If the rife has a long reload time and has a low mag capacity then it's balanced. Poke out, force the miss, then attack.
How braindead do you have to be to actually defend instakill mechanics?
Most snipers cannot aim at all. Sniper isn't hugely OP but I'd lower his damage output a bit.
>hitscan
>don't get hit
>shoot sniper
>his rustled jimmies force him to miss my head
>get closer
>Shoot him again
>more butthurt as he is only is able to get my shoulder for 50
>shoot him again
>he is already dead
>reload
Suppressive fire needs to be implemented to be more potent but this is literally what they intend you to do to beat him and it actually works on most players
>damage is charged up quickly by simply aiming down the sights
>can one shot a majority of the cast
>can also deal significant damage with bodyshots
>no weapon sway or anything, so it's extremely accurate
>also has a rapid fire weapon and an escape tool
Last time I checked, instagib settings in Unreal Tournament for example is no skillful (skillful=some players consistently winning - whatever factor that allows them to win, we call skill) than regular game modes, at least not to a major degree.
Those are "solutions", not reasons behind why instakill mechanics should be a thing in the first place
Yeah, I'm also braindead, but that doesn't excuse insta kill mechanics
At the distances most video games happen at the different is going to be negligible whether a bullet is treated as hitscan or it's path deduced point by point over time. Get serious. You know perfectly well "don't get hit" is a function of the actions taken proactively, not reactively.
>predict an enemy you can't see or even hear, while he can see you perfectly
Getting instakilled is a natural logical occurrence given of the existence of damage and hp.