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Thread Statistics | Show CCP posts - 1 post(s) |
Monkey MAC
killer taxi company General Tso's Alliance
504
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Posted - 2013.09.17 07:44:00 -
[1] - Quote
Sorry you havr entirely misconstrued LogicLoops intention, sniping isn't dead, your just not doing it right!! I have corp members who still use snipers to great effect on the new maps!!
LogicLoop is using thr maps to return the risk, to the risk/reward style play. Snipers aren't dead, they just aren't meant to be used in the way YOU want them to. There is still plenty of open space, still plenty of choke points for you to harass, still plenty of installations you can "guard".
Its not about having nests, hidey holes, and the like, its about moving to support your team/squad based on the action, its being a little closer than prehaps you'd like so you can get that shot, and its not necessarily mabout 1 shotting everyone!!
Its time to adapt, like we all have, take the new style of play and make it your own!! |
Monkey MAC
killer taxi company General Tso's Alliance
505
|
Posted - 2013.09.17 09:50:00 -
[2] - Quote
Kekklian Noobatronic wrote:Snipers are worse than Tank drivers, jesus..
An entire thread devoted to defending the following - Snipers should be allowed to Redline snipe with no penalty - Snipers should be allowed to place themselves out of reach of infantry - Snipers should only be counterable by either other snipers (Rock counters Rock, gg) - Infantry should have to use dropships to counter snipers, because of course, flying them is easy, and the sniper won't see it coming or run away from the person with the dropship. (Resulting in a 70k+ waste of equipment per attempt) - While snipers can already hit people going towards objectives, that's not enough. Snipers should have dominance over objective hack points as well, at distances exceeding 400M+ - Scout suits need to be tougher, because they don't have enough HP when using all their high slots to stack damage mods - (Insert any of the many completely ******** things snipers have posted in this thread in defense of their class being OP)
Tl;Dr - Snipers can get bent, they have it easy enough as it is, and CCP should be applauded by making efforts to even the field, giving foot soldiers the ability to counter snipers.
Don't like a shotgun to the back of the head? It's called situational awareness. Get some. Your kills should not be handed to you on a silver platter with no risk involved.
Wanna help with another thread in GD? |
Monkey MAC
killer taxi company General Tso's Alliance
508
|
Posted - 2013.09.17 11:31:00 -
[3] - Quote
Who hey hey less of the monkey, I may found it easy but thats not the point!! ANYONE can do it, the old maps are risk free and open, now you might have to move into about 90m your flipping your lid!! |
Monkey MAC
killer taxi company General Tso's Alliance
508
|
Posted - 2013.09.17 12:40:00 -
[4] - Quote
Jathniel wrote:Jack McReady wrote:no more useless sniper camping on a spot far away getting 2 kills per game and do nothing else. there are plenty of good sniper spots, working as intended.
also there is something calling risk vs. reward. if you fully expect to get rewarded by staying in safety all day long and getting a few kills then you are truly a scrub and just insulted your own intelligence. wake up and get out of your tunnelvision. You're wrong. The new maps mean that you are going to have MORE 'useless snipers camping on spots far away getting 2 kills per game and doing nothing else.' I'm not the one with tunnel vision here. The "sniper spots" are NOT sniper spots, they are TAC AR and Scrambler positions, because those weapons are better suited at those positions and ranges.
We beg to differ, but well I just can't bothered arguing all this again, I just did in a thread in general discussions, so im not wastingmy time again!!
But before I go, consider this, its a gallante socket pack, gallante hate long range so why would a gallantean make it easy for snipers? The caldari map pack has a lot more sniper spots by the looks of things!!
Ta-Ra!! |
Monkey MAC
killer taxi company General Tso's Alliance
508
|
Posted - 2013.09.17 12:58:00 -
[5] - Quote
Jathniel wrote:Monkey MAC wrote:Jathniel wrote:Jack McReady wrote:no more useless sniper camping on a spot far away getting 2 kills per game and do nothing else. there are plenty of good sniper spots, working as intended.
also there is something calling risk vs. reward. if you fully expect to get rewarded by staying in safety all day long and getting a few kills then you are truly a scrub and just insulted your own intelligence. wake up and get out of your tunnelvision. You're wrong. The new maps mean that you are going to have MORE 'useless snipers camping on spots far away getting 2 kills per game and doing nothing else.' I'm not the one with tunnel vision here. The "sniper spots" are NOT sniper spots, they are TAC AR and Scrambler positions, because those weapons are better suited at those positions and ranges. We beg to differ, but well I just can't bothered arguing all this again, I just did in a thread in general discussions, so im not wastingmy time again!! But before I go, consider this, its a gallante socket pack, gallante hate long range so why would a gallantean make it easy for snipers? The caldari map pack has a lot more sniper spots by the looks of things!! Ta-Ra!! No No no! It doesn't feel like an argument with you! I like you! lol I would LOVE to believe that what you said is the case! It makes perfect sense! BUT....! That's not what was indicated by CCP LogicLoop, all he said was that eventually all sockets will adapt the new rule (of X meters by X meters, and total prevention of long range attack on objectives, and that is just NOT fair.) But if you know something I don't then I salute you.
