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Enhanced Sniper Rifle Scopes, Damage Scaling, Laser Recoil, Bunny Hop Recoil, and Vehicle Jump Death Mechanics

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on December 21, '25
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Gameplay Feedback: Realism & Balance Improvements As a long-time player of tactical shooters like SOCOM, Battlefield, and PUBG, I’ve identified six areas where realism and balance could be improved. 1. Mil-Dot Sniper Scopes We need optics featuring Mil-Dots. Standard crosshairs don't suffice for long-range. Adding "mils" allows players to visually calculate bullet drop and target lead, rewarding skill and precision. 2. Sniper Damage Scaling (OHK Logic) Snipers should be rewarded for long-range proficiency. Currently, landing 500m shots only to require a second hit feels unrewarding. Long Range (200m+): Should be a One-Hit Kill (OHK) to the body. Close Range: Implement "reverse damage drop-off" to prevent snipers from being used as shotguns. 3. Laser Sight Recoil Lasers are over-performing. Red Dots and Scopes have sway and recoil, yet lasers remain perfectly stable up to 150m. Lasers should be subject to the same recoil mechanics as other optics to maintain balance. 4. Bunny Hopping Penalties Jumping during a firefight should come with a heavy cost. To maintain realism, significantly increase recoil and lower accuracy while airborne. This aligns with other tactical shooters where jumping makes stable aiming impossible. 5. High-Speed Vehicle Ejection To prevent "cheap" tactics, players should take lethal damage when jumping from vehicles moving over 20 mph. This balances C4-rigged vehicles; if you use a vehicle as a bomb, you should risk your life or commit to a "suicide run" rather than jumping out safely. 6. Prone Position (Lay Down) The movement system feels incomplete without a Prone mechanic. Adjust the Right Joystick logic so a second "down" input transitions the player from crouch to prone. This is essential for tactical positioning and long-range steadiness.

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