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Thread Statistics | Show CCP posts - 6 post(s) |
ShinyJay
Destruction Reapers The Superpowers
39
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Posted - 2013.09.09 18:04:00 -
[61] - Quote
with a lot of these map changes, snipers will have to think much harder then before when looking for a spot, only to realize that most spots are in the direct range of everything to come. finding that good spot will be nearly impossible for snipers and other spots don't see very much of the maps cause of the obstructed view from the map terrain or buildings. A sniper can't properly fullfil it's role on the battlefield with so much against them at this point in time |
calisk galern
BurgezzE.T.F
889
|
Posted - 2013.09.09 18:13:00 -
[62] - 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.
I think the dev need to take some time to look at snipers in general, the current trend i'm seeing every update is pushing them farther and farther from relevant.
the design for almost every socket of the research facility leaves no angles for snipers to help their team, no view of hack points and to be of any use at all for their team within most of these sockets they need to move within 100m of the engagement or simply pick off stragglers.
with the change to sensors snipers roles were not adjusted to allow us to still relay info to our teams.
with the changes to armor enemy targets often times take an extra hit to kill.
with the changes to draw distance snipers could no longer see targets at their maximum range.
I see no signs of this trend stopping, I don't forsee any new sniper rifles coming, nor suits to assist in sniping, no new equipment to make a snipers life easier only harder.
I don't see snipers as a weak class, but it's quickly becoming a useless class, as in their is no use for them being around even if they can kill a couple people or get a decent kdr it's quickly becomign very difficult to protect our team when the maps and tools are against us, and this imo is what needs to be looked at. |
excillon
united we stand x
68
|
Posted - 2013.09.10 07:52:00 -
[63] - 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.
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? |
Baal Omniscient
L.O.T.I.S.
610
|
Posted - 2013.09.10 16:31:00 -
[64] - 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. You need to have a long talk with Sleepy Zan about that, I think he would be in strong disagreement. He runs the field and can drop and snipe people anywhere from 5m to 500m in 2 seconds flat. It's all in how much you practice at it. |
Quil Evrything
DUST University Ivy League
91
|
Posted - 2013.09.10 16:33:00 -
[65] - 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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Baal Omniscient
L.O.T.I.S.
610
|
Posted - 2013.09.10 16:47:00 -
[66] - Quote
Quil Evrything wrote: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 ) 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! |
Quil Evrything
DUST University Ivy League
91
|
Posted - 2013.09.10 17:06:00 -
[67] - 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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calisk galern
BurgezzE.T.F
911
|
Posted - 2013.09.10 17:12:00 -
[68] - Quote
Quil Evrything wrote: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.
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. |
BIind Shot
Neanderthal Nation Public Disorder.
59
|
Posted - 2013.09.10 17:19:00 -
[69] - 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.
I hear CCP doesn't like snipers and I'd say that by the new map design; that's true. Perch sniping is camping from a distance. You should try being a run and gun sniper. |
Quil Evrything
DUST University Ivy League
91
|
Posted - 2013.09.10 17:23:00 -
[70] - 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. |
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calisk galern
BurgezzE.T.F
912
|
Posted - 2013.09.10 17:50:00 -
[71] - Quote
Quil Evrything wrote: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.
capped, snipers have the hip fire of a shot gun except it only fires 1 bullet, sometimes you get lucky sometimes you don't.
with the old charged reticle you can use the circle as a good representation of the area it could hit. |
Poonmunch
Sanguis Defense Syndicate
348
|
Posted - 2013.09.10 20:32:00 -
[72] - Quote
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'd like to offer a few thoughts.
I believe one of the best solutions to the sniper problem is to move the redlines out, so they they overlap more. I'm not a fan of redline sniping myself. It seems unsporting and artificial. Anyone in the game should be able to CQC me when I'm sniping. Also, make playable areas bigger in general. Man, I'd love to get behind an enemy team and snipe them from an unexpected direction. Big risk to me but potential big payoff for my team.
Maps where the CQC is in a bowl completely surrounded by mountains are bad, bad, bad, in my opinion. Some broken terrain with hills or outcrops here and there would be better. A few maps have stretches of terrain like this but there are no objectives on them. These areas are wasted space.
The absolute best defence against sniping is counter-sniping. A ton of my kills are other snipers. It is a whole meta-game in itself. I love it when the guys in my corp ask me to hunt one down. Or when two snipers know each other are out there and it becomes a grudge match interspersed with sniping the red CQC guys.