Ok apologise for your comment on me being a smack- and I will discuss, my understanding was that yes the hacking panel would be blocked! Something I believe is fair, if you want to sfop them from hacking then it makes sense to stop him before he gets there right?
And a sniper can always set RE on it!! What I heard is the whole mapsmwont be anti sniper persay, but to get the good shots an views yku need to be exposed, the better the view the more exposed you are, I mean the balcony at b on the new gallante socket screams sniping point to me, but you need your head on a swivel and some points in passive prescion!! |
Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 13:14:00 -
[6] - Quote
Jathniel wrote:Bendtner92 wrote:You won't be able to protect the hack point from afar, but you'll still be able to protect the area around the hack point from afar.
Being sniped while hacking was always stupid and I'm glad they've taken steps to prevent that in the future. Bendtner... Being SHOT while hacking is always stupid, it makes no difference. That isn't solely a sniper problem. The problems of objective spawning were brought up a long time ago! (But that horse died, along with debate to address numerous other broken aspects of this game....) I can't believe how many problems people want to pin on snipers right now. Has anyone even really tried "LONG-RANGE" sniping on the new maps? Not talking just about the sockets, I mean the entire map. There is no covering the objective area from afar. My definition of long range is beyond 250m. Nevermind, there is no interest in logic or game balance here. People didn't like something, and now it's gone. End of story. Game Balance be damned. I haven't been a dedicated sniper for months anyway, because CCP simply kept breaking it more and more.
Maybe that is the problem Jathneil, MY definition of long range is about 90m or so, I have always considered tac rifles to be sniper assault rifle hybrids, like a sniper just without the real long zoom!!
But prehaps be near the objective and cover it from there? If your a scout chances if you miss you can stab him in the back while hacks!
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Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 13:39:00 -
[7] - Quote
Jathniel wrote:Jack McReady wrote:90 meter is definately NOT TAC AR spot. TAC AR can deal a bit of damage at such ranges but killing someone is a different story. tac deals around 45% of its damage at 90 meters. Well 90m is plenty fine for an Imperial Scrambler Rifle. o7 Look. I give up alright? I can't win this. No one likes Devil's Advocate, and an enemy of the majority is doomed to lose no matter his reasoning. My indicator said that CCP Logibro made a post on this thread, but now I can't find it. I'm guessing he changed his mind about saying anything (It probably wasn't a good thing). I give up. It is what it is alright. So whatever. Ready to lock this thread.
No Jan lets keep going, we are starting to see a pattern, you see what you define as long range I see uber-long range, practically artillery range. To shotgunner long range is 20m after all.
But you see the reason I think the optimal on the sniper is so long because anything you see you hit for 100% Unlike the laser which is fixed in its position, the sniper hit at full even at 10m. Why would you allow that?
Also see the video, which shows a sniper look how close to the enemy he is, yet he is still incredibly powerful!! Its called fight gour own war, on the dust offical site, is the newest video!! |
Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 14:09:00 -
[8] - Quote
Draco Cerberus wrote:I am not normally a sniper but feel that it is in need of some sort of a buff terrain wise. Some thing to hide in or behind like that cloak CCP Wolfman promised or the suggested equipment "Dragon's Teeth" would be useful for snipers and provide some cover while they are picking where they are shooting. The whole idea that snipers need pads that CCP seems to have is ludicrous and to be perfectly clear it is completely ridiculous if they are going to protect everyone at the objective from snipers and not going to put a pad that is above the objective with good overwatch ability (like the top of the rings on the city map).
A sniper, by CCP design, has limited visibility close range with his rifle, scope sway at lower levels making moving to a new spot tedious and time consuming, and defenseless against anyone not in their scope's viewfinder. How does CCP want them to function? As a rag doll flopping on the ground waiting for an assault medic to come pick them up for wp? The "Designated Sniper Pads" are just as deadly perches for someone using an AR/MD/Forge/SMG/Knives when going to pick up the dead team mate too and for the one, possibly 2 bullets a sniper can put out from the locations that he needs to use a DS to get to (to subsequently get the thing shot down) are not worth firing for a death and the chance at no kills.
