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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Kadeim
Third Rock From The Sun
32
|
Posted - 2013.09.06 05:15:00 -
[1] - Quote
Your new maps are totally sniper unfriendly. No high points, most facilities have fences on the roof and around the building. So snipers have to find a spot where they can watch for targets, because a sniper rifle is absolutely no good as an assault weapon, and the scout suits are so weak, in shield and armor.
Now add on to this that we have to actually take a step, or fire our weapon, which can give away our position because just scanning an area zooming in and out looking for a target trips the "TACNET sessions will expire if no action is taken" and if we see something coming through the buildings (so we don't want to give away our position) we are kicked out!
This is absolutely **! I played a long time to get to lvl 5 scout so I could use it for sniping. A LOT of time and also money to try to have something to enjoy playing the game.
What a waste. If I could, I would want all my money that I put into the game back, and would even like to get paid for the wasted time.
Please do something about this timer, at least for snipers. You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to ly still, or move slowly.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1674
|
Posted - 2013.09.06 05:38:00 -
[2] - Quote
Kadeim wrote:Your new maps are totally sniper unfriendly. No high points, most facilities have fences on the roof and around the building. So snipers have to find a spot where they can watch for targets, because a sniper rifle is absolutely no good as an assault weapon, and the scout suits are so weak, in shield and armor.
Now add on to this that we have to actually take a step, or fire our weapon, which can give away our position because just scanning an area zooming in and out looking for a target trips the "TACNET sessions will expire if no action is taken" and if we see something coming through the buildings (so we don't want to give away our position) we are kicked out!
This is absolutely **! I played a long time to get to lvl 5 scout so I could use it for sniping. A LOT of time and also money to try to have something to enjoy playing the game.
What a waste. If I could, I would want all my money that I put into the game back, and would even like to get paid for the wasted time.
Please do something about this timer, at least for snipers. You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to lay still, or move slowly.
Addendum: Not fair that you add any deaths to my count, but not the kills if I leave or am kicked trying to snipe. If Imust loose equipment and have that death tallied, then I should also get credit for any kills. Then HARDEN THE **** UP AND WAIT UNTIL YOU GET MORE MAPS THAT DO SUPPORT SNIPERS. |
Kadeim
Third Rock From The Sun
32
|
Posted - 2013.09.06 05:41:00 -
[3] - Quote
True Adamance wrote:UP AND WAIT UNTIL YOU GET MORE MAPS THAT DO SUPPORT SNIPERS.
Yeah, right! Its people like you that make the game no longer fun. I've seen your other posts and see that you like bragging yourself up while telling others to get better. |
Thurak1
Psygod9
149
|
Posted - 2013.09.06 05:53:00 -
[4] - Quote
Well to be fair most people that have posted idea's about getting rid of afkers have posed ideas about ejecting people from the mcc after x time and things like that. Whats funny is that sometimes it takes so long for the game to load people are booted out of the game before they are ever really in the game. I am pretty sure they are examining this. I dont know for sure but god i hope they are. It is not a very good fix for the afk problem. As many have also said a better fix would be a re-work of the reward system to make afk farming a giant waste of time. |
excillon
united we stand x
61
|
Posted - 2013.09.06 06:09:00 -
[5] - Quote
Do what I do when I snipe. Use an Caldari assault suit, sniper rifle and carry an SMG that you have fairly leveled up. Pull out the SMG while traveling, travel with teammates in case of a firefight, find a spot at ground level or with moderate elevation, take a few shots, move on. Just repeat the process. The bonus is that most people don't look for snipers at ground level so you have a little bit of an element of surprise. Not only that, but you might even get a few SMG kills while moving from point to point. |
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CCP LogicLoop
C C P C C P Alliance
782
|
Posted - 2013.09.06 06:24:00 -
[6] - Quote
On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in their movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. |
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ladwar
Dead Six Initiative Lokun Listamenn
1497
|
Posted - 2013.09.06 06:30:00 -
[7] - Quote
CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in there movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. right.... some how i don't believe that is true with the older maps, maybe with the newer ones to some degree or another but its not really snipers that worry me its the forge gunners using then like sniper rifles to stop any and all hacks on objectives. |
Thurak1
Psygod9
149
|
Posted - 2013.09.06 06:31:00 -
[8] - Quote
CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in their movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. Good news for heavies like me when we are finally able to lumber over to an objective. This also explains why on so many of the new maps things are below ground. A better afk fix really is called for though. A Idle timer is not such a great solution. |
Raz Sidona
M.T.A.C Assault Operations Command
15
|
Posted - 2013.09.06 06:35:00 -
[9] - Quote
Kadeim wrote:Your new maps are totally sniper unfriendly. No high points, most facilities have fences on the roof and around the building. So snipers have to find a spot where they can watch for targets, because a sniper rifle is absolutely no good as an assault weapon, and the scout suits are so weak, in shield and armor.