A second excellent defence against snipers are scouts with shotguns. Or anyone who cares to walk over to me with any weapon. I'm usually always scoped in. Boom! Sniper paste.
I haven't found any ladders or otherwise climbable tall features on the new maps and there are lots of wide open spaces. There may be some perches but I can't control the map rotations to give myself a chance to find them. This doesn't mean I'll give up looking, though. The dropship solution is not a bad one but unless the pilot is on comms I can't ask to be let off on a building or mountain. He may not even realize I'm a sniper. And let's be honest, blueberry dropships are usually a place where you wait around, doing nothing before you die.
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'd like to help scout for my team but the new scanners (the ones I've used) don't have the range I need to snipe and scan properly. Sniping is usually done at a range of about 400m. There may be some scanner variants that can scan up to 400m, so I might be wrong. I can still use my eyeball but I can't really take in big movements, now I'm usually just reporting stragglers, snipers or people at the fringe of the map. Very occasionally I can spot a bigger group that my team isn't aware of. To be clear: I don't want squad vision back, I'm just pointing out things I notice.
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. I always seem to run into sentinels with big, nasty guns and worse attitudes. HTFU you say? Ok, that's fair. I'll stay put until I can grind myself to a decent skill level with a CQC weapon. But wait, that means I can't also carry my sniper rifle unless I use a commando drop suit. Commando suits aren't noted for their big slot arrays, so I can't fully prep the suit for either role. HTFU you say? Ok, that's fair. I'll stay put.
Snipers aren't usually packing the top of the killboards to my knowledge. Are we that big of a problem? Players just need to move randomly. It's a pain in the keister to snipe them when they randomly shift around. I think everyone knows this, if not I just gave away the biggest secret in the game. Sorry other snipers.
But the big thing is that almost all of the CQC combat seems to be taking place inside the new sockets. Most of the new slots are enclosed nearly completely. This means that most of the players are inside the new sockets for fair stretches of the game. It can get a bit lonely outside the sockets. I sometimes feel like I'm AFKing. The only difference is that I'm not rubber-banding (and never will) and cooking a souffl+¬ (and never will) instead of playing.
Having said all of this I'm going to reserve judgement. I need to play these maps for a few months to see how things shake out. As the Dev posts seem to indicate, the changes will be monitored and I'm sure they will be revisited if they are a problem.
Munch |
Quil Evrything
DUST University Ivy League
97
|
Posted - 2013.09.11 04:46:00 -
[73] - 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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CCP LogicLoop
C C P C C P Alliance
875
|
Posted - 2013.09.11 06:00:00 -
[74] - 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'd like to offer a few thoughts.
I believe one of the best solutions to the sniper problem is to move the redlines out, so they they overlap more. I'm not a fan of redline sniping myself. It seems unsporting and artificial. Anyone in the game should be able to CQC me when I'm sniping. Also, make playable areas bigger on the old maps. Man, I'd love to get behind an enemy team and snipe them from an unexpected direction. Big risk to me but potential big payoff for my team.
I am not sure what you mean by overlap. We can't really overlap the redlines. The way they function is we have three volume types. Attacker, Defender, and All.
Poonmunch wrote: Maps where the CQC is in a bowl completely surrounded by mountains are bad, bad, bad, in my opinion. Some broken terrain with hills or outcrops here and there would be better. A few maps have stretches of terrain like this but there are no objectives on them. These areas are wasted space.
I agree with this entirely.
Poonmunch wrote: The absolute best defence against sniping is counter-sniping. A ton of my kills are other snipers. It is a whole meta-game in itself. I love it when the guys in my corp ask me to hunt one down. Or when two snipers know each other are out there and it becomes a grudge match interspersed with sniping the red CQC guys.
A second excellent defence against snipers are scouts with shotguns. Or anyone who cares to walk over to me with any weapon. I'm usually always scoped in. Boom! Sniper paste.
Shhhhh, youll make the other snipers mad!
Poonmunch wrote: I haven't found any ladders or otherwise climbable tall features on the new maps and there are lots of wide open spaces. There may be some perches but I can't control the map rotations to give myself a chance to find them. This doesn't mean I'll give up looking, though. The dropship solution is not a bad one but unless the pilot is on comms I can't ask to be let off on a building or mountain. He may not even realize I'm a sniper. And let's be honest, blueberry dropships are usually a place where you wait around, doing nothing before you die.
