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Jack McReady
DUST University Ivy League
555
|
Posted - 2013.09.17 13:26:00 -
[31] - Quote
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. |
Jathniel
G I A N T EoN.
953
|
Posted - 2013.09.17 13:28:00 -
[32] - Quote
Monkey MAC wrote: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!
Yeah, this is entirely a subjective thing. Wow.
I consider 100m utility weapon range. That's the range of ARs, TAC ARs, Scramblers, and to a degree Mass Drivers.
The way I understand a sniper rifle in this game should be used (because of how it's sway penalty, etc works), is that it MUST be used beyond assault rifle range, otherwise the assault rifle is simply better to use (no sway, higher dps, etc.). I can see NO logical reason to use a sniper rifle at or within 100m, with the prevalence of utility weapons and active scanners... it makes no sense to me, and seems utterly stupid and suicidal.
To me, 100m is so close, that if you're going to BOTHER get that close, you may as well use a weapon that you can assault with, and that's what I do quite well, with an imperial scrambler rifle. The closest I would get is 150m with a sniper rifle. At 150m, the utility weapons won't dps you fast enough to kill you; you have time to land a couple shots, and you can still pick up and go before they get within 100m. That's what I did with sniper rifles on Ambushes before hand. But on these new maps, you have to get so close, it's not even practical. Not only are you getting really close, but you still don't have an angle on the objective. I just can't see this as fair, once uplinks are inside, sniping is useless. You're almost always better off running an AR.
The only way I can think of remedying this is to prevent uplinks from being dropped within a certain range of the objective. Like 30m or so. |
Jathniel
G I A N T EoN.
953
|
Posted - 2013.09.17 13:30:00 -
[33] - Quote
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. |
Jack McReady
DUST University Ivy League
555
|
Posted - 2013.09.17 13:37:00 -
[34] - 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. Imperial Scrambler rilfe deals around 30% of its damage at that range |
Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 13:39:00 -
[35] - 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!! |
Draco Cerberus
Hellstorm Inc League of Infamy
315
|
Posted - 2013.09.17 13:55:00 -
[36] - Quote
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. |
Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 14:09:00 -
[37] - 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
|
Jathniel
G I A N T EoN.
953
|
Posted - 2013.09.17 14:22:00 -
[38] - Quote
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/5
http://tinypic.com/r/9zu78x/5
I did these just for you so you can feel special. Okay darling?
You're not as accurate as me, I'm a sniper remember? I forgot that I was talking to an inferior breed of player. Please pardon me.
I may have overdid it just a little. 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?
*sarcasm aside* As I was saying, 90m is TAC AR and Scrambler Range (for snipers). Period, and since we are generally crouched when shooting, that means that all the DPS, whether it's at 30% or not, is going RIGHT into us, and right into you if we're shooting at you. That is NO place for a sniper rifle.
As a rule of thumb, if you can kill it with a regular rifle (AR, SCR) at a given range, you don't use a sniper rifle. Period.
EDIT: It's 35% btw |
Monkey MAC
killer taxi company General Tso's Alliance
511
|
Posted - 2013.09.17 14:30:00 -
[39] - 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?
|
Jathniel
G I A N T EoN.
953
|
Posted - 2013.09.17 14:50:00 -
[40] - Quote
Monkey MAC wrote: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?
lol tell that to the other guy who somehow believes that efficient killing won't happen at that range with a scrambler. he can verify with CCP if he wants to.
That battle was at 0945am Eastern Time (9-17-2013). fyi. Just another day in the life of a fire support logi. At your service. o7
MAC, I saw that video way back when, and myself a few others just laughed our asses off at it. It's false advertising kind of. lol Idk about you, but I ALWAYS see snipers when they perch on that rooftop, and especially at that corner. You know what happens? Scrambler charge shot to the face, or an Overwatch Sniper takes care of them. lol
I mean, LOL @ the sniper that was shooting crouched on the ground! Where does CCP get such footage? It can't possibly be in real pub matches. If you're on the ground within 100m, you're using an AR or a Scrambler. Period. There is no excuse to be using a sniper rifle. It's idiotic and suicidal. Why do you think you never, ever, ever, EVERRRR see that in PC matches? lol
Also LOL @ the guy that came up behind the heavy and couldn't kill him! Also false advertising! lmao The guy clearly stops shooting, purposefully, so that the Heavy can kill him.
