Day of Defeat: Source

Day of Defeat: Source

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No quick scope plugin - No more speed sniping
So, a lot of players use a quick switching exploit for the snipers and the regular k98. By switching to pistol and immediately back to sniper after you fire your rifle. It speeds up reload time. It's an exploit that's unfair. Many say well the game allows it. Yes, it does but it doesn't mean servers should allow it. So sometime in the next few days I will be making a plugin to block damage when a player does this. I will release this plugin on sourcemod for all servers to install on their servers. It will not kick or ban. Although I can add an option it to the cfg and you can decide. It will also keep a log of every player that comes on and uses this exploit.
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While performing a quick weapon swap (such as using hud_fastswitch 1 or double-tapping the Q key) visually cuts off the reload or bolting animations on your client-side screen, the server-side fire rate delay remains exactly the same.
How "Quick Switching" Works in DoD:S
1. The Visual Illusion: When you shoot a sniper rifle (like the Springfield or K98) or throw a grenade and immediately cycle to your pistol and back, the weapon model resets. This makes it look like you skipped the animation.
2. The Server-Side Truth: The Source engine utilizes an internal weapon cooldown timer. Even if your gun appears ready to shoot on your screen, clicking the mouse will do nothing until the precise amount of time required for the standard animation has elapsed.
Frame-by-frame community testing has repeatedly proved that quick switching does not allow you to shoot any faster than just letting the normal animation play out.
Why People Thought It Was Patched (or Cheating)
• Server Admin Rules: Because the animation glitch looks unnatural (often called "pistol rolling"), many community server admins historically mistook it for an exploit or an active script and would ban players for doing it.
• Other Source Games: Players often confuse DoD:S mechanics with original GoldSrc Day of Defeat (where quick-switching did bypass certain delays early on) or other Valve games like Counter-Strike and Team Fortress 2, which received distinct fastswitch and cosmetic patch adjustments over the years.
Ultimately, the mechanic is purely cosmetic and serves as a muscle-memory habit for veteran players rather than a competitive exploit.
Are you trying to replicate a specific weapon mechanic (like faster bolting for the sniper), or are you experiencing issues with your fastswitch console commands? Let me know so I can help you configure your settings.

tldr: not an exploit does absolutely nothing.. you are entering lady squirell territory here.. no cs dancing next?
You're skipping the animation and staying locked on to the target. Also while testing with AI they all have the reload to fire next shot as faster and gets flagged.

VoD isn't ARP, you know damn well VoD is a laid-back community. Might be the most laid-back community in all of dod. That's just silly man. This has been an issue in dod for some time. Do you really need to do this extra crap on casual servers? The answer is no.
I'm not a fan of that squirrel lady, took all of one minute of her mouth for me to leave, but she is correct about the quickswitching. The rifle needs to be loaded like it is in real life to make it fair for everyone. Nice mod Knoxville
It's not an exploit and you can't shoot faster. It's just a visual thing
Originally posted by witchbb:
It's not an exploit and you can't shoot faster. It's just a visual thing

Except for Lady squirrel, she still believes to this day that its a exploit by default.
Actually snipers in this game need a bigger nerf than that, they're way too OP and ruin the overall game experience. They're the favorite class of tryhards, campers and cheaters. It's something that ruins the gameplay in the same way as grenade spam, besides being annoying. And it's not even about nerfing sniper rifles, but about making them a bit more realistic, more or less like they are in DOD1 where aiming takes a little longer. And anyone would say it's an arcade game, and yes, it is, but it's an arcade game that tries to have realistic elements, otherwise the automatic weapons wouldn't have that dumb recoil (probably made by someone who doesn't know anything about guns).
Originally posted by Pocalypse:
Originally posted by witchbb:
It's not an exploit and you can't shoot faster. It's just a visual thing

Except for Lady squirrel, she still believes to this day that its a exploit by default.
That's not unfamiliar to me, and there's a clan in Classic who still ban you for 'abusing' this 'exploit' too. I can understand people being confused about it because it looks like you're doing something, but they're wrong. I just wish people could accept new information!



