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As soon as you add sniper glint, everyone will play quickscoping snipers that run and parkour around. Do you agree or disagree with that?asked by Kakashi

TL;DRThey disagree: snipers get longer ADS time, bigger hip fire and higher damage, and no-scoping can have more spread and recoil, so quickscoping and running around shouldn't be viable.

Zac PreeceSenior Game Designer

No, because we're increasing sniper ADS time as well. So snipers will have a longer ADS time, because if you've played against them in close quarters at the moment, they're very oppressive. So they're also going to have bigger hip fire and things like that. But they're also going to have much higher damage profiles than they currently have. The falloff on them is very strong and things like that. So leaning into the power fantasy elements of the sniper while making sure that, hey, I'm playing Star Citizen, I don't expect to die to some guy who's running around with a sniper rifle, because that's not the FPS experience that we really feel.

Jared HuckabyHost, Community

And you don't need ADS if you're no-scoping. So if you're trying to quickscope, that's where the ADS is. If you're just no-scoping, it doesn't affect you.

Pascal GreimGameplay Programmer

We adjusted no-scoping as well a little bit. With the whole recoil thing that we added with these FPS improvements, the snipers got their recoil pass as well, I think. Obviously this is still a work in progress, but spread and recoil when no-scoping can be different from spread and recoil in ADS. So when you're not ADSing, no-scoping can be adjusted by increasing spread or increasing the recoil there to make it harder to hit.

Zac PreeceSenior Game Designer

We typically don't have spread on our weapons when you ADS. There are very few exceptions.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024