Ladders were at least on this map a hard requirement to not use. We still have some technical issues with ladders as well. This is a big part of why you see less of them now. Also we are not fans of having players climb extremely long distances (like to the top of some of those buildings in OA for example.) We hope to get another method for scaling buildings in the future.
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.
Poonmunch wrote: I'd like to help scout for my team but the new scanners (the ones I've used) don't have the range I need to snipe and scan properly. Sniping is usually done at a range of about 400m. There may be some scanner variants that can scan up to 400m, so I might be wrong. I can still use my eyeball but I can't really take in big movements, now I'm usually just reporting stragglers, snipers or people at the fringe of the map. Very occasionally I can spot a bigger group that my team isn't aware of. To be clear: I don't want squad vision back, I'm just pointing out things I notice.
Fair point.
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. I always seem to run into sentinels with big, nasty guns and worse attitudes. HTFU you say? Ok, that's fair. I'll stay put until I can grind myself to a decent skill level with a CQC weapon. But wait, that means I can't also carry my sniper rifle unless I use a commando drop suit. Commando suits aren't noted for their big slot arrays, so I can't fully prep the suit for either role. HTFU you say? Ok, that's fair. I'll stay put.
For the SI set, this is primarily to achieve the goal of vehicles not being able to spam an objective. Anything close quarters is going to be a gamble for a player not having a strong armor. Such as a sniper. This comes down to what your play style will be I think. .
Poonmunch wrote: Snipers aren't usually packing the top of the killboards to my knowledge. Are we that big of a problem? Players just need to move randomly. It's a pain in the keister to snipe them when they randomly shift around. I think everyone knows this, if not I just gave away the biggest secret in the game. Sorry other snipers.
I don't know the specific numbers off hand either. What the big problem was, was the rooftop camping with many snipers completely owning a socket. That's a huge issue we wanted to address. Now when we talk about better sniper perch placements, and having some more of them, then were talking logically and reasonably. And I am for supporting that in level designs. So I look forward to hearing constructive feedback on that. I hope you would be sure to do that in the outposts thread when you feel you are ready.
Poon... |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3138
|
Posted - 2013.09.11 06:11:00 -
[75] - Quote
Jathniel wrote:
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.
How awful it would be if you'd actually *gasp* die to something other than a countersnipe! |
TheEnd762
SVER True Blood Public Disorder.
196
|
Posted - 2013.09.11 06:38:00 -
[76] - Quote
Arkena Wyrnspire wrote:Jathniel wrote:
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.
How awful it would be if you'd actually *gasp* die to something other than a countersnipe!
Less awful than you dying to another piece of infantry cannon-fodder meat? |
Canaan Knute
Conspiratus Immortalis
118
|
Posted - 2013.09.11 08:26:00 -
[77] - Quote
The problem with safe zones is that they're too close to the battlefield. If redlines were pushed back, snipers would have to leave their safe zones to get in range. However, I think that the best solution would be to remove safe zones in all game modes and replace them with automated defenses. In order for something like this to work, the player count needs to be raised so that a few players could stay behind to guard the base while everyone else heads to the frontlines. |
hgghyujh
Expert Intervention Caldari State
104
|
Posted - 2013.09.11 09:06:00 -
[78] - Quote
ok this snipers can't play on the ground myth has to go........... if you play back man to your team you can push with an assualting force and be very devastating support fire. I've seen many people do it and have done it my self, and I ******* suck at sniping, if you keep an SMG off hand you can push in with your teammates when they push where you can no longer snipe and be extremely effective still.
Snipers need to learn to adapt and learn to play on the ground ... **** im gonna have to level up SR in my alt to start proving this aren't I?? |
TheEnd762
SVER True Blood Public Disorder.
196
|
Posted - 2013.09.11 09:44:00 -
[79] - Quote
hgghyujh wrote:ok this snipers can't play on the ground myth has to go........... if you play back man to your team you can push with an assualting force and be very devastating support fire. I've seen many people do it and have done it my self, and I ******* suck at sniping, if you keep an SMG off hand you can push in with your teammates when they push where you can no longer snipe and be extremely effective still.
Snipers need to learn to adapt and learn to play on the ground ... **** im gonna have to level up SR in my alt to start proving this aren't I??
