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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Quil Evrything
DUST University Ivy League
56
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Posted - 2013.09.06 18:25:00 -
[1] - Quote
First off, I'm confused why a whine about anti-AFK measures, has a first post that has virutally no mention of AFK, but keeps whining about what a lousy sniper the OP is.
but anyway, back to the AFK issue: totally broken, **BY DESIGN**. The design is inherently broken. So long as you keep making it possible for a player to passively get SP, just for existing, there will be ways to game it.
Yesterday, I saw some bozo, who had rigged his char to just repeatedly jump up and down, firing at a wall. Fairly easy to do.
The only real fixes:
1. No passive SP gain while you are behind your own redline. This is the minimum change that will actually do something
2. no passive SP gain at all. Make it so you only gain SP for combat related actions. ie: expending bullets ON A TARGET. Not just "firing your weapon in the air". Taking damage should also continue to count towards SP. Then, INCREASE the amount of SP that these things give you.
Benefits of this system: These would be even more newb friendly: many newbs cant actually get a kill, but do manage to get a few bullets on target before they die.
Additionaly, it would drastically cut down on redline sniping. Which in one way is good, but in another way is bad. More maps need to have 400m out locations. 300-400m is the appropriate deployment distance for a sniper. Some of the smaller maps, the only way you can get 400m out, is to go into redline.
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Quil Evrything
DUST University Ivy League
60
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Posted - 2013.09.06 20:23:00 -
[2] - Quote
Seeth Mensch wrote: Where snipers fail, and I see this more than I see the previous two, is running out, redlining, and then trying to get a "big kill count! FTW!" when it isn't the objective, they aren't helping their team, and all they manage to do is annoy those that are actually playing.
Sniping should have a purpose beyond getting a kill count.
There is a saying in business management: make sure that you are rewarding employees for the behaviour that you actually want to encourage. (rather than doling out rewards for behaviours that are counter-productive)
Snipers are behaving exactly the way in they are rewarded to play.
For the most part, snipers capturing objectives is suicide. So no sniper is going to run out and try to get one themselves. (except at beginning of game. Which is why I run sniper/scout :) ) Beyond that.. Snipers get zero reward for "helping the team" outside of making kills. Therefore, it is not surprising that snipers have zero motivation to do anything other than make kills. |
Quil Evrything
DUST University Ivy League
91
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Posted - 2013.09.10 16:33:00 -
[3] - Quote
(multi-article quoting..)
CCP LogicLoop wrote:
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.
You're talking about the tall tower camping "problem"? The problem with the above "problem".. is that it isnt a problem. YOU dont have to get up there. only your BULLETS do. They are all easily reachable with a militia sniper rifle, and it just so happens that you have conveniently provided every single player with a free militia sniper fit.
Tower camping there, only works against clueless newb teams. All that is required, is for one or two people to switch to sniper fit, and the tower campers are sitting ducks. When they're in firing position, they have no cover, and can be shot at from practically any position on the map. It's highly vulnerable, no sensible sniper will stay there.
After being popped off a few times, most gain some sense, and para-jump off.
In contrast, that wierd slanted top tower with the thing in the middle, allows for people to hide "in" the middle bit that's supposed to be solid.
Please fix that terrain glitch, and unlimit snipers.
sadani wrote: might i suggest the option to carry a module to pop the scope off and turn it to a 3 round AR (assault rifle not armalite)
Or, much simpler.. just GIVE US A SIGHT MARKER for hipfire, like EVERY SINGLE OTHER WEAPON?!?!!?!?! A Tac variant sniper rifle is somewhat useful from hip. (even a regular one, but less so). I have very rarely managed to save myself with some "no-scope" action, but it would be much more frequent with a sight marker.
(Hmm... tac rifle, with hip fire aim assist. OOOooohhh... i think some people might like to actually spec into sniper rifle for that )
excillon wrote:I don't have as much a problem with the high up snipers as I do the redline guys. They **** me off. Can you make it so they don't get credit for kills behind the redline?
Better yet, just widen non-redline area. A lot of the time, snipers are sitting in redline, not because "they want to sit in redline", but because that location has the optimal range and positioning for their chosen target area. (Or a compromise between that, and "it doesnt take 10 minutes to get there.")
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Quil Evrything
DUST University Ivy League
91
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Posted - 2013.09.10 17:06:00 -
[4] - Quote
Baal Omniscient wrote:Quil Evrything wrote:(Hmm... tac rifle, with hip fire aim assist. OOOooohhh... i think some people might like to actually spec into sniper rifle for that ) Allow me to quote myself from another sniper thread: Baal Omniscient wrote:Yay, hipfire crosshairs for sniper rifles! Now we can have charged rifles no-scope OHKing people all match every match! That's just what we've been needing!
