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Thread Statistics | Show CCP posts - 6 post(s) |
Poonmunch
Sanguis Defense Syndicate
369
|
Posted - 2013.09.16 05:31:00 -
[91] - Quote
2100 Angels wrote: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.
Amen bro, amen.
Guys in those spots are begging for lead between the eyes.
Which I'm happy to provide.
2100 Angels wrote: 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 fully agree that sniper vantage points should be accessible to anyone.
2100 Angels wrote: 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.
I was surprised by this as well.
2100 Angels wrote: 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 is a critical point.
Hopefully they are listening to our feedback. If we keep it reasonable and well thought-out, we can hope to get reasonable adjustments.
2100 Angels wrote: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 hear you.
When a new map pops up I'm starting to think about leaving the battle, find a new contract and wait for an old map to pop up.
**********
CCP LogicLoop has been responding in this thread, so don't lose hope. Keep the feedback reasoned and constructive.
Munch |
Quil Evrything
DUST University Ivy League
121
|
Posted - 2013.09.16 05:41:00 -
[92] - Quote
Poonmunch wrote:
I fully agree that sniper vantage points should be accessible to anyone. ... Munch
If they want to add an extra thing to accessibility, one thought:
make it so dorpshops (and other vehicles?) have a "remote recall" capabilty. plus add in the gliding adjustments to the impact thingie.
Then, instead of having to either LAND the thing... or have some other pilot buddy have to fly you over...
Just get the thing hovering over the difficult point, bail out, adjust fall as neccesary. Off the sniper in hand-to-hand, then remote-recall your dorpship :)
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Cass Caul
Namtar Elite Gallente Federation
105
|
Posted - 2013.09.16 14:43:00 -
[93] - Quote
Poonmunch wrote: CCP LogicLoop has been responding in this thread, so don't lose hope. Keep the feedback reasoned and constructive.
Correction: he has responded on this thread. He has not made any new remarks since. As soon as they spot criticism they run and hide and don;t show back up. They may change something, they might not, but they stop responding. |
TheEnd762
SVER True Blood Public Disorder.
221
|
Posted - 2013.09.16 19:27:00 -
[94] - Quote
Poonmunch wrote:I fully agree that sniper vantage points should be accessible to anyone.
Yes, they should be exactly as accessible to anyone else as they were to the sniper who got there in the first place. No more. |
Jathniel
G I A N T EoN.
945
|
Posted - 2013.09.16 20:10:00 -
[95] - Quote
Cass Caul wrote:Poonmunch wrote: CCP LogicLoop has been responding in this thread, so don't lose hope. Keep the feedback reasoned and constructive.
Correction: he has responded on this thread. He has not made any new remarks since. As soon as they spot criticism they run and hide and don;t show back up. They may change something, they might not, but they stop responding.
Don't blame him. It's probably company policy. "Don't argue or debate with customers."
He probably wants to respond, but I'm sure there are "rules". |
Quil Evrything
DUST University Ivy League
121
|
Posted - 2013.09.16 20:57:00 -
[96] - Quote
Something that hasnt been said yet:
2100 Angels wrote: I am absolutely astounded that level design has been designed specifically so that ... hack points are safe zones from snipers.
btw, I'll point out that while almost all hack points are now sniper-proof... very few of them are truly "protected" from other things. There are one or two that are open to turret spam (splash damage), and almost all of them are open to Mass Driver splash damage from a distance.
So, the orders to specifically gimp sniper capabilities in maps vis-a-vis objectives, is really just... nuts. And counter-productive to the idea of having snipers more engaged in the game. Something that CCP seems to claim they want from time to time.
If they want to get rid of snipers, then be honest about it and just pull the weapons from the game entirely. And dont bother with the future "rail gun" version, unless they want to end their war on distance weapons for non-heavy suits.
Otherwise, lets have some fairness and "balance" back, as far as map layout goes.
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Poonmunch
Sanguis Defense Syndicate
369
|
Posted - 2013.09.17 03:36:00 -
[97] - Quote
Looking back on all of this, I wish they had told us that the "new direction" was going to sniper-proof big parts of the game (NULL cannons, etc) and to promote CQC inside closed structures.
Perhaps they could have gotten some feedback from us before such changes were implemented.