You're assuming a ridiculous level of cohesion and teamwork here. It's not realistic. I used to snipe on the ground in Chromosome (because the maps were small and there was no choice). No one watched my back, unless it was by accident, or convenience. What you're talking about is suicide. |
2100 Angels
The Southern Legion The Umbra Combine
254
|
Posted - 2013.09.11 11:35:00 -
[80] - Quote
CCP LogicLoop wrote:
I don't know the specific numbers off hand either. What the big problem was, was the rooftop camping with many snipers completely owning a socket. That's a huge issue we wanted to address. Now when we talk about better sniper perch placements, and having some more of them, then were talking logically and reasonably. And I am for supporting that in level designs. So I look forward to hearing constructive feedback on that. I hope you would be sure to do that in the outposts thread when you feel you are ready.
In regards to the part i've highlighted: This has never been an issue. Now I'm normally not critical of CCP, and I actively post against self entitled posts, but this comment has enraged me. It shows just what a complete lack of understanding CCP has for how snipers function in a game and a complete displacement of priorities.
Snipers camping on top of roofs "dominating" sockets, are 100% the easiest targets on the field, and is why I haven't used the "gimme" sniping locations provided by CCP in the past 2 builds. Now, this comment is coming from a generally dedicated sniper, so I can see the argument that their only counter is from other snipers; which is true. But is the solution to that really to limit snipers from gaining vantage points? Or is it to make those vantage points easily accessible to other classes? I am absolutely astounded that level design has been designed specifically so that CQC takes place in an enclosed space protected specifically from sniper fire and hack points are safe zones from snipers. These two together, to say nothing of the limitations placed on height and concealment, absolutely cripple the snipers function. There is already an absolute outcry from what I would characterize as a large majority of dust players that believe snipers are useless. So what is your solution? You take away any effective ability to defend and/or control a point? This was essentially the only thing that could be done well *within game mechanics* (not including obvious things like intel/spotting) aside from killing.
This has disheartened me a lot. I absolutely loathe playing the new maps with either of my primary roles (shotgun or sniper), and I will often leave and just wait for a game on the old maps. This has caused me to play a lot less, because these maps just aren't enjoyable. I'll also point out that I'm not a spot sniper. I don't camp in the hills miles away from everyone. I snipe at medium ish range and move around a lot, using cover where I find it. I generally try to find an elevated position, but with the hard requirements outlined for map development and their prejudice against snipers I can see my play time diminishing significantly if this becomes an ongoing trend.
I mean seriously - Is anyone at CCP a dedicated sniper? this is ridiculous. I'm not opposed to being fair game to all other classes; just stop making it more difficult to be useful. I literally can't remember the last time I was sniped while running around on the ground. I make zero effort to avoid it, it just doesn't happen so I fail to see what was such a "big issue" that we needed our wings clipped.
EDIT: To those saying snipers need to "learn to play on the ground", get a ******* grip. This is not CoD, where the real role for a sniper is completely ignored. Snipers are distance killers. If i'm going to "play on the ground", I'll take up an assault rifle not a sniper rifle, because that is the role it was intended for. |
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Vesago Ghostcore
Rejected Clones
4
|
Posted - 2013.09.11 11:43:00 -
[81] - Quote
Poonmunch wrote: I haven't found any ladders or otherwise climbable tall features on the new maps and there are lots of wide open spaces. There may be some perches but I can't control the map rotations to give myself a chance to find them. This doesn't mean I'll give up looking, though. The dropship solution is not a bad one but unless the pilot is on comms I can't ask to be let off on a building or mountain. He may not even realize I'm a sniper. And let's be honest, blueberry dropships are usually a place where you wait around, doing nothing before you die.
Logicloop wrote: Ladders were at least on this map a hard requirement to not use. We still have some technical issues with ladders as well. This is a big part of why you see less of them now. Also we are not fans of having players climb extremely long distances (like to the top of some of those buildings in OA for example.) We hope to get another method for scaling buildings in the future..
Equipment slot item.
grapple gun, basic climbs at 2m/ second, adv 3m/ second, proto 4m/ second.
For spider man fans, suction cup gloves.
If you really want to get fancy, equip a dropship module that spawns guidable parachutes. |
Draco Cerberus
Hellstorm Inc League of Infamy
308
|
Posted - 2013.09.11 12:58:00 -
[82] - 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. Agreed. Last night I tried to find some cover so I could drop a hive to rep in. It was next to impossible. Not that there was no cover but the standing in the hive repping part was impossible, as was running in circles repping. It seemed that agro was from all directions last night when not spawning in the MCC. It really didn't matter if I was in my proto suit or not, 10-15 seconds was all I got out of my dropsuits. Some more cover would be nice. |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 15:52:00 -
[83] - Quote
First off, I'd like to say I am tired of being booted from game while trying to drop an orbital.
