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Destiny 2

Discuss all things Destiny 2.
Edited by Wes: 4/6/2020 3:56:32 PM
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How should sniper flinch work?

As is. (Flinch pushes reticles towards the head)

13

As is, but less severe.

8

Flinch should be severe and push the reticle away from the target.

88

Flinch should push the reticle away from the target, but at a manageable level.

146

I'm just kinda curious on everyones' thoughts here. We've all dumped several shots into a guy's head just to get ours taken off, and we've all been annoyed by it. We've all seen how flinch makes the reticle go towards crits. And we all know how low zoom scopes + aim assist + high range amplify this, hence way Revoker and Beloved seem to shoot through flinch like crazy. I'm just curious what everyone else thinks. I'd personally like to see shooting through flinch to be a demonstration of skill rather than exploiting it's "aim for you" mechanic, so I'd go for Option 4, but that's just me. Edit: The Option 3 being default paired with Option 4 being the result of mods isn't a bad idea. Also, I personally believe that de-scoping would render snipers almost useless (especially in PvE) and pretty much only reward hard scoping. Even then it wouldn't work well. There's would be far more going against snipers than for them. Imagine scoping a lane only to have 3 Hard Lights spammed at you immediately because they were just landing too. Camping with any primary would be more effective than hard scoping with a sniper. Aggressive sniping would be impossible. So while I understand that people are frustrated with being shot through sniper flinch, de-scoping would result in sniper usage being dropped to zero. I can promise you all one thing - nobody wants that.

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  • Random rectical direction and it shouldn't reset its position automatically on the guys head after being flinched. If you get shot it should bob in a random direction and stay there until you move it back on the player yourself.

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  • Why not have snipers flinch downwards? This would still keep their strength in most situations but would take away the ability to headshot someone through flinch. At most you would get a bodyshot on your target.

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    • Edited by ThatWasntButter: 4/7/2020 2:39:50 PM
      Unflinching sniper mods should determine how often you get descoped or the direction of the flinch. More sniper mods should help create a more predictable flinch. Maybe descoping is not the best idea but there are more than one ways snipers can be balanced in PvP. Regardless, flinching should not reward the shooter. It makes no sense.

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    • Flinch should descope. End of story.

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      • Id you cant land your shot you should be dead. This is coming from someone who doesnt play PvP.

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      • My pipe-dream: Taking damage reduces aim-assist values and weapon accuracy, as well as the flinch mechanic. I doubt the game functions in a way where weapon stats can be adjusted on the fly in cases such as taking damage.

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      • Edited by Kiro - 13: 4/6/2020 10:03:32 PM
        I think that any time you take [b]Critical Damage[/b](not body shots) while scoped in with a sniper you should be de-scoped. Why snipers function like this is beyond me: -No sway -Flinch often bouncing the reticle back onto the target. -Accuracy and aim assist, if its as the sniper users say that these add nothing then remove it. No reason for a precision weapon to have skill bandwidth forgivness. After Revoker was at 52% use for trials last week(widows court) we know its going to get a nerf. The question is what will it be. None of your options/choices are aggressive enough to make a difference. A heavy hand is needed here.

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      • If you have snipers be descoped like halo when being I'd be ok with that but I expect a tad more aim assist like 5 to 10 faster ads speed on all snipers and lower zoom scopes and a reticle when not ads.

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        • There should be no reason why ANY gun should have flinch that brings your reticle to your targets head. It’s called flinch for a reason. The direction you get shot from should effect how you’re flinched, and the larger caliber bullet the more flinch should be applied. People calling for de-scope to be added just want snipers to be obsolete. Destiny has terrible RNG hip-fire accuracy and de-scope would just make people play even more ”annoyingly passive” with snipers than they are right now.

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          • flinch and connections are both issues that exacerbate each other. If I get shot, i'm telling you right now, my aim is going to be way off on my shot so the reticle should be scewed.. Maybe there should be huge flinch when the shield is off and only minimal if it it hitting the shield. but, I have no faith that bungie could manage that bit of coding without messing it up.

