So at higher level play you have people who are ridiculously accurate with snipes. I have no issue with this, it's skillbased so good for them. However quickscoping somewhat negates the counter play.
I quickscope, in that on controller I try to preaim (based on muscle memory) then do small adjustment when aiming down sight for shots. I know some pc players (I guess you could on xbox too) use tools such as reticle overlay so at any time they can be aimed perfectly onto someone.
In ship to ship fights, more so sloop cross ship snipes can be a huge factor in winning the fight. Normally, you see the glint of someone scoping and you move evasively and adjust your movement. However some of the level of quickscoping people can do (see massivesponge as example) barely registers the aiming down sight animation. This leaves very little room for counter play because you don't get the glint to react to so the only option is zig zag like a headless chicken at all times which isn't really viable.
I'm not sure what/if there is a solution here. I know that requiring a minimum ads before the gun fires would feel horrible for everyone involved (but that's what happens with throwing knife) so maybe it should be considered.
What do others think? I recognise there probably aren't many directly affected by this