Now add on to this that we have to actually take a step, or fire our weapon, which can give away our position because just scanning an area zooming in and out looking for a target trips the "TACNET sessions will expire if no action is taken" and if we see something coming through the buildings (so we don't want to give away our position) we are kicked out!
This is absolutely **! I played a long time to get to lvl 5 scout so I could use it for sniping. A LOT of time and also money to try to have something to enjoy playing the game.
What a waste. If I could, I would want all my money that I put into the game back, and would even like to get paid for the wasted time.
Please do something about this timer, at least for snipers. You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to lay still, or move slowly.
Addendum: Not fair that you add any deaths to my count, but not the kills if I leave or am kicked trying to snipe. If Imust loose equipment and have that death tallied, then I should also get credit for any kills.
quit your whinning. the afk does suck but it doesnt cause as much of a problem for snipers as your saying. just rotating resets the afk timer, you can rotate right? before you say "your not a sniper so stfu" i do snipe from time to time and i have no problem. |
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CCP LogicLoop
C C P C C P Alliance
782
|
Posted - 2013.09.06 06:37:00 -
[10] - Quote
ladwar wrote:CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in there movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. right.... some how i don't believe that is true with the older maps, maybe with the newer ones to some degree or another but its not really snipers that worry me its the forge gunners using then like sniper rifles to stop any and all hacks on objectives.
You are correct. These rules were put in place as we started the development of the Research Facility. What you are seeing is the transition to these new hard requirements. Eventually all sockets will have this put into place. |
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ladwar
Dead Six Initiative Lokun Listamenn
1497
|
Posted - 2013.09.06 06:45:00 -
[11] - Quote
CCP LogicLoop wrote:ladwar wrote:CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in there movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. right.... some how i don't believe that is true with the older maps, maybe with the newer ones to some degree or another but its not really snipers that worry me its the forge gunners using then like sniper rifles to stop any and all hacks on objectives. You are correct. These rules were put in place as we started the development of the Research Facility. What you are seeing is the transition to these new hard requirements. Eventually all sockets will have this put into place. that is great news. i look forward to the new sockets. |
Fizzer94
L.O.T.I.S.
102
|
Posted - 2013.09.06 06:48:00 -
[12] - Quote
CCP LogicLoop wrote:ladwar wrote:CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in there movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. right.... some how i don't believe that is true with the older maps, maybe with the newer ones to some degree or another but its not really snipers that worry me its the forge gunners using then like sniper rifles to stop any and all hacks on objectives. You are correct. These rules were put in place as we started the development of the Research Facility. What you are seeing is the transition to these new hard requirements. Eventually all sockets will have this put into place. Good to know. These requirements might be part of why the Research Facility is such a good socket. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
192
|
Posted - 2013.09.06 06:57:00 -
[13] - Quote
I snipe, if you are really doing nothing for that extended time frame you are wasting a lot of time that your team is expecting a player to be participating, thus if you are idling for that long I'd say you need to relocate yourself new position. If you need more time or if you are really expected that vantage point to explode with action I actually fire a round in my sidearm to reset the timer. |
Sorry Wrong Chat
United Pwnage Service RISE of LEGION
4
|
Posted - 2013.09.06 08:00:00 -
[14] - Quote
For a sniper is the AFK System an disadvantage. Actually you find a nice position and try to shoot some rabbits. I guess it should be enough action for Tacnet that a sniper permanently observes the surrounding area for victims. Since a sniper always has to to be aware that other sniper can counterattack, it needs a high concentration to register every movement inside his range.
So moving the mouse or the controller should be an indicator for being active inside the game. |
Breakin Stuff
Goonfeet Top Men.
1285
|
Posted - 2013.09.06 08:44:00 -
[15] - Quote
We have goon confirmation that the AFK system can be defeated with a rubber band.
that is all. snipers are safe. |
ladwar
Dead Six Initiative Lokun Listamenn
1502
|
Posted - 2013.09.06 09:00:00 -
[16] - Quote
Breakin Stuff wrote:We have goon confirmation that the AFK system can be defeated with a rubber band.
that is all. snipers are safe. been beating it since it came out... in ambush
*grabs at free SP bonus event points* come here kittens!
but read the blue glue... it is rather nice to know info. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
|
Posted - 2013.09.06 09:06:00 -
[17] - Quote
I tested the afk system today.
