I didn’t know that my scope was giving a glint now. To me other than the smoke trail, I am still able to wrack up kills like I did before the smoke trail update. I still play sniper when I’m not feeling other classes. Counter sniping is my absolute favorite
I understand that realism isn't always better, but it seems like these changes were made in a effort to make recon less of a medium range assault class, and more of an actual recon. It is considered very normal to reposition after every shot, let alone 2-4 shots in one place, and as someone who really enjoys sniping in games (Sniper Elite, Hell Let Loose, Arma 3) this sounds like an amazing change. Not only that, but all of these make noticeable sense. Think about it. If your being shot at by an enemy that can instantly kill you regardless of armor and sometime even regardless of cover, It wouldn't be very fair for you to have ZERO visual or audio indicators of there position or existence. These changes also raise the skill ceiling on sniping as a whole, since these nerfs aren't really a problem if you hit your shots consistently, cus the people seeing the glint or smoke trail will already be dead, while the others are too focused on combat in close range. Also, little note: If your a sniper I find it pretty pathetic if you can't find more than one advantageous spot.
Personally i like the what they changed. I can't use the recon class anymore, but i hardly used it before to begin with. The vapor trail makes for some very interesting matches we they are shooting over head.
I personally feel its more balance that yeah I don't just get hit 400 meters away in the head and have no idea where the dude is. Before it was annoying because I'm a decent shot/player but old sniping counter was to pull out my m200 for one guy. Now I have something at least, but when I play sniper now I go for flanks that people don't expect to see the glint and get easy 10+ kills before they find me. If you trust your aim try quick scoping, its super fun but long range 40x scope sniping is still very much viable. If you're really wanting to do that still bring the advanved binoculars then just switch to the rifle when you see someone to minimise scope glint time
seems like one of the various blunders that destroyed the playerbase reducing bullet speed and removing leaning would have solved the sniper issue without giving it a big arrow using smoke trails like a missile.
When they first implemented the sniper nerfs I immediately switched over to DMRs since I preferred doing mid range sniping holding flanks since having the advantage of surprise was incredibly useful in stopping pushes
Honestly, I think the vapour trail was a really good addition - it rewards skilled snipers that can hit the first shot, and punishes snipers that spam-fire. After this update, I noticed basically zero difference in my performance. (In fact I got better, but that was due to a lack of practice pre-patch) Even after the changes, this is still some of the easiest sniping in any game I have ever played. Although personally, I think really bright glint + really visible smoke trail is a bit much. I'd prefer a less visible glint alongside the smoke trail, but honestly it's such a minor issue it's not a big deal at all.
I hated all of the changes. Scout is my main class and I used the medium scope for everything. Glint on a 4x? How about just locking the zero to 300 meters and removing the ability to equip the range finder. I don't zero nor do I use the range finder. Sometimes, it takes a few shots to get the right one at distance. This is a disadvantage for me but it's my playstyle. There were better ways to solve these issues. I had 7k kills with the M200, 600 hours in the game. I'm done with it.
i was a dedicated sniper now i play dmrs only doesnt make sense to play snipers anymore unless you far from the action in which case you wont get as many kills
I think you missed the fact that the distance damage is ramped up has also been lengthened from 700m to 900m. No one wants to try and hit a follow up shot at +800m. I personally never thought snipers were valuable because most of the time, they never PTO. They sit back and can easily be avoided as long as you keep moving. Ive noticed that since the update, I almost never am killed by a sniper.
I miss being able to be a sneaky soldier, having a the smoke trail and the higher pitch should be enough. I'm quite disappointed with the game, and went back to BF4 hardcore gaming.
I really liked the direction of the new sniper changes, but I also think they could use some work. Pre-nerf, I never really played with snipers at all (I was an assault main with an ok KDR of 1.5-1.6). After seeing everyone complaining about the changes I decided to try sniping a bit, and immediately went 25 kills & 5 deaths on the first game I played. Sniping remains one of my favorite playstyles even with the nerf. Personally, I think the devs need to buff mid-range sniping while still maintaining the nerfs for long-range camping: a sniper that pushes objectives, covers allied advances, and moves around the battlefield is incredibly useful for their team, while sniping 1000m from the enemy is only good for your KDR and does not help your team win. However, the smoke trails make it impossible to fight inside assault rifle ranges because you will immediately be mowed down once your position is revealed.
Love the changes and 1000% agree with your argument stated about position change, needing to have risk, etc. I was one that was also using 4x on sniper rifles to avoid the glint penalty. I have no complaints about them adding it to the lower zooms!
Sniper got both direct and indirect nerf here and there 😅 Direct nerf like bullet trail, Mid range glint. Especially the bullet trail that will give away your position instantly if you're sniping from behind your teammates none further than 100-150m Indirect nerf like heavy/long/ranger barrel changes Then you have DMR that basically got most edges over Sniper 😅
That just means that snipers will sit EVEN FURTHER back, away from the frontlines, being even less useful to their team than they were before. All the nerfs did was make snipers even more passive and punish Recon players that are working closer to their own team's frontlines. Now I just use DMRs and play as Assault instead. The only reason I use Recon these days is for drone bombing shenanigans.
I think snipers got too many hard nerfs. I was ok with the sound and medium sight changes because you could work around that by using suppressor and iron sights. But the damn trail. You can't get around it, it defeats the whole point of sneaking around with a sniper. Invalidates any attempts at flanking as a sniper because "Would you look at that there's a sniper behind us, how do I know? There's a white line drawn to his location." Might as well just use dmrs.
the glint gets bigger with higher magnification :) the glint on the bigger scopes is so bright that you can see it before the other sniper fully peaks ..
Hya, I really like your videos on Battlebit remastered. pretty informatiove, and objective to the topic at hand. I am a semi decent sniper player in the game, and I for one did welcome the recent changes for the game, I love the new ambiance of sniper gameplay , the need to be extra careful, not just sit on my sweet spot, but always have situational awareness ( my anyway big weakness) . Still a strong role as you also summarize, but it does make the game more enjoyable, and it finally does not end up being a 127 vs 127 snipers ... There are viable counter play now, and I love it, Also with the new patches, I do value my headshots even more , and feels more earned. So thanks for stating this, and also letting my pro sniper ( as in not con- not an actual pro :D ) player opinion to back you up! Keep up the good work, have a good one!
Tracers we’re added because the majority of players lack the awareness to connect teammates randomly dropping with a distant threat, and I understand it’s addition. (Forcing snipers to not sit in one spot the entire game is a net positive) Snipers being able to win sniper 1v1’s by simply equipping a medium scope to get rid of glint was stupid, anything that can OHK should give some method of warning imo.
As someone who uses wall hacks to see enemies through walls and scripts to eliminate recoil on all the guns, I FULLY SUPPORT THESE NERFS!!! Now it's harder for these snipers to slow down my ABSOLUTELY INSANE kill counts!!! LoLoLoLoL cry harder losers, this game was MADE FOR CHEATERS! Now we just need them to nerf medic's ability to heal by giving EVERYONE super fast bandage speed and bandages that heal for 50% health... oh wait... LoL they did that already!