Second, due to the "graphical optimization" the Z-fighting within installations has been getting worse with every build. When people, nor the chevrons above their head, fail to render because you are past 100m, I've been booted from game twice trying to kill those invisible enemies. Firing you weapon (without hitting a red-dot), holding down the aim button, and actually moving the mouse or right-analogue stick does not stop the 3 minute AFK clock.
Cass Caul wrote:CCP Stiffneck wrote:It is really good to know snipe is not too powerful in the new maps. Here I have a suggest for sniping fan. In fracture road, let your pilot drop you on the long pipe in the middle of map. You should have better view and more chances to hit someone.:) Not mention this map is quit benefit for dropship. That is a horrible place to be, as a sniper. Its centralized location, relatively high position to the map itself, and low clearance (distance from pipeline to ground) make it one of the best placed for Drop Up-Link deployment. This results in many people focusing their attention there, while being in range of nearly every weapon, as people try to make their way there themselves for it's team-oriented benefits. Laser Rifles and Scrambler Rifles are better suited for that position than the Sniper Rifle. Fracture Road (thanks for the name) lacks any common path. The map itself is so large and spread apart that it necessitates the use of vehicles. The map constantly has the vehicle quota reached. The hit-detection while in LAVs is still pitiful. So much of their body is exposed, yet so little can actually take damage. While Dropships protect their cargo by flying with the nose or aft facing a sniper. I'm no stranger to Combat Sniping (the act of sniping from within AR range), that was my bread and butter of Ambush in Beta. Ashland was very good for this. Skirmish point "A" and the catwalk for the pipelines. There were many good spots on that map, all within the range of an HMG (with Sharp-Shooter). Line Harvest as well. From the table-top itself to many positions on the ground around it. These new maps have no such area where people need to travel, except the vast distances between each multi-layered installation. And there are a great deal of different paths you can take, typically staying in cover. Until a single head-shot from a Tactical Sniper Rifle can kill a suit of the same tier, the Sniper Rifle will never be an area-denial weapon again. The new design philosophy of "no long range access" to null cannons means it can't be a point defense either. The most tactically advantageous point on each of the new maps would be on top of those turbines... only they cause damage to anyone atop of them. Much like the HMG needs a bottleneck in close quarters to maximize its defensive capabilities, the sniper rifle needs a bottleneck on open terrain.
Cass Caul wrote:maths.
Ishukone Sniper Rifle: 229.5 base damage. proficiency 5, +15%. 5 complex damage mods +31.34%, head-shot bonus +75%
229.5*1.15= 263.925 * 1.3134 = 346.369 * 1.75 = 606.6 damage
In PC, the charge time on the Charged Sniper Rifle is just too long. Doing point defense or area denial just isn't viable with it. it can get a bunch of kills in pub matches, but that's because most people aren't running full proto. Though it can do a lot of damage, requiring it to be a head-shot to kill is a bit ludicrous. The tiny bumps in on most of the maps make that precision very hard, and if people know a sniper is out there then they will dance around and not just travel in a perfectly straight line.
321.86 is the Charge's base max possible damage to Head-shot is 850
and 355.3 for the Thales... so 939. But that really shouldn;t be taken into consideration when talking about balance. it is drastically underpowered compared to the bonuses that the Balac's the Krin's, or the Gastuns' give to their weapons Nor should damage modifiers be used to balance the weapon. You don;t hear people screaming that the 'Exile' and 'Toxin' ARs are over powered because you can stack damage mods on suits with those. it is only when talking about sniper people cry out about Damage Modifiers (and Ishukone Breach Forge Gun :/ ) being unfair and being too high. I should be able to use a sniper rifle on a Gallente Scout (single high slot) just as well as on a Caldari Assault suit (4 high slots), or many favored Amarr Logistics suits (3 highs).
The charge Sniper Rifle needs to have a base damage ranging from 400 to 450. The whole point of sacrificing Rate of Fire is to do massive amounts of damage. Which is the amount it does currently with damage mods and high proficiency.
The Ishukone and Kaalakiota similarly need that boost in raw damage output. so around 335-350 for the Ishukone and 275-300 for the Kaalakiota. A buff to the ADV variants to bring them into the middle of current STD vaules (which are good for STD weapons) and modified proto values.
