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Qn1f3
Gallente Federation
30
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Posted - 2013.12.07 15:03:00 -
[31] - Quote
Tallen Ellecon wrote:I just started a couple of weeks ago, I do pretty well with an NT-11 on an ADV GAL scout.
This is how I work with the sniper as well for now. And I have no particular trouble with it, well I don't top the lists but I do pretty well.
With emphasis on mobility and counter-sniping, so I might not experience a lot of the troubles that many other does(hence my targets are often stationary). But I agree with the rendering and unintentional wallhacking(seeing suits behind obstacles), which is really annoying. Because I really would love the sniper to be a viable role to focus on, as an alternative to my more gritty shotgun focus. |
Cpl Foster USMC
Just Me...No Corp...
327
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Posted - 2013.12.07 15:14:00 -
[32] - Quote
deepfried salad gilliam wrote:I've often thought about using 5xmg mods on a mimnatar sniper, but haven't
it works just fine....trust me.....
I don't care who wins...I'm just here for the killin'...
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Cpl Foster USMC
Just Me...No Corp...
327
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Posted - 2013.12.07 15:15:00 -
[33] - Quote
calvin b wrote:One the Heavy is now so F***** tanked it is impossible to take them down other than a Charge or a Thale. If you any of wise A** people say I can take down a tanked heavy with a KAAL with three shots I say BS, prove it and post the video. You cant do it, its impossible. If you land one shot to the head by the second shot the heavy is on the move if there smart and guess what genius you just took down his shields with your second shot, now you have to get through the armor which in most cases is at least 300EhP more than shields and now you have to reload. They are gone and your now searching for your next target. The charge is to slow to take a fully bricked heavy for they will just find cover, if there out in the open its there fault if they die. Now the Thale(what should be the standard proto) can take a brick heavy but you have to land 3 perfect shots or 4-5 well aimed shots and hope they do not find cover or have a logi shoved up there A**.
Two hit detection is awful for a sniper, not all the time but when you need it to count, its best just to flip a coin.
Three it is no longer worth to run a sniper fit,why? Because CCP has littered the battlefield with enough material to hide from and a lot of battles are now in buildings or around enough cover if you do get pinged you can find cover.
Being a sniper is not worth it for our weapons do not have the same effect they did months ago due to armor bricking.
I used to run my Thale and do very well but since armor tanking is the rage I am going to just run assault or whatever peaks my curiosity.
I 3-shot kill Heavies everyday...see my post above this one.....
I don't care who wins...I'm just here for the killin'...
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itsmellslikefish
DIOS EX. Top Men.
736
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Posted - 2013.12.07 15:16:00 -
[34] - Quote
Cpl Foster USMC wrote:deepfried salad gilliam wrote:I've often thought about using 5xmg mods on a mimnatar sniper, but haven't it works just fine....trust me.....
The diffrence between the 3rd and 4th is about 5 dmg, 5 is overkill.
o7 4Hire
Pro 5-SR // Pro 4-SCR // Pro 3-PLC
Join DIOS EX
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Cpl Foster USMC
Just Me...No Corp...
327
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Posted - 2013.12.07 15:20:00 -
[35] - Quote
itsmellslikefish wrote:Cpl Foster USMC wrote:deepfried salad gilliam wrote:I've often thought about using 5xmg mods on a mimnatar sniper, but haven't it works just fine....trust me..... The diffrence between the 3rd and 4th is about 5 dmg, 5 is overkill.
umm....4 complex and 1 enhanced.....
as for overkill......umm.....read that last line.....
I don't care who wins...I'm just here for the killin'...
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Shinobi MumyoSakanagare ZaShigurui
Seituoda Taskforce Command Caldari State
167
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Posted - 2013.12.07 15:40:00 -
[36] - Quote
George Moros wrote: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.
If you are a sniper , making shots as compared to trying to successfully making 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 you first suggestion that's made to and for the standard's is to make their clips a three shot round .
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 .
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 .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Quil Evrything
DUST University Ivy League
476
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Posted - 2013.12.07 15:59:00 -
[37] - Quote
Dovallis Martan JenusKoll wrote: What this means is that the devs have actively prevented the creation of good ground-sniping locations and reduced the ranged options to the hills or towers almost consistently. That's why there are so many redline snipers as opposed to other kinds... They've obstructed all the good and great shot venues. :/
Oddly, though, they left a sniper line of fire in... for one of the NEW maps. TO THE OBJECTIVE!
I got caught out by that one yesterday.