BUT ...
We have what we have and it is what it is.
So the way forward is to be constructive. Post in the DUST 514 Map Feedback ---> Outposts forum.
Here.
But guys, please keep it constructive or we will all get tuned out.
Munch |
lrian Locust
DUST University Ivy League
119
|
Posted - 2013.09.17 03:46:00 -
[98] - Quote
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! [/quote]What's the use of no-scoping if you need 3 seconds to charge a shot, and still need up to 5 shots to kill a heavy?
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Jathniel
G I A N T EoN.
948
|
Posted - 2013.09.17 03:58:00 -
[99] - Quote
Poonmunch wrote:Looking back on all of this, I wish they had told us that the "new direction" was going to sniper-proof big parts of the game (NULL cannons, etc) and to promote CQC inside closed structures. Perhaps they could have gotten some feedback from us before such changes were implemented. BUT ... We have what we have and it is what it is. So the way forward is to be constructive. Post in the DUST 514 Map Feedback ---> Outposts forum. Here.But guys, please keep it constructive or we will all get tuned out. Munch
I think it's too late. There's no real negative feedback going CCP's way, except for snipers and "reasonable non-snipers" (as few as those are). No one cares. CCP has broken the role, and fvcked us, and they don't care. It's too late for any positive dialog.
As long as the majority is satisfied.... "Had every Athenian citizen been a Socrates, every Athenian assembly would still have been a mob." |
lrian Locust
DUST University Ivy League
120
|
Posted - 2013.09.17 04:00:00 -
[100] - Quote
CCP LogicLoop wrote:Poonmunch wrote:Lots of the new sockets are completely enclosed. This is ok but many of the doors, entrances and areas around them are hidden or are impossible to see from large parts (and often all parts) of the map. I guess this means I can't cover my team when they jump in for a hack or cover the site after it has been hacked. Isn't that sort of what I'm supposed to do? I find this comment particularly interesting. I understand entirely what you mean and will take this into consideration on future designs. I would however like to ask if you had considered that you could be protecting from say people entering into those closed off areas? This way you are still assisting. You just may not have your own men in sight. Granted this opportunity may not be extremely obvious or exist in ideal locations for a sniper as well. But I still do wonder if you had considered it in general. Covering an entry/exit point doesn't work well, because: a) As soon as the enemy drops an uplink inside, uplink spamming starts and the fight is continuously walled (especially during domination matches) b) These entry points are often hard to cover from the distance (100+m) that a sniper needs to stay alive. Once he's seen within this distance, he's usually dead. |
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Jathniel
G I A N T EoN.
948
|
Posted - 2013.09.17 04:03:00 -
[101] - Quote
lrian Locust wrote:CCP LogicLoop wrote:Poonmunch wrote:Lots of the new sockets are completely enclosed. This is ok but many of the doors, entrances and areas around them are hidden or are impossible to see from large parts (and often all parts) of the map. I guess this means I can't cover my team when they jump in for a hack or cover the site after it has been hacked. Isn't that sort of what I'm supposed to do? I find this comment particularly interesting. I understand entirely what you mean and will take this into consideration on future designs. I would however like to ask if you had considered that you could be protecting from say people entering into those closed off areas? This way you are still assisting. You just may not have your own men in sight. Granted this opportunity may not be extremely obvious or exist in ideal locations for a sniper as well. But I still do wonder if you had considered it in general. Covering an entry/exit point doesn't work well, because: a) As soon as the enemy drops an uplink inside, uplink spamming starts and the fight is continuously walled (especially during domination matches) b) These entry points are often hard to cover from the distance (100+m) that a sniper needs to stay alive. Once he's seen within this distance, he's usually dead.
Forget it, Irian.
