Pretty sure you’re confusing “aim” with when I actually said “100% headshots”, which is actually just hacking. Yes, headshots are super strong because they’re very hard to land. With sniper rifles, you get a heavy punishment for missing any shot, because you have a very low RPM and few rounds per clip. The general point of a sniper is to counter tanks, and that requires high damage headshots with high punishment for missing.
Grandeur is arguably the most punished for missing a headshot because its body shots are incredibly weak compared to all other sniper rifles. It takes two shots to accomplish what other sniper rifles do in one shot. Your gripe is that it can be used with hip-fire AND at range while moving. You forget that it used to have a hip-fire penalty and that made it literally unusable at all levels of play, because it was strictly worse than a PDP. So they gave it back hip-fire and gave it a huge damage penalty by comparison. And just because someone can also headshot from across the map with iron sights… that’s not a real imbalance, that’s just being good at the game.
Snipers dominate in all FPS’ because they are powerful in the hands of someone that is excellent with their aim. That’s a reward for being a good shot. I personally think snipers have no place in these kinds of FPS’ at all, but as long as they’re there, deal with it.
Learn how to countersnipe. That’s what countersniping is for. Yeah it sucks balls playing 4v4 instead of 5v5 because someone is dedicated to sniping, but that’s y’alls problem. You guys adore 5v5 for whatever reason, so either come to the realization that 5v5 with snipers is garbage, or stop whining and get good at sniping. As it turns out, scopes will always dominate iron sights in a long range fight. Smoke isn’t a Grandeur problem, that’s a Red Eye problem.
So yeah, the core of my argument is that people being a good shot doesn’t make the Grandeur broken. I know you think that close range aiming is easy, but when you have 3 people that can all aim at the same skill level, the Grandeur will lose every single close range 2v1. All of them.
You truthfully do not understand the concept that balancing a game for high level play eliminates the possibility of low level players succeeding at it. There will be no gradual skill progression, just a vertical line for a learning curve, and then a flat horizontal line for the 1% that can reach the top.
Game balance is way more complicated than flat-lining everyone’s ability to succeed.
I understand how it intuitively feels right to balance based on competitive for all the reasons you say, but it’s just one of those things that is better on paper than it is in practice.