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Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 16:34:00 -
[61] - Quote
ShinyJay wrote: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.
The main problem for using the sniper rifle at ranges closer than 100m, IS the sway. No other weapon readily used at those ranges has it. If you reduce sway while standing, you run the risk of snipers becoming strafers, and this is a bad thing. But if you eliminate the sway while they are crouched, they will be able to use their cover better, and not just sit there getting shot up, because they don't want to miss the chance to finish off a target. |
Monkey MAC
killer taxi company General Tso's Alliance
515
|
Posted - 2013.09.17 16:38:00 -
[62] - 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 |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5997
|
Posted - 2013.09.17 16:46:00 -
[63] - Quote
You were the guy who was complaining that the removal of sniping from the MCC would be so terrible to snipers, and that they should be able to snipe everyone from total immunity without risk. No offense, but it makes it kind of hard to take you seriously when you say CCP is anti-sniper. |
Jathniel
G I A N T EoN.
959
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Posted - 2013.09.17 16:47:00 -
[64] - Quote
Monkey MAC wrote: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
Honestly, I found 1.4 to be perfect at first (since I'm not a dedicated sniper anymore), and I loved how the Aim Assist and Match Making, contributed greatly to us having these PERFECT matches. It felt more tactical the first few days, but nowadays im seeing a lot of the open field strafing again and 1-sided maps again, and I think that's because Aim Assist and Match Making were toned down in some way.
I don't know for sure, because I'm always operating at ranges where AA doesn't work, but matches have been getting bad and predictable again... and I don't know what happened. But somewhere along the way, tactics stopped mattering as much and .4 seems to have started trending back toward rush and strafe gameplay, in pub matches anyway. |
ShinyJay
Destruction Reapers The Superpowers
100
|
Posted - 2013.09.17 17:05:00 -
[65] - Quote
when i made that sniper suggestion, i myself am a dedicated sniper, i was thinking that sway wouldn't be removed when moving, but toned down a bit. even if it was a strafe gun, the 3-5 bullets would still be it's drawback anyways. I'm just tired of looking around for a perch that is away from combat with no vision. i have to be with my squad in order to snipe effectively and efficently, but they always get in the way of my scope and shots. the way i see it, people want snipers to play at assault ranges and only a few meters beyond it, without tweaking the sniper for such engagement. |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 17:08:00 -
[66] - Quote
KAGEHOSHI Horned Wolf wrote:You were the guy who was complaining that the removal of sniping from the MCC would be so terrible to snipers, and that they should be able to snipe everyone from total immunity without risk. No offense, but it makes it kind of hard to take you seriously when you say CCP is anti-sniper.
I'm sorry. You must have me confused with someone else.
Jathniel wrote:Sgt Buttscratch wrote:What are the top 3 things you enjoy about planetary conquest? 1. Winning 2. Alliance communication. 3. The star map
What are the top 3 things you would like to see changed? 1. Uselessness of owned districts. 2. Game modes 3. MCC sniping on all map
Pick one point about what you like and expand upon it if possible. Why do you like it?
Star map, it's just cool as **** and shows how big this could become if handled right
Pick one point about what you don't like and expand upon it if possible. Why do you not like it? 1. Uselessness of owned districts.
Right now once a district is taken...that's it, other than defending it once in a while. That is boring, tedious and is slowly turning players away from PC.
The fix (suggestions could be flawed) I) Let us use our districts, for training new players, role finesse, pilot test schools and inner corp/alliance test fights. II) Make the districts do something, other than offer clone count maximums Research facilities: All corp members get bonus' per research facility owned (example: Core dropsuit upgrade modules gain 1%) Barracks: +1%/hour SP gain, per barracks district held Cargo Hub: -5% cost for ISK items in market place Overview: the idea being that the ownership of these districts benefits the whole corp, and the want to have them would be furthered. III) Upgrading your districts, moving turrets, adding cargo containers/cover. IV) Being able to jump onto our district at any time to just purely **** around, Nova knife tanks and what not. QFT Source: https://forums.dust514.com/default.aspx?g=posts&m=948492#post948492
Jathniel wrote:Raynedog Lightstar wrote: I cant tell you feel very passionately about the subject which I find to be a good trait!
You definitely reinforced much of the general thought process from snipers. Thank you for bringing up the render distance thing, I totally forget to add that in.