I aint telling where it is though. I'm gonna return the favour :)
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Ensar Cael
Dead Man's Game
37
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Posted - 2013.12.07 16:04:00 -
[38] - Quote
The reasons you don't see many snipers is hit detection issues, AR/ SCR range/ power, huge HP, blue shielding, void hit detection, bad redering, various object glitches. Other reasons are generally p*ssy THALES users who haven't got the balls to snipe properly like the few of us that do - on the map, moving with the squad as a valuable player....
Yes, I do have THALES but refuse to use them for obvious reasons. Shouldn't have to think too hard right?
Sniper hit detection is a joke whichever way you put it though. Add to this the over ranged AR/ SCR problem (these guns can be virtual sniper weapons in a lot of ways!) and being a sniper is difficult, extremely challenging at points and just plain unrewarding mostly. I can get 20- 30 kills average a match with the occasional bad game IF I sit in the redline or some vantage point. Hate it though as I prefer roving the map hacking points and moving with the squad as this earns me around 12 - 20 kills per match but more SP/ ISK. It also gets me around 5 deaths per match average (sometimes 0, mostly 1-3, rarely 4+)
There are a LOT of bad snipers out there agreed. My personal favourite kills are the head glitching p*ssies. You know what you are doing and do it because you are worth sh*t in a real sniper fight. I always go out of my way to f*ck you up.
Good snipers can be a valuable asset to a team by holding points, suppressing enemy units, provide good intel, take points/ objectives, counter sniping and so on. That's what I do anyway.
3 complex dmg mods with a Charge should be enough to give pause to most (and can be at times), 5 is sheer madness but fun as hell
In all, real snipers are rare (probably 10-20 of us I think), the rest being casual THALES users or just plain sh*t MLT isk earners. |
Ensar Cael
Dead Man's Game
37
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Posted - 2013.12.07 16:08:00 -
[39] - Quote
Quil Evrything wrote:Dovallis Martan JenusKoll wrote: What this means is that the devs have actively prevented the creation of good ground-sniping locations and reduced the ranged options to the hills or towers almost consistently. That's why there are so many redline snipers as opposed to other kinds... They've obstructed all the good and great shot venues. :/
Oddly, though, they left a sniper line of fire in... for one of the NEW maps. TO THE OBJECTIVE! I got caught out by that one yesterday. I aint telling where it is though. I'm gonna return the favour :)
On every map there are lines of fire straight into ALL the objectives.
NO. Not telling either. Got to have some secrets ;) |
Joel II X
Lo-Tech Solutions Ltd
281
|
Posted - 2013.12.07 16:34:00 -
[40] - Quote
I skilled into Sniper first in this game. At first, it was alright, note I just barely get by. I need more high slots to put in complex damage mods... But I only have enough SP located for enhanced lol.
I put equal amount of SP into AR later and now do decently in my scout suit. |
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Mike Ox Bigger
Skill Shots
31
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Posted - 2013.12.07 17:05:00 -
[41] - Quote
Play skirmish mode solo, I swear you'll end up on a team with 6 guys sniping 50% of the time... |
Kahn Zo
Furyan Alpha
143
|
Posted - 2013.12.07 17:13:00 -
[42] - Quote
Mike Ox Bigger wrote:Play skirmish mode solo,You will end up on a team with at least 6 guys sniping 99.2% of the time...
Fixed. Yup.
To OP, I'm still at it and out there. HD is bad. I hit them, I see it, 5 out of 7 I get nothing, not even a nudge on there shields / armor. Not complaining, I just deal with it and move on.
Pure Gallente
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Poonmunch
Sanguis Defense Syndicate
635
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Posted - 2013.12.07 17:49:00 -
[43] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:People " STOP " asking for the Thale to be placed as a prototype because we " all " know THAT would be the " only " rifle used and that's not skill . That's turning an " art " into something easy and skill less . Using a Thale is " sniping made easy " .
I agree that the Thale should not be placed as a prototype weapon. All officer weapons should not be in the prototype class.
A Thale is "sniping made easy"? I think using an officer AR is "CQC made easy".
Munch
Dedicated Sniper.
Minmatar Patriot.
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Poonmunch
Sanguis Defense Syndicate
635
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Posted - 2013.12.07 18:41:00 -
[44] - Quote
itsmellslikefish wrote: The diffrence between the 3rd and 4th is about 5 dmg, 5 is overkill.
It depends on what sniper rifle you are using.
Depending on the source explaining how damage mods work I think the following calculations are correct.
The NT-511 base damage per shot is 219. With 3 complex damage mods the per shot damage is 318. With 4 complex damage mods the per shot damage is 327. With 5 complex damage mods the per shot damage is 330. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 660. For the whole clip (5 shots) at maximum, this is 1650.
The Thale base damage per shot is 355. With 3 complex damage mods the per shot damage is 516. With 4 complex damage mods the per shot damage is 530. With 5 complex damage mods the per shot damage is 536. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 1072. For the whole clip (5 shots) at maximum, this is 2680.
