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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Kadeim
Third Rock From The Sun
32
|
Posted - 2013.09.06 05:15:00 -
[1] - Quote
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 ly still, or move slowly.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1674
|
Posted - 2013.09.06 05:38:00 -
[2] - 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. Then HARDEN THE **** UP AND WAIT UNTIL YOU GET MORE MAPS THAT DO SUPPORT SNIPERS. |
Kadeim
Third Rock From The Sun
32
|
Posted - 2013.09.06 05:41:00 -
[3] - Quote
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. |
Thurak1
Psygod9
149
|
Posted - 2013.09.06 05:53:00 -
[4] - Quote
Well to be fair most people that have posted idea's about getting rid of afkers have posed ideas about ejecting people from the mcc after x time and things like that. Whats funny is that sometimes it takes so long for the game to load people are booted out of the game before they are ever really in the game. I am pretty sure they are examining this. I dont know for sure but god i hope they are. It is not a very good fix for the afk problem. As many have also said a better fix would be a re-work of the reward system to make afk farming a giant waste of time. |
excillon
united we stand x
61
|
Posted - 2013.09.06 06:09:00 -
[5] - Quote
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. |
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CCP LogicLoop
C C P C C P Alliance
782
|
Posted - 2013.09.06 06:24:00 -
[6] - Quote
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. |
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ladwar
Dead Six Initiative Lokun Listamenn
1497
|
Posted - 2013.09.06 06:30:00 -
[7] - 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 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. |
Thurak1
Psygod9
149
|
Posted - 2013.09.06 06:31:00 -
[8] - 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. Good news for heavies like me when we are finally able to lumber over to an objective. This also explains why on so many of the new maps things are below ground. A better afk fix really is called for though. A Idle timer is not such a great solution. |
Raz Sidona
M.T.A.C Assault Operations Command
15
|
Posted - 2013.09.06 06:35:00 -
[9] - 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.
quit your whinning. the afk does suck but it doesnt cause as much of a problem for snipers as your saying. just rotating resets the afk timer, you can rotate right? before you say "your not a sniper so stfu" i do snipe from time to time and i have no problem. |
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CCP LogicLoop
C C P C C P Alliance
782
|
Posted - 2013.09.06 06:37:00 -
[10] - Quote
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. |
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ladwar
Dead Six Initiative Lokun Listamenn
1497
|
Posted - 2013.09.06 06:45:00 -
[11] - 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. that is great news. i look forward to the new sockets. |
Fizzer94
L.O.T.I.S.
102
|
Posted - 2013.09.06 06:48:00 -
[12] - 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. Good to know. These requirements might be part of why the Research Facility is such a good socket. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
192
|
Posted - 2013.09.06 06:57:00 -
[13] - Quote
I snipe, if you are really doing nothing for that extended time frame you are wasting a lot of time that your team is expecting a player to be participating, thus if you are idling for that long I'd say you need to relocate yourself new position. If you need more time or if you are really expected that vantage point to explode with action I actually fire a round in my sidearm to reset the timer. |
Sorry Wrong Chat
United Pwnage Service RISE of LEGION
4
|
Posted - 2013.09.06 08:00:00 -
[14] - Quote
For a sniper is the AFK System an disadvantage. Actually you find a nice position and try to shoot some rabbits. I guess it should be enough action for Tacnet that a sniper permanently observes the surrounding area for victims. Since a sniper always has to to be aware that other sniper can counterattack, it needs a high concentration to register every movement inside his range.
So moving the mouse or the controller should be an indicator for being active inside the game. |
Breakin Stuff
Goonfeet Top Men.
1285
|
Posted - 2013.09.06 08:44:00 -
[15] - Quote
We have goon confirmation that the AFK system can be defeated with a rubber band.
that is all. snipers are safe. |
ladwar
Dead Six Initiative Lokun Listamenn
1502
|
Posted - 2013.09.06 09:00:00 -
[16] - Quote
Breakin Stuff wrote:We have goon confirmation that the AFK system can be defeated with a rubber band.
that is all. snipers are safe. been beating it since it came out... in ambush
*grabs at free SP bonus event points* come here kittens!
but read the blue glue... it is rather nice to know info. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
|
Posted - 2013.09.06 09:06:00 -
[17] - Quote
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.
I don't see why firing a weapon isn't in the code for preventing you from being kicked, but oh well. |
Beeeees
KILL-EM-QUICK RISE of LEGION
165
|
Posted - 2013.09.06 09:09:00 -
[18] - Quote
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. |
ladwar
Dead Six Initiative Lokun Listamenn
1503
|
Posted - 2013.09.06 09:17:00 -
[19] - 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. 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. |
Beeeees
KILL-EM-QUICK RISE of LEGION
165
|
Posted - 2013.09.06 09:22:00 -
[20] - Quote
ladwar wrote: 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.
Id that that over 6 aimbot-DuvCalLogi in CQB. |
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ladwar
Dead Six Initiative Lokun Listamenn
1505
|
Posted - 2013.09.06 09:26:00 -
[21] - Quote
Beeeees wrote:ladwar wrote: 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.
Id that that over 6 aimbot-DuvCalLogi in CQB. different carebear issue and probably broken hitscan& hit boxes. but that to gets old fast as well. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
630
|
Posted - 2013.09.06 12:38:00 -
[22] - 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. The hardest part to take out of all this is that my Python will - from now on out - be useless during an active hack.
In the older content, I can watch an objective and rain down missiles from above until A) friendly support shows up; or B) enemy AV shows up.