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          • Edited by an Ape with a d2 addiction: 4/6/2020 10:59:51 AM
            Honestly I feel option 4 would be it, but opening shot, targeting mods, firmly planted and maybe even no disctractions still exist. Could not be enough to make it hard enough, given some time for the meta to possibly shift harder towards those perks after base sniping becomes more difficult. Without anything concrete to actually compare to, I'd default to option 3. Snipers should be rewarded for positioning, predicting opponents and catching them off guard at obnoxious angles. They should not be viable proper 1v1 weapons, because with enough practise they have no realistic range limitations. Close or far. In short I feel flinch should be there to signal that when you're being shot, your window to snipe the head has closed. Completely. That's how I feel about it at least. As PC player who's more often than not forced to snipe even in quickplay these days for a comfortable experience, since they're just so oppressive weapons on MnKB because there's so many tools making hitboxes barn doors in this game.

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            • [quote]I'd personally like to see shooting through flinch to be a demonstration of skill rather than exploiting it's "aim for you" mechanic, so I'd go for Option 4, but that's just me.[/quote] Yeah this is how I'd like it to work as well. Be something you can master, and not just by aiming for the body and get headshots. Reduce the wonkyness of it and make it manageble.

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              • Edited by michael: 4/6/2020 8:53:17 AM
                I think it should manageably push the reticle away from the target. Ideally hitting a snipe through flinch remains possible, but becomes a question of skill and good timing as opposed to luck and the game aiming to the head for you like how it is now more or less. What the person below suggested is also good, severe normally but manageable if you have unflinching mods. Then they could finally have a use.

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                • I know it super harsh but what about de-scope? Just throwing it out there.

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                  • Depends, i think a weapon fired out of its optimal range shouldn’t really flinch a sniper at all to be honest.

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                    • Should kick you out of the scope when you get shot .

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                    • Edited by DireIguana: 4/6/2020 12:30:25 PM
                      On PC, snipers are OBSCENELY unbalanced. Not only is flinch not working correctly on snipers, but people tend to stack things (opening shot, box breathing, targeting adjuster, etc) that increase the head hitbox on the target, which absolutely should NOT be a thing for snipers! Good players should be rewarded with snipers, not bad ones. Range, targeting adjuster, etc. should do nothing for snipers IMO. If you don't place your reticle on the head, you don't get the kill. Period. The only sniper perks that should exist on snipers are things that help with reload speed, handling, in air accuracy, I dunno...But, not things that make peoples' head bigger. That's fine on hand cannons and other weapons, NOT on snipers. Because of how OP snipers are in this game, people play waaay too passively, and camp lanes in almost every game I play. It's honestly not fun, because the only way to counter these weapons on a lot of maps is to use one yourself which is, IMO, turning the game into a sniper campfest. There's some workarounds, like grenade builds and top tree Dawnblade can catch snipers off guard some times, but you shouldn't be forced to play a very specific way just because snipers are so incredibly oppressive in this game due to ease of use (on PC, can't say about console). I think they need a MAJOR change in crucible: flinch needs to do it's part, because if I empty 1 or 2 shots into a sniper, they shouldn't be able to shrug it off and instakill me. I wouldn't even mind having snipers be put into heavy only, not sure if people would like that...I would. At the very least, flinch needs to be heavily tuned to NOT favor the sniper. If you get shot first as a sniper, then you're not accomplishing your job well enough, and shouldn't be rewarded for it. Descope would balance the weapon out, because they'd still be effective in the right hands, you would just need to have quick reactions when you line up your shot, like snipers are SUPPOSED TO BE.

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                    • Option 3 by default, option 4 with unflinching mods equipped.

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                      • It should dipend on what your being shot by... A pistol or smg should have 0 flinch but a 110 scout or a 140 AR should have Alot of flinch also explosive rounds and oversized round would add flinch... Risk vs reward needs some work.

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                        • If they simply took away the sniper rifle's ability to lock onto the head after being shot then it would be fine. Anymore tweaking than this and snipers won't be all that good.

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