With several shots these numbers can be the difference between a few ticks of armour left on a target (which happens quite a bit) and a proto fatty on the ground in a smoking heap.
Munch
Dedicated Sniper.
Minmatar Patriot.
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Ghermard-ol Dizeriois
Maphia Clan Corporation
18
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Posted - 2013.12.07 19:02:00 -
[45] - Quote
As mentioned in 1st page, Hit Detection for snipers is simply awful. Today for example, 4 consecutive shots with red dot and no obstacles were not registered at all.
An anti-matter single-shot sniper rifle would be a very interesting idea, but some people would say it's basically a forge-gun with a scope on it...
If you're an hacker, a cheater o a glitcher, you deserve death. In real life.
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Thumb Green
Novashift
545
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Posted - 2013.12.07 19:16:00 -
[46] - Quote
Poonmunch wrote:
It depends on what sniper rifle you are using.
Depending on the source explaining how damage mods work I think the following calculations are correct.
The NT-511 base damage per shot is 219. With 3 complex damage mods the per shot damage is 318. With 4 complex damage mods the per shot damage is 327. With 5 complex damage mods the per shot damage is 330. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 660. For the whole clip (5 shots) at maximum, this is 1650.
The Thale base damage per shot is 355. With 3 complex damage mods the per shot damage is 516. With 4 complex damage mods the per shot damage is 530. With 5 complex damage mods the per shot damage is 536. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 1072. For the whole clip (5 shots) at maximum, this is 2680.
With several shots these numbers can be the difference between a few ticks of armor left on a target (which happens quite a bit) and a proto fatty on the ground in a smoking heap.
Munch
If I remember correctly the formula goes something like this: 219 * 1.1 * 1.1 * 1.08 * 1.05 = 300.46 with 3 complex damage mods (have to remember to take into account the extra 10% damage all handheld weapons get). I'll skip the other damage mods for this one.
Thale's would be 355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 = 530.94 with 3 complex damage mods (1.09 is the pof 3 required to use the Thale's)
355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 * 1.03 = 546.87 with 4, and 552.34 with 5.
The max it could do not taking into account armor/ shield resistances is 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 = 582.75 to the body and 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 * 1.9 = 1107.22 to the head. (at least I've been lead to believe sniper rifle head shot bonus is 190%. Though I'm not sure if it's applied to base damage or total damage at impact.)
Never mind the president, let's overgrow the government.
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Blood Immortal
Ametat Security Amarr Empire
8
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Posted - 2013.12.07 19:24:00 -
[47] - Quote
Dovallis Martan JenusKoll wrote:Rapid fire damage has increased... armor has increased. snipers single-shot damage has not.
In other words, the HP of all dropsuits has gone UP quite noticeably, as well as the damage from rapid-fire guns has gone up with the hit detection improvement at close range.
On top of that, sniping has become a bit harder. Hit detection has gone down a tad, shots that used to be direct hits no longer register. Bullet damage has stayed the same, and players at a distance have begun to blend into walls, or walls don't load properly, and you can see a target who is inside a structure, but you don't know it.
NOT only that, but if you actively wander around a map, you will find out that there are many, many combat-sniping positions that would be perfect to shoot down... except for that strangely placed box, or that crate that blocks the path.. or that strangely parked truck.. etc etc etc... What this means is that the devs have actively prevented the creation of good ground-sniping locations and reduced the ranged options to the hills or towers almost consistently. That's why there are so many redline snipers as opposed to other kinds... They've obstructed all the good and great shot venues. :/
I don't mean all venues completely, there are plenty of "meh" and "well I guess that's okay" kind of venues if you wander around. Most of them are so close to the intended targets that an AR can hit you in the face if they spot you.
There is only one sniping spot that is "Holy Hell Excellent!" but it is so blatantly obvious with the paneling split just so, and the blocks all arranged for a clear-alleyway shot, that if you actually snipe from it, you give your spot away immediately. :/
YEP, that sums it up |
George Moros
Area 514
210
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Posted - 2013.12.07 19:24:00 -
[48] - 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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Poonmunch
Sanguis Defense Syndicate
635
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Posted - 2013.12.07 19:56:00 -
[49] - Quote
Thumb Green wrote:Poonmunch wrote:
It depends on what sniper rifle you are using.
Depending on the source explaining how damage mods work I think the following calculations are correct.
The NT-511 base damage per shot is 219. With 3 complex damage mods the per shot damage is 318. With 4 complex damage mods the per shot damage is 327. With 5 complex damage mods the per shot damage is 330. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 660. For the whole clip (5 shots) at maximum, this is 1650.