Oh yeah. I waged war with feelings of wanting to quit the game, if Uprising didn't turn out to be satisfactory (which it did). CCP was going the wrong way for a LONG time when it came to the sniper's role. At one point, they eliminated a lot of ladders that existed in game, because people complained that snipers had too many perches to camp from (even though they were still close to the action). With the loss of their regular perches, snipers moved away into the distant hills and mountains, and again people complained that "snipers were too far away to kill" ('you don't say...'). So at one point, CCP tightened the red zones overall, and this forced snipers closer to the action. This had many negative side-effects. Aerial red zone was also tightened, so dropships couldnt get out of AA range. Blaster tanks raped everything. There was no where you could spawn, without immediately being within Assault Rifle and Laser Rifle range (in Ambush). Trying to force snipers to play at closer ranges using the red zone resulted in a very very broken game for them, and many others... and it took months to undo these problems. That was the entire Chromosome build. Sniping in Uprising is just 3 notches away from perfect though. First and foremost, the long-range player and object rendering is a BIG issue. Second is, the delay for damage to register when using the sniper rifles at times (though this isn't a consistent problem). Third, it would be very nice to have some ballistics for sniper rifles ala Battlefield 3 (but not necessary since our sniper "rifles" are railguns according to lore). But overall, snipers have more freedom of movement and more vantage points available to them now, and I am happy to see them flourishing. They can go into distant hills and mountains like they could Pre-Chromosome. And now they can snipe from in and ON the MCC. I compare MCC sniping to be a cheap shot similar to using a contact grenade, but I don't knock them over it. Much of the hit detection issues at long range seem to have been remedied, so there's no place a sniper can go, that another sniper can't reach. :) In the end though, I opted to go with an Assault Rifleman role. But I definitely feel a kinship with the snipers in this game. I know what their viewpoint is like. Source: https://forums.dust514.com/default.aspx?g=posts&m=927027#post927027
Complaining about the removal of MCC sniping? Nah, I don't think so. You definitely got me confused with someone.
I considered it a viable tactic, but regarded it as a cheap shot. Never once said that it would be detrimental to snipers if they couldn't do it. |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 17:16:00 -
[67] - Quote
ShinyJay wrote:when i made that sniper suggestion, i myself am a dedicated sniper, i was thinking that sway wouldn't be removed when moving, but toned down a bit. even if it was a strafe gun, the 3-5 bullets would still be it's drawback anyways. I'm just tired of looking around for a perch that is away from combat with no vision. i have to be with my squad in order to snipe effectively and efficently, but they always get in the way of my scope and shots. the way i see it, people want snipers to play at assault ranges and only a few meters beyond it, without tweaking the sniper for such engagement.
if the sniper isn't up close as an easy kill.
they want it far away unable to shoot at anything important.
i'm just a guy that's trying to put a resistance on behalf of snipers, and by extension, niche players in general. but if something is problematic, im willing to recognize that. (like forge guns, though i haven't used one since 1.4 so i can't say for certain if there has been any change to it.) the forge gun and it's guaranteed long-range OHK is part of the reason why snipers are in this mess right now actually... |
Jathniel
G I A N T EoN.
959
|
Posted - 2013.09.17 17:30:00 -
[68] - 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. 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. lol, talk math all you want chump.
keep smacking those lips. i can take an imperial and down a *shield* hardened target in excess of 100m within 3-4 secs, if I land every hit, because i WILL admit landing a headshot when approaching 110m+ with a scrambler reflex sight is when i start having trouble tracking my target. Damage is negligible against armor, but still plenty enough to finish off Caldari suits.
You can't just analyze things in one way. Your numbers will say one thing, but will that translate the same way in a match? Nothing personal against you btw.
I like you, and DUST University overall. o7 |
ShinyJay
Destruction Reapers The Superpowers
100
|
Posted - 2013.09.17 17:35:00 -
[69] - Quote
Jathniel wrote:ShinyJay wrote:when i made that sniper suggestion, i myself am a dedicated sniper, i was thinking that sway wouldn't be removed when moving, but toned down a bit. even if it was a strafe gun, the 3-5 bullets would still be it's drawback anyways. I'm just tired of looking around for a perch that is away from combat with no vision. i have to be with my squad in order to snipe effectively and efficently, but they always get in the way of my scope and shots. the way i see it, people want snipers to play at assault ranges and only a few meters beyond it, without tweaking the sniper for such engagement. if the sniper isn't up close as an easy kill. they want it far away unable to shoot at anything important. i'm just a guy that's trying to put a resistance on behalf of snipers, and by extension, niche players in general. but if something is problematic, im willing to recognize that. (like forge guns, though i haven't used one since 1.4 so i can't say for certain if there has been any change to it.) the forge gun and it's guaranteed long-range OHK is part of the reason why snipers are in this mess right now actually...
i used the forge gun myself, it's easy and hard to snipe with considering the projectile is slow and the targets are always moving. it's the splash damage people hate about it and the assault forge, which i haven't used yet. I'm all for making thing fair for all roles and hate what is being done to snipers, but if CCP is gonna ignore us and push for assault's only, then sniper rifles need to change how they work |
CLONE117
Planetary Response Organization Test Friends Please Ignore
364
|
Posted - 2013.09.17 18:48:00 -
[70] - Quote
ok how is sniping random players scattered through out the map in the redzone a support role?..
and how is it helpfull if they dont help infantry..or how annoying is it when they are so far away into the redzone its next to impossible to counter snipe them?....
sniping was never helpfull..
the only helpful sniper was the counter sniper taking out enemy snipers..
but because of this the game will quickly turn into a sniper fest...
ccp seems to be trying to prevent the game from turning into an annoying sniper fest...
the sniper should only be able to use that precision to take out ppl in cover...
not dominate the entire field with the safety of not being spotted and shot at......
and seeing how some of those snipers that are reachable by infantry run away the second u start walking towards them while in a slow heavy suit yeah i see plenty reason for why ccp made the new maps the way they are...