The only reason it will trigger that message is if you are not moving. Just move side to side occasionally and it shouldn't show up.
I don't see why firing a weapon isn't in the code for preventing you from being kicked, but oh well. |
Beeeees
KILL-EM-QUICK RISE of LEGION
165
|
Posted - 2013.09.06 09:09:00 -
[18] - Quote
CCP LogicLoop wrote:
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible.
Im gonna get lynched for this, but dude, this is care-bear tier of balance. This is just wrong on so many levels. |
ladwar
Dead Six Initiative Lokun Listamenn
1503
|
Posted - 2013.09.06 09:17:00 -
[19] - Quote
Beeeees wrote:CCP LogicLoop wrote:
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible.
Im gonna get lynched for this, but dude, this is care-bear tier of balance. This is just wrong on so many levels. maybe but alot of care-bearing was done and not all of it bad, just the important things. do you like the tower squad standing around FG objective preventing anything less then an multiple orbital strike to dislodge them? i know that gets old fast. |
Beeeees
KILL-EM-QUICK RISE of LEGION
165
|
Posted - 2013.09.06 09:22:00 -
[20] - Quote
ladwar wrote: maybe but alot of care-bearing was done and not all of it bad, just the important things. do you like the tower squad standing around FG objective preventing anything less then an multiple orbital strike to dislodge them? i know that gets old fast.
Id that that over 6 aimbot-DuvCalLogi in CQB. |
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ladwar
Dead Six Initiative Lokun Listamenn
1505
|
Posted - 2013.09.06 09:26:00 -
[21] - Quote
Beeeees wrote:ladwar wrote: maybe but alot of care-bearing was done and not all of it bad, just the important things. do you like the tower squad standing around FG objective preventing anything less then an multiple orbital strike to dislodge them? i know that gets old fast.
Id that that over 6 aimbot-DuvCalLogi in CQB. different carebear issue and probably broken hitscan& hit boxes. but that to gets old fast as well. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
630
|
Posted - 2013.09.06 12:38:00 -
[22] - Quote
CCP LogicLoop wrote:ladwar wrote:CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in there movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. right.... some how i don't believe that is true with the older maps, maybe with the newer ones to some degree or another but its not really snipers that worry me its the forge gunners using then like sniper rifles to stop any and all hacks on objectives. You are correct. These rules were put in place as we started the development of the Research Facility. What you are seeing is the transition to these new hard requirements. Eventually all sockets will have this put into place. The hardest part to take out of all this is that my Python will - from now on out - be useless during an active hack.
In the older content, I can watch an objective and rain down missiles from above until A) friendly support shows up; or B) enemy AV shows up.
I really liked this and felt like it was balanced, because there is no way I'll be leaving my ship to hack that objective on my own, so I was really just there as a guard dog. I haven't had the opportunity to do that yet on these new outposts, which takes away from my short list of functions I can perform.Python List of Duties:
- Area Denial
- Kill Mercs
- Kill HAVs
- Kill Installations
- Light Squad Transport
- Pretty Flaming Light Show
Defend Objectives |
Niuvo
The Phoenix Federation
443
|
Posted - 2013.09.06 12:56:00 -
[23] - Quote
Kadeim wrote: You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to lay still, or move slowly. I've spent 14mil sp into a scout and feel as I am militia grade. I've spent frustrating hours trying to compete, I seriously have to try hard. I don't use ARs I don't use grenades, not the MD. As you can see there is a knifing community, so fix our knives. The only sure kills are ppl standing still. You are killing me CCP, you are killing me over and over.
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Draco Cerberus
Hellstorm Inc League of Infamy
283
|
Posted - 2013.09.06 13:22:00 -
[24] - Quote
CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in their movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible.
While I admire your ability to follow a formula when designing sniper positions, reality says that i should not have to use a dropship to get to a "sniper pad". This defeats the purpose of sniping, to kill without being seen. It also limits people to only using the designated sniper pads and due to the fact that it does not limit anyone from finding a location in which they can both not be seen and can still snipe you from anywhere on the ground level, the design element of rails around all the tops of the buildings of many of the new maps which can neither be jumped over nor climbed or vaulted is shortsighted. I can't count the number of times in the last year that a merc has placed an uplink in an inaccessible location, to either leave the location or get to it.
