Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Rebalancing Scope and sight mode mechanics
Re: Rebalancing Scope and sight mode mechanics[message #354981 is a reply to message #354975]
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Wed, 19 September 2018 12:43
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LatZee |
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Messages:187
Registered:December 2015 |
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Morbo513 wrote on Wed, 19 September 2018 05:54The fact that scopes are poor in close quarters is well and fine, until pressing . gets around that in an instant. As you mention, its vision bonus is extremely powerful and in my opinion, needs to come at a greater cost even if its negative tradeoffs weren't subverted by free sight-mode switching.
Well, pressing . with 7x scope leaves you with iron sights, which is ok for closer quarters, let's say up to maybe 15 tiles. That leaves the whole mid range of 15-30 tiles distances where both 7x and iron sights are suboptimal. That is some kind of weakness. It's great if you can constantily spot enemies at 40 plus ranges. On the other hand, if a significant amount of enemies can get a bit closer in, 4x scope (which also allows use of reflex sight as an alternative) might be better. I think that the balance between different scopes works decently, it's all scopes vs enemies who don't use scopes or use them poorly where balance gets problematic.
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