If you get the drop on a crouching heavy and you have an AR, that Heavy is dead, proto or not. lol That smg will NOT beat a caldari suit fast enough.
I know your main point was the range that the sniper was working from.... what I'm saying is, is that operating that way as a sniper in this game is sheer stupidity. If that sniper had a cloaking device, it would be more practical to move up, that way only scanners and good eyes can detect you. The best way to snipe is to plan your areas of focus out of enemy offensive range, anticipate enemy movements on the field, anticipate when flankers will come to you (and have a plan if and when they do), and finally position yourself to minimize the chance of counter snipers that aren't within your FOV, from getting an angle on you. That's the best way to maximize the amount of time you can throw sniper fire in support of your squad. The time you spend, CONSTANTLY relocating (because ppl think it's bad for a sniper to sit still), is time that could have been spent making kills and making saves, and preventing the enemy from doing or attempting.
At that point, you're better off picking up an AR again, because you'll still be running around, but at least you'll be able to kill vital targets more often. |
|
Jathniel
G I A N T EoN.
953
|
Posted - 2013.09.17 15:03:00 -
[41] - 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.
Thank you so much. He articulates better than I do. Snipers relied on Squad Vision to aid their squad and team at ultra long range. Someone in the team or squad would point at an enemy sniper, effectively painting the sniper for us, then we get to work and countersnipe them. Meanwhile, our pals on the ground can continue kicking ass undisturbed.
Are there really those MANY people that have never experienced good sniper support, that they leap for joy when sniper efficiency drops?
What you mention about cover is why I proposed eliminating sniper sway during movement while they are crouched, in the other thread. Since they're much closer to the fighting now, the LEAST they could get is the ability to sneak back and forth from cover while crouched without losing their aim in ADS.
I've seen too many fire support snipers just SIT THERE, trying their BEST to "bet it all" on pulling off a 2nd or 3rd sniper round, meanwhile they're shot into ribbons, before they can land a second hit. Why do they sit there? Because they know that IF they move even a little they will lose the chance to make that shot. Meanwhile, their target is strafing all over the damn place and just pissing DPS all over them! (and that is why snipers stay FAR AWAY) |
Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:05:00 -
[42] - 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? |
ShinyJay
Destruction Reapers The Superpowers
100
|
Posted - 2013.09.17 15:15:00 -
[43] - Quote
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. |
Jathniel
G I A N T EoN.
954
|
Posted - 2013.09.17 15:16:00 -
[44] - Quote
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. |
Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:18:00 -
[45] - 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? |
ShinyJay
Destruction Reapers The Superpowers
100
|
Posted - 2013.09.17 15:20:00 -
[46] - Quote
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 |
Jathniel
G I A N T EoN.
954
|
Posted - 2013.09.17 15:22:00 -
[47] - Quote
Put the wrong screenshot up in the previous post.
Here's the rest.
http://tinypic.com/r/1zc1n53/5
Just so folks can see, you don't just use a scrambler or tac ar from that range, but you can do it efficiently. The sniper rifle on the other hand...? Nope. Not having it. Against pro players, you will get LIT UP, if you dare engage them within 100m with a sniper. |
Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:25:00 -
[48] - 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!!
|
Jathniel
G I A N T EoN.
954
|
Posted - 2013.09.17 15:26:00 -
[49] - Quote
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?
All I would do is elimate sway while crouched for now... If the sniper rifle needs to get adjusted, it should be incremental.