Essay incoming, apologies: Scope glint is fine on all optics, a positive change tbh and the audio changes were also positive. The trails are not. You cannot remain hidden even with excellent positioning and a sniper that's easy to spot is a useless sniper. You mention being able to get kills regardless which is true, however, you aren't able to have much if any impact on the game overall. You are just another gun shooting with you main offensive and honestly if you want kills there are far better and easier ways to get more of them. Sniping is about disrupting enemy movement/positioning and neutralising high threat targets. Typically I prefer to snipe from way off to one side and/or behind where the enemies eyes aren't as a solo player and go after key targets such as medics or anti-armour. You mentioned risk vs reward. Getting to that god spot that nets you 10-15 kills will usually take multiple attempts/deaths and/or an incredibly long time. I have no issue with being spotted or killed so long as it is an organic interaction. Shooting a few too many times from the same spot, shooting at a good player who is aware enough to work out where they are being shot from or even just being walked up on by another player I was unaware of. What I do not like is, with my more targeted playstyle is never being able to shoot more than once from a spot before needing to move on. If you snipe from an elevated position at range or closely behind the bulk of your forces this is not an issue, however, as stated above I do not feel that you are being in any way productive doing so. That's not to say one cannot have fun doing that or that one cannot rack up kills but it's not an effective way to play. A smart sniper should be able to engage multiple people in a game of cat and mouse. You cannot kill multiple people quickly and you get rolled if discovered but the trade off for that is that intelligent play and superior positioning should net you more agency. In the same way a good assault or medic can storm a point and one man army it a sniper should be able to do the same in a much slower more methodical manner using mindgames instead of brute force. The glint was sufficient to clue players into your position. It just requires that that player be aware and look around and not simply assume that they are safe from a given angle. The playstyle that was meant to be addressed by the trail change, that of the person sitting far enough back that typical ar fire isn't a big threat, are still just as able to plink away relatively risk free. It has not changed what it was meant to and has killed a far harder more skilful and subjectively more fun playstyle. The trail babysits bad players. I also really hate visual clutter and these trails add a boat load of it. I dislike them just as much playing medic or assault as recon. They don't make snipers any more or less obvious than the glint did to aware players. Finally I really don't think the rangefinder is remotely as useful as you seem to think it is for skilled players. It's a safety net for less skilled players. It increases your ads time and requires you to mess up muscle memory at other ranges while requiring an input that slows down your ability to shoot. Simply learning the distance to drop off ratio is far more effective and allows for much faster and more consistent shots. Sniping in early battlebit was free and overpowered, I loved it but will happily admit to that, post medium scope glint though snipers were perfectly fine in terms of balancing. The trails are a step too far and are not mitigatable for with skill or thought and require neither skill nor thought to counterplay.
As a player with by far the most time on bolt action snipers in this game, 100% of the complaints about sniping comes from players being bad at the game, and that goes for complaints both for and against sniping. Bolt action snipers can oneshot enemies, if you have good aim then they're extremely useful, I frequently maintain scorelines around 50-20 and do so while playing just behind the frontline, killing people between 100-200 meters, not sitting in the back of the map. But also scope glint and smoke trails give people clear counterplay against snipers, just don't sit in their line of sight & don't stand still, easy peasy. Sniping in this game isn't overpowered nor is it useless.
I dont really play as a sniper that often, but when i do i just use the drone to tag enemies for my team. That said i do not like the smoke trails, its just too much. I can easily spot snipers by just the glint
the issue with all these changes is that they make sniping much more difficult because you have to move somewhere else or you are going to get revenge killed the smoke trails were also very annoying because now you 100% know where they are and makes getting longer killstreaks even more difficult than it already is because of the scope glint they could had just added the bullet whizzing by and that would had given people enough information to find cover, but the amount of changes that had gone into the sniper roll forces players even further away from the battlefield
I do find the smoke trail annoying, but I still play bolt rifles better than all of the others in the game so I've adjusted. Others have mentioned this, but the smoke trail change came down harder on people who play marksman with bolt rifles rather than true snipers which is the role I believe most players find annoying. It's a bit artificial, but maybe the smoke trail should be stronger with suppression, and weaker with muzzle attachments that cause for more sound propagation (so, the heavy barrels and muzzle brakes like Ranger). That might incentivize the use of louder attachments even when trying to be low key.
I was expecting to disagree with you this entire video, but you nailed it. Before the nerf, snipers were literally just laser weapons with almost no skill involved to use and not much counter. The rare times I played as one, I ended up being able to farm a good amount of kills and I found myself rarely being targeted by others. Currently, when I play as one, I feel like I'm actually playing the same game as everyone else but with a more "high risk, high rewards " type of weapon. Yeah, I still believe the sniper takes little skill, but now you need to be a lot more strategic and a lot of the snipers who lacked that before the update are struggling in my opinion.
As an aggressive DMR assault, the nerfs are fair and pretty balanced. I still get my head shot off while crossing the bridge on Waki, but now I have a chance at living if they miss. I mean, my primary gadget was the riot shield, so I could have a 50 50 shot of living
Large and blocky heads? You ought to try Phantom Forces sniping. There is an attachment that straight-up shows you how high you have to aim at any range to hit the head.
i was gonna say in a comment how the updates were overkill, not uncalled for but over the top, however honestly thinking back to when i used to snipe and watching your clips, your right I am just a mobile flank-y anti vehicle player and people shouldn't be punished for moving slowly in a group. this has changed my mind about the update your doing good work out here giving proper perspective
Not everybody likes the fast paced arcade style/getting farmed by sweats loop. Players like you get 60-100 kills every match, yet complain about getting killed by a casual player with a mid-range scope on 12 kills. Stealth is a huge part of sniping and changes like these further reduce the casual player base which is the lifeblood and what made this game fun to begin with - not the vocal minority sweats. This game has gone downhill since the devs started listening/responding to the people that take gaming too seriously.
While im not a huge fan of all the changes since i play sniper alot I will agree it is a very fair way of balancing it without nerfing damage of sniper rifles. I had one amazing game before these changes with the flir scope getting a stupid amount of kills just by hiding behind a tree on the edge of the map and most of the times i died were because i ran out of ammo and went on a suicide mission.
I think the smoke trail would be better received if it had a benefit to the sniper as well as to the target. Instead of a "smoke" trail have the effect act as a bright elongated tracer. It'll still give the target some indication of direction while also giving the sniper a better indication of shot placement at range.
snipers weren't a big problem initially in battlebit. You could just poke them down with an AR and side step their shots. But when they gave them the ability to heal themselves snipers just became uncounterable. It's great that they are finally trying to do something about that but for me personally it's too little too late...
All of this havoc of a sniper being OP started from pre-release damage range nerf to all ARs. Whose changes you mentioned - is a bandaid fix which doesn't fix things at all.
I don't mind snipers, or being sniped at ect. What really does bother me is when I have to sit through 10+ losing games in a row because 50%+ of my team or just being sniper NPCs. Not capping objectives, not even moving! Just chilling in some WEIRD spot where they'll probably barely see enemies. With the current stuff, I'd like them to lose the tracer and replace it with a recon per team limit as standard.