Originally posted by CrisstobaL:
Actually snipers in this game need a bigger nerf than that, they're way too OP and ruin the overall game experience. They're the favorite class of tryhards, campers and cheaters. It's something that ruins the gameplay in the same way as grenade spam, besides being annoying. And it's not even about nerfing sniper rifles, but about making them a bit more realistic, more or less like they are in DOD1 where aiming takes a little longer. And anyone would say it's an arcade game, and yes, it is, but it's an arcade game that tries to have realistic elements, otherwise the automatic weapons wouldn't have that dumb recoil (probably made by someone who doesn't know anything about guns).

I think I actually agree, despite being a run-and-gun sniper enjoyer. Classic sniper has 100% accuracy unscoped so you can try noscope only challenges, and was disappointed learning you can't do that in Source. But in this game you can scope in and shoot much more quickly and it enables a very aggressive run and gun style with the sniper that I think is very fun but agree it can be too strong if you never miss.
Plugin concept: Classic DoD-Style Sniper Scope
Main goal:

Slow down the effectiveness of quick-scoping without slowing down normal scoped sniper gameplay.

The plugin would not change the sniper's normal rate of fire, reload speed, damage, or ammunition. The focus would be specifically on how quickly a player can go from moving with the rifle unscoped to being able to take an accurate scoped shot.

How it would work
When a player presses secondary attack to bring up the sniper scope:
Plugin detects the scope attempt.

The plugin determines whether the player is moving and how fast they're moving.

The scope transition begins normally.
The plugin prevents the player from immediately firing during a configurable scope-settle period.

Once that period expires, the sniper is considered ready and can fire normally.

For example, with a hypothetical 0.40 second settle time:
Running → Right-click → scope comes up → 0.40 sec settling period → sniper can fire.

The important part is that we're not simply adding a delay to every sniper shot.
Movement could make it more old-school

This is where I think we could make it feel considerably better.

For example:

Standing still
Scope → short settle → fire

Walking
Scope → slightly longer settle → fire

Running
Scope → longer settle → fire



What do you'll think of this concept? Have the sniper more like classic DOD.
You can't really make it like DoD Classic without also factoring in that game's movement system, where you can do a short-hop (tap Crouch) as you're scoping to maintain momentum. Classic resolves it by forcing a slow fade from black which for a casual player prevents them from readjusting their aim even when they *can* fire with it. Also that game allows accurate no scopes which is fun to play with and Source wouldn't be getting anything to compensate.

For the above suggestion, I think fully preventing firing the gun to be too obtrusive of a change. Since Source does *not* have fully accurate no-scopes, we quickscope to get around that which is engaging, so let's try to keep that element of the game.

What if instead of a timer preventing you from firing at all, we start closing the crosshairs as we scope in but we can fire at any time. If you fire too early, the crosshairs haven't closed to the stationary sniper position of 100% accuracy, so you might miss even if your xhair is on the target.

It would nerf run-and-gun snipers from instantly quickscoping far away targets because you're suffering an accuracy malus, but enemies close range you could still kill but will have a chance to miss because the scope isn't fully settled yet.

You still want skill expression in the game, and this allows for that while a full block on shooting does not, really. I think it would force the sniper into being a stationary camper role which is not really always helpful and definitely not always fun. Quickscoping becoming more challenging for players using it (because it's fun) are given the minigame of timing being important in addition to knowing where the center of your screen is.
Actually, I can and I have a beta version written up and should have it completed tonight. It isn't anti quick switching either. Its anti-speed sniping. Since really that's the actual issue. It's not the quick switching.
So, I have made a beta version, and I am running it for testing on both VoD servers. It's a dod_no_quickscope - More realistic timing of a scope. Try it out. Leave me some feedback.
We did nerf our snipers so it takes two shots. Good players were raping the server and running everyone off. I like this mod. This solves alot of problems.
This game nerfed the sniper class years ago to attract and appeal to the CS rifle crowd coming over to play DOD:S. It's not hard to avoid snipers - movement is key. The KAR and Garand (and now more frequently seen support classes) "one hit wonders" ability clear more servers. If you don't have an issue with being one hit by a run and gun KAR for example, you should have zero issue with a sniper.
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