A true fix for scoped aiming and one shot snipers...
This video highlights the issue I'm referring to. I've noticed some of these issues with even the low level snipers.
https://www.youtube.com/watch?v=FSkMTOqkZhY
As mentioned a few times many feel like snipers are very unbalanced in this game. Both being shot by a sniper and trying to figure out how to use the scope feel kind of broken.
I'm guessing that the "forced scope" for snipers is to nerf its close range capability due to them being high damage weapons? When you equip a red dot sight, you can aim normally with the trigger, then click the analog stick to aim down the sight... sniper scopes should be no different and here's why:
I believe that this can all be solved using the "damage dropoff" equation, if it can be reversed for snipers.
Specifically, I recommend keeping sniper base damage the same, but adding a modifier that says sniper rounds do 50-75% damage within 10m, 100%damage past 10m, 125% damage past 100m, etc. Basically Snipers should do slightly less damage at point blank range, while also granting damage bonuses for long range hits. Sniper damage should increase as range increases.
I understand this is not how muzzle velocity works but I mean come on, spraying random chemicals and strapping guns to drones with no ammo box isn't exactly realistic either. And even though the numbers are technically less realistic I think it would make the end game feel more realistic by limiting snipers to long range combat, rewarding rushers who can close the distance on snipers, and also rewarding good snipers for long range kills.
The way snipers are now, hardcore players will never use scopes. Snipers get used to bum rush in close range, and its quite effective. That seems less realistic than having a backwards damage dropoff to me. I'd personally rather have a game where snipers were motivated to fight at long range, while others were motivated to close the gap and flank/rush the sniper. Thanks for hearing me out.