He's not responding. Our best shot is to approach the CPM with all these logical points, and see if they get better dialog going on our behalf. |
Poonmunch
Sanguis Defense Syndicate
369
|
Posted - 2013.09.17 04:08:00 -
[102] - Quote
lrian Locust wrote:CCP LogicLoop wrote:Poonmunch wrote:Lots of the new sockets are completely enclosed. This is ok but many of the doors, entrances and areas around them are hidden or are impossible to see from large parts (and often all parts) of the map. I guess this means I can't cover my team when they jump in for a hack or cover the site after it has been hacked. Isn't that sort of what I'm supposed to do? I find this comment particularly interesting. I understand entirely what you mean and will take this into consideration on future designs. I would however like to ask if you had considered that you could be protecting from say people entering into those closed off areas? This way you are still assisting. You just may not have your own men in sight. Granted this opportunity may not be extremely obvious or exist in ideal locations for a sniper as well. But I still do wonder if you had considered it in general. Covering an entry/exit point doesn't work well, because: a) As soon as the enemy drops an uplink inside, uplink spamming starts and the fight is continuously walled (especially during domination matches) b) These entry points are often hard to cover from the distance (100+m) that a sniper needs to stay alive. Once he's seen within this distance, he's usually dead.
Yah, one uplink in an enclosed space with an objective pretty much nails it shut.
If someone gets within 100m of me, I need to run like heck because I'll die in 20 seconds if I don't.
Munch |
lrian Locust
DUST University Ivy League
120
|
Posted - 2013.09.17 04:16:00 -
[103] - Quote
2100 Angels wrote: 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. 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. I agree. It's especially disheartening when you travel all the way across the map to find a good vantage point to flank the enemy, and discover that there's always some arbitrary beam or cable in the way that blocks your shot. I especially loathe railings om platform, as the lower railing always blocks yourshot. We're fighting wars with immortal soldiers, who are apparently unable to lift their hi-tech gun over a steel bar.
The roof on the old level with the city in the middle is just pure evil: you scale a risky, tall ladder to find out that you can only look to the outside, while all the action goes on in the building underneath. Of course you can see what's going on, but not when you can crouch down.
2100 Angels wrote: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. Hear, hear! |
Jathniel
G I A N T EoN.
951
|
Posted - 2013.09.17 06:09:00 -
[104] - Quote
excillon wrote:Do what I do when I snipe. Use an Caldari assault suit, sniper rifle and carry an SMG that you have fairly leveled up. Pull out the SMG while traveling, travel with teammates in case of a firefight, find a spot at ground level or with moderate elevation, take a few shots, move on. Just repeat the process. The bonus is that most people don't look for snipers at ground level so you have a little bit of an element of surprise. Not only that, but you might even get a few SMG kills while moving from point to point.
Do you have ANY idea how much more effective you would be using an assault rifle or scrambler rifle by playing that way?
That's an effective way to use a sniper rifle, but not very efficient. An assault rifle or tactical assault rifle is far more efficient for that style of play. |
Jathniel
G I A N T EoN.
951
|
Posted - 2013.09.17 06:16:00 -
[105] - Quote
ladwar wrote:Beeeees wrote:CCP LogicLoop wrote:
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible.
Im gonna get lynched for this, but dude, this is care-bear tier of balance. This is just wrong on so many levels. maybe but alot of care-bearing was done and not all of it bad, just the important things. do you like the tower squad standing around FG objective preventing anything less then an multiple orbital strike to dislodge them? i know that gets old fast.
that tower squad was a legitimate last line of defense for the objective when infantry on the ground has failed.
"not liking" getting sniped or forged is totally irrelevant. you bypass the defenses, or you neutralize them, and if you're hammering away at ground units, yes, you WILL get that orbital to dislodge a sniper team.
CCP's new bias against snipers is unfair, discriminatory care-bear balancing, and you know it. |
Jathniel
G I A N T EoN.
951
|
Posted - 2013.09.17 06:40:00 -
[106] - Quote
Heinz Doofenshertz wrote:in research in two matches I have found 4 great sniper nests. while they might not have perfect sight lines, I can hit about a third of the map from all of them. Logicloop, love the map,
Can you hit areas that matter? Mainly thoroughfare for enemy movements from their spawn? Can you hit an objective or provide support fire BY an objective?
Once the enemy has dropped uplinks inside of an objective point, can you hit ANYONE then?
If you are happy with simply killing targets of opportunity, instead of killing targets of critical importance, then you are, THE DEFINITIVE "Useless Sniper".