Well said sir. I agree with your points. I aint a sniper, but i noticed that finding snipers is easier than before. Game still needs some audio changes. Really dont like it
Got back into the game recently and didn't even realize these changes happened. Didnt have any problem being good sniper and having fun although the tracer affect does seem over the top
Only problem I’ve noticed since coming back is that the amount of people sitting off in the mountains has gotten worse with the addition of people with dmrs
I just want them to increase the min damage for ARs and BRs so that they can somewhat harass snipers at longer ranges. It's pretty silly that they only do damage in the teens outside of 300m, and it means even multiple hits only need one bandage to heal entirely while they just need to land 1 or 2 hits on you.
yeah there could be some tweaks to some of these systems like the trails and glint angle but I don't mind them that much the big thing for me with snipers right now is there is little to no reason stat wise to pick anything other than the M200 and the L96 I want niches for each sniper to fill so I can feel like have more choices that feel meaningful.
Lol says lets look at it objectively, states using short range scopes required good aim and smarts but then agrees a play style like that should be nerfed. Meanwhile smgs get to just run around and spray at the first sign of life and rake in kills
I see truth on both sides here. I definatly am a sniper main and would rather these changes not have been implemented. But, I can still sometimes drop 60+ kills in a game. I just have to keep maneuvering and changing spots. I think that the trail is enough though...there doesn't ALSO need to be glint on medium range scopes. I should note that there are also always players who will hunt a sniper pest down which helps keep the class in check---it just might happen a bit sooner now.
in other news cami has a totally legit and healthy view on sniping... honestly bad snipers has killed my interest in some games like Cod, and I dont think onehit ko's across the map should really be a thing at least not if you're trying to make it more of a "Game" and less a simulation. Also battle bit never put shotguns in the game because the devs were worried they'd be too annoying, but they seemed ok with snipers which is the inverse which i always thought was odd.
Imma go against the grain here and say all the nerfs were fair if you dont like the smoke trail then move between shots which is what you should do anyway
I feel like it would be a bit more balanced if we got rid of rangefinder and instead made the advanced binos show range, just slows down those long distance snipers a bit
i came back when they buffs dmrs and left when the bullet trail happened. they care more about nerfing sniping then they care to address the games insane mobility
I think that most of the changes are good, and agree that snipers were too strong. I disagree that there was/is “no counterplay” to snipers. You can counter snipers by making your movement more erratic. Hold w, hold shift, wiggle your mouse, maybe even add a little z/space spam if you’re feeling spicy, and you make it incredibly hard for a sniper to hit you, especially at longer ranges. If you get picked off because your movement is complacent, that is a skill issue. With current movement options, I think the smoke trail is a bit much. If those options were turned down, I’d say keep the trails. Well written vid that made me think
As someone who has got to rank 170 with a sniper if you’re playing well then the glint won’t matter because the person who is going to see your glint should be already dead
I don't understand how you can play games where you aren't immediately sniped when you scope in. Maybe region differences but I often feel like I die within 30 seconds of scoping in and shooting, and I'm not a hard scoping camper. I was totally fine with the scope glint and the whizzing sound, but the smoke trails ended up being too much imo. At first, they also ruined my muscle memory since they don't follow the trail of the bullet.
Honestly... I'd like if there were options to play with the trail. I think it's supposed to be a vapor trail, caused by really really fast rounds disrupting the humidity... the default rounds have those trails, but you could swap to subsonics that result in quieter shots, no trail, and importantly... _gutted velocity and ballistics._ You want no trail? Ok. Get used to bullets that are Battlefield slow and drop like rocks.
the risk is the 100 vector users that sprint across the map and kill you faster than you can process that. Every time I snipe and miss a shot I just get beamed by 0 recoil guns from 100m away it's not like other guns cant kill fast at distance and those guns are a lot more competitive on other ranges. You just can't make a sniper nest. It's kinda the same with any class and gun that isn't smg or AR. Everything is run and gun classes like the support and sniper can only compete if they either act like assaults with more armor using machine guns like cumbersome assault rifles or are able to flick head shot everyone before they can aim at you. There is no time for setup it's all about shift + w aim duels.
It hard to find sniper when team don't talk. With the added trace players around will alert of the sniper. Plus there will be risk and reward as player react to situation it not static. Arcade vs real or mixed. Game sound will take time to get used to. Well there no tutorial about the basic of weapon or sound to help but play it out.
I feel like if they catered more towards long range sniping would be better. Because I play long range, typically 800m+ if possible. I think if they helped the long range players out and make it to what snipers are meant to do it’ll help with fighting these aggressive snipers. I think the bullet trail is great especially fighting the close range snipers. If long range didn’t have it or toned down a bit more like the smoke trail reduces visibility after x meters, and removed or lowered the effect of scope glint beyond like 700m+ would be nice. Hitting those shots are already difficult enough especially if you’re out 1k you have to hope your target stays still for longer than a 1/4 of a second. And when you’re out at those distances the scope glint is even more apparent and obvious. Long range sniping is super satisfying, even if I end the game with 10-15 kills it’s a specific play style. How snipers are actually meant to be used.
I agree with almost everything here regarding snipers. Making them have smoke trails, however, is definitely over doing it, and I hope they change that one part back.
As someone who loves playing snipers, these seem like some good changes. But do these changes also apply for DMRs or only for snipers (if it was talked about in the video I missed it)
My biggest problem for my area is the servers are all full and now people are only allowing 2 sometimes 0 snipers per map it is incredibly rough for me as a sniper main to be able to do much of anything if i can't snipe
"Game was easy mode for snipers before this" *insert the feeling of 5 ppl shoving full mags with vectors up our asses every 10 second whilst flying around the map like squirell on crack*
AKA Hammy from OVER THE HEDGE on Caffine.
lightweight movement playstyles are completely unhinged right now. they have to apply so many conditions and precautions for other playstyles and then leave fast run-and-gun explosive spamming playstyles relatively untouched. it took several hours to openly test an inertia patch before they gave into silent minority, but they wont hesitate to force changes like this.
@@drakonorkan1372 Rush offense requires at least taking risk of being shot back. It's fine to make it strong because there's already interactivity in the situation.
thats the reason i stopped playing the game like 3 weeks after it started
The sniper glint on mid-range scopes was fine, but adding the tracer effect was awful. It makes using a silencer basically pointless when you have a big white plume announcing your presence whenever you fire. I guess snipers decided to forgo smokeless powders and go back to black powder. 🤦♂
I feel like they should remove the tracers if you put on a suppressor (while also slightly increasing bullet velocity), but maybe lowering mobility slightly? (ADS speed, or rechamber speed.)
it would be interesting that if you use the silencer it would take away the smoke or make it last less or not as much
The glint on medium range scopes killed it for me. Just make it so zero's are fixed and range finder isn't allowed. Problem solved. I stopped playing after this change and I had 7k M200 kills.
no idea why they nerfed snipers so hard when they werent even an issue
Could remove rangefinder and make it part of the binoculars, would make remembering distances important.
I used to love playing this game. But the footsteps are just breaking the game for me. I can be heard, and hear people through 3 buildings. Its legit legal wall hacks. How does a TANK hear me sneaking up on them crouched? Hes in a fking tank with an engine running next to his ears. Idk Its lost a lot of its luster.
Yep same for me, it nerfed the stealthy playstyle.
I just don't move and ambush people who didn't realize I was there but I knew they were there... because I can hear exactly where they are and what surface they're walking on with headphones.
They ruined the audio. Its.so bad now
They announced a complete sound overhaul for update 2.2.5 (incl. weapon, vehicle and environmental sounds), let's hope it's a good one, because atm it's really bad.