Sniping is a role that thrives on cover and is really designed with finding that perfect sniping cover in mind where you don't have to move for hours on end because movement makes you a target and easier to see in which case you are less effective. Considering we cannot go prone limiting sniper cover is a mistake, a very very bad mistake. In fact cover for all classes of player should be available on every map not just wide open buildings. IRL factories have machines to hide behind, gravel pits and forests have hills to hide behind and possibly some trees around the outside (tree trunks can block a 30/30 round easily enough) and the military in any country on any continent would likely not tell their sniper to "go down on one knee so you can't run and position yourself in the middle of a group of enemies forget about cover son your job is to snipe them before they get close enough to shoot".
The changes to shared squad vision are a big issue, in my mind, as well due to the benefit previously gained by having "eyes up high" to see troop movements. They were an at range spotter that could direct the squad to the enemy groups from anywhere on the map. Now, with the active scan sniper unbuff, we have people running in, scanning running scanning scanning scanning and asking where are the enemies right up until they get within range of the scanner. I find this annoying and would like at least to benefit from shared squad vision. I pay enough for my suits that I should at least have some benefit of intel about enemy positions without having to be within rifle range to find them.
You see my interpretation is that "sniper pads" are obvious and easily accessible, but in return you get a good view, but I think its important that you didn'f get him on the way there you can't get while he is hacking (if you are next to the panel, had the forethought to res thats a different matter) think of the scouts who aren't snipers, they get lit up like a christmas tree when they hack because the lights flash!!
As for recon duties, snipers can prehaps be reimbursed by means of equipment, attachements in T3 or something similar. I do agree a sniper now has to use vojce to convey enemy formations and something should be done! However if you send someone with a scanner they can be your spotter!!
Finally this game is centered around the idea of risk/reward, to be rewarded with good snipe points, you need to take the risk of being flanked, countersniped, shot by a passing stranger with a shotty! Head on a swivel! Doesn't the sniper skill make the time to stop sway shorter? This would allow you to come in and out of scope more often
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Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 14:30:00 -
[9] - Quote
Jathniel wrote:Jack McReady wrote:Jathniel wrote:Jack McReady wrote:90 meter is definately NOT TAC AR spot. TAC AR can deal a bit of damage at such ranges but killing someone is a different story. tac deals around 45% of its damage at 90 meters. Well 90m is plenty fine for an Imperial Scrambler Rifle. o7 Look. I give up alright? I can't win this. No one likes Devil's Advocate, and an enemy of the majority is doomed to lose no matter his reasoning. My indicator said that CCP Logibro made a post on this thread, but now I can't find it. I'm guessing he changed his mind about saying anything (It probably wasn't a good thing). I give up. It is what it is alright. So whatever. Ready to lock this thread. Imperial Scrambler rilfe deals around 30% of its damage at that range Oh right, silly me. I failed to realized that you were implying it's inefficient to use a scrambler at 90m. http://tinypic.com/r/2q1z41c/5http://tinypic.com/r/9zu78x/5I did these just for you so you can feel special. Okay darling? You're not as accurate as me. I forgot that I was talking to an inferior breed of player. Please pardon me. I may have over did it. Or do you need me to just do ONE KILL for you, just so you can be absolutely sure that it's plenty lethal in the hands of an accurate sniper?
Any weapon can be used beyond its optimal and still achieve results I kill guys at 50m with a scrambler pistol! But the point he is trying to make is a sniper at those kind of ranges can match it, which also stems my belief of where long range starts.
By the way did you see the video or would like me to link it?
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Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:05:00 -
[10] - Quote
Yes its not the best example, and clearly rigged. But your right my point is indeed that snipers can work at ~100m effectively, while you may have taken a guy down at 96mI doubt it would have been as fast as a sniper, and other drawbacks from said rifle will put you at disadvantage!!
Now I cannot deny you have theory of sniping down, nor would I, but also consider that in a game full of immortal mercenaries the traditional tactics don't always work.
For example, that spot inside the research facility also allows you to see out onto barren land, and if sit near the reactor column in the middle you can see another swathe of open terrain to snipe across again!
The best spots are the ones anyone can get to, but it also allows you to reposition faster as well, swings amd roundabouts you know? |
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Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:18:00 -
[11] - Quote
ShinyJay wrote:Monkey MAC wrote:Yes its not the best example, and clearly rigged. But your right my point is indeed that snipers can work at ~100m effectively, while you may have taken a guy down at 96mI doubt it would have been as fast as a sniper, and other drawbacks from said rifle will put you at disadvantage!!
