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. Just another CCP Dev that doesn't even know how to play their own game.
Its centralized location, relatively high position to the map itself, and low clearance 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 close quarters bottleneck to maximize its defensive capabilities, the sniper rifle needs a bottleneck on open terrain.