@@stormyboy129 nerfed? brother it doest exist anymore lol. Stealthy gameplay now is rushing at the start of the game to a objective. and sitting in a corner.
I believe there is huge misunderstanding around the topic. You mentioned in the video that sniping is still the most lucrative way of playing in battlebit and that's true. Why is that? It's because recent nerfs did not nerf the most problematic style of sniping which is long range but the short-mid range, arguably the one that actually benefits the team. Yes, I can still do well as aggresive sniper but due to bullet trail, your chances of survival become very slim since everybody knows where you are, seconds after the first shot has been made.
So then trail should start appearing only after lets say 100-150 meters into distance and it would be better.
@@zigaklun3395 That would be borderline impossible to implement but it isn't the worst idea ever.
@@qwertyg3666 foolish to firmly describe the technical capabilities of a project you are not apart of.
@@farettig Perhaps. I don't know definitively whether or not it could be done. I can say with certainty that it won't be though. It would be a logistical pain in the ass. The unity engine recognises your distance to objects. It has no typical way to detect where you are in relation to where a shot was fired from. It can only know where you are, where the sniper is and where the bullet is. Tracking everyones location in relation to where a person was when a shot was fired previously would have a very negative impact on performance if it is even possible within the confines of the engine.
I personally disagree. I've been playing with the snipers in a more aggressive way as well, and I see the smoke trail having less of an impact in those situations. In the heat of CQC engagements, people really aren't going to be paying as much attention to the trails given the more chaotic nature of the field. However, I'd be okay with the trails getting a small delay in when they started appearing (as @zigaklum3395 has said), around 100-150m would be great I think.
I was fine with all of the sniper changes.. except the smoke trail. Mainly cause I think it looks kind of dumb. Maybe if it was more faint or faded quicker it wouldn't be so bad.
I'd personally be okay with it having a slightly decreased duration of being a little fainter. Cheers for sharing your thoughts mate.
Yeah it needs to fade faster for sure, it's like a railgun.
50,000 snipers used to live here. Now it's a ghost town.
Snipers who are good in battlebit have earned their skill. The fact that you have to headshot to one shot kill forces those players to have crackshot aim. Casual sniping has been dead in gaming as a whole forever now.
The sound change was great. The glare was a okay approach to it, more sway on mid range scopes would've been better... Those tracers? Might as well automatically ping snipers at that point :/
I really don't think it's that bad tbh.
I agree with this on larger maps like Basra or Wakistan. But on smaller maps like Kodiak, stealth is the only advantage snipers really have because it's very difficult to find spots where you're out of range of even SMGs. So on these maps if you miss your first shot you're just dead because you're waiting on the bolt cycle with a giant beacon on your face.
I think instead of nerfing the snipers directly by taking away their stealth, it would be better to naturally de-incentivise snipers from targeting random infantry. In real life snipers are specialists who's objective it is to recon and take out high value targets.
So perhaps they should change the XP rewards for snipers. Killing random infantry would give almost nothing, while killing other snipers stays as it is right now and killing enemies who are capturing an objective should be rewarded. I don't know if this specific idea is the solution, but I do think that solutions like this would be a lot better than taking away advantages with arbitrary gameplay mechanics.
And on bigger maps like Eduardo, Frugis, and Lonovo for instance, you are out-ranged by everything else when using SMGs. Funny innit?
That's an interesting take! What if killing a random inf. unit would just give the standard amount of points without a huge point bonus based on range? But against snipers and obj kills you'd get those huge bonus points.
Or maybe, on small maps, snipers will have to adjust their loadout and take a semi-auto DMR or auto-pistol for closer range engagements. You just have to learn to adapt.
@@billybob-v1i or maybe, on larger maps, AR and SMG players should change their load out to DMRs so they can defend themselves over long distances. They just have to learn to adapt to the threat of snipers.
Now that I have turned the argument around I hope it becomes obvious to you that it doesn't work. The difference between bolt action gameplay and DMR gameplay is about the same as the difference between AR gameplay and DMR gameplay.
Everyone has their preferred playstyle and being forced to change it because the map doesn't work with it is bad game design. I believe that tbe solution I proposed, or something like it, allows snipers to play their preferred playstyles while making them a lot more predictable and counter-able for other players. It also incentives snipers to play the objective a lot more instead of just kill farming on some random island.
@@joostvisser6508 You were complaining about "But on smaller maps like Kodiak" so make up your mind....
fuck up the whole class but let light speed vector kids run thru whole map just demolishing everyone
This entire take feels meaningless when you remember that Medic is still the best class of the game with tryhard running around at the speed of light melting people with SMGs while they are actually doing way more important things like capturing objectives or healing people(if they are in medic class).
Before these changes, I had games that were 40% snipers on our team and we could not hold a point due to lack of moving squads. Combine this with not having to play Wakistan every other map makes all these changes amazing. I would say that these changes have brought marksman riles into the meta now due to the shortened range snipers need to be and the movement they are now required to use. Overall it has made the game more enjoyable for all the non snipers in the game.
I don't snipe, and snipers never bothered me. For some reason, POST nerf i've had SO many games lost do to the whole team being snipers 500m+ outside of the action, with like 10+ of them chilling on some island while we lose. It's been frustrating.
It is a shame, sniping was great before, now it is trash. Tracers with a silencer attachment and glint on medium scopes, it's insane.
I do play sniper aggressive its rare for me to be at a distance. These changes felt it was needed. Whiz-ing and smoke trails are a great change of pace to let me and teammates know we are getting sniped from sort of direction. But the perspective as a sniper, having to move positions is not a big deal. There should not be a holy grail position for players to get free kills.
Completely agreed mate. Thanks for sharing your thoughts!
Don't they also tell people in sniper school to MOVE after taking like 2 or 3 shots. Which with these changes that is really good advince.
I think zeroing should not be in the game, it takes away the skill from sniper. Contrast to that, sniper trail should not be in the game either, as it takes away the realistic hidden in sight playstyle. For me, what makes sniping fun is lying beside an enemy in a bush and killing all of his teammates with silencer without him even noticing. Running around with a blast cannon is still an option but my playstyle isn't anymore and thats why i don't play the game as often :(
I have ca 100 hours on BattleBit and 90% of those hours I've mostly spent sniping. What baffles me about people talking about snipers (pre-nerf) is the extreme overexaggeration of how dominating they actually were. Let me put it this way: out of all my hours and all my games, THE best game of recon I ever played I managed to get 50 kills. I would consider myself a fairly good sniper but on a good day I would still only get 30-40 kills. And there were many games where I only got around 20.
Now, contrast that to when I pick up the battlemedic or assault, running and gunning cross the map with an SMG, usually averaging 50-70 kills. And that isn't even really that good compared to other players scoring up to 90+ kills. Playing as a battlemedic on a bad day I might "only" get 50 kills... how ironic.
At 8:56 you give the example of you sniping on Wakistan going 28-0, which does sound absurd. But the thing is, as a sniper you might only get 1 or 2 of those "golden moments" in an entire game, and then getting only a couple of kills for the rest of the game, because POSITIONING matters so much.
Also, every sniper will tell you that they mainly go for other snipers and people standing still because those are the easiest targets to kill. That's also why I don't find it a problem "to get instantly deleted from an enemy hundreds of meters away", because then you were probably being still. And you should always keep moving.