Now I cannot deny you have theory of sniping down, nor would I, but also consider that in a game full of immortal mercenaries the traditional tactics don't always work.
For example, that spot inside the research facility also allows you to see out onto barren land, and if sit near the reactor column in the middle you can see another swathe of open terrain to snipe across again!
The best spots are the ones anyone can get to, but it also allows you to reposition faster as well, swings amd roundabouts you know? but are they good for snipers to be? or tac AR? because of the direction this game is taking, it's like it's forcing me to use the AR of any variant for all of my needs. if CCP is gonna go that direction, tweak the snipers a bit to help them get along the new terrain so they can do part of their job well. i don't mind if my sniper can't operate well between 1-90 meters, but if we have to be that close now, make it fair for snipers to be able to handle it.
What like an assault varient, we could ask for that I guess? |
Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:25:00 -
[12] - Quote
Jathniel wrote:Monkey MAC wrote:Yes its not the best example, and clearly rigged. But your right my point is indeed that snipers can work at ~100m effectively, while you may have taken a guy down at 96mI doubt it would have been as fast as a sniper, and other drawbacks from said rifle will put you at disadvantage!!
Now I cannot deny you have theory of sniping down, nor would I, but also consider that in a game full of immortal mercenaries the traditional tactics don't always work.
For example, that spot inside the research facility also allows you to see out onto barren land, and if sit near the reactor column in the middle you can see another swathe of open terrain to snipe across again!
The best spots are the ones anyone can get to, but it also allows you to reposition faster as well, swings amd roundabouts you know? That sniping theory is literally how every good sniper I have EVER observed, has ever done. From Sleepy Zan, to Immuto, to Heavenly Daughter, to trollsroyce... I can list a few more names. Trying to find a sniper is supposed to be like playing "Where is Waldo?" not "Whack-a-Mole!". Sleepy Zan took it an extra step and told me a few more things, and it's common sense, and it's sad that we don't have a few more snipers that do this, but he said, "Pretty much, if you see your guys somewhere else, but you can capture something real quick, like the CRU, just go for it, then you can go back. You can pull off using your sniper rifle up close in emergencies if you hold a strafe and try to line it up. It takes practice, and you can't rely on it, but it's rewarding if you get it down." Good snipers always know when to switch things up. These sweeping map changes were not the way to go about things. If I might point out, these new maps are a different challenge for everyone, my mass driver doesn't have the same use in all the same places, I too have had to adapt, the maps are big change for everyone, but if you keep the sniper stuff you told me it will be fine!!
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Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:27:00 -
[13] - Quote
ShinyJay wrote:Monkey MAC wrote:ShinyJay wrote:Monkey MAC wrote:Yes its not the best example, and clearly rigged. But your right my point is indeed that snipers can work at ~100m effectively, while you may have taken a guy down at 96mI doubt it would have been as fast as a sniper, and other drawbacks from said rifle will put you at disadvantage!!
Now I cannot deny you have theory of sniping down, nor would I, but also consider that in a game full of immortal mercenaries the traditional tactics don't always work.
For example, that spot inside the research facility also allows you to see out onto barren land, and if sit near the reactor column in the middle you can see another swathe of open terrain to snipe across again!
The best spots are the ones anyone can get to, but it also allows you to reposition faster as well, swings amd roundabouts you know? but are they good for snipers to be? or tac AR? because of the direction this game is taking, it's like it's forcing me to use the AR of any variant for all of my needs. if CCP is gonna go that direction, tweak the snipers a bit to help them get along the new terrain so they can do part of their job well. i don't mind if my sniper can't operate well between 1-90 meters, but if we have to be that close now, make it fair for snipers to be able to handle it. What like an assault varient, we could ask for that I guess? or a toned down sway while moving and ADS, something that helps that sniper a bit. the assault variant of the sniper is the tac AR though, since it's suppose to act like one
I can agree to that!! |
Monkey MAC
killer taxi company General Tso's Alliance
513
|
Posted - 2013.09.17 15:57:00 -
[14] - Quote
You can still do that, I have found .4 much more tactical, I have met many snipers who run a different style, they run as squad support, I can imagine overwatch is a bit harder!
However that is prehaps something more attributed to a guy in a dropship!! |
Monkey MAC
killer taxi company General Tso's Alliance
515
|
Posted - 2013.09.17 16:38:00 -
[15] - Quote
Jathniel wrote:Monkey MAC wrote:You can still do that, I have found .4 much more tactical, I have met many snipers who run a different style, they run as squad support, I can imagine overwatch is a bit harder!
However that is prehaps something more attributed to a guy in a dropship!! .4? What do you mean? Uprising 1.4 |
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