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Thread Statistics | Show CCP posts - 6 post(s) |
low genius
the sound of freedom Renegade Alliance
406
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Posted - 2013.09.06 16:27:00 -
[31] - Quote
so, you're a sniper that does nothing for several minutes at a time? you should be kicked. |
Quil Evrything
DUST University Ivy League
56
|
Posted - 2013.09.06 18:25:00 -
[32] - 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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Seeth Mensch
Damage Core corp. The Superpowers
13
|
Posted - 2013.09.06 19:01:00 -
[33] - 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.
It is really tedious to deal with sniper that is busily covering an objective. It is really tedious to deal with snipers in Ambush.
Both are reasonable, though.
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.
More on-topic: AFK isn't reset by just looking through the scope? Surprising. |
Seeth Mensch
Damage Core corp. The Superpowers
13
|
Posted - 2013.09.06 19:03:00 -
[34] - Quote
Quil Evrything wrote: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.
^ all of this. well said, sir. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
364
|
Posted - 2013.09.06 19:16:00 -
[35] - Quote
Quil Evrything wrote: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.
I can see option 1 being a relatively easy implement. Honestly, they should just change the redline mechanic so that they still exist, but friendlies have 30 seconds to a minute to exit it. Once they leave the redline, it applies the same timer to friendlies as well as enemies (same way it works for enemies now). This ensures that people have a safe place to be dropped in but a hostile place to stay.
But overall for the sp system, I can totally see it going straight passive live Eve did. Eve once had active sp gains as well, people abused it (we're not seeing any of that, right!?), and they changed it to strictly passive. I don't think it's likely that they'll make them strictly based on pvp "actions," since they have to design for the lowest common denominator, and if John Q. McFail wants to play the game, he should get sp for basically existing--much in the same way that he gets it now.
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Lady MDK
Kameira Lodge Amarr Empire
30
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Posted - 2013.09.06 19:19:00 -
[36] - Quote
True Adamance wrote: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.
Agreed or to put it another way WAHHH WAAAAHHH I cant switch to another style of gamplay for 15 minutes to something that benefits my team.... CCP GIMMEH MORE SNIPERZ SPOTZ NAO. |
Django Quik
Dust2Dust. Top Men.
1398
|
Posted - 2013.09.06 20:06:00 -
[37] - Quote
The AFK timer is what, 90 seconds? If you're sniping and haven't managed to see anyone to shoot at in 90 seconds, you should be moving to another location. If you sit around for minutes on end not even managing to shoot at anyone, you deserve to be kicked. |
Quil Evrything
DUST University Ivy League
60
|
Posted - 2013.09.06 20:23:00 -
[38] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1711
|
Posted - 2013.09.06 20:27:00 -
[39] - Quote
Kadeim wrote: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. Only Minmatar FW its wasn't fun yester day because we redlined them all within 5 mins each match.
Maps will be what they are, its for us to find new ways to use them.
I tank. But the maps aren't designed to accommodate my playstyle, enemies sit up on the balconies and throw AV nade down on top of me. I had to adapt to that.
I make this game amazing, I bring antics and crap that you probably thought you would never see. Upside down tanks, Gunnlogi's chasing me around the map, amongst other laughable things. Most are pretty embarrassing really. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
54
|
Posted - 2013.09.06 20:54:00 -
[40] - 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.
Totally agree... Snipers are supposed to dominate key terrain if requried. If you can't figure out how to clear the sniper our before hacking then drive a vehicle up or two to give you a mobile barrier when you hack. |
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Jathniel
G I A N T EoN.
843
|
Posted - 2013.09.06 21:00:00 -
[41] - 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. |
Himiko Kuronaga
SyNergy Gaming EoN.
1432
|
Posted - 2013.09.07 00:31:00 -
[42] - 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.
Can we take this as official confirmation the Dust team has abandoned work on randomly generated terrain? Because if you haven't, this set of rules is bogus as you have no control over what terrain would be randomly generated to give a sniper such an advantage. |
crispipin
The Vanguardians
20
|
Posted - 2013.09.08 01:42:00 -
[43] - Quote
What does snipers have to do with the AFK fix? The title is talking about the AFK fix yet he whines about the new maps not being sniper friendly. |
KEROSIINI-TERO
Seraphim Initiative..
716
|
Posted - 2013.09.08 23:56:00 -
[44] - Quote
pegasis prime wrote: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.
So he was really AFK by definition and the booting was the right thing.
BTW, I've timed the booting time: 5mins with no input and you're out. FIVE minutes is a LONG time. |
KEROSIINI-TERO
Seraphim Initiative..
716
|
Posted - 2013.09.09 00:08:00 -
[45] - 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.
On reading your thread title, I got the impression that you would be complaining about afk farming to be still too easy. Well you astounded me here... =P
This form of anti-afk mechanic is almost non-existent. |
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CCP LogicLoop
C C P C C P Alliance
846
|
Posted - 2013.09.09 00:30:00 -
[46] - Quote
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.
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Ferindar
The Malevolent Monkey Militia
38
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Posted - 2013.09.09 00:44:00 -
[47] - 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.
So in short, the number one job of an effective Sniper is something you try to actively prevent now? I was always most effective at a high spot with a decent overlook on an objective, and with a clear shot on anyone approaching. There were a few places where they could make a hack and I couldn't shoot them, but these new maps, if you try to get on any decent looking spot, it instantly kills you.