I also believe that the sniper bullet trails just lowers the skill ceiling and makes the game more boring. Instead they should focus on proper directional sounds and also I noticed you forgot to mention this crucial feature of BattleBit: when you die, if you don't move your mouse the camera will automatically pan to the direction of the enemy who killed you. Yet another reason why the bullet trails were not necessary.
However, I do agree with you that they could remove the range finder and lower the bullet velocity. This would increase the skill ceiling, making sniping more fun.
Not the dominating. It's more like you are having a game with player X in front of you and some numpty 300m away shoots you. It's a feeling of interference. It's a feeling that some coward is disrupting your game play. If there is too much of this hand of god BS i just log off. It's a trash game dynamic. Remove one shot kills. If I can't kill someone 10 feet away with a bullet in the head why should the sniper from 1000m.
The glints and sound spread nerfs are completely fair imo but I do think the smoke trail is a bit extra. even with the nerfs though doesn't stop me from playing sniper I managed to get back to back 70+ kills even with the nerfs.
Yeah it is still VERY easy to get some good runs in with snipers, post nerfs. Cheers for sharing your thoughts mate.
I like running the M110 on engineer for a good midrange sniper hunter. Especially with a range finder. Often I’m able to use my rpg to destroy cover and kill enemies behind rocks and trees.
M110 is bae, especially with the heavy barrel
A fellow engineer and M110 enjoyer? I like the way you think!
@@matthewodom377 yeah. I’m not going for a quick loadout. I want ammo and lethality.
I basically run the same play style with a mk-14 for a bit better close range help and the range finder to accurately place my rockets
Gotta love using the explosive boomstick to send snipers to the shadow realm.
Snipers where never lucrative.
-worst class for objective play
-was never on the top of scoreboards in kills or score (medic)
-gameplay of you sniping 200m+ away from the objective where enemies cant interact with you.
The chance did nothing but push snipers out of interaction range.
Weirdly enough the bullet trail isnt much of a nerf and more of a buff to me, im able to range my shots without a rangefinder easily rather than needing to wait for a number to go up or down.
Plus, people react the same way anyways even pre-trail update, its either they react to it and get into cover when they get shot at, or dont react to it and die, with a secret reaction being my shot hits their head and they die.
I just think its a player problem where arcade players dont want to go out of their way to engage with snipers. So as crutch, the zoomy arcade players that hate to do anything that's not "DOPEMINE HUGE KILLSTREAKS"... like flanking a lone sniper, or counter-sniping, they get scope glint, smoke trails and super loud snipers so they don't have to engage with the parts of the game they honestly, just dont want in the game.
They tolerate snipers because "snipers are a thing in FPS".
I just despise the scope glints since its an immersion-breaking mechanic. If it was actually realistic in terms of angle towards the sun etc, I'd accept it, but that's not really where game tech is atm, an certainly not BBR. Smoke trails have the potential to be good, and I think its not too bad, but definitely lasts too long, visible for too long a distance (Make it start like 150m away from the barrel of the gun or something?). The most frustrating part is how it kind of obscures your visibility as you shoot.
I honestly think the only skill crutch (for bad Arcade players that cannot activate their single braincell when they're under fire from a sniper) we need is the super loud snipers. Just by sound alone, its super easy to locate snipers now, and its a lot more fair for the snipers than having skill crutch mecahincs like scope glints and smoke trails imo.
Still, it hasnt really changed how I play snipers, whenever I use them, except I've started using x8 scopes more instead of medium scopes since.. I'll have a scope glint no matter what.
Anyways, the problem with snipers is that SMG medic mains are lazy, whiny idiots who deem it below themselves to counter snipers and just dont want to engage with the "sub-objectives" of differentiating your gameplay from "Don't play objective, flank, get tons of kills, die, respawn, disregard teamplay, play ego, flank get lot of kills" rinse and repeat.
Snipers are fine, they always have been with nerfs & before nerfs. Map design however, maybe should be whats looked at.
Yea..lets just give snipers permanent 3D spotting status with giant red triangle above theirs heads and make them visible on mini map. For sake of balance!!!
I love to play a very agro and flanking sniper. Using map knowledge and smokes to get unseen into a flank where I can take out a handful of defenders that are preventing my team from pushing.
Usually this puts me just barely outside most automatic guns effective range, but often still close enough that if someone notices me, it's really easy for someone to push me, where I either have to move or hit a very clutch shot (I usually miss).
The dramatic bullet trails makes this super difficult, as I can usually only get like 3-4 shots in (hitting or not) before I'm found out.
However, I do think they're needed for cases like your clip at the end.
I hope there's two things they change about this.
1: add a barrel attachment that greatly reduces the smoke trail, at the cost of mush lower velocity. Helps my preferred play style (which I don't think was really the problematic one in the first place.) While leaving the balance for the low risk high reward much longer distance sniping.
2: increase the range of the medic smoke grenade launcher. If someone had hit a smoke grenade on/right in front of you in the last clip, you would have been useless until it disappated. That's just to illustrate the point, I'm not saying it should reach 500m, but there have been times where I wanted to smoke off a sniper covering an area that was just two far away I couldn't do it effectively.
Only slightly related, but I would love if the devs added a lower velocity, faster ads and bolt cycling time sniper. None of them are quick enough for what I like to do.
Glint and sound changes are good and should be there.
Sniper trail is not needed.
If you want snipers to be hard to play there is the easy fix of making scope aim less stable even when holding breath.
You can also cap zeroing at lower numbers or even remove zeroing from some snipers based on how good the sniper is.
You can make the rangefinder an attachment that has more downsides.
Trails seem like a fix they made over a few days just to make people happy. People no longer have to bother with sound or glints to know where the sniper is. The trail just tells them where the sniper is and that breaks immersion and lowers the skill cap.
Its not something that should be present on an open map game that isnt too arcady.
There are solutions other than sniper trails that make sniping way less problematic in other games and those games were doing great.
The question is if the players are comfortable enough to not have their hand held for every problem they'll find in front of them while playing.
I think most of those are good levers to pull except for instability when holding breath. Maybe add needing to hold breath to 3-4x scopes, but when it is time to take an actual shot with something like a sniper rifle there shouldn't be randomness involved. It just feels very bad and very unsatisfying if a miss can be due to anything besides my own aim.
Lol, in the intro "can of worms," "can't tackle"
"snipers being able to sit off hundreds of meters away" uhm yeah, that's literally what snipers are supposed to do? That's like complaining that a medic heals people, or that a heli is always in the air. It's like, yes, that's entirely the point. That's the role they fill. Wtf is wrong with this game?
Tbh, on some maps there are Sniping spots where you can't be reached without a Counter Sniper.
That's why I love running the Mk20 at range, or SVD closer, to hunt snipers.
I don't play sniper very often, but when I do I engage on short to medium distances (mostly 50-100m), where I need to be super careful, since every other class will completely destroy me instantly once spotted. I'd call that high risk. I welcomed the passive nerfs to the class for long range distances, it was pretty crazy before and I agree with most of the points you raised in your video. It's good they got rid of the medium range optics glint
I don’t mind the glint on medium range scopes, iron sight is good enough. But the smoke trails make short range stealth sniping almost unplayable. Now I am doing stealth sniping with dmrs wich works just as good as sniper rifles but it isn’t as satisfying as on tapping someone from 50 m behind them.
