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Jathniel
G I A N T EoN.
916
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Posted - 2013.09.13 21:23:00 -
[1] - Quote
CCP, you have no idea just how badly you broke this role with the new maps. An overwatch role that can't overwatch anything. |
Jathniel
G I A N T EoN.
917
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Posted - 2013.09.14 11:50:00 -
[2] - Quote
Arkena Wyrnspire wrote:Yeah, because redline sniping provides such useful overwatch.
When I've tried sniping on the new maps, I had much more success when I actually went past the redline. But, see, that means you have to risk yourself. I know that's hard for you, being a sniper, but it does so much more for you than whining on the forums.
Who said anything about the redline?
I haven't been using a sniper rifle for the last couple months, because of rendering distance problems that only seem to worsen, and that was before the new maps. Sniping was already breaking before now.
I actually recall liking you because you made good points on balancing armor, and supporting niche roles, if you've suffered some sort of nervous breakdown recently that fked with your brain and all the logic you USED to display, to the point where you hear that snipers have it bad, and what I've quoted is what comes out of your mouth...
...you can kindly find yourself the FVCK off this thread.
EDIT: That goes for everyone that liked your b.itch troll post as well. |
Jathniel
G I A N T EoN.
917
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Posted - 2013.09.14 11:54:00 -
[3] - Quote
Funkmaster Whale wrote:The new structures are great. Sucks for snipers, true. But that's why you have skill points to try out new things. Complaining wont get you anywhere.
Tell that to the folks that complained about getting sniped. |
Jathniel
G I A N T EoN.
917
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Posted - 2013.09.14 12:13:00 -
[4] - Quote
True Adamance wrote:Jathniel wrote:CCP, you have no idea just how badly you broke this role with the new maps. An overwatch role that can't overwatch anything. Snipers are useless.
They are on the new maps. They are limited to the role of "fire support", and moving with infantry, which is not a very good role for them.
The ranges that fire support occur at, they are better off making use of utility weapons like ARs and Scramblers, otherwise, with their sniper rifles, they are simply dead weight, and an extra kill for hostiles. |
Jathniel
G I A N T EoN.
917
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Posted - 2013.09.14 16:11:00 -
[5] - Quote
True Adamance wrote:No pretty much in every game. Lonewolf soloists who do nothing for the team on the objectives where it matters. I can't speak for all solo snipers, but if you see them with a lot of kills at the end of a match, then you know that they at least tried to do their job. You may not have been in squad with them, so you may not know what good they did do. Plenty of times, I've received complaints by ignorant fools that weren't even aware that I saved their clone a number of times.
On the old maps, I've given sniper support quite effectively. From stopping a hack to killing off of half an enemy's advance. They do it, even though it's a small population of snipers that can.
On the new maps they can't do anything but fire support. Yeah they can still get kills by getting an angle on someone down a road, but that's all they can do... Bad snipers are useless no matter what terrain or resources are available to them, but the new maps are making good snipers useless too.
Ansiiis The Trustworthy wrote: Sniping is OP. You shouldn't be able to kill a third of the enemies on a domination game just by sitting on a mountain.
That's a non-sequitur. Sitting on a mountain doesn't kill enemies, shooting them does. Would it be more acceptable if the person getting a 3rd of the kills used a scrambler rifle? An assault rifle? A mass driver? I've seen people get a bunch of kills using many methods of attack. If someone is smart enough to use a sniper rifle at a distance, and skilled enough to simply put a dot on someone and pull the trigger, why shouldn't they be able to? It doesn't matter if they are on a mountain, a rooftop, or breathing in your face. Point is players just don't like getting killed, and that's no reason to throw entire maps out of balance.
Amy Artic wrote: I agree snipers have been stuffed with the new maps, and you have to understand that for me to admit this is hard, I have very little sympathy for you annoying people :P.
When the new medium to long ranged rifles come out (rail rifles!! :D) it'll give snipers the opportunity, and alternative, for a more close-ish combat support role, especially in the new city maps, since rail rifles are supposed to be a high damage, long ranged, slow firing/semi-automatic rifle.
IDK, im just looking at this from a different perspective :3.
The Rail RIfle's coming out, may or may not help. The chance exists for people to simply flock to it, like they did the Tactical Assault Rifle. But we'll see. I may drop scrambler rifle and go to it, and thanks for being considerate enough to admit that. Snipers have a role to play in this game, albeit an annoying one.