Most fire support sniper rifle users would probably be perfectly content with that. |
Monkey MAC
killer taxi company General Tso's Alliance
512
|
Posted - 2013.09.17 15:27:00 -
[50] - 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!! |
|
ShinyJay
Destruction Reapers The Superpowers
100
|
Posted - 2013.09.17 15:38:00 -
[51] - Quote
another thing that may help snipers out, is to re work it completely. not many will like it, but something has to be done. make the sniper's new absolute range around 200-250m, change the damage a bit, keep the crouch sway as is, tone down the ADS while moving sway a bit. not the best changes, possibly bad changes, but it should help out depending on the damage output. |
Jack McReady
DUST University Ivy League
555
|
Posted - 2013.09.17 15:44:00 -
[52] - 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/1zc1n53/5http://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'm a sniper remember? I forgot that I was talking to an inferior breed of player. Please pardon me. I may have overdid it just a little. 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? *sarcasm aside* As I was saying, 90m is TAC AR and Scrambler Range (for snipers). Period, and since we are generally crouched when shooting, that means that all the DPS, whether it's at 30% or not, is going RIGHT into us, and right into you if we're shooting at you. That is NO place for a sniper rifle. As a rule of thumb, if you can kill it with a regular rifle (AR, SCR) at a given range, you don't use a sniper rifle. Period. EDIT: It's 35% btw congratulations on finishing someone with low hp at long range, this does not make the AScr effective at that range though. it takes like 9 seconds to kill a brick tanked proto suit at that range which everyone is currently running and that is assuming every shot hits which is just no going to happen. I got a kill with plasma cannon across the whole map last weekend, applying your ret/\rded monkey logic means all snipers are doomed as soon as they spawn when a PLC is on the field.
you just insulted your own intelligence with that post. |
Jathniel
G I A N T EoN.
954
|
Posted - 2013.09.17 15:47:00 -
[53] - Quote
Monkey MAC wrote: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!!
Again, the strength of the sniper was the Overwatch role, it was never very solid at Fire Support. Whenever we had a corp battle, before Uprising, CEO's or Director's would always put the call out between a handful of us, "Who's on Overwatch?" On many occasions, I didn't even shoot at hostiles. I was on the overview map tracking the movements of little white dots that were enemies. The ONLY time I would engage enemies, is if they started hacking the objective, or one of the squads called me to direct sniper fire in their direction. Otherwise, my voice was the main one on comms telling whatever was coming to whoever at wherever.
"Jath, I have 3 hostiles here at Bravo. Need support fire." "Negative, I do NOT have an angle, disengage to the south, draw them into my line of sight, we'll crossfire them."
or
"Jath, a guy slipped by me, and is heading to Alpha for the hack. You got a solution on him?" "Roger, tracking him now, I'll take the headshot when he stops for the hack. You will NOT need to spawn at alpha to defend it."
or
"This is Jath, I'm getting supressed by a counter-sniper. Incoming fire south of Charlie. I spot a nanohive on the overview map, he seems to be on the fuel tank." "Roger Jath, I'm at Charlie, I got him."
That is how a sniper is supposed to interact with his squad.
A lot of that is gone now, with how things work. The match belongs to the best strafer, not to the players with a diversified team that knows how to use every role. |
Jathniel
G I A N T EoN.
954
|
Posted - 2013.09.17 15:49:00 -
[54] - Quote
Jack McReady wrote: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/1zc1n53/5http://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'm a sniper remember? I forgot that I was talking to an inferior breed of player. Please pardon me. I may have overdid it just a little. 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? *sarcasm aside* As I was saying, 90m is TAC AR and Scrambler Range (for snipers). Period, and since we are generally crouched when shooting, that means that all the DPS, whether it's at 30% or not, is going RIGHT into us, and right into you if we're shooting at you. That is NO place for a sniper rifle. As a rule of thumb, if you can kill it with a regular rifle (AR, SCR) at a given range, you don't use a sniper rifle. Period. EDIT: It's 35% btw congratulations on finishing someone with low hp at long range, this does not make the AScr effective at that range though. it takes like 9 seconds to kill a brick tanked proto suit at that range and that is assuming every shot hits which is just no going to happen. I got a kill with plasma cannon across the whole map last weekend, applying your ret/\rded monkey logic means all snipers are doomed as soon as they spawn when a PLC is on the field. you just insulted your own intelligence with that post.
No, you just insulted YOUR own intelligence. I used an Imperial Scrambler Rifle, and downed a proto caldari with 7-8 rounds at 90+m. I provided evidence.
Nowhere was a AScr "(assault scrambler rifle) used.
Get lost. Dumb fvck.
Just in case you DON'T understand.... the damage reduction apparently takes place across the top of your damage profile. Which is the LAST thing calculated. It does NOT reduce your BASE damage. Therefore bonus %ages are added BEFORE the reduction of damage profile at range occurs. That's why it's still so potent at range. |
Monkey MAC
killer taxi company General Tso's Alliance
513
|
Posted - 2013.09.17 15:57:00 -
[55] - 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!! |
Jack McReady
DUST University Ivy League
556
|
Posted - 2013.09.17 16:07:00 -
[56] - Quote
Jathniel wrote: No, you just insulted YOUR own intelligence. I used an Imperial Scrambler Rifle, and downed a proto caldari with 7-8 rounds at 90+m. I provided evidence.