This is not just a sniper problem. This is a heavy, scout, assault and logi problem, whatever gun they are using. Sniping on many of the new maps is not as prominent in the game yet but as the sniper pads are found and used it will return most likely to the way it was pre patch. The railings not only block snipers from shooting but also block mercs at the top of the buildings from engaging the enemy without long jogs around to the few openings they have and as such please consider removing SOME of the railings. |
Green Living
0uter.Heaven
829
|
Posted - 2013.09.06 13:25:00 -
[25] - Quote
Doesn't feel bad for snipers, good riddance. |
lithkul devant
Legions of Infinite Dominion
53
|
Posted - 2013.09.06 13:53:00 -
[26] - Quote
Niuvo wrote:Kadeim wrote: You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to lay still, or move slowly. I've spent 14mil sp into a scout and feel as I am militia grade. I've spent frustrating hours trying to compete, I seriously have to try hard. I don't use ARs I don't use grenades, not the MD. As you can see there is a knifing community, so fix our knives. The only sure kills are ppl standing still. You are killing me CCP, you are killing me over and over.
At 14mil sp, any suit you make even if it is a light suit should be easily better then a militia suit, at the current time being with less then 7mil, I have a +20% bonus to both shields and armor of any standard suit, have a mod that reduces shield start recharge time by 20% and several other things. I can understand that you got screwed on the scout suit for now, that happens, but you should have at the very least 1-2 other fits that you can use even if they aren't proto, I run standard-advanced cause I can't afford proto without it being a massive money sink.
If you can't make another suit relatively very good and have spent your points all 14mil, I suggest you go get the sp calculator and refigure your stuff out. Cause even at half your sp, I am doing very well. |
pegasis prime
BIG BAD W0LVES
816
|
Posted - 2013.09.06 14:00:00 -
[27] - Quote
The afk fix works just a little too well . I was out on squad 2 days ago and one of my squad mates had to answer his phone and by the time he got back he was booted allong with his tank. Only gone for a few mins not long really. |
The Terminator T-1000
The Praetorian Legionary
25
|
Posted - 2013.09.06 14:13:00 -
[28] - Quote
Kadeim wrote:Your new maps are totally sniper unfriendly. No high points, most facilities have fences on the roof and around the building. So snipers have to find a spot where they can watch for targets, because a sniper rifle is absolutely no good as an assault weapon, and the scout suits are so weak, in shield and armor.
Now add on to this that we have to actually take a step, or fire our weapon, which can give away our position because just scanning an area zooming in and out looking for a target trips the "TACNET sessions will expire if no action is taken" and if we see something coming through the buildings (so we don't want to give away our position) we are kicked out!
This is absolutely **! I played a long time to get to lvl 5 scout so I could use it for sniping. A LOT of time and also money to try to have something to enjoy playing the game.
What a waste. If I could, I would want all my money that I put into the game back, and would even like to get paid for the wasted time.
Please do something about this timer, at least for snipers. You created the suit, yet you continuously ignore the pleads of those using the scout suit - but you gladly listen to and respond to everyone who cries about afk'rs and the op sniper. A scout (especially a sniper using a scout suit) needs to be able to use the equipment that you make them work so hard to try to get leveled into, yet is then crippled even more by whiners that you listen to and want to take care of - not thinking about those of us that need to lay still, or move slowly.
Addendum: Not fair that you add any deaths to my count, but not the kills if I leave or am kicked trying to snipe. If Imust loose equipment and have that death tallied, then I should also get credit for any kills.
I hate to get sniped so I love the new maps! Learn to adjust |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
356
|
Posted - 2013.09.06 14:37:00 -
[29] - Quote
CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in their movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. Listen, I hate snipers, and I really wish he had better intel to locate where they are firing from, but is arbitrarily blocking them past a certain point really the answer?
Couldn't we be given better tools? Or better yet, couldn't you just have their guns miss most of the time by having them shooting way outside of falloff? But at least they *could* have a chance to hit someone with a "wrecking" shot if the stars aligned.
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Vell0cet
Royal Uhlans Amarr Empire
115
|
Posted - 2013.09.06 14:51:00 -
[30] - Quote
There are some coding heuristics that are trivial to implement that would solve this problem (it would literally take a programmer less than an hour to fix this). If you ADS and are moving your scope in a random pattern (i.e. not with a rubber-band which will constantly output the same x,y coordinates) or are highlighting enemies with your aiming marker, then you're clearly not AFK. You may be a bad sniper, or are in a stupid position, but that's different than not physically being present at the controller. These players should be punished with low WPs and less than exciting payouts (as they already are), but kicking them from the match isn't right. |
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