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Thread Statistics | Show CCP posts - 6 post(s) |
Jathniel
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Posted - 2013.09.06 21:00:00 -
[1] - 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.
As if snipers were THAT much of a problem.
See?
This is why I don't snipe anymore.
All we need now is one more respec, so I can take skill points out of this useless weapon. |
Jathniel
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862
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Posted - 2013.09.09 01:17:00 -
[2] - Quote
CCP LogicLoop wrote:For the sniping rules. Remember. This applies to sockets only.
For those believing we need a better system where players are the solution to snipers, we also believe this. Game design will be working something for this out eventually. I have discussed this before on IRC at least and possibly here on the forums. The design team would like to come up with something effective that makes the players a part of that experience. For example, and I stress this is an "example" idea only. A player can laser sight a sniper location allowing other players to more easily hit a sniping location with mortars.
With that being said, take into consideration again, the rule only applies to sockets. With height variations in terrain, and sockets sitting on various heights, other variously sized objects on the terrain not inside actual sockets, and the variations of terrain in of its self, the snipers have plenty of locations to snipe from still.
Sniper - definition "a marksman who shoots at people from a concealed place"
1. This can't be done anymore at long range because of your new parameters. 2. The actual operation of the sniper rifle in-game prevents it from being used effectively at closer ranges. 3. Once spotted, the sniper is always within range of other weapons. Sniper survivability plummets by this. 4. The sniper rifle needs the ability to engage combatants at mid-range mobility combat, in order to compete with the current rules. |
Jathniel
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862
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Posted - 2013.09.09 01:51:00 -
[3] - Quote
CCP LogicLoop wrote:Jathniel wrote:CCP LogicLoop wrote:For the sniping rules. Remember. This applies to sockets only.
For those believing we need a better system where players are the solution to snipers, we also believe this. Game design will be working something for this out eventually. I have discussed this before on IRC at least and possibly here on the forums. The design team would like to come up with something effective that makes the players a part of that experience. For example, and I stress this is an "example" idea only. A player can laser sight a sniper location allowing other players to more easily hit a sniping location with mortars.
With that being said, take into consideration again, the rule only applies to sockets. With height variations in terrain, and sockets sitting on various heights, other variously sized objects on the terrain not inside actual sockets, and the variations of terrain in of its self, the snipers have plenty of locations to snipe from still.
Sniper - definition "a marksman who shoots at people from a concealed place" 1. This can't be done anymore at long range because of your new parameters. 2. The actual operation of the sniper rifle in-game prevents it from being used effectively at closer ranges. 3. Once spotted, the sniper is always within range of other weapons. Sniper survivability plummets by this. 4. The sniper rifle needs the ability to engage combatants at mid-range mobility combat, in order to compete with the current rules. It can be done. Use tactics, use strategy, coordinate with your team / squad, and find good locations. Strategy, tactics, teamwork.
Sniper teams were already doing that.
The new design principle is penalizing this, I've you clearly stated.
Good snipers were hurt more by this than bad ones. The forge sniping was the problem, not general sniper positioning.
What's done is done. Sniping is dead. |
Jathniel
G I A N T EoN.
869
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Posted - 2013.09.09 09:31:00 -
[4] - Quote
Kekklian Noobatronic wrote:CCP LogicLoop wrote: While you may think we are trying to prevent you from playing your role, we are not. You do not even know the actual meter count, or ranges that make up the rules. You only know that we have taken measures to ensure snipers are not in mass dominating an entire map (like Manus Peak).
This is the direction that leadership wants this, because they have a vision of what the game play is to be for every role, and how each role supports one another. The sniper is not dead.
Our goal, and it has been achieved with this socket set, is preventing entire areas from being completely dominated by snipers. Biomass and Communications is another great example. Where the only access to those top areas is a dropship, and an army of snipers reside there. Dominating an entire outpost. This is not "fun" for the people who are playing the game the way we intended it to be played.
We use sight lines, the rule set I discussed earlier, and general layouts to encourage effective game play from each role. Strategy and tactics entails using logic, and planning, coordination with others, effective dropsuit fittings, and weapons load-outs. What we are encouraging is "thinking".
You can still snipe, you can still be useful to your team. If you so desire to try and play with your squads and other players in an effective way.
Good post is good. I'm all for snipers, and as a non-sniper and I have *definitely* seen an improvement in accessibility to enemy snipers when I need to go hunt them down. Just means they'll need to be on their toes. Maybe invest in dropsuit scan skills, and stay alert to their radars. There's nothing wrong with that. I'm fairly sure that's what he meant by "thinking". Snipers aren't dead. No risk/low risk snipers are dead. And good riddance.
