|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 14:25:00 -
[1] - Quote
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.
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.
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. |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 14:35:00 -
[2] - Quote
unassociated with the post above, has anyone seen the Research Lab on a Skirmish map? I've yet to, and I've seen how being on the upper level gives such dominance to one team while in Ambush, I've nary a clue as to where the null cannon console would be. |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 15:27:00 -
[3] - Quote
Rynoceros wrote:The new maps actually look really good for snipers. Lots of good hiding spots. High and low.
I think your problem might be that you can't watch over the entire map and now have to focus your attention on just 1 objective. Which isn't a bad thing. Just make sure it's the objective closest to their MCC for a steady supply of kills. Stay just close enough to get the hacks when the reds inevitably steal the objective you've been charged with protecting.
spoken like someone who's never sniped in DUST |
Cass Caul
Namtar Elite Gallente Federation
86
|
Posted - 2013.09.11 16:14:00 -
[4] - Quote
Medic 1879 wrote:You have to admit the new maps are gorgeous though and they actually allow stealthy shotgun scouts to be useful, whereas say for example manus peak and its bowl surrounded by mountains gives snipers a nice advantage and CQC specialists allot of open ground to cover.
Hell manus peak is so sniper friendly a decent sniper in a fastish suit can lock down A right off the bat giving his team a huge advantage, its that bad on that map now its almost a requirement to park a vehicle at A blocking the sniper's line of sight before even attempting to hack it. So yes the new maps may be difficult on snipers but other maps give them an easy ride.
I started this build with a bunch of skill points. The first thing I did was take proto gallente scout, proficiency 5 sniper rifle, proficiency 3 scrambler pistol, And the 3 Scanning skills. Then took all my advancement and put it into kinetic catalyzation. I'm finally making good use of those scanning skills, being immune to proto active scanners, and a large passive scan range.
A complete fail for the "Arbiter Scout" has however made the "new bridge map" (aka Border Gulch) wonderful for me as a shotgun scout. The Research Facility as well. But Fractured Road has been brutal. It is the new premier AR map. Impact Ridge has had mixed results. way too much open ground to move from installation to installation without getting mowed down with an AR/ScR but nice when you get the drop on 2-3 guys once inside.
I hate this build and these maps. They are ruinous for my primary role. It is forcing me to go to my secondary and tertiary roles. Those roles, however, have been improved. |
Cass Caul
Namtar Elite Gallente Federation
87
|
Posted - 2013.09.11 16:24:00 -
[5] - Quote
CCP FoxFour wrote:So, as someone who is not part of the level design team and definitely not a level designer: is that really a bad thing? Some maps are bad for HAV's, some specific maps and outposts no good for heavys.
Personally while I have been specializing into one specific role (medium gallente logi) I have still dumped some points into making sure I can use other suits and weapons for when it's needed and when I want a change.
Have you not played EVE? The same follows, to be a desirable member of the team, you need to be completely specialized. Nobody is shouting out, "looking for pilots that can fly every ship but can't fit T-II modules!" they similarly aren't shouting, "I need someone with every weapon and suit in Standard and Advanced gear!" in the recruit section.
In a Skirmish map, there is always a location that is beneficial to have a tank, HMG, or Forge Gun. They are almost necessary, in the same vain that these new makes make the Sniper role negligible.
It isn't making the Sniper bad for the map, it is making that person dedicated to that role worth less to the team. This is the removal of a role, not hindering it slightly like maps and installations can render HAVs and Sentinels |
|
|
|