The trails are too much of a negative if you're at medium range, they should kick in at much longer distances like 400-500m.
It would counter the low effort campers that just sit and snipe from miles away while not punishing aggressive snipers by giving up their position constantly.
I didn’t know that my scope was giving a glint now. To me other than the smoke trail, I am still able to wrack up kills like I did before the smoke trail update. I still play sniper when I’m not feeling other classes. Counter sniping is my absolute favorite
I understand that realism isn't always better, but it seems like these changes were made in a effort to make recon less of a medium range assault class, and more of an actual recon. It is considered very normal to reposition after every shot, let alone 2-4 shots in one place, and as someone who really enjoys sniping in games (Sniper Elite, Hell Let Loose, Arma 3) this sounds like an amazing change. Not only that, but all of these make noticeable sense. Think about it. If your being shot at by an enemy that can instantly kill you regardless of armor and sometime even regardless of cover, It wouldn't be very fair for you to have ZERO visual or audio indicators of there position or existence. These changes also raise the skill ceiling on sniping as a whole, since these nerfs aren't really a problem if you hit your shots consistently, cus the people seeing the glint or smoke trail will already be dead, while the others are too focused on combat in close range.
Also, little note: If your a sniper I find it pretty pathetic if you can't find more than one advantageous spot.
Personally i like the what they changed. I can't use the recon class anymore, but i hardly used it before to begin with. The vapor trail makes for some very interesting matches we they are shooting over head.
Cheers for sharing mate!
I personally feel its more balance that yeah I don't just get hit 400 meters away in the head and have no idea where the dude is. Before it was annoying because I'm a decent shot/player but old sniping counter was to pull out my m200 for one guy. Now I have something at least, but when I play sniper now I go for flanks that people don't expect to see the glint and get easy 10+ kills before they find me. If you trust your aim try quick scoping, its super fun but long range 40x scope sniping is still very much viable. If you're really wanting to do that still bring the advanved binoculars then just switch to the rifle when you see someone to minimise scope glint time
seems like one of the various blunders that destroyed the playerbase
reducing bullet speed and removing leaning would have solved the sniper issue without giving it a big arrow using smoke trails like a missile.
Bro seriously?! First the nerf with the rangerbarrel and now this shit :( no wonder the playerbase is shrinking!
When they first implemented the sniper nerfs I immediately switched over to DMRs since I preferred doing mid range sniping holding flanks since having the advantage of surprise was incredibly useful in stopping pushes
the problem is sniperscopes, so be a man and go close range and don't use a scope
Honestly, I think the vapour trail was a really good addition - it rewards skilled snipers that can hit the first shot, and punishes snipers that spam-fire. After this update, I noticed basically zero difference in my performance. (In fact I got better, but that was due to a lack of practice pre-patch) Even after the changes, this is still some of the easiest sniping in any game I have ever played.
Although personally, I think really bright glint + really visible smoke trail is a bit much. I'd prefer a less visible glint alongside the smoke trail, but honestly it's such a minor issue it's not a big deal at all.
I love the sounds/smoke trail and scout is my most played class. This is also my first time hearing about someone complaining about the changes.
Look in the right places, and you'll see it everywhere.
I hated all of the changes. Scout is my main class and I used the medium scope for everything. Glint on a 4x? How about just locking the zero to 300 meters and removing the ability to equip the range finder. I don't zero nor do I use the range finder. Sometimes, it takes a few shots to get the right one at distance. This is a disadvantage for me but it's my playstyle. There were better ways to solve these issues. I had 7k kills with the M200, 600 hours in the game. I'm done with it.
@@CODE-BROWN glint on meds is fine tbh, since they buffed long range scopes too its not as big of an issue compared to tracer which is dumb asf
I honestly want battlebit to return to the goofy milsim it was before
Rn i fell its just another shooter
i was a dedicated sniper now i play dmrs only doesnt make sense to play snipers anymore unless you far from the action in which case you wont get as many kills
I left the game because of the smoke trails change. Idk why they wanted us mid-range snipers to leave :(
I think you missed the fact that the distance damage is ramped up has also been lengthened from 700m to 900m. No one wants to try and hit a follow up shot at +800m.
I personally never thought snipers were valuable because most of the time, they never PTO. They sit back and can easily be avoided as long as you keep moving.
Ive noticed that since the update, I almost never am killed by a sniper.
I miss being able to be a sneaky soldier, having a the smoke trail and the higher pitch should be enough. I'm quite disappointed with the game, and went back to BF4 hardcore gaming.
I really liked the direction of the new sniper changes, but I also think they could use some work.
Pre-nerf, I never really played with snipers at all (I was an assault main with an ok KDR of 1.5-1.6). After seeing everyone complaining about the changes I decided to try sniping a bit, and immediately went 25 kills & 5 deaths on the first game I played.
Sniping remains one of my favorite playstyles even with the nerf.
Personally, I think the devs need to buff mid-range sniping while still maintaining the nerfs for long-range camping: a sniper that pushes objectives, covers allied advances, and moves around the battlefield is incredibly useful for their team, while sniping 1000m from the enemy is only good for your KDR and does not help your team win. However, the smoke trails make it impossible to fight inside assault rifle ranges because you will immediately be mowed down once your position is revealed.
the smoke trail isn't realistic lol, the directional whizzing should be enough to prompt people to spam building
I felt snipers were a bit out of control when I quit like a month after launch.. I should reboot this game
Love the changes and 1000% agree with your argument stated about position change, needing to have risk, etc. I was one that was also using 4x on sniper rifles to avoid the glint penalty. I have no complaints about them adding it to the lower zooms!
Sniper got both direct and indirect nerf here and there 😅
Direct nerf like bullet trail, Mid range glint. Especially the bullet trail that will give away your position instantly if you're sniping from behind your teammates none further than 100-150m
Indirect nerf like heavy/long/ranger barrel changes
Then you have DMR that basically got most edges over Sniper 😅
That just means that snipers will sit EVEN FURTHER back, away from the frontlines, being even less useful to their team than they were before. All the nerfs did was make snipers even more passive and punish Recon players that are working closer to their own team's frontlines.
Now I just use DMRs and play as Assault instead. The only reason I use Recon these days is for drone bombing shenanigans.
IIRC there were good counters to snipers in BF games, like calling in various kinds of strikes, getting in the C130 etc. BB needs those.
Hard disagree personally. Those can also be abused for cheesy deaths on a lot of regular players too.
I think snipers got too many hard nerfs.
I was ok with the sound and medium sight changes because you could work around that by using suppressor and iron sights. But the damn trail. You can't get around it, it defeats the whole point of sneaking around with a sniper. Invalidates any attempts at flanking as a sniper because "Would you look at that there's a sniper behind us, how do I know? There's a white line drawn to his location." Might as well just use dmrs.
I guess if the the 2-4x scopes have a glend now I can go back to 6-8x scopes, thx for the info
the glint gets bigger with higher magnification :) the glint on the bigger scopes is so bright that you can see it before the other sniper fully peaks ..
Hya, I really like your videos on Battlebit remastered. pretty informatiove, and objective to the topic at hand.
I am a semi decent sniper player in the game, and I for one did welcome the recent changes for the game, I love the new ambiance of sniper gameplay , the need to be extra careful, not just sit on my sweet spot, but always have situational awareness ( my anyway big weakness) .