High risk snipers = useless snipers.
That "improvement" in just how easily you can reach them is proof of that.
No one gives a fk about balance. As long as they don't get sniped anymore. |
Jathniel
G I A N T EoN.
900
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Posted - 2013.09.12 21:16:00 -
[5] - Quote
Cass Caul wrote:Reduce the Forge Gun's anti-infantry ability and none of this would be the problem you think it is. Hundreds of PC matches i've been in have been focused on who can get their forge gunners to the high point on the map first, not who can have a sniper guard a point.
A better way to deter sniping from the red-line in public contracts would be far better for the community as a whole than the method of keeping Null Cannons protected from snipers.
Looks like we were "too smart". We shouldn't have done too much "thinking" and have our Forge Gun buddies join us on our perches. The fact, that a single Militia Sniper Rifle can suppress us be damned. How dare we be effective.
Just stop using the sniper rifle man. I forum-fought on behalf of snipers for nearly a year, but it made no difference. The dedicated snipers are too small a minority, and we have no one at CCP that identifies with us, to work on our behalf as a representative during development. The tyranny of the assault majority has won in the end, in a VERY big way. Every future map to ever be designed will deliberately further limit a sniper's capability?
I'm astonished. That's a defeat in every possible way. That's like God saying, "Not only am I going to curse you. I'm going to curse every single one of your fkin children until your bloodline is destroyed. Don't worry. You'll survive if you think."
Like hell we would. We barely finally managed to start flourishing at the end of Chromosome and into Uprising, just for this crap to start. That said, I'm wondering just WHAT POSSIBLE METRIC made Snipers look so damn overpowered? Snipers had decent perches, they could effect a game if a sniper was GOOD. But they never guaranteed a victory, and more often than not, the team with snipers lost.
What convinced CCP to go with an anti-sniper level design? What? It COULD NOT have been the complainers, because you have more people complaining about the Assault Rifle than you do people that complain about Snipers.
I want to know WHAT the snipers did to deserve getting an ENTIRE DESIGN PHILOSOPHY geared against them? |
Jathniel
G I A N T EoN.
945
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Posted - 2013.09.16 20:10:00 -
[6] - Quote
Cass Caul wrote:Poonmunch wrote: CCP LogicLoop has been responding in this thread, so don't lose hope. Keep the feedback reasoned and constructive.
Correction: he has responded on this thread. He has not made any new remarks since. As soon as they spot criticism they run and hide and don;t show back up. They may change something, they might not, but they stop responding.
Don't blame him. It's probably company policy. "Don't argue or debate with customers."
He probably wants to respond, but I'm sure there are "rules". |
Jathniel
G I A N T EoN.
948
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Posted - 2013.09.17 03:58:00 -
[7] - Quote
Poonmunch wrote:Looking back on all of this, I wish they had told us that the "new direction" was going to sniper-proof big parts of the game (NULL cannons, etc) and to promote CQC inside closed structures. Perhaps they could have gotten some feedback from us before such changes were implemented. BUT ... We have what we have and it is what it is. So the way forward is to be constructive. Post in the DUST 514 Map Feedback ---> Outposts forum. Here.But guys, please keep it constructive or we will all get tuned out. Munch
I think it's too late. There's no real negative feedback going CCP's way, except for snipers and "reasonable non-snipers" (as few as those are). No one cares. CCP has broken the role, and fvcked us, and they don't care. It's too late for any positive dialog.
As long as the majority is satisfied.... "Had every Athenian citizen been a Socrates, every Athenian assembly would still have been a mob." |
Jathniel
G I A N T EoN.
948
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Posted - 2013.09.17 04:03:00 -
[8] - Quote
lrian Locust wrote:CCP LogicLoop wrote:Poonmunch wrote:Lots of the new sockets are completely enclosed. This is ok but many of the doors, entrances and areas around them are hidden or are impossible to see from large parts (and often all parts) of the map. I guess this means I can't cover my team when they jump in for a hack or cover the site after it has been hacked. Isn't that sort of what I'm supposed to do? I find this comment particularly interesting. I understand entirely what you mean and will take this into consideration on future designs. I would however like to ask if you had considered that you could be protecting from say people entering into those closed off areas? This way you are still assisting. You just may not have your own men in sight. Granted this opportunity may not be extremely obvious or exist in ideal locations for a sniper as well. But I still do wonder if you had considered it in general. Covering an entry/exit point doesn't work well, because: a) As soon as the enemy drops an uplink inside, uplink spamming starts and the fight is continuously walled (especially during domination matches) b) These entry points are often hard to cover from the distance (100+m) that a sniper needs to stay alive. Once he's seen within this distance, he's usually dead.