As well as a return to the original head shot modifier of 195%
EDIT: Scout suit math. Base Shield = 70, Base armor =130. Complex plate = 145. So a Scout couldn't actually take that with 5 damage mods, but they could/did with only a single complex damage modifier. Unless of course, you run 2 armor plates and then you can
Essentially, CCP LogicLoop, your main argument that you are using is not against the Sniper Rifle itself... the people carying those weapons are in tiny little suits with low HP or in Heavy suits doing low damage. The thing you think is unbalanced is when there are Heavies or Sentinels sitting atop those towers on the Biomass installation using the forge gun primarily as an anti-infantry weapon. A sniper atop those towers isn't moving around much. As Long as the Z-Fighting is fixed to where they stop blending into the structure, the problem isn't them |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 16:00:00 -
[84] - Quote
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. |
Jathniel
G I A N T EoN.
900
|
Posted - 2013.09.12 21:16:00 -
[85] - 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? |
TheEnd762
SVER True Blood Public Disorder.
202
|
Posted - 2013.09.12 22:17:00 -
[86] - Quote
Jathniel wrote: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?
Amen, brother.
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Cass Caul
Namtar Elite Gallente Federation
94
|
Posted - 2013.09.13 18:40:00 -
[87] - Quote
Jathniel wrote:The fact, that a single Militia Sniper Rifle can suppress us be damned. How dare we be effective.
. . .
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?
I wish a MLT sniper rifle could take out a heavy. My Prototype Ishukone Sniper Rifle needs 3 headshots and a body shot to kill a Heavy/Sentinel. |
drake sadani
Tacti-corp
91
|
Posted - 2013.09.15 14:36:00 -
[88] - Quote
i would also like to point out that many sniper improvement suggestions such as role specific devices and gadgets have been ignored and shot down .
imma go play a sniper game now . |
Crimson Judgment
ROGUE SPADES EoN.
101
|
Posted - 2013.09.15 19:25:00 -
[89] - Quote
Ok forgive me if i am addressing something that has already been discussed prior to this post as i have neglected to use my time reading every single post on this thread i do apologize if i am reiterating something that has already been addressed,
With the formalities out of the way i would like to say that in my opinion there are a variety of different things holding a sniper back from preforming on the battlefield,
with the first being the over exaggerated sway when aiming down sights this sway is the cause of snipers hiding in the redline other then lack of places to hide but i will get to that in a little bit
currently the sway induced by aiming down sights is so overbearing that it is 100% required that you crouch wait a few seconds for your scope to steady and even after that it is required that you stand perfectly still during which time ( especially in a scout suit ) you can be killed by any weapon in the game as you are an incredibly easy target because you're standing still and you can't shoot back until its too late
snipers are not always supposed to be standing still on a sniper perch they can also be viable at medium range engagements without setting up operating like semi auto laser rifle with longer range the problem with this is the insane amount of sway a sniper doesn't have that much sway want to disagree? go pick up a nerf sniper an airsoft sniper a plank of wood that looks like a sniper then try and aim it it likely won't have much sway
i believe that it is the sway is making camping in the hills the only way to be a sniper as you would have to setup far too often now lets talk about lack of places for snipers to hide so the only options are either someplace high and fare away
i understand that the intended role of a sniper is to be away from the fight and unseen but to what extent they need to provide cover fire where needed and the scout suit allows you to reach these locations faster but at the cost of survivability while in a heavy suit you get there much slower but are far less likely to die a medium suit ( especially minmatar ) is the best of both worlds
after you get there then what its a bad idea to sit there next to all your teammates immobile it is also a bad idea to sit away from them but in a wide open space
the middle ground to this is foliage bushes trees tall grass for snipers to hide in out of sight, in combat, and being of help to the team, instead of just sitting there on the nearest building being of no help to anybody
and something that would also help is the ability to go prone which i have heard a few people request
the final thing i would like to address is the precision rifle on speculation alone it will outmatch the caldari rifle in almost every way they will likely have around the same damage and ROF the main problem being rail hybrid gets -10% to shields and +10% to armor while projectile gets -5% to shields and +10% to armor with stats like these why would you ever use the caldari sniper?,
i am sincerely sorry for the very long post |
Xaviah Reaper
Savage Arms INC
10
|
Posted - 2013.09.15 19:38:00 -
[90] - Quote
firstly, i hate people who instead of realising they are testing for CCP, they rant and *****.. secondly, all you needed to do was point this issue out to CCP and they would probably have taken serious consideration into this problem. regardless of your bad attitude and nerd rage, i support xD
Reaper |
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