And you are exactly the kind of sniper CCP is trying to encourage with these new rules, "high kill count FTW!" |
Unmei no Hoeru
Grupo de Asalto Chacal
39
|
Posted - 2013.09.17 07:58:00 -
[107] - Quote
I've seen sniping decreasing a lot since the changes in the aim assist, CQC is a lot easier this patch. The fact is sniping does good only in red line (in both teams), and since the removal of the ultra high mountain in that one map before uprising snipers haven't been much of a threat.
The problem is the Forge Gun and his overcoming power to infantry which outshines the snipers at the ranges you're giving and should get some kind of movement in 1.5 for the AV and Vehicles balance, but who knows. Really, outside the bold Thale's snipers and those pesky ones that get on top of the MCC sniping has went down.
Maybe (just maybe) by this focus on CQC the snipers could get a new TAC AR type sniper like the minnamatar one or something but I realize this isn't a solution for what's being asked here. I joined Dust initially to be a Heavy sniper, taking shots and being a rock among the other snipers, but eventually grow tired of standing outside and going 30/0. Now snipers can't do this because of the size but I've seen the new snipers that go around killing heavies at 10 meters with scout suits that have been learning to aim fast and shoot precisely, that's why I gave that solution.
Anyways the new meta of close encounters is coming but I know the good snipers will find their way in, now I'd like to see what the next patch is having for us. CCP give a good balance to the teamwork aspect but don't forget the Lone Wolf perspective because I've enjoyed both in your game... either that or just put a damn scope on the Forge Gun already |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
43
|
Posted - 2013.09.17 10:40:00 -
[108] - Quote
Snipers should move where needed to attack, and then move on. The new maps do not encourage entire teams to fall back and snipe at the first sign of trouble; but ISK payouts do. Contract payment should be more heavily weighted toward active participation in battles. This would discourage AFKing to some degree. |
Jathniel
G I A N T EoN.
952
|
Posted - 2013.09.17 11:13:00 -
[109] - Quote
Unmei no Hoeru wrote:I've seen sniping decreasing a lot since the changes in the aim assist, CQC is a lot easier this patch. The fact is sniping does good only in red line (in both teams), and since the removal of the ultra high mountain in that one map before uprising snipers haven't been much of a threat. The problem is the Forge Gun and his overcoming power to infantry which outshines the snipers at the ranges you're giving and should get some kind of movement in 1.5 for the AV and Vehicles balance, but who knows. Really, outside the bold Thale's snipers and those pesky ones that get on top of the MCC sniping has went down. Maybe (just maybe) by this focus on CQC the snipers could get a new TAC AR type sniper like the minnamatar one or something but I realize this isn't a solution for what's being asked here. I joined Dust initially to be a Heavy sniper, taking shots and being a rock among the other snipers, but eventually grow tired of standing outside and going 30/0. Now snipers can't do this because of the size but I've seen the new snipers that go around killing heavies at 10 meters with scout suits that have been learning to aim fast and shoot precisely, that's why I gave that solution. Anyways the new meta of close encounters is coming but I know the good snipers will find their way in, now I'd like to see what the next patch is having for us. CCP give a good balance to the teamwork aspect but don't forget the Lone Wolf perspective because I've enjoyed both in your game... either that or just put a damn scope on the Forge Gun already
Thank you for your input.
Lazy Scumbag wrote:Snipers should move where needed to attack, and then move on. The new maps do not encourage entire teams to fall back and snipe at the first sign of trouble; but ISK payouts do. Contract payment should be more heavily weighted toward active participation in battles. This would discourage AFKing to some degree.
Thank you also for your input. That is the role of a Fire Support Sniper, and is indeed a reasonable expectation, but the function of the sniper rifle functionality is very inefficient for this purpose right now. I've been using the scrambler rifle for Fire Support. I get sniper-like alpha damage from a charge shot, and superior dps to the AR using the Imperial. The fact is, if you're a sniper, the new maps force you to do fire support role instead of overwatch, and currently you're better off using a TAC AR or SCR at that point.
So like I said in another thread: Something's got to give. The map or the gun. Either the maps have to allow more overwatch opportunities, or the sniper rifles need to be completely rebalanced for medium/long to long range. Even the introduction of the Rail Rifle won't change the fact that you now have an entire category of weapon that has been displaced. |
Draco Cerberus
Hellstorm Inc League of Infamy
315
|
Posted - 2013.09.17 13:11:00 -
[110] - 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? I believe a squad mate said it best (can't remember who): Those GD snipers need a grenade from behind, they aren't pushing up and we're the only f'n squad on the dam map everyone else is redline sniping the cowards!!!