Now, I can go shotgunning, or load my militia fit with my militia AR, but that's not fun to me. I like Sniping and hunting long range. I like how this game has it to where a Sniper Rifle isn't always an instant kill, which makes me have to think a bit more tactically on my targets. Do I soften that heavy? Do I kill that militia guy who's moving to flank my buddy? Do I shoot now and make them hesitate on rushing across the open, or do I wait? All of this has been stripped from us in these new maps.
I do like the Research Facility socket, I really do. But when all maps use that exclusively, and leave no main choke points or pathways for a Sniper to overwatch, it really kills our value to the team. We already get a bad name from Plinkers. |
KalOfTheRathi
Black Phoenix Mercenaries
671
|
Posted - 2013.09.09 00:55:00 -
[48] - Quote
I-Shayz-I wrote: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.
-- snipped, not sniped -- . Thanks for clearing that up. Apparently I have yet to experience it. I am not that good a sniper although it was my original class choice back in the Early Beta. I constantly move as I check multiple locations and different approach vectors.
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Jathniel
G I A N T EoN.
862
|
Posted - 2013.09.09 01:17:00 -
[49] - 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. |
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CCP LogicLoop
C C P C C P Alliance
849
|
Posted - 2013.09.09 01:20:00 -
[50] - Quote
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. |
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Jathniel
G I A N T EoN.
862
|
Posted - 2013.09.09 01:51:00 -
[51] - 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. |
drake sadani
Tacti-corp
74
|
Posted - 2013.09.09 02:11:00 -
[52] - 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.
just a peon popping to say snipers as they are today carry a mid sized rifle and a long range rifle . or a rifle that can be converted to support two ranges . they also have a buddy or "spotter " to handle calculations at range and a second pair of eyes watching the shooters back.
however . snipers are trained to be in the most out of the way hard to find hard to hit spot . they will if given a select target stay still a upwards of 3 days if need be .
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)
but with a higher reload time to discourage abuse .
i don't think dust or CCP is going for realism the game would be very different if they where .
the snipers role in dust is to be a sniper or a tactcool sniper ,
why the tact sniper has a higher zoom i will never understand because thats the opposite of a tactical rifle .
but i take the mindset of if it's there it is fair game . i have yet to find a sniper point that has killed me the most sniper fun i had was chasing another sniper around hunting him like a animal .
but it happened once and was such a rare thing i switched to a game made for snipers .
if the intent is to make a combat tactical sniper .scout dropsuits need to be vastly reworked for deploying cover putting down sensors and trip mines and generally preventing mad rushes to objectives
i know nothing about game development . but i know the role of a hunter , and they are openly embraced as hunters (hunter scout fit anyone ? ) |
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CCP LogicLoop
C C P C C P Alliance
850
|
Posted - 2013.09.09 03:12:00 -
[53] - Quote
Jathniel wrote: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.
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. |
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TheEnd762
SVER True Blood Public Disorder.
185
|
Posted - 2013.09.09 03:25:00 -
[54] - Quote
CCP LogicLoop wrote:This is the direction that leadership wants this, because they have a vision of what the game play is to be for every role
AR 514, baby! |
lrian Locust
DUST University Ivy League
80
|
Posted - 2013.09.09 03:34:00 -
[55] - Quote
Vespasian Andendare wrote: Honestly, they should just change the redline mechanic so that they still exist, but friendlies have 30 seconds to a minute to exit it. Once they leave the redline, it applies the same timer to friendlies as well as enemies (same way it works for enemies now). This ensures that people have a safe place to be dropped in but a hostile place to stay. That would be a gamechanger, as mercs won't be able to retreat to a base when they're redlined: they'll be marching into the fire. Also, how would players be able to change or reload their fitting if needed? I foresee more hiding in the hills and suicides.
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Kekklian Noobatronic
Goonfeet Top Men.
399
|
Posted - 2013.09.09 07:02:00 -
[56] - Quote
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. |
Jathniel
G I A N T EoN.
869
|
Posted - 2013.09.09 09:31:00 -
[57] - 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. |
drake sadani
Tacti-corp
79
|
Posted - 2013.09.09 10:01:00 -
[58] - Quote
to be honest i think you are tuning snipers out and making them useless .
i don't really care though. if i want to play a sniper role i turn dust off and find a game that supports it.
the same way that if i want to play around in a bunch of super powered vehicles i switch to another game .
i think you are approaching this the wrong way . we are not trying to play dust in a way that we are dictated to do. we just want to play and have fun . for some people thats lone wolf sniping .
if you want to discourage that just say we are tuning out lone wolf sniping you have no place here .
and then torque to the settings down to prevent it .
whats happening right now is just passive aggressive regulation lol |
Heinz Doofenshertz
BetaMax.
493
|
Posted - 2013.09.09 14:27:00 -
[59] - Quote
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, |
Ferindar
The Malevolent Monkey Militia
47
|
Posted - 2013.09.09 14:49:00 -
[60] - Quote
Jathniel wrote: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.
Sniping from <100m means you aren't really doing much besides limiting your field of view and telling the enemy there's a free kill just down the road. Just means someone needs to grab a TAC AR, highlight you, and spam the trigger, Aimbot will handle the rest.
I get a more positive KDR by grabbing a TAC AR on my logi and just highlighting and tapping the trigger. No recoil until I fire 48 shots in succession, a TAC AR has 18 rounds.
CCP LogicLoop wrote:This is the direction that leadership wants this, because they have a vision of what the game play is to be for every role.
Apparently Leadership uses ARs and didn't like being sniped.
All hail AR514. |
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