Nowhere was a AScr "(assault scrambler rifle) used.
Get lost. Dumb fvck.
Just in case you DON'T understand.... the damage reduction apparently takes place across the top of your damage profile. Which is the LAST thing calculated. It does NOT reduce your BASE damage. Therefore bonus %ages are added BEFORE the reduction of damage profile at range occurs. That's why it's still so potent at range.
Here's the low down. With my proficiencies and damage mods i'm doing over 100 damage per shot vs. neutral target (neither armor nor shield). vs. shields. Now VS. SHIELDS. the +20% vs shields is calculated AFTER my proficiencies and damage mods. So lets put me about 100 damage. + 20%. 120 damage. 35% of 120? 42. Calculate headshot bonus, 7, 8, or 9 rounds.
Tell me again, that I need 9 seconds to kill someone at 90m... and make yourself look stupid... one more time. Straight I dare you. I double dare. Tell me that 9 seconds is necessary, one more god-damned time.
all your provided is that you got the last hit and that you are just bad at sniping, nothing else
you dont even get the basics of math prot tip: value x * bonus * penalty = value x * penatly * bonus here is a nice article explaining to you that order in multiplications does not matter http://en.wikipedia.org/wiki/Multiplication
oh and headshot bonus is just 50% and you know, suits have armor too. my proto suit brick tanked has slightly over 1k ehp. with your dmg per shot at 90 meters you would overheat before you would kill me even when I assume that all my HP are shields and you would hit everything in the head
but ok, you are the pro, everyone else is wrong, your are right. I guess there is no cure for your tunnelvision. |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 16:23:00 -
[57] - Quote
Jack McReady wrote:Jathniel wrote: No, you just insulted YOUR own intelligence. I used an Imperial Scrambler Rifle, and downed a proto caldari with 7-8 rounds at 90+m. I provided evidence.
Nowhere was a AScr "(assault scrambler rifle) used.
Get lost. Dumb fvck.
Just in case you DON'T understand.... the damage reduction apparently takes place across the top of your damage profile. Which is the LAST thing calculated. It does NOT reduce your BASE damage. Therefore bonus %ages are added BEFORE the reduction of damage profile at range occurs. That's why it's still so potent at range.
Here's the low down. With my proficiencies and damage mods i'm doing over 100 damage per shot vs. neutral target (neither armor nor shield). vs. shields. Now VS. SHIELDS. the +20% vs shields is calculated AFTER my proficiencies and damage mods. So lets put me about 100 damage. + 20%. 120 damage. 35% of 120? 42. Calculate headshot bonus, 7, 8, or 9 rounds.
Tell me again, that I need 9 seconds to kill someone at 90m... and make yourself look stupid... one more time. Straight I dare you. I double dare. Tell me that 9 seconds is necessary, one more god-damned time.
all your provided is that you got the last hit and that you are just bad at sniping, nothing else you dont even get the basics of math prot tip: value x * bonus * penalty = value x * penalty * bonus here is a nice article explaining to you that order in multiplications does not matter http://en.wikipedia.org/wiki/Multiplicationheadshot bonus is 50% btw and suits have armor too. my proto suit brick tanked has slightly over 1k ehp. assuming non charged shots, everything hits in the head and all my hp are shields, well sorry to bust your bubbles but your weapon would overheat before you could my brick tank. but ok, you are the pro, everyone else is wrong, your are right. I guess there is no cure for your tunnelvision.
dude that's exactly how i described it. i just did it in literary terms. whatever. hey you tell me what it is, i tell you what happened. if you can't take my word or screenshot for it, then fine. gtfo.
regards. |
Jack McReady
DUST University Ivy League
556
|
Posted - 2013.09.17 16:25:00 -
[58] - Quote
Jathniel wrote:Jack McReady wrote:Jathniel wrote: No, you just insulted YOUR own intelligence. I used an Imperial Scrambler Rifle, and downed a proto caldari with 7-8 rounds at 90+m. I provided evidence.
