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Ananda Yhufir
Contract Hunters
0
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Posted - 2013.09.07 00:31:00 -
[1] - Quote
I agree, CCP hates snipers too. Not as much as you cry babies but close enough. I only started playing at Uprising but I could immediately tell their was a bias against sniping. There are a few tell-tale signs but it's also important to note that CCP has at least done SOME thinking about making snipers viable:
Draw/render distance is horrible. There are WAY too many issues with invisible objects blocking shots past a certain distance (a distance which seems different from map to map). There are games MUCH older than this which can render objects much further and more accurately. This is a conscious choice by CCP to nerf the sniping mechanics otherwise snipers would absolutely dominate the game. There are a ridiculously low number of viable high-ground sniping positions (like 12 max) on any given map. If you can tell me where on a map you were killed and a general direction of the shooter (I mean 180 degrees general direction), I can find and kill him in under a minute. ESPECIALLY if he's trying to relocate.
On the other hand: There's very little hit direction indication which prevents you from communicating sniper fire with much accuracy. There's also practically no muzzle flare and no bullet tracing. So as a sniper, your shots are relatively silent, untraceable, and invisible.
So here's my suggestions to CCP: Change the charged rifle to a laser rifle that has a visible line of fire. This will encourage snipers to use the highest level rifles more carefully. Add bullet drop and bullet lag. But then give much better draw/render distance. Make sniping something that takes practice and skill. |
Ananda Yhufir
Contract Hunters
0
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Posted - 2013.09.07 00:33:00 -
[2] - Quote
Also, we all need jet packs. And a capture the flag mode. And let's change the name of the game to Tribes.
"SHAZBOT!" |
Ananda Yhufir
Contract Hunters
11
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Posted - 2013.09.23 16:28:00 -
[3] - Quote
Cass Caul wrote: Since you're new and all, let me tell you something. Sniper Rifles leave a contrail behind. The duration of the contrail is Charged>regular>tactical. It used to be, that the contrail was how you found snipers. Those contrails still exist, the problem however is the same of that of the invisible swarms. Because I decided to stay outside your render range, my tracer doesn't render for you either. your other parts, bullet drop and bullet lag are impossible. 1) the coding is too much. it is too difficult to get that to work properly. It won't happen without it being glitchier than squad deployment. 2) the description of the weapon itself. 2500m/s travel speed. it gets to max range in 0.24 seconds. while (assuming earth standard gravity) bullet drop would be 0.24 meters at max range. That makes both of those things negligible, therefor making coding something like that a waste of time.
Thanks for the warm welcome.
As a sniper, and almost exclusively a sniper, I have not noticed a contrail leaving my gun. As someone who's been sniped, I have not seen a contrail entering my head. I want to believe there is some sort of trail but my own experience tells me there is none at all, regardless of the distance the shot is taken from.
Quote:Add bullet drop and bullet lag. But then give much better draw/render distance.
If it's so difficult to code for these things, how do we have the coding for a mass driver, which as lag and drop? So let's say we double the max distance to around 1000ft. If that (roughly) doubles the drop, we're talking about (roughly) 0.5m or 18in. That's enough to miss a head shot. I'd say that is not negligible. |
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