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Adjust Sniper Mechanics for Movement-Based Gameplay

Suggested by
on June 23, '26
Open

REQUIEM

If you let the sniper stay like this, nobody will use it because it wasn’t designed for a movement shooter. You can’t reliably hit someone with hitscan bullets when they’re wallrunning, grappling, and bunny hopping all over the place...you’ll just get beamed, miss shots, die, respawn, and repeat.

The sniper should be balanced around how movement shooters actually play. Forced unscoping after each shot feels unnecessary, especially since ADS is already slow; staying scoped would make follow-up shots smoother and more responsive.
Projectile bullets, like the Kraber, make more sense because tracking fast-moving players is already difficult, and projectile travel rewards prediction and skill.
The rate of fire also feels a bit too slow because the bolt cycle interrupts the flow, and a slightly faster pace would make the weapon feel more usable without removing its identity. Finally, one-shot headshots are not a great fit for this type of game, since players are constantly wallrunning, grappling, and moving at high speed, which already makes consistent headshots extremely hard and can make fights feel frustrating rather than rewarding.

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Duplicates

The following suggestions have been marked as duplicates of this one:

Enhance Sniper Weapon Viability Against DMR
by vale_1041 on July 04, 2026 • 1 vote
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