Forget it, Irian.
He's not responding. Our best shot is to approach the CPM with all these logical points, and see if they get better dialog going on our behalf. |
Jathniel
G I A N T EoN.
951
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Posted - 2013.09.17 06:09:00 -
[9] - Quote
excillon wrote: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.
Do you have ANY idea how much more effective you would be using an assault rifle or scrambler rifle by playing that way?
That's an effective way to use a sniper rifle, but not very efficient. An assault rifle or tactical assault rifle is far more efficient for that style of play. |
Jathniel
G I A N T EoN.
951
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Posted - 2013.09.17 06:16:00 -
[10] - Quote
ladwar wrote: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.
that tower squad was a legitimate last line of defense for the objective when infantry on the ground has failed.
"not liking" getting sniped or forged is totally irrelevant. you bypass the defenses, or you neutralize them, and if you're hammering away at ground units, yes, you WILL get that orbital to dislodge a sniper team.
CCP's new bias against snipers is unfair, discriminatory care-bear balancing, and you know it. |
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Jathniel
G I A N T EoN.
951
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Posted - 2013.09.17 06:40:00 -
[11] - Quote
Heinz Doofenshertz wrote:in research in two matches I have found 4 great sniper nests. while they might not have perfect sight lines, I can hit about a third of the map from all of them. Logicloop, love the map,
Can you hit areas that matter? Mainly thoroughfare for enemy movements from their spawn? Can you hit an objective or provide support fire BY an objective?
Once the enemy has dropped uplinks inside of an objective point, can you hit ANYONE then?
If you are happy with simply killing targets of opportunity, instead of killing targets of critical importance, then you are, THE DEFINITIVE "Useless Sniper".
And you are exactly the kind of sniper CCP is trying to encourage with these new rules, "high kill count FTW!" |
Jathniel
G I A N T EoN.
952
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Posted - 2013.09.17 11:13:00 -
[12] - Quote
Unmei no Hoeru wrote:I've seen sniping decreasing a lot since the changes in the aim assist, CQC is a lot easier this patch. The fact is sniping does good only in red line (in both teams), and since the removal of the ultra high mountain in that one map before uprising snipers haven't been much of a threat. The problem is the Forge Gun and his overcoming power to infantry which outshines the snipers at the ranges you're giving and should get some kind of movement in 1.5 for the AV and Vehicles balance, but who knows. Really, outside the bold Thale's snipers and those pesky ones that get on top of the MCC sniping has went down. Maybe (just maybe) by this focus on CQC the snipers could get a new TAC AR type sniper like the minnamatar one or something but I realize this isn't a solution for what's being asked here. I joined Dust initially to be a Heavy sniper, taking shots and being a rock among the other snipers, but eventually grow tired of standing outside and going 30/0. Now snipers can't do this because of the size but I've seen the new snipers that go around killing heavies at 10 meters with scout suits that have been learning to aim fast and shoot precisely, that's why I gave that solution. Anyways the new meta of close encounters is coming but I know the good snipers will find their way in, now I'd like to see what the next patch is having for us. CCP give a good balance to the teamwork aspect but don't forget the Lone Wolf perspective because I've enjoyed both in your game... either that or just put a damn scope on the Forge Gun already
Thank you for your input.
Lazy Scumbag wrote:Snipers should move where needed to attack, and then move on. The new maps do not encourage entire teams to fall back and snipe at the first sign of trouble; but ISK payouts do. Contract payment should be more heavily weighted toward active participation in battles. This would discourage AFKing to some degree.
Thank you also for your input. That is the role of a Fire Support Sniper, and is indeed a reasonable expectation, but the function of the sniper rifle functionality is very inefficient for this purpose right now. I've been using the scrambler rifle for Fire Support. I get sniper-like alpha damage from a charge shot, and superior dps to the AR using the Imperial. The fact is, if you're a sniper, the new maps force you to do fire support role instead of overwatch, and currently you're better off using a TAC AR or SCR at that point.
So like I said in another thread: Something's got to give. The map or the gun. Either the maps have to allow more overwatch opportunities, or the sniper rifles need to be completely rebalanced for medium/long to long range. Even the introduction of the Rail Rifle won't change the fact that you now have an entire category of weapon that has been displaced. |
Jathniel
G I A N T EoN.
976
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Posted - 2013.09.18 05:17:00 -
[13] - Quote
low genius wrote:I guess if you're a ****** sniper you can't find a spot, but... just because the op can't watch a plantzone doesn't mean there aren't good sniper positions.
Define "good sniper", then you'll figure out what the problem is. |
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