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Samantha Hunyz
Clones Of The Damned
4
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Posted - 2013.11.17 20:05:00 -
[1] - Quote
Virtually all weapons at any tier can go through 1 magazine to kill an enemy of equal suit or less. The AR, and scrambler rifle half a magazine against any tier suit, even higher. This is even with little to no damage mods. While the charge can just about 2 shot most proto suits, it's mechanic on fire on release is a slower reaction time than fire on press. I can go against proto's with the issue one, proficiency 5, 1 or 2 complex damage mods, use a full magazine of 5 every bullet connecting and players still can casually walk away after being slightly annoyed. At the same time that is roughly 25% of my ammo capacity used up. Even if I get a kill after as little as 3 kills, that is a huge chunk to my small ammo capacity. This is why the only true proto weapon is the Thales (although I've never got one). The zoom on it combined with the necessary stopping power, and the fire on click make it the only one enemies even bothered to care getting shot by. I don't have a solution to this issue, just pointing out the flaws that makes a non thale sniper useless in end game context. |
Samantha Hunyz
Clones Of The Damned
4
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Posted - 2013.11.17 20:23:00 -
[2] - Quote
Joel II X wrote:The only ones getting bothered by Thale's hits are properly fitted heavies. The rest die in one hit.
But yeah, snipers might need a slight buff. Slight. I agree, it has to be done carefully. range seems to be too much on the thale. So I wouldn't add that in, and damage increase would need to be modest to prevent them being overly powerful. I think a good fix would be +10-20 ammo and damage, than adjust from there if they are still too weak. |
Samantha Hunyz
Clones Of The Damned
4
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Posted - 2013.11.17 20:39:00 -
[3] - Quote
Actually looking closer, if the charge can two shot the average proto to player, the Kaalakiota should have the damage of the ishukone, and the ishukone should be somewhere between the Kaalakiota and the charge. Leaving the charge alone of course. This combined with 10+ ammo, or ammo capacity giving 3+ rounds per level instead of a percentage (this makes skilling into it desirable). |
Samantha Hunyz
Clones Of The Damned
8
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Posted - 2013.11.19 01:23:00 -
[4] - Quote
AAGMUNDR wrote:Obligatory post by me in a sniper thread.
Proto tac sniper with 3 complex damage mods and prof 3 plus. 5 if you can of course.
With that you will be two shotting or three shotting most suits. That plus the increased zoom allows for better target acquisition, including headshots.
The small magazine size may be a turn off but even with frequent reloading you'll be putting more consistent damage down range over a shooter amount of time than the charge variant.
You'll be 2-3 shotting most hp tanked suits with the charge anyway so you may as we'll take the tactical variant for the higher rate of fire, the greatly increased zoom, the near complete lack of recoil and the fact that you can blast out those second and third kill shots before they can even react and reach cover.
As far as tier scaling goes, I'm a little on the fence. As a dedicated sniper, of course I would love to have acces to something Thale like at proto tier. But at the same time I think being able to one shot with a body shot from outside of someone's render distance is not fun on either end of the scope.
And as always, if you are planning on doing sniping full time, I can't recommend getting a mouse and keyboard enough. Most other weapons can kill effectively with one magazine and no damage mods. This discussion is about bringing the sniper rifle is in line with that idea. Take the gallente scout suit with only one high slot. It is perfectly built for sniping, yet yet across the tiers it doesn't stand a chance as a single magazine isn't enough to make it worth using the sniper. Damage mods is something that should be discussed else where. |
Samantha Hunyz
Clones Of The Damned
8
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Posted - 2013.11.19 04:19:00 -
[5] - Quote
Justin Tymes wrote:Honestly giving Snipers more buffs are pointless, Charged and Thales are already 1 shotting my proto suit. No need for ADV gear to be doing it. I remember in 1 game there being a Sniper on the ******* MCC, camping on anyone near the objective. If a charge is one shotting you its either A) a well placed headset, or B) using 3 or more damage mods.
The most damage mods I can use is 2, and have proficiency at 5.It takes 2 charged shots with minimum to score a hard earned kill. That is charging the weapon and try to readjust aim as a target I shoot at is trying to get away or at least to cover.
At the same time I don't want it sniping to be easy mode, but proto suits with complex health mods with complex multiple ways to repair need to come into account for how much a weapon is effective. Across the board, many weapons can still kill easily with all of these variables, and without use for damage mods. Weapons that force you to use damage mods at all to be effective are simply are not effective weapons. Damage mods should enhance your killing ability, not be the deciding factor to if you can kill in a reasonable amount of time. I can kill photos with a militia assault rifle with no skills invested quicker than I can usually kill the same player with my proto sniper.
When I look down my scope, all I see are dead people.
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