Arkena Wyrnspire wrote: Now your OP is much more constructive, I'm going to also be more constructive. Long post cooking now. I appreciate you may be frustrated with what I posted earlier, but redline sniping is a terrible part of the game and I have genuinely had some success on the new maps sniping by going in. Looking at your suggested sites though, I agree with them.
I think there are more problems with the sniper class as a whole, though. I'll add a long post to this thread shortly.
Forgive my frustration, it just irritates me that folks know it's broken for snipers, but then act like it isn't just because they hate the role. There are indeed many problems with the sniper role mostly centered on the weapon imo. The sniper rifle weapon itself was balanced for the Codex build, but nothing today remotely resembles Codex.
The sway in ADS was meant to regulate quick-scoping at closer range, it also enforces a mandatory settling time to line up and fire a 100% steadied shot; just wiggling your big toe causes you to seizure and throws the sway haywire again, penalizing you for the slightest possible movement. This feature is a big problem at engagement ranges of 100-150m, where a lot of snipers are finding themselves in the new maps (it's either get close, or be useless. Non-sniper players don't mind this. It makes snipers easier to kill, which is all they care about, but building a map and balancing can't be done with just their viewpoint in mind.) Closing in on a sniper is not difficult at this point, and a player needs to only be at 80-100m to knock a sniper out in a flash. At that point, you find sniper's finding it more reasonable to pick up a utility weapon. The 100m range belongs to utility weapons, not sniper rifles.
The weapons have small clips, and longer reload times compared to their utility weapon counterparts, and as it stands right now, doing what's necessary to use a sniper rifle as fire support in a match usually gets you killed in the heat of battle. Blending in with the environment is not reliable due to prevalence of active scanners, and even at the edge of utility weapon range, the dps from an AR or Scrambler rifle at the edge of their effective (not absolute) range is still generally fast enough to put a sniper down before he can get off a 2nd round.
I wish I could share footage... maybe I'll go and purchase an input capture box today. I keep putting it off.
In addition to elevated or complex structures on the new maps at key postiions. I also propose only 2 changes to the sniper rifle itself:
- Eliminate sway penalty for movement while crouched. This has little bearing on Overwatch Snipers, but this will enable Fire Support Snipers to be more useful than fodder, since it will allow them to move back and forth from behind cover, without totally losing their aim constantly.
- Eliminate sway penalty when NOT moving while standing. Again, Fire Support Snipers benefit from this. This will allow snipers to stop in the middle of a fight, and take a quick shot at someone with zero sway, but if they try to strafe, they will instantly lose their aim.
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Jathniel
G I A N T EoN.
930
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Posted - 2013.09.15 12:10:00 -
[6] - Quote
CommanderBolt wrote:Yo dont see the vehicle uses here moaning that there tanks and cars cant access the city parts do you? No different maps are meant to have different l;landscapes and play styles.
Some are true vehicle maps, others are great for snipers. Its about time we had maps that favoured just pure infantry. Its what people have wanted for a while and like 90+ % of people are loving the new maps.
You don't see them complaining because their vehicles are still plenty useful on the maps. LAVs still get you from point A to B. Same for dropships for uplink deployment, etc. Tanks can't go inside of a building... they were NEVER able to go inside buildings... so that isn't new.
A sniper isn't a vehicle. It's a niche infantry role, just like a Heavy, or a Scout. Sniper is infantry, just like everyone else.
90% of people loving the maps, doesn't change my point. You do know that the map design crew followed design rules specifically to stop snipers right? So the new maps aren't even being used as effectively as they could be, while still respecting the balance of the game.
I put this information in the OP. |
Jathniel
G I A N T EoN.
942
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Posted - 2013.09.16 10:43:00 -
[7] - Quote
Arkena Wyrnspire wrote:Cut because of out characters. I take the point on quick-scoping. However, it's not something that can't be remedied by a simple scope-in animation similar to the tactical assault rifle. Just make it 50% slower for sniper rifles; also tactical sniper rifles have small clips and alpha that is negligible enough for acceptable use on the front line. I think the fact that sniper rifles can be shrugged off at higher end matches is exactly why my recommendations should be considered for Fire Support Snipers to stand a better chance at mid-range. The Thale's, as much as the Hand of God that it is (no offense to Amarr RPers), would be completely useless mid-range. It's damn near totally useless anywhere within 200m, because of it's zoom level. The Charge, although potent, shoots to slow for it's alpha to be OP on the frontline.
