|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Quil Evrything
DUST University Ivy League
114
 |
Posted - 2013.09.13 17:01:00 -
[1] - Quote
I dont like this idea personally. But I have a counter-idea.
Right now, there are "heavy weapons", that are only fittable by a "heavy suit". What if there were special "sniper weapons" that were only fittable by a sniper suit? One that was very specificall a varient of a light suit? Medium has two variants: assault and logi. Light could then have two varients: scout and sniper
sniper-only rifles would be marked by their extra precision of fire, and possible target ID capabilities. All the "high-end" sniper rifles should be "sniperonly". This would eliminate the annoyance of "jerk sitting in a heavy suit with a thales"
It might also make CCP feel a bit less ... constricted.. about giving snipers more benefits.
|

Quil Evrything
DUST University Ivy League
114
 |
Posted - 2013.09.13 17:08:00 -
[2] - Quote
lrian Locust wrote:I don't like the idea of limiting weapons to certain advanced fits. And very advanced weapons in the hands of a specialist might very well become OP. People will always find a way to exploit it. That's why every weapon should be balanced. That's why I proposed a more powerful sniper rifle, but without the opportunity of follow-up shots and added sway.
We dont need a more powerful sniper rifle. Two HEADSHOTS takes out most anyone. If you cant get two headshots, switch to using TAC variant. If you still cant, then you should switch to a different weapon, cause you're not meant to be using a snipe rifle.
As for balance; the balance is putting the weapon in the hands of a scout suits, which means the player would be wearing tinfoil instead of armor.
|

Quil Evrything
DUST University Ivy League
114
 |
Posted - 2013.09.13 17:25:00 -
[3] - Quote
ghjl ghjkl wrote: And while I'm at it, a breathing mechanic would be great for all snipers, to distinguish the good from the bad.
or... How about a 50 cal rifle variant for a commando suit. You would need that frame to carry the weapon, but it takes up both light slots.
[/quote]
Dont like the "commando" limitation. Do like the "uses up 2 weapon slots" requirement. 'Course, you could do something similar by just giving it ludicrous power requirements. But then it would still get taken up by logis. Requiring two weapon slots has the bonus that it doesnt let logis wield it.
Could make it, "no hipfire, requires mono-or-bipod". Which would give it an excuse to use up the sidearm slot, for the stand. but needs an excuse to not allow heavies to use it. Heavies have enough high damage weapons as it is. |

Quil Evrything
DUST University Ivy League
118
 |
Posted - 2013.09.13 19:04:00 -
[4] - Quote
lrian Locust wrote: The first headshot is not that hard. The second one, with someone bunny-hopping, strafing and dashing for cover is extremely hard. That's why a tactical sniper rifle shines when it comes to support and assaults in a squad.
You seem to imply travelling "with" a squad. In that situation, sniper rifle is the wrong tool for the job. The right tool there is either AR, or scrambler rifle. Complaining "A sniper rifle doesnt suit my game style while shooting from 50-150m" is kinda like complaining "my LAV doesnt suit my style of trying to shoot down tanks". Use the right tool for the job.
Yeah, you "can" use a sniper rifle in that sort of thing, but dont expect any sympathy that it isnt designed for the job.
Quote:
Besides, how many FPSs do you know where an ordinary grunt survives 2 headshots?
THAT, I have problems with. But you didnt complain about that in your post, you only whined for "MOAR POWAH!!" in general.
Also, for the record, I have never seen an "ordinary" grunt survive two headshots from a sniper rifle. Only heavies, and very very buffed up medium suits/logis Although I suppose I should mention that I usually use the "210+ hp damage" sniper rifles, not the tac ones.
Without any damage mods, btw.
|

Quil Evrything
DUST University Ivy League
118
 |
Posted - 2013.09.13 19:14:00 -
[5] - Quote
Krom Ganesh wrote: Edit: And honestly, it's difficult to evaluate snipers atm due to Terrible rendering distance Terrain "inflating" at distance causing enemies to "sink" into buildings, ground, etc Poor hit detection
What is this "terrible rendering distance" issue? Do you may be have details turned down in your options, or something? I dont notice a problem there when sniping @450m. Yes they're tiny. but I can see that the little ants are THERE, and I can hit them. And, to be honest.. it SHOULD be difficult to hit something at four hundred and fifty meters out So, not too much of a problem in my book :) Really, its an advantage to snipers :-/ The smaller they are, the easier they are to hit. Game mechanic glitch. If they are "1 pixel wide", and your scope target is "1 pixel wide", all you have to do is get them on top of each other and you hit them (in my experience, anyway). Not realistic, but easier than realistic. More zoom would probably make it more difficult.
skew of targets vs environment is a problem. didnt realize that is a "thing". Hadnt noticed too much, other than that one terrain glitch on top of the tower with the pointy bit in the middle. |

Quil Evrything
DUST University Ivy League
118
 |
Posted - 2013.09.13 20:42:00 -
[6] - Quote
lrian Locust wrote: ... That's EXACTLY the point I'm trying to make. By itself, the tactical sniper rifle is to weak to kill enemies without headshots.
Then use a different one, if you want to "kill enemies". Again, "right tool for the right job". Tactical, does not mean "most deadly". Just the opposite, in fact.
If you want "da big boom", you obviously should be using a charged.
Quote: The headshot damage was nerfed during 1.4, losing 25% of its additional damage. ... The fact that medium suits can survive 2 headshots of a proto rifle, should be enough.
You're using the wrong proto rifle. Use the charged. It already has what you are asking for, I think? "extra damage, single shot". But even better than what you asked, becuase you get a half-damage followup shot.
I will agree that they should "un-nerf" headshots for sniper rifles, though. I didnt realize they'd messed with that.
PS to others: Oh, right, the wierd building behaviour. I dont see that much because I mostly countersnipe. In those cases, I just trust my instruments over my eyes, and take the shot anyway. Red dot + clean tactical readout, means, "line-of-sight clear, fire,fire,fire!"  but yeah they should fix that. |

Quil Evrything
DUST University Ivy League
118
 |
Posted - 2013.09.13 23:00:00 -
[7] - Quote
lrian Locust wrote:Quil Evrything wrote:Then use a different one, if you want to "kill enemies". Again, "right tool for the right job". If you want "da big boom", you obviously should be using a charged. That's what I do most of the time, but with the Charge you lose zoom. And getting a headshot is much harder.
But gee, wasnt that *exactly* what you were asking before, previously? "[give me more power, just make it harder to hit the enemy...]"
lrian Locust wrote: So let's do the math for a Charge: a guaranteed kill needs 5 fully charged shots, which takes 12 seconds, provided the enemy doesn't move.
I like math. Let's indeed "do the math". Please show your work, as they say in math class.
PS: what's the current headshot bonus factor? |

Quil Evrything
DUST University Ivy League
118
 |
Posted - 2013.09.14 00:34:00 -
[8] - Quote
lrian Locust wrote: The current factor I've heard is 1.75, but that wasn't confirmed by a Dev. I'll get back to you on the math - already trashed my notes. And I didn't factor in damage modifiers for armor vs shield either, as I don't know the build with a maximum of 1,591 eHP.
1500 hp is a walking LAV. (or low-flying dropship, lol?)
At that point, the problem isnt sniper rifles. The problem is OP shielding.
'cause if a sniper rifle could take out a dropsuit with that much HP in one hit, I would expect it to also be able to take out LAVs. Which isnt reasonable. |
|
|
|