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George Moros
Area 514
207
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Posted - 2013.12.07 11:23:00 -
[1] - Quote
Sniper rifles have several issues with regards to the current state of the game:
First of all, sniper rifle damage doesn't scale properly across tiers. This is in fact the state of the matter with most other weapons in the game, but it isn't so obvious as with sniper rifles since the issue usually comes down to having to hold your trigger a little longer than you should if the damage scaled properly. However, since sniper rifles rely on their massive alpha damage to be effective, the problem is very obvious. You can't reasonably expect to land a second (not to even mention the third, or even fourth) shot necessary to take down someone, once your target is aware he's being sniped.
Second, sniper rifles are IMHO conceptually flawed. Tactical snipers shouldn't have better scope magnification than standard ones, not to mention charge sniper rifle. Also, tactical snipers having only three rounds in their magazines is too crippling.
My idea of how sniper rifles should behave to make them more viable, conceptually more alike their present-day counterparts, and more fun to play with is:
Standard sniper rifles: basic tier damage stays the same, but advanced does 10% more, and prototype 20% more damage than basic. All of them have a 3-round clip, and same RoF as now. Scope magnification is "medium" (approximately same as now).
Tactical sniper rifles: all damage stays the same as now (5% increase across tiers), however, advanced variant has a 4-round clip, and proto variant has a 5-round clip. Same RoF as now. Scope magnification is lower that that of standard sniper rifles.
Charge sniper rifle: damage increased by 30%, and just one, manually loaded round. Best scope magnification, comparable to that of a Thale's sniper rifle. Maybe even increased effectiveness against vehicles, to make charge sniper more alike today's anti-material sniper rifles.
Pulvereus ergo queritor.
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George Moros
Area 514
207
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Posted - 2013.12.07 13:05:00 -
[2] - Quote
Dovallis Martan JenusKoll wrote: Increasing damage will just add more problems to the game
AR and bulllet-spam weaponry had hit detection improved --30-40% damage increase Devs noticed people trending to die too quickly or complaining, instead of looking to fix the root of the problem they went around and created another problem by improving armor HP. Now we have two problems regarding armor and single-shot weaponry that the devs simply turn a blind eye on.
Reducing bullet damage on the rapid-fire weapons by 3-5 damage per shot would be an excellent starting place, they could then repeal some of the armor buffs safely and snipers would then SCALE properly again!
But no... they're going to take some convoluted route that requires 8x the work to "fix" and "patch" and "respond to" over and over again.
Although I agree with you on the TTK problem, bear in mind that even if you reduce the armor HP, you would still have the scaling problem. Extra slots, CPU & PG on higher tier suits, and the fact that shield extenders scale through the tiers by 3 times base value, will still make current sniper rifle damage scaling not sufficient to compensate. Unless a sniper doesn't OHK you, it's TTK is significantly longer than the ever popular AR (I'm, of course, assuming you're not dumb enough to just stand and wait for the second shot to hit you). Snipers aren't the cause of the TTK problem. IMHO, they aren't even contributing to it in any significant way.
Pulvereus ergo queritor.
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George Moros
Area 514
210
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Posted - 2013.12.07 19:24:00 -
[3] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: If you are a sniper , making shots as compared to trying to successfully make shot after shot isn't even a problem because that's a part of the job , they are sniper rifles not automatic's and some work is required . You said that having three rounds in a clip is crippling but your first suggestion that's made to and for the standard's is to make their clips a three shot round .
Of course, making consecutive shots is part of the "job". I never claimed snipers should OHK everything. As for the 3 round clips, you completely missed my point. I claim that basic tier sniper rifles are well balanced against milita and basic tier dropsuits, but advanced, and especially proto sniper rifles are not effective against advanced and proto dropsuits. This is the reason why my proposal makes very little change to basic tier sniper rifles, but more significant buffs to advanced and proto ones.
Shinobi MumyoSakanagare ZaShigurui wrote:One of the skills that is offered is additional ammo so the ammo is not a problem . The rate of fire from Tactical Snipers are faster and the scope is magnified because they are suited for urban area's like around short to intermediary targets . Like around compounds warehouses and null camp sights . The Tactical Sniper rifle has more ammo as well as the rate of fire for quick kill closer targets .
Total ammo capacity has very little to do with clip size. Also, I fail to see how better scope magnification is more suited to shorter ranges, and worse magnification is more suited for longer ranges?
Shinobi MumyoSakanagare ZaShigurui wrote:Now I can see for your words that you must favor the Charged Sniper Rifle . Most favor Thale's and as far as the differences in the classes are fine as they are and gives the guns subtle changes that keeps them interesting . They are not meant for instant knockouts and if you can make a headshot then you have what you need in stopping power . Why would you try to take out a Heavy and complain that you can't and get frustrated as well ??? This makes no since and is a waste of ammo . Help out when and as you can and maybe assist the assaults by eating away at their HP's , a team kill and victory far out shines a personal one .
I didn't mention Thale's sniper rifle, because I don't want to base my analysis of sniper rifle performance around a friggin' officer weapon. As for the charge sniper, I believe there should be at least one sniper rifle capable of OHK-ing most medium suits (although certainly not all of them). I think that single bullet capacity compensates for the 30% damage buff. That's 3-4 seconds reload time, plus 3-4 seconds charge-up time, plus you lose your aim between shots.
Pulvereus ergo queritor.
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