I personally believe that snipers should be Fire Support first, and Overwatch second, that's what I tried to do when I first played this game back in the Mordu's trial build, and to this day that's what new players that grab a sniper rifle actually TRY to do. Yes, most snipers, especially new ones, actually DO NOT want to sit on top of mountains and towers. Non-snipers have a hard time understanding that the sniper rifle's function itself prevents efficient use in any other way. Anyone can be an effective sniper, but being an EFFICIENT sniper in this game is a very steep learning curve, so when you start designing maps specifically to kill a sniper's already limited efficiency... and you start noticing there are weapons that are more efficient at a sniper rifles job... you inevitably start getting pissed.
Fire Support was possible after Sharpshooter was removed, and before Absolute Ranges were introduced, but with the introduction of Absolute Ranges, Fire Support Snipers are simply suicidal players that have been brainwashed into thinking they have something to prove to their non-sniper counterparts. They are no good in a fight, so what are they told to do? Camp an objective.
And now, they can't even do that.
Overwatch Snipers were the last bastion of power for the Sniper role itself. They could provide sniper fire for friendlies, cut enemy movements on objective areas, and overall make an entire area hazardous for the enemy team, and they are able to do this instantly. Direct sniper fire on one objective, then change position and aim from another. The only price they paid was the inability to capture objectives, and that the enemy knew where they were and could suppress them if needed, but if that overwatch sniper or overwatch team had uplinks, hives, and resources, they could operate from their perch for an entire match. They could: - Provide support fire. - Take cover when being suppressed. - Harrass enemy movements. - Attract enemy orbital strikes (better the orbital drop on the sniper team instead of a pack of friendlies). - Divide enemy resources (because some idiots would rage at snipers SO HARD that they call dropships to get at their perches, often bringing friendlies along. a group of guys coming to your perch is THAT fewer guys on the ground fighting at an objective. in which case, if you don't have a forge gunner to cover you, you could have remote explosives set to blow their asses up when they land).
And on the new maps, they can't do this anymore either.
What can snipers do now? Kill, somewhat, and not even kill in firefights that matter. |
Jathniel
G I A N T EoN.
942
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Posted - 2013.09.16 11:38:00 -
[8] - Quote
TheEnd762 wrote:People have to start understanding that THERE IS NO SUCH THING as a mid-range sniper. If you have someone with a sniper rifle running with a squad, making the occasional mid-to-long range kill, that it NOT a sniper. That's a "designated marksman". A DM would be better fit with a tac AR or a scrambler, but hey, use what you want. Just don't call someone a sniper just because they carry a sniper rifle. Sniper is a job, a role, not a weapon.
EDIT: And stop trying to push snipers into being DMs!
Well something's got to give.
The map or the gun.
A sniper IS a marksman, just one that usually shoots from the shadows. We're basically being forced not to play at range anymore, and the gun is no good up close.
So what gives?
I'm making good points. Someone has to say something on behalf of snipers, because most snipers are too proud to admit when they're having a hard time. They go positive in a pub match, and think they're doing well, but can't recognize their own uselessness when they're spending most of the match trying to get a good angle, and watching important firefights happen in places where they can do nothing.
Unless, they don't mind running an SMG, and simply using their sniper rifle as a sidearm, they're useless. Thankfully, maps in PC haven't adopted the new maps yet. |
Jathniel
G I A N T EoN.
943
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Posted - 2013.09.16 13:23:00 -
[9] - Quote
George Moros wrote:Jathniel wrote: - Eliminate sway penalty for movement while crouched. This has little bearing on Overwatch Snipers, but this will enable Fire Support Snipers to be more useful than fodder, since it will allow them to move back and forth from behind cover, without totally losing their aim constantly.
- Eliminate sway penalty when NOT moving while standing. Again, Fire Support Snipers benefit from this. This will allow snipers to stop in the middle of a fight, and take a quick shot at someone with zero sway, but if they try to strafe, they will instantly lose their aim.