I really liked this and felt like it was balanced, because there is no way I'll be leaving my ship to hack that objective on my own, so I was really just there as a guard dog. I haven't had the opportunity to do that yet on these new outposts, which takes away from my short list of functions I can perform.Python List of Duties:
- Area Denial
- Kill Mercs
- Kill HAVs
- Kill Installations
- Light Squad Transport
- Pretty Flaming Light Show
Defend Objectives |
Niuvo
The Phoenix Federation
443
|
Posted - 2013.09.06 12:56:00 -
[23] - Quote
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.
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Draco Cerberus
Hellstorm Inc League of Infamy
283
|
Posted - 2013.09.06 13:22:00 -
[24] - 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.
While I admire your ability to follow a formula when designing sniper positions, reality says that i should not have to use a dropship to get to a "sniper pad". This defeats the purpose of sniping, to kill without being seen. It also limits people to only using the designated sniper pads and due to the fact that it does not limit anyone from finding a location in which they can both not be seen and can still snipe you from anywhere on the ground level, the design element of rails around all the tops of the buildings of many of the new maps which can neither be jumped over nor climbed or vaulted is shortsighted. I can't count the number of times in the last year that a merc has placed an uplink in an inaccessible location, to either leave the location or get to it.
This is not just a sniper problem. This is a heavy, scout, assault and logi problem, whatever gun they are using. Sniping on many of the new maps is not as prominent in the game yet but as the sniper pads are found and used it will return most likely to the way it was pre patch. The railings not only block snipers from shooting but also block mercs at the top of the buildings from engaging the enemy without long jogs around to the few openings they have and as such please consider removing SOME of the railings. |
Green Living
0uter.Heaven
829
|
Posted - 2013.09.06 13:25:00 -
[25] - Quote
Doesn't feel bad for snipers, good riddance. |
lithkul devant
Legions of Infinite Dominion
53
|
Posted - 2013.09.06 13:53:00 -
[26] - 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.
At 14mil sp, any suit you make even if it is a light suit should be easily better then a militia suit, at the current time being with less then 7mil, I have a +20% bonus to both shields and armor of any standard suit, have a mod that reduces shield start recharge time by 20% and several other things. I can understand that you got screwed on the scout suit for now, that happens, but you should have at the very least 1-2 other fits that you can use even if they aren't proto, I run standard-advanced cause I can't afford proto without it being a massive money sink.
If you can't make another suit relatively very good and have spent your points all 14mil, I suggest you go get the sp calculator and refigure your stuff out. Cause even at half your sp, I am doing very well. |
pegasis prime
BIG BAD W0LVES
816
|
Posted - 2013.09.06 14:00:00 -
[27] - Quote
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. |
The Terminator T-1000
The Praetorian Legionary
25
|
Posted - 2013.09.06 14:13:00 -
[28] - 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.
I hate to get sniped so I love the new maps! Learn to adjust |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
356
|
Posted - 2013.09.06 14:37:00 -
[29] - 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. Listen, I hate snipers, and I really wish he had better intel to locate where they are firing from, but is arbitrarily blocking them past a certain point really the answer?
Couldn't we be given better tools? Or better yet, couldn't you just have their guns miss most of the time by having them shooting way outside of falloff? But at least they *could* have a chance to hit someone with a "wrecking" shot if the stars aligned.
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Vell0cet
Royal Uhlans Amarr Empire
115
|
Posted - 2013.09.06 14:51:00 -
[30] - Quote
There are some coding heuristics that are trivial to implement that would solve this problem (it would literally take a programmer less than an hour to fix this). If you ADS and are moving your scope in a random pattern (i.e. not with a rubber-band which will constantly output the same x,y coordinates) or are highlighting enemies with your aiming marker, then you're clearly not AFK. You may be a bad sniper, or are in a stupid position, but that's different than not physically being present at the controller. These players should be punished with low WPs and less than exciting payouts (as they already are), but kicking them from the match isn't right. |
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low genius
the sound of freedom Renegade Alliance
406
|
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.
|
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.
|
Lady MDK
Kameira Lodge Amarr Empire
30
|
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. |
|
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. |
|
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.
|
|
Ferindar
The Malevolent Monkey Militia
38
|
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.
|
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. |
|
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. |
|
|
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 ? ) |
|
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. |
|
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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ShinyJay
Destruction Reapers The Superpowers
39
|
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... |
|
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. |
|
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.
|
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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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 :)
|
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.
|
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?
|
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. |
|
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. |
|
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.
|
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
|
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
|
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. |
|
Draco Cerberus
Hellstorm Inc League of Infamy
344
|
Posted - 2013.10.01 20:24:00 -
[121] - Quote
TheEnd762 wrote: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. So...no more BPO purchases after Oct 8 except vet and elite packs, sounds like CCP saw a problem too. As for cover, at the beginning of Uprising everyone was QQing about too much cover, now people want it back. I believe that there is a point in time where changes to map design need to occur. Some of the maps have way more open areas than we are used to from previous builds, it adds variety and allows for a change in tactics on the new maps. I still believe that while snipers could use some cover, the ground troops running around could use some as well. Not total cover and not something you can shoot through without being shot but instead stuff you can duck behind and take cover when being shot at. It is counter productive to walk across open terrain and lose a clone when you could wait for the enemy to do the same thing but at times it must be done to push up on an objective and take it. Wide open areas around objectives make prime locations for snipers to shoot at and when they need to stand in the open to take the shot they are often countered by other snipers on the new maps. I just want there to be a balance point in this game where it is not overly effective to snipe and not impossible to snipe. |
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