Hm.. "The Force (of sarcasm) is strong with this one.."
Let me point out first of all, that "charged" and "hipfire" dont really go well together.
But if you insist that this is a thing, and would be bad... the only "solution" to that, would be to disable hipfire entirely. (which would be Very Wrong)
Currently, people who really want to abuse this sort of thing (and dang it, now I'm one of them! ) can do it already. They can make their own "reticule" and use it. Just a small neon sticky-fragment stuck to your monitor works Real Gud.
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Quil Evrything
DUST University Ivy League
91
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Posted - 2013.09.10 17:23:00 -
[5] - Quote
calisk galern wrote: i'm not sure how it happened but during one match I had a single black dot on my screen where my reticule would normally be, I thought I had a dead pixel, but It worked as a reticule and it didn't help much at all, if you hip-fire a sniper rifle it has a massive spread.
But what was your sniper skill? Methinks 0 or 1. Remember that sniper rifles have a lot of sway at low skill levels. I'm wondering if spread is less at higher levels. Will have to check this out tonight.
PS to Blind Shot: "run and gun snipers", aka short range snipers, shouldnt be carrying sniper rifles. they should use scrambler rifles.
Charged shot when convenient (and great OHK headshot capability), or 6-8 rapidfire burst WITH AUTO-AIM when not. |
Quil Evrything
DUST University Ivy League
97
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Posted - 2013.09.11 04:46:00 -
[6] - Quote
Poonmunch wrote:Well boys, dedicated sniper here.
I think some of you know me because I'm on so many of your in-game hate-mail lists (it comes with the territory when you are a sniper).
I dont bother with hatemail. I just get even.
oh.. next time I see you, be sure to check the bullet for a little love-note on it though
Poonmunch wrote: Lots of the hackable stuff is inside the new sockets, on top of structures, underground or on hills. It's dangerous enough for snipers to hack the old types of objectives because when we do it we are behind the action with no-one to cover us. Now it is a bit more of a gamble because I have to run up or down stairs and around corners.
yup. now, for *most* maps, the objectives themselves are no longer camp grounds for snipers. You have to plan for transit areas. Fer example, when an objective is under heavy contest, and your team owns it... they're going to have cleared out uplinks. Hopefully.
Which means theyre gonna be running to get to the objective building. Probably from a favourite direction.
Which means you can ideally place yourself in a good place and watch them run into the shooting alley.
The stereotypical places are on that loong narrow new ridge map, or on the typical bridge part of maps.
The moving around a lot does kinda suckthough.... Which is why sniper is becoming more of a scout-only job.
Which is a good thing, IMO.
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Quil Evrything
DUST University Ivy League
121
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Posted - 2013.09.16 05:41:00 -
[7] - Quote
Poonmunch wrote:
I fully agree that sniper vantage points should be accessible to anyone. ... Munch
If they want to add an extra thing to accessibility, one thought:
make it so dorpshops (and other vehicles?) have a "remote recall" capabilty. plus add in the gliding adjustments to the impact thingie.
Then, instead of having to either LAND the thing... or have some other pilot buddy have to fly you over...
Just get the thing hovering over the difficult point, bail out, adjust fall as neccesary. Off the sniper in hand-to-hand, then remote-recall your dorpship :)
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Quil Evrything
DUST University Ivy League
121
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Posted - 2013.09.16 20:57:00 -
[8] - Quote
Something that hasnt been said yet:
2100 Angels wrote: I am absolutely astounded that level design has been designed specifically so that ... hack points are safe zones from snipers.
btw, I'll point out that while almost all hack points are now sniper-proof... very few of them are truly "protected" from other things. There are one or two that are open to turret spam (splash damage), and almost all of them are open to Mass Driver splash damage from a distance.
So, the orders to specifically gimp sniper capabilities in maps vis-a-vis objectives, is really just... nuts. And counter-productive to the idea of having snipers more engaged in the game. Something that CCP seems to claim they want from time to time.
If they want to get rid of snipers, then be honest about it and just pull the weapons from the game entirely. And dont bother with the future "rail gun" version, unless they want to end their war on distance weapons for non-heavy suits.
Otherwise, lets have some fairness and "balance" back, as far as map layout goes.
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Quil Evrything
DUST University Ivy League
136
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Posted - 2013.09.17 17:20:00 -
[9] - Quote
Cass Caul wrote:They already nerfed MLT Sniper Rifle in this build. It used to be 5 shots and was reduced to 3 for Uprising.
Lawl... doesnt really matter.. with its abysmally slow reload, you'd be lucky to get 2 shots on target, let alone 5
Target makes it to cover, time to reload.
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