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: However, that means they see it first and foremost as an extreme close
: quarters gun as an equal counter to the assault rifle. When you have a
: shooter who's capable of accurate fire at your skull, the assault rifle in
: its current form seems kinda underwhelming, however. Looking at the SAW
: and it's 70 or so rounds, I find it to be useless when we already had a
: SAW in HCE's original assault rifle. Bring that version back for Guardians
: with its 60 round magazine and rate of fire. Perfect balance, and
: tremendous advantage and disadvantage for both guns in the close quarters
: role.
Umm... I think everything you said there is wrong, but I get why you and others are thinking this.
Changing to a reflexive sight, or red dot sight over a scope doesn't make it any less of a long range weapon, nor does it automatically make it a close quarters weapon.
I paintball a lot.
Adding a rifle scope to my marker doesn't suddenly make it a long range sniper, and adding a red dot doesn't make it a shotgun.
It has the same range it always had. Sure, I can adjust the velocity, add a different barrel and what have you, but that doesn't stop it from falling into the range it was created for. The BR likely has the same range it always had (assuming it isn't changing for the next game of course).
Take the scope off the sniper, and you can still hit far away targets with it, just not as easily.
In other games like Battlefield you can have a weapon with two sights- a reflexive for closer quarters and a scope for longer ranges- the shooter simply needs to compensate. The tool makes that process easier.
If anything, this might make the BR require -gasp- MORE skill to use effectively, based on encounter type.
Unless it's hitscan. Then this is all cosmetic bullshit.