Still a strong role as you also summarize, but it does make the game more enjoyable, and it finally does not end up being a 127 vs 127 snipers ... There are viable counter play now, and I love it,
Also with the new patches, I do value my headshots even more , and feels more earned.
So thanks for stating this, and also letting my pro sniper ( as in not con- not an actual pro :D ) player opinion to back you up!
Keep up the good work, have a good one!
Thanks for sharing your thoughts mate, appreciate it a lot!
Tracers we’re added because the majority of players lack the awareness to connect teammates randomly dropping with a distant threat, and I understand it’s addition. (Forcing snipers to not sit in one spot the entire game is a net positive)
Snipers being able to win sniper 1v1’s by simply equipping a medium scope to get rid of glint was stupid, anything that can OHK should give some method of warning imo.
As someone who uses wall hacks to see enemies through walls and scripts to eliminate recoil on all the guns, I FULLY SUPPORT THESE NERFS!!! Now it's harder for these snipers to slow down my ABSOLUTELY INSANE kill counts!!! LoLoLoLoL cry harder losers, this game was MADE FOR CHEATERS! Now we just need them to nerf medic's ability to heal by giving EVERYONE super fast bandage speed and bandages that heal for 50% health... oh wait... LoL they did that already!
Essay incoming, apologies:
Scope glint is fine on all optics, a positive change tbh and the audio changes were also positive. The trails are not. You cannot remain hidden even with excellent positioning and a sniper that's easy to spot is a useless sniper. You mention being able to get kills regardless which is true, however, you aren't able to have much if any impact on the game overall. You are just another gun shooting with you main offensive and honestly if you want kills there are far better and easier ways to get more of them. Sniping is about disrupting enemy movement/positioning and neutralising high threat targets. Typically I prefer to snipe from way off to one side and/or behind where the enemies eyes aren't as a solo player and go after key targets such as medics or anti-armour. You mentioned risk vs reward. Getting to that god spot that nets you 10-15 kills will usually take multiple attempts/deaths and/or an incredibly long time.
I have no issue with being spotted or killed so long as it is an organic interaction. Shooting a few too many times from the same spot, shooting at a good player who is aware enough to work out where they are being shot from or even just being walked up on by another player I was unaware of. What I do not like is, with my more targeted playstyle is never being able to shoot more than once from a spot before needing to move on. If you snipe from an elevated position at range or closely behind the bulk of your forces this is not an issue, however, as stated above I do not feel that you are being in any way productive doing so. That's not to say one cannot have fun doing that or that one cannot rack up kills but it's not an effective way to play.
A smart sniper should be able to engage multiple people in a game of cat and mouse. You cannot kill multiple people quickly and you get rolled if discovered but the trade off for that is that intelligent play and superior positioning should net you more agency. In the same way a good assault or medic can storm a point and one man army it a sniper should be able to do the same in a much slower more methodical manner using mindgames instead of brute force.
The glint was sufficient to clue players into your position. It just requires that that player be aware and look around and not simply assume that they are safe from a given angle.
The playstyle that was meant to be addressed by the trail change, that of the person sitting far enough back that typical ar fire isn't a big threat, are still just as able to plink away relatively risk free. It has not changed what it was meant to and has killed a far harder more skilful and subjectively more fun playstyle.
The trail babysits bad players.
I also really hate visual clutter and these trails add a boat load of it. I dislike them just as much playing medic or assault as recon. They don't make snipers any more or less obvious than the glint did to aware players.
Finally I really don't think the rangefinder is remotely as useful as you seem to think it is for skilled players. It's a safety net for less skilled players. It increases your ads time and requires you to mess up muscle memory at other ranges while requiring an input that slows down your ability to shoot. Simply learning the distance to drop off ratio is far more effective and allows for much faster and more consistent shots.
Sniping in early battlebit was free and overpowered, I loved it but will happily admit to that, post medium scope glint though snipers were perfectly fine in terms of balancing. The trails are a step too far and are not mitigatable for with skill or thought and require neither skill nor thought to counterplay.
As a player with by far the most time on bolt action snipers in this game, 100% of the complaints about sniping comes from players being bad at the game, and that goes for complaints both for and against sniping. Bolt action snipers can oneshot enemies, if you have good aim then they're extremely useful, I frequently maintain scorelines around 50-20 and do so while playing just behind the frontline, killing people between 100-200 meters, not sitting in the back of the map.
But also scope glint and smoke trails give people clear counterplay against snipers, just don't sit in their line of sight & don't stand still, easy peasy. Sniping in this game isn't overpowered nor is it useless.
I dont really play as a sniper that often, but when i do i just use the drone to tag enemies for my team. That said i do not like the smoke trails, its just too much. I can easily spot snipers by just the glint
the issue with all these changes is that they make sniping much more difficult because you have to move somewhere else or you are going to get revenge killed
the smoke trails were also very annoying because now you 100% know where they are
and makes getting longer killstreaks even more difficult than it already is because of the scope glint
they could had just added the bullet whizzing by and that would had given people enough information to find cover, but the amount of changes that had gone into the sniper roll forces players even further away from the battlefield
I do find the smoke trail annoying, but I still play bolt rifles better than all of the others in the game so I've adjusted. Others have mentioned this, but the smoke trail change came down harder on people who play marksman with bolt rifles rather than true snipers which is the role I believe most players find annoying.
It's a bit artificial, but maybe the smoke trail should be stronger with suppression, and weaker with muzzle attachments that cause for more sound propagation (so, the heavy barrels and muzzle brakes like Ranger). That might incentivize the use of louder attachments even when trying to be low key.
I was expecting to disagree with you this entire video, but you nailed it. Before the nerf, snipers were literally just laser weapons with almost no skill involved to use and not much counter. The rare times I played as one, I ended up being able to farm a good amount of kills and I found myself rarely being targeted by others. Currently, when I play as one, I feel like I'm actually playing the same game as everyone else but with a more "high risk, high rewards " type of weapon. Yeah, I still believe the sniper takes little skill, but now you need to be a lot more strategic and a lot of the snipers who lacked that before the update are struggling in my opinion.
As an aggressive DMR assault, the nerfs are fair and pretty balanced. I still get my head shot off while crossing the bridge on Waki, but now I have a chance at living if they miss. I mean, my primary gadget was the riot shield, so I could have a 50 50 shot of living
Large and blocky heads? You ought to try Phantom Forces sniping. There is an attachment that straight-up shows you how high you have to aim at any range to hit the head.
i was gonna say in a comment how the updates were overkill, not uncalled for but over the top, however honestly thinking back to when i used to snipe and watching your clips, your right I am just a mobile flank-y anti vehicle player and people shouldn't be punished for moving slowly in a group. this has changed my mind about the update your doing good work out here giving proper perspective
Cheers mate, appreciate you sharing your perspective as well.
Not everybody likes the fast paced arcade style/getting farmed by sweats loop. Players like you get 60-100 kills every match, yet complain about getting killed by a casual player with a mid-range scope on 12 kills. Stealth is a huge part of sniping and changes like these further reduce the casual player base which is the lifeblood and what made this game fun to begin with - not the vocal minority sweats. This game has gone downhill since the devs started listening/responding to the people that take gaming too seriously.
