CRNWLLC
Screwy Rabbit ULC
2
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Posted - 2014.01.22 18:46:00 -
[1] - Quote
Snipers are dope, like BPOs (I love falling squarely on one side of these debates).
A hats off goes to Fox Gaden, whose numerous guides are not only insightful, but fun to read. He covers in much more detail many of the points I will make.
Each role has different criteria by which to judge the efficacy of the bunny filling it. For instance, a scout that spends a lot of time running alongside his assault and logi teammates, throwing himself in the line of fire and losing clone after clone, would fairly be judged to be a poor scout. Similarly, a sniper that sits in one place, doesnGÇÖt plan his shots carefully, or have enough skill with a sidearm to fall back on when necessary, is likewise a turd in the punch bowl.
Here are some examples of what makes each role (role, NOT dropsuit, since scouting, sniping, logi, and assault roles can all be filled by different suits) good or bad:
GÇóScout: Good if capturing objectives/counterhacking, moving about the map to give intel, dropping uplinks in safe/smart places, acting as first response when itGÇÖs noticed an the enemyGÇÖs taken a CRU, countersniping (i.e., hiking the hills), etc. Bad when running with the frontline, staying in one place, not using cover, being noticeable generally. GÇóSniper: Good if scattering enemy, resupplying other snipers, moving around the map to take objectives/shots as they arise, providing cover fire for teammates as they dart from point A to B, countersniping, providing intel and recon, etc. Bad when being immobile, noticeable, having a poor understanding of targeting/hit mechanics, having a poor understanding of the maps. GÇóBig guns (Forge and HMG): Good if tanking damage for logis and assaults, laying down heavy fire, clearing out objectives of swarms of enemies, holding objectives against swarms of enemies, anti-vehicle duty. Bad when rolling solo (except maybe an FG sniper) or in a vehicle or using primarily non-heavy weapons (I disagree that heavies make good counter snipers, since this strategy relies on continuing to sit in one place ofter taking a shot). GÇóAssaults: Good if running with a team, drawing/out-strafing enemy fire for the benefit of other assaults and heavies, finishing off damaged enemies quickly, generally creating a frantic atmosphere in CQC since they are reasonably quick and tanky-ish, dropping nanohives and uplinks as appropriate, flanking, etc. I donGÇÖt think assaults (using ARs, ScRs, Rails, etc.) are necessarily bad at anythingGÇöthey are the most generally applicable class for most situations. GÇóLogi: Good when healing the team, keeping enough cover to be able to continue healing the team, providing additional fire as appropriate, dropping nanos and uplinks as appropriate. Bad when rolling solo, in vehicles, or providing primary fire. GÇóDrivers/Pilots: Any of the above classes can also drive/pilot (though I truly believe that logis and heavies shouldnGÇÖt pilot, since those roles are critical to frontline, squad-based play), but due to the different vehicle types and this being a discussion of infantry roles, IGÇÖll leave the evals for another post.
In my estimation, almost any suit can fill any role, though doing so with some offers pretty clear (dis)advantages in certain areas, depending on the suit. I think itGÇÖs fair to say that scout suits canGÇÖt really rock the big guns role, as they canGÇÖt equip them and would be torn up on the frontline in any case, and itGÇÖs the rare, magical unicorn of a heavy that can effectively scout, though theyGÇÖre mostly too slow and loud to do so.
ItGÇÖs worth noting that some roles (scout, sniper) lend themselves to a more touch-and-go, on-the-fly, ad hoc style of play, whereas others (biggies, small guns, and logis) are best suited for rolling with the frontline crew, laying cover fire, cleaning house, or slapping band aids, as appropriate.
Have you seen my baseball?
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CRNWLLC
Screwy Rabbit ULC
4
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Posted - 2014.01.22 18:51:00 -
[2] - Quote
The idea that *most* snipers are only interested in padding their KDR is a little silly, considering *most* snipers donGÇÖt get tons of kills. I guess theyGÇÖd be padding it with lack of deaths? Well, the rate at which that would positively effect oneGÇÖs KDR, if itGÇÖs not already decent, is dismally slow for anyone whoGÇÖs played the game for any length of time. In other words, the idea of using sniping to repair a ****** KDR is misguided.
The power of sniper rifles is fine, IMO (of course, I wouldnGÇÖt complain about MOAR POWAH). Even if a sniper misses the head shot, or if the headshot isnGÇÖt enough to take out the target, the target almost always beelines it, making them incredibly easy to pick off with a second shot. This is even true of a charge rifle, since it only takes a second to charge it enough for another shot, which can be done while tracking the fleeing target with the reticle. Dot turns red + numbers + name = release trigger for pop. Works almost every time. I would prefer to rock Thales, but theyGÇÖre a rare commodity for me since I wasnGÇÖt a beta player. HereGÇÖs my math with on the charge rifle, correct me if IGÇÖm wrong:
Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.17 (approx. +17% from 2 complex damage mods) = 410.52 x 1.75 (headshot bonus) = 718.41 per head shot. This is entirely adequate to take out the majority of players (IGÇÖd wager at least 2/3) with one headshot, and a second shot, if needed, is enough to take out most of those that survive the headshot. Even without the headshot bonus, 322 - 410 damage is enough to take out many non/poorly-tanked, sub-proto suits in one shot.
Redline sniping is totally fair since both teams have redlines the otherGÇÖs infantry canGÇÖt effectively cross. (This isnGÇÖt such an issue for a fully fit and staffed dropship, but again, thatGÇÖs another post.) As a sniper, one of my favorite past times is to find out where the other teamGÇÖs redliners are, take them out with a shotty, dropship, or sniper round, as applicable, and then setup right below the redline where they were camping. This is good for two reasons: one, IGÇÖm more protected from the enemyGÇÖs redliners, since IGÇÖm downhill, outta scope range (of course, IGÇÖm slightly vulnerable to a shotty scout, but most teams donGÇÖt police their own redlines like that), and two, it often times causes the redliners to panic and move around the map, which theyGÇÖre usually not comfortable with (hence their redlining), making them easier prey for my team.
IGÇÖd also like to point out that ambush is the *prefect* time to snipe, since the vast majority of players think the opposite. So, while theyGÇÖre all scrambling down below, I call a dropship, get to the highest flat area I can, and have a ball. This is even more legit since all IGÇÖm doing is helping kill, which is the entire point of ambush.
I agree that a kill assists stat would probably go a long way towards getting haters to STFU. My kill assists almost always outnumber my kills by a significant amount. Of course, this is irrelevant because all snipers are selfish KDR whores.
If you read this whole thing you must have been bored. Go play some Dust! Anyway, I guess my point is: have fun, itGÇÖs just a game, bruh.
Have you seen my baseball?
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