The vast majority of the people who were sniping were doing it from their militia grade starter suits and just anoying everyone else that wasn't sniping and instead were running around in proto gear wiping the floor with the other team until more than one squad would come to objectives. This is a gameplay issue where a militia suit is favored over a paid for suit because it is still somewhat effective to get kills without much risk (behind the redline). Most likely it was a multiple high kill count player doing this activity when running solo trying to Cap out in the little time remaining before a weekly reset. TBH my most hated weapon last build was the Militia Sniper Rifle. I can appreciate an Ishukone Sniper one shotting me but when a noob suit militia suit is used in the middle of capping an objective it gets annoying really quick. |
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TheEnd762
SVER True Blood Public Disorder.
228
|
Posted - 2013.09.17 13:51:00 -
[111] - Quote
Draco Cerberus wrote:I believe a squad mate said it best (can't remember who): Those GD snipers need a grenade from behind, they aren't pushing up and we're the only f'n squad on the dam map everyone else is redline sniping the cowards!!!
The vast majority of the people who were sniping were doing it from their militia grade starter suits and just anoying everyone else that wasn't sniping and instead were running around in proto gear wiping the floor with the other team until more than one squad would come to objectives. This is a gameplay issue where a militia suit is favored over a paid for suit because it is still somewhat effective to get kills without much risk (behind the redline).
This is a redline problem. Removing sniping platforms from the neutral area of the map does NOTHING to fix this.
Quote:Most likely it was a multiple high kill count player doing this activity when running solo trying to Cap out in the little time remaining before a weekly reset. TBH my most hated weapon last build was the Militia Sniper Rifle.
This is exploitation of starter fits, not caused by having sniper platforms in the neutral area of the map.
Quote: I can appreciate an Ishukone Sniper one shotting me but when a noob suit militia suit is used in the middle of capping an objective it gets annoying really quick.
If you got shot by a sniper while you're hacking an objective, that sniper was doing their job, regardless of what equipment/suit they were using. |
Cass Caul
Namtar Elite Gallente Federation
111
|
Posted - 2013.09.17 16:57:00 -
[112] - Quote
They already nerfed MLT Sniper Rifle in this build. It used to be 5 shots and was reduced to 3 for Uprising. Even with a complex damage mod, the MLT Sniper won't be killing you in 1 shot, so long as you have an armor plate or shield extender. The MLT Sniper Rifle does less than 400 damage with a headshot. most people, well the ones smart enough to learn, don't just stand perfectly still when they hack something. They dance around, doing a wonderful job of protecting their heads. Unless you're in a light frame the MLT Sniper is like a horse fly. It stings when it bites but it doesn't do anything significant to matter.
Regardless of inanity above, I've taken my passive SP from the weekend and dumped it into Scrambler Rifles. I stick it on my ADV Caldari Medium and roam the place pretending to be a sniper on the new maps. Killing all those people who can think they can snipe on the new maps with far greater easy than running around with my Shotgun. Still getting the hang of not killing myself, but 10/3 for a first try wasn't bad. |
Kadeim
Third Rock From The Sun
47
|
Posted - 2013.09.17 17:09:00 -
[113] - Quote
CCP LogicLoop wrote:
It can be done. Use tactics, use strategy, coordinate with your team / squad, and find good locations. Strategy, tactics, teamwork.
Then how about removing the message in the Battle Finder that states:
"PUBLIC CONTRACTS Issued by the corporations in high security space, these are available for LONE MERCENARIES or small squads."
Because by your words, "coordinate with your team / squad," you do not want "lone wolf" mercenaries that are snipers. We ar being forced to team up, or suck-it-up and die!
I have tried flying dropships, without skilling up, as I have been pouring all my SP into training to help be a sniper. Now I guess I need to waste time and SP to train up to use dropships to get me where I need to be to do the job that a sniper is suppose to do. But, wait! Then the enemy know to look for someone there... OMG, what a crok of YouKNowWhat. I sniper is suppose to be able to sneak to a location to do his job. He isn't suppose to have his team help him get there. He is suppose to be able to get there on his own, and (if he is working with a team) is suppose to be able to inform them of where the enemy is, and help (at the minimum) provide ground cover and to back them up.