Nowhere was a AScr "(assault scrambler rifle) used.
Get lost. Dumb fvck.
Just in case you DON'T understand.... the damage reduction apparently takes place across the top of your damage profile. Which is the LAST thing calculated. It does NOT reduce your BASE damage. Therefore bonus %ages are added BEFORE the reduction of damage profile at range occurs. That's why it's still so potent at range.
Here's the low down. With my proficiencies and damage mods i'm doing over 100 damage per shot vs. neutral target (neither armor nor shield). vs. shields. Now VS. SHIELDS. the +20% vs shields is calculated AFTER my proficiencies and damage mods. So lets put me about 100 damage. + 20%. 120 damage. 35% of 120? 42. Calculate headshot bonus, 7, 8, or 9 rounds.
Tell me again, that I need 9 seconds to kill someone at 90m... and make yourself look stupid... one more time. Straight I dare you. I double dare. Tell me that 9 seconds is necessary, one more god-damned time.
all your provided is that you got the last hit and that you are just bad at sniping, nothing else you dont even get the basics of math prot tip: value x * bonus * penalty = value x * penalty * bonus here is a nice article explaining to you that order in multiplications does not matter http://en.wikipedia.org/wiki/Multiplicationheadshot bonus is 50% btw and suits have armor too. my proto suit brick tanked has slightly over 1k ehp. assuming non charged shots, everything hits in the head and all my hp are shields, well sorry to bust your bubbles but your weapon would overheat before you could my brick tank. but ok, you are the pro, everyone else is wrong, your are right. I guess there is no cure for your tunnelvision. dude that's exactly how i described it. i just did it in literary terms. whatever. hey you tell me what it is, i tell you what happened. if you can't take my word or screenshot for it, then fine. gtfo. regards.. what is this? ignorance mode instead of tunnelvision now?
math have just shown you are wrong and I am right, deal with it.
PS: some math lessons would not hurt in your case too. |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 16:29:00 -
[59] - Quote
Jack McReady wrote:Jathniel wrote:Jack McReady wrote:Jathniel wrote: No, you just insulted YOUR own intelligence. I used an Imperial Scrambler Rifle, and downed a proto caldari with 7-8 rounds at 90+m. I provided evidence.
Nowhere was a AScr "(assault scrambler rifle) used.
Get lost. Dumb fvck.
Just in case you DON'T understand.... the damage reduction apparently takes place across the top of your damage profile. Which is the LAST thing calculated. It does NOT reduce your BASE damage. Therefore bonus %ages are added BEFORE the reduction of damage profile at range occurs. That's why it's still so potent at range.
Here's the low down. With my proficiencies and damage mods i'm doing over 100 damage per shot vs. neutral target (neither armor nor shield). vs. shields. Now VS. SHIELDS. the +20% vs shields is calculated AFTER my proficiencies and damage mods. So lets put me about 100 damage. + 20%. 120 damage. 35% of 120? 42. Calculate headshot bonus, 7, 8, or 9 rounds.
Tell me again, that I need 9 seconds to kill someone at 90m... and make yourself look stupid... one more time. Straight I dare you. I double dare. Tell me that 9 seconds is necessary, one more god-damned time.
all your provided is that you got the last hit and that you are just bad at sniping, nothing else you dont even get the basics of math prot tip: value x * bonus * penalty = value x * penalty * bonus here is a nice article explaining to you that order in multiplications does not matter http://en.wikipedia.org/wiki/Multiplicationheadshot bonus is 50% btw and suits have armor too. my proto suit brick tanked has slightly over 1k ehp. assuming non charged shots, everything hits in the head and all my hp are shields, well sorry to bust your bubbles but your weapon would overheat before you could my brick tank. but ok, you are the pro, everyone else is wrong, your are right. I guess there is no cure for your tunnelvision. hey you tell me what it is, i tell you what happened. if you can't take my word or screenshot for it, then fine. gtfo. regards. what is this? ignorance mode instead of tunnelvision now? PS: some math lessons would not hurt in your case too.
The penalty is not counted against the base value. Judging from the speed that the target fell, the penalty is counted last. Whatever your damage is, minus the decreasing profile% at range.
Only a video will shut you up. I can't provide that right now. So stfu and gtfo. |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 16:30:00 -
[60] - Quote
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? |
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