While im not a huge fan of all the changes since i play sniper alot I will agree it is a very fair way of balancing it without nerfing damage of sniper rifles. I had one amazing game before these changes with the flir scope getting a stupid amount of kills just by hiding behind a tree on the edge of the map and most of the times i died were because i ran out of ammo and went on a suicide mission.
They ruined my sniper ;(
I think the smoke trail would be better received if it had a benefit to the sniper as well as to the target. Instead of a "smoke" trail have the effect act as a bright elongated tracer. It'll still give the target some indication of direction while also giving the sniper a better indication of shot placement at range.
snipers weren't a big problem initially in battlebit. You could just poke them down with an AR and side step their shots. But when they gave them the ability to heal themselves snipers just became uncounterable. It's great that they are finally trying to do something about that but for me personally it's too little too late...
All of this havoc of a sniper being OP started from pre-release damage range nerf to all ARs. Whose changes you mentioned - is a bandaid fix which doesn't fix things at all.
I don't mind snipers, or being sniped at ect. What really does bother me is when I have to sit through 10+ losing games in a row because 50%+ of my team or just being sniper NPCs. Not capping objectives, not even moving! Just chilling in some WEIRD spot where they'll probably barely see enemies. With the current stuff, I'd like them to lose the tracer and replace it with a recon per team limit as standard.
Well said sir. I agree with your points. I aint a sniper, but i noticed that finding snipers is easier than before. Game still needs some audio changes. Really dont like it
Cheers mate, really appreciate that!
Got back into the game recently and didn't even realize these changes happened. Didnt have any problem being good sniper and having fun although the tracer affect does seem over the top
Only problem I’ve noticed since coming back is that the amount of people sitting off in the mountains has gotten worse with the addition of people with dmrs
I just want them to increase the min damage for ARs and BRs so that they can somewhat harass snipers at longer ranges. It's pretty silly that they only do damage in the teens outside of 300m, and it means even multiple hits only need one bandage to heal entirely while they just need to land 1 or 2 hits on you.
Oof, not playing this game anymore after all these nerfs.
I agree, now bump smg recoil up by 15 percent and -5 damage per shot :^)
Sniping and busting sniping nests are my favorite things to do in this game.
yeah there could be some tweaks to some of these systems like the trails and glint angle but I don't mind them that much the big thing for me with snipers right now is there is little to no reason stat wise to pick anything other than the M200 and the L96 I want niches for each sniper to fill so I can feel like have more choices that feel meaningful.
Lol says lets look at it objectively, states using short range scopes required good aim and smarts but then agrees a play style like that should be nerfed. Meanwhile smgs get to just run around and spray at the first sign of life and rake in kills
i agree Cami; great vid as always!
Thanks mate! Appreciate it!
I see truth on both sides here. I definatly am a sniper main and would rather these changes not have been implemented. But, I can still sometimes drop 60+ kills in a game. I just have to keep maneuvering and changing spots. I think that the trail is enough though...there doesn't ALSO need to be glint on medium range scopes. I should note that there are also always players who will hunt a sniper pest down which helps keep the class in check---it just might happen a bit sooner now.
in other news cami has a totally legit and healthy view on sniping... honestly bad snipers has killed my interest in some games like Cod, and I dont think onehit ko's across the map should really be a thing at least not if you're trying to make it more of a "Game" and less a simulation. Also battle bit never put shotguns in the game because the devs were worried they'd be too annoying, but they seemed ok with snipers which is the inverse which i always thought was odd.
Imma go against the grain here and say all the nerfs were fair if you dont like the smoke trail then move between shots which is what you should do anyway
Now imagine Planetside 2 where snipers can turn invisible and spot the entire battlefield area with a single click. BALANCED.
I feel like it would be a bit more balanced if we got rid of rangefinder and instead made the advanced binos show range, just slows down those long distance snipers a bit
i came back when they buffs dmrs and left when the bullet trail happened. they care more about nerfing sniping then they care to address the games insane mobility
I think that most of the changes are good, and agree that snipers were too strong. I disagree that there was/is “no counterplay” to snipers. You can counter snipers by making your movement more erratic. Hold w, hold shift, wiggle your mouse, maybe even add a little z/space spam if you’re feeling spicy, and you make it incredibly hard for a sniper to hit you, especially at longer ranges. If you get picked off because your movement is complacent, that is a skill issue. With current movement options, I think the smoke trail is a bit much. If those options were turned down, I’d say keep the trails. Well written vid that made me think
As someone who has got to rank 170 with a sniper if you’re playing well then the glint won’t matter because the person who is going to see your glint should be already dead
you never fight 1 enemy only. No idea what servers you play at but i would have 2-3 full squads on me in short notice after the first shot.
I don't understand how you can play games where you aren't immediately sniped when you scope in. Maybe region differences but I often feel like I die within 30 seconds of scoping in and shooting, and I'm not a hard scoping camper. I was totally fine with the scope glint and the whizzing sound, but the smoke trails ended up being too much imo. At first, they also ruined my muscle memory since they don't follow the trail of the bullet.
Honestly... I'd like if there were options to play with the trail. I think it's supposed to be a vapor trail, caused by really really fast rounds disrupting the humidity... the default rounds have those trails, but you could swap to subsonics that result in quieter shots, no trail, and importantly... _gutted velocity and ballistics._ You want no trail? Ok. Get used to bullets that are Battlefield slow and drop like rocks.
from my personal experience, no its fairly prevalent whenever I'm playing against them, and thats after the changes.
the risk is the 100 vector users that sprint across the map and kill you faster than you can process that. Every time I snipe and miss a shot I just get beamed by 0 recoil guns from 100m away it's not like other guns cant kill fast at distance and those guns are a lot more competitive on other ranges. You just can't make a sniper nest. It's kinda the same with any class and gun that isn't smg or AR. Everything is run and gun classes like the support and sniper can only compete if they either act like assaults with more armor using machine guns like cumbersome assault rifles or are able to flick head shot everyone before they can aim at you. There is no time for setup it's all about shift + w aim duels.
It hard to find sniper when team don't talk. With the added trace players around will alert of the sniper. Plus there will be risk and reward as player react to situation it not static. Arcade vs real or mixed. Game sound will take time to get used to. Well there no tutorial about the basic of weapon or sound to help but play it out.
I feel like if they catered more towards long range sniping would be better. Because I play long range, typically 800m+ if possible. I think if they helped the long range players out and make it to what snipers are meant to do it’ll help with fighting these aggressive snipers. I think the bullet trail is great especially fighting the close range snipers. If long range didn’t have it or toned down a bit more like the smoke trail reduces visibility after x meters, and removed or lowered the effect of scope glint beyond like 700m+ would be nice. Hitting those shots are already difficult enough especially if you’re out 1k you have to hope your target stays still for longer than a 1/4 of a second. And when you’re out at those distances the scope glint is even more apparent and obvious. Long range sniping is super satisfying, even if I end the game with 10-15 kills it’s a specific play style. How snipers are actually meant to be used.
I agree with almost everything here regarding snipers. Making them have smoke trails, however, is definitely over doing it, and I hope they change that one part back.
As someone who loves playing snipers, these seem like some good changes. But do these changes also apply for DMRs or only for snipers (if it was talked about in the video I missed it)
My biggest problem for my area is the servers are all full and now people are only allowing 2 sometimes 0 snipers per map it is incredibly rough for me as a sniper main to be able to do much of anything if i can't snipe