As far as working with the "team." Have you gone into the public matches? Team members shoot at you, they try to run you down in vehicles, they (for the absolute majority of the matches) do not coordinate with anyone (other than a squad that they may have come into the match with) and are not a group dedicated to winning.
Ok, so maybe in the merc battles, and definitely in PC, but not the public matches.
Of course people ***** about snipers. They are the most hated in the game. Yet, if there were no snipers, then they would find some other type of player to complain about.
They can be killed 10 times by the same assault person, yet if they get killed once or twice by a sniper, then they want to ***** that the snipers are too OP.
I know that I am not the only one, as I play to be a sniper. That is all that I want to play as, and as such, I do try to work around all the past nerfs and bugs that I have had to deal with while playing this game; I do not want to be an assault, nor a dropship pilot, and even though I have trained up in using tanks, I find that it is not worth the SP or time (for me.)
And you want me to promote the game and try to bring in other players?
I do still have high hopes for the game, as I think that it can be a good game... but the dev's do need to give some consideration to snipers too; and not just give into the assault and others that hate us. |
Quil Evrything
DUST University Ivy League
136
|
Posted - 2013.09.17 17:20:00 -
[114] - Quote
Cass Caul wrote:They already nerfed MLT Sniper Rifle in this build. It used to be 5 shots and was reduced to 3 for Uprising.
Lawl... doesnt really matter.. with its abysmally slow reload, you'd be lucky to get 2 shots on target, let alone 5
Target makes it to cover, time to reload.
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2100 Angels
The Southern Legion The Umbra Combine
267
|
Posted - 2013.09.18 02:51:00 -
[115] - Quote
Cass Caul wrote:They already nerfed MLT Sniper Rifle in this build. It used to be 5 shots and was reduced to 3 for Uprising.
negative, the militia variant has always been 3 shots. The basic variant has 5. |
low genius
The Sound Of Freedom Renegade Alliance
421
|
Posted - 2013.09.18 02:57:00 -
[116] - Quote
I guess if you're a ****** sniper you can't find a spot, but... just because the op can't watch a plantzone doesn't mean there aren't good sniper positions. |
Jathniel
G I A N T EoN.
976
|
Posted - 2013.09.18 05:17:00 -
[117] - Quote
low genius wrote:I guess if you're a ****** sniper you can't find a spot, but... just because the op can't watch a plantzone doesn't mean there aren't good sniper positions.
Define "good sniper", then you'll figure out what the problem is. |
low genius
The Sound Of Freedom Renegade Alliance
421
|
Posted - 2013.09.18 05:22:00 -
[118] - Quote
Jathniel wrote:low genius wrote:I guess if you're a ****** sniper you can't find a spot, but... just because the op can't watch a plantzone doesn't mean there aren't good sniper positions. Define "good sniper", then you'll figure out what the problem is.
it happens
but it's rare
but it happens.
but it's rare.
but it does happen... |
Michael Epic
Universal Militia Contractings
7
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Posted - 2013.09.28 15:32:00 -
[119] - Quote
You know....I have to say that the basis of everyone who's complaining seems to revolve around the implied ideology that "boo hoo, we can't hide and get free kills anymore"
Which surprises me since this is a war game. I understand the frustration of getting hit by a sniper over and over who is well hidden and I understand the joy of being the well hidden sniper who gets player after player after player with his/her rifle.
But I get found...no matter where I am and I feel like that adds to the fun. I get killed...time to find a new spot, a new vantage point. There is one map, where I can sit in a spot out in the open but no one ever seems to notice and pop any potential null canon hackers over and over and over.
Those are always free kills...and I think maybe I'm the only person who really notices that this can be done because I'm like RIGHT THERE and no enemy ever tries to shoot me and I'm in plain sight lol
But I'm more of an AR guy than a sniper guy....I only take to the skies (figuratively) with a sniper rifle when forge gunners and mass drivers are running a muck bc you can't do anything with that lol |
Flint Beastgood III
GunFall Mobilization Covert Intervention
184
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Posted - 2013.10.01 18:16:00 -
[120] - 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.
This is what I like to hear. |
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