Another solution would be to simply make a new sniper rifle subclass for the fire support role. Keep existing sniper rifles (and their mechanics) as they are. Add a new sniper rifle that has much shorter optimal (say, 250m), no sway, less damage per shot (less even than tac. sniper), tac sniper RoF, and possibly a larger clip (6-8 rounds). IMHO that would be perfect for snipers who wish to follow their squad and provide fire support.
Thank you for reading the OP and thread, instead of assuming that this is a rant thread.
I appreciate it.
Apparently, your idea may be implemented with the Rail Rifle. I was hoping that at least the tactical sniper rifle could be repurposed in such a manner as well.
But as it stands, Dust doesn't have any totally useless weapons, but it has a few that are damn close (Breach AR, Plasma Cannon, Flaylock Pistol). If something isn't done... the sniper rifle will find itself on that list too due to the new map design philosophy. |
Jathniel
G I A N T EoN.
944
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Posted - 2013.09.16 13:51:00 -
[10] - Quote
calisk galern wrote:Amy Artic wrote:I agree snipers have been stuffed with the new maps, and you have to understand that for me to admit this is hard, I have very little sympathy for you annoying people :P.
When the new medium to long ranged rifles come out (rail rifles!! :D) it'll give snipers the opportunity, and alternative, for a more close-ish combat support role, especially in the new city maps, since rail rifles are supposed to be a high damage, long ranged, slow firing/semi-automatic rifle.
IDK, im just looking at this from a different perspective :3. already specced into ar's for when the rail rifle comes out ^^
lol chances are Rail Rifle is going to be similar to Scrambler Rifle... a separate light weapon to be skilled into. |
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Jathniel
G I A N T EoN.
945
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Posted - 2013.09.16 20:04:00 -
[11] - Quote
Echoist wrote:
Snipers are only useless when they don't protect the objective or entrances to facilities. I had a match yesterday where this sniper and I were able to defend an objective by ourselves. He did his job stopping anybody from hacking while i cleaned up the sides with my trusty laser. The thing is that most people use the sniper class incorrectly and just abuse it.
You should tell that to CCP.
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.
These parameters basically mean... If you go very far, or if you go very high, you are to be "completely blocked" (effectively defeating the purpose of sniping). A sniper must "always be exposed to ground units" Meaning that no matter WHAT you do, an assault rifle ABSOLUTELY MUST ALWAYS be able to kill you. A sniper CANNOT have an effective perch out of assault rifle range (whether in the redzone or not).
CCP LogicLoop wrote: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.
These new changes are permanent, AND will be retro-active. ALL sockets (and therefore important areas of maps) will be designed and redesigned/updated to be 100% Anti-Sniper.
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.
So players should be the remedy to snipers... or they will be.... SoonGäó. Until then, the sockets will be broken for snipers until further notice... but it's okay because the snipers can still hang out outside on some of the useless hills that don't have a view to anything important. (BAD. That's the very thing that made snipers useless. A bunch of snipers in mountains not hitting anything was chosen as the better option OVER snipers on good perches giving an enemy team hell. Imbalance ftw.)
CCP LogicLoop wrote:. . .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". . . . .
Yeah, so only the snipers have to think, and they were the ones already thinking. Using a sniper rifle effectively is easy, being an efficient sniper was a tough learning curve... snipers are already thinkers. CCP is encouraging "thinking" for snipers, and absolutely NO ONE else with these maps. Then with the aim assist and matchmaking seemingly turned down, they're encouraging "skill"?
So everyone has to think, except the person that runs around with an assault rifle and strafes? A lot of people raised good SOLID points on that thread... but there's no response. Even reasonable players that are not snipers, but that don't have some vendetta against snipers chimed in.
I can't wrap my head around it.
How can you DELIBERATELY penalize players for using something the way it was intended to be used? Then you don't just penalize them on a few maps, but deliberately PLAN to ensure they never operate efficiently again!!
Then you do this... and as cliche' as it is, don't even offer a RESPEC!!
If you want to make sure that my role NEVER EVER works again, then please let me get my points from out of it!
SOURCE: https://forums.dust514.com/default.aspx?g=posts&t=108079&find=unread
A sniper's purpose was to deliver a bullet to an area at an important and critical moment, when no one else on his team can.... and CCP determined that that was a BAD thing. |
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