@ne3zy Airstrikes don't take much skill to use, and their results are not entirely (or even mostly) decided by player interaction. A lot of it is down to RNG deciding where bombs will drop, or AI deciding where to shoot. Free kills are inherently anti-competitive in a shooter. Air support in its current form necessitates RPGs, which also have no place in competitive (or any mode imo, but that's more debatable)
Dedicated anti-personnel RPGs are the last thing we need; explosive spam doesn't need a buff. I'm not sure people would be too fond of getting blown up by backblast. Leave RPGs as they are, or nerf them. They don't need to be more bullshit.
The problem with nerfing the single-render scope is that it's the option that performs better. If a graphics setting gives a competitive advantage, the advantage should go to the lower setting. Otherwise, it compounds advantage people get for having better PCs, and forces people to play with poor FPS in order to not be at a disadvantage.
@sam_kdr Gas masks cost 0 supply points, but they aren't weightless. Supply points and weight are independent of each other.
Push isn't a competitive mode because push has airstrikes, which are inherently anti-competitive.
I agree they should be relatively balanced, but since the single-render scope is much better for performance, it should be the "better" scope. That said, the ease-of-use advantage (by this I assume you mean more intuitive tracking of targets in your peripheral vision) provided by the single-zoom scope is (at least partially) balanced by the tunnel vision it gives you. Removing blur from the double scope should help make them balanced, but IMO blur should never be forced on the player.
Could we please get a separate keybind for vaulting? I'm tired of getting stuck in long vault animations that don't even take me where I wanted to go, when I'm trying to get over something I could just jump over
Just let go of shift/W or aim down sights before crouching. Works every time, but it would still be nice to get a control option for this.
I use semi/auto for accuracy and full auto on close range to get bullets faster at a target. Semiauto being slower than fullauto is no news. 2 hits in chest to kill is still 2 hits in chest to kill regardless of the fire mode. Player who gets enough shots on target faster wins.
Where is the "human variation" in this shots to kill and how that has an effect on how many hits a gun takes to kill on a certain hit area? I can't see any.
The human variation he's talking about isn't shots to kill, it's fire rate. If one person is running full auto and the other semi-auto, the person running full auto will have a lower TTK for the same number of shots.
Good players can make huge plays in CS, which has double/triple the current TTK in Sandstorm. If they can do it there, there's no reason good players couldn't do it in Sandstorm.
In CS, headshots are the standard; you don't see "huge plays" involving mostly body shots (except the AWP) outside of silver. Only the worst guns take more than two headshots to kill. CS has predictable recoil, no idle sway, no accuracy penalty after putting away your knife (the CS equivalent of sprinting), no penalization for people missing you, no need for an ADS mechanic, smaller controlled maps that allow players to feasibly check and pre-aim all possible threat angles, no ballistics, and maps small enough to have no added difficulty to see or hit players from max range. The games aren't comparable.
If Sandstorm were to remove idle and sprint sway, stop giving players RNG aim because others shot in their general direction, fix hitreg, and remove bullet drop, you could make the case for headshots being a reliable way for good players to access a low TTK. Until then, body shots are the standard.