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ShinyJay
Destruction Reapers The Superpowers
100
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Posted - 2013.09.17 19:13:00 -
[71] - Quote
CLONE117 wrote:ok how is sniping random players scattered through out the map in the redzone a support role?..
and how is it helpfull if they dont help infantry..or how annoying is it when they are so far away into the redzone its next to impossible to counter snipe them?....
sniping was never helpfull..
the only helpful sniper was the counter sniper taking out enemy snipers..
but because of this the game will quickly turn into a sniper fest...
ccp seems to be trying to prevent the game from turning into an annoying sniper fest...
the sniper should only be able to use that precision to take out ppl in cover...
not dominate the entire field with the safety of not being spotted and shot at......
and seeing how some of those snipers that are reachable by infantry run away the second u start walking towards them while in a slow heavy suit yeah i see plenty reason for why ccp made the new maps the way they are...
well snipers can't take out people in cover unless they try to flank them without getting noticed, and even then it's done better by an assault person. so what CCP did instead of a sniper fest is an assault rifle/CQC fest. anything can be annoying, and people take it out on snipers because they can't see them. a sniper's job is to not be spotted, pick out people of importance to kill, overwatch and support, and in some cases defend. i don't support red line sniping, but that wasn't intentional the way it is. people just saw and use it. to me, all i see now are mindless CQC people who hate thinking outside the box when it comes to something they can't deal with. that is what i see from most people online |
Jathniel
G I A N T EoN.
961
|
Posted - 2013.09.17 20:12:00 -
[72] - Quote
CLONE117 wrote:ok how is sniping random players scattered through out the map in the redzone a support role?..
and how is it helpfull if they dont help infantry..or how annoying is it when they are so far away into the redzone its next to impossible to counter snipe them?....
sniping was never helpfull..
the only helpful sniper was the counter sniper taking out enemy snipers..
but because of this the game will quickly turn into a sniper fest...
ccp seems to be trying to prevent the game from turning into an annoying sniper fest...
the sniper should only be able to use that precision to take out ppl in cover...
not dominate the entire field with the safety of not being spotted and shot at......
and seeing how some of those snipers that are reachable by infantry run away the second u start walking towards them while in a slow heavy suit yeah i see plenty reason for why ccp made the new maps the way they are...
I +1'd your post.
sniping random players scattered through out the map was never a useful support role.... except solo on ambush matches.... where you're actually supposed to do that. Think about those good moments:
The moment when an enemy hack is stopped even though you don't see a friendly near the objective. The moment when you run around a corner trying to get away from a hostile, but you notice the hostile suddenly didn't come around the corner to finish you off. The moment when you see a free hostile tank sitting around empty. (Granted that's a little more rare. lol) The moment when you win by clone out, even though you were sure your team was getting it's ass handed to it. Those are moments enjoyed when good snipers are on your team, watching your back like guardian angels.
It's even better when you have a good sniper in your SQUAD.
I feel bad for you, if you have never experienced what having good sniper support in your squad is like, and if CCP doesn't change this map design philosophy... I'm afraid you never will man. I mean, wow.... Not even a mainstream shooter like Battlefield 3 has put such a terrible arbitrary limitation on their snipers, and their sniper rifles are OP compared to Dust's IMO! |
lithkul devant
Legions of Infinite Dominion
64
|
Posted - 2013.09.17 22:03:00 -
[73] - Quote
I feel no pitty for snipers, in real life if a sniper is caught legally you are allowed to do anything you want to them. Snipers also take a lot more training to be effective in real life and in real life also require a spotter. Snipers also can not use the same location for more then 3 shots in real life without being found and being destroyed by a variety of means, because it only takes 3 bullets to pinpoint the location of a sniper. If you have 17mil and can not run more then 3 different outfits and a vehicle, you are flat out a loser. Each suit takes it's beating during one of the patches, including weapon types. In real life their is no redline, their is no protection for snipers, in fact the reason their are so few snipers in real life is cause of how complicated shots can be at long distances. If you do not understand this concept, go to a firing range, pick up a hand gun put a target at 50 feet and see how many headshots you get and how many you miss. If you want to do this with a rifle, put the target at roughly 350 yards and try to even hit the target you are aiming for. These are considered easy targets for snipers, snipers also have to hide out for days sometimes even weeks for a single shot. In short, the mechanics for a sniper in game are not punishing enough and they have never been punishing enough in any game as they do not account typically for fall off, breathing, sway of gun, wind, or any numerous other factors, even factors that should be easy enough to put into the game. |
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CCP Frame
C C P C C P Alliance
1505
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Posted - 2013.09.18 05:46:00 -
[74] - Quote
Thread locked due to ranting and lack of content, but instead mass-quoting other forum posts. Please provide your feedback in existing forum threads. Thank you. CCP Frame |
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