The Thale base damage per shot is 355. With 3 complex damage mods the per shot damage is 516. With 4 complex damage mods the per shot damage is 530. With 5 complex damage mods the per shot damage is 536. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 1072. For the whole clip (5 shots) at maximum, this is 2680.
With several shots these numbers can be the difference between a few ticks of armor left on a target (which happens quite a bit) and a proto fatty on the ground in a smoking heap.
Munch
If I remember correctly the formula goes something like this: 219 * 1.1 * 1.1 * 1.08 * 1.05 = 300.46 with 3 complex damage mods (have to remember to take into account the extra 10% damage all handheld weapons get). I'll skip the other damage mods for this one. Thale's would be 355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 = 530.94 with 3 complex damage mods (1.09 is the pof 3 required to use the Thale's) 355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 * 1.03 = 546.87 with 4, and 552.34 with 5. The max it could do not taking into account armor/ shield resistances is 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 = 582.75 to the body and 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 * 1.9 = 1107.22 to the head. (at least I've been lead to believe sniper rifle head shot bonus is 190%. Though I'm not sure if it's applied to base damage or total damage at impact.) Edit: I'm rounding my math just a bit according to this.
Here is how I got my numbers for 3 complex damage modifiers.
Assume Sniper Rifle Proficiency 5. For the Thale with 3 complex damage mods (each adds 10% with diminishing effectiveness):
Damage Modifier = 1.15 * 1.1 * (1+(0.87 * 0.1)) * (1+(0.57 * 0.1)) = 1.15 * 1.1 * 1.087 * 1.057 = 1.453
The above terms are: sniper proficiency (3% *5) * first damage mod (100% effective) * second damage mod (87% effective) * third damage mod (57% effective).
Therefore the total damage for a Thale with these parameters is: 1.453 * 355 = 516.
I'm not sure why you used 1.09 (for proficiency 3) and not 1.15 (for proficiency 5). I'm not sure where you got the second 1.1 from.
The headshot bonus definitely isn't that high.
Munch
Dedicated Sniper.
Minmatar Patriot.
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Thumb Green
Novashift
545
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Posted - 2013.12.07 20:18:00 -
[50] - Quote
I used prof 3 because that's what I have so I'm used to using it in my calculation. The 2nd 1.1 is like I stated, the extra 10% damage all handheld weapons have. After we got Uprising 1.0 and hit detection was still sh!tty for all weapons there was a big fuss on the forum over how CCP removed the 2% extra damage per level from the weaponry skill so they just gave us the 10% from lvl 5. There was a dev post about it but I don't feel like searching for it.
Like I said about the head shot bonus, it's what I've been lead to believe. This from multiple people but from a quick google search this wiki says, it's 175%. Though it's sniper vs shield & armor percentages is backwards; so that 175% could be wrong as well. Until I see a post from a dev about it I'll go with the most commonly stated headshot bonus which so far to me has been 190%.
Never mind the president, let's overgrow the government.
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8213
BIG BAD W0LVES
955
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Posted - 2013.12.07 20:21:00 -
[51] - Quote
I was more afraid of venturing into the open due to Laser Rifles.
As I've stated: Snipers are a joke. Meaningless. Useless. and most of them delusional...
Maybe I should up the bounty of being killed twice in one game by one, maybe then they'd try...
Sitting in the redline is not a skill. Sniping is just selfish K/D padding with a good view of your team losing. |
Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
556
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Posted - 2013.12.07 20:24:00 -
[52] - Quote
i've read some quite damning words in regards to light snipers on this post. Surely a good sniper doesn't need a heavy suit or bricked mid frame to work.
I'll admit, I like sniping with my scout suit at times. Its a different style of play. I'm smart enough not to stand on the horizon line and to move after a kill / few rounds of shooting. Does that make me a bad sniper? I'd like to think that position, patience and prioritising targets are more important than outright power and toughness
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Poonmunch
Sanguis Defense Syndicate
635
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Posted - 2013.12.08 01:29:00 -
[53] - Quote
Thumb Green wrote:I used prof 3 because that's what I have so I'm used to using it in my calculation. The 2nd 1.1 is like I stated, the extra 10% damage all handheld weapons have. After we got Uprising 1.0 and hit detection was still sh!tty for all weapons there was a big fuss on the forum over how CCP removed the 2% extra damage per level from the weaponry skill so they just gave us the 10% from lvl 5. There was a dev post about it but I don't feel like searching for it. Like I said about the head shot bonus, it's what I've been lead to believe. This from multiple people but from a quick google search this wiki says, it's 175%. Though it's sniper vs shield & armor percentages is backwards; so that 175% could be wrong as well. Until I see a post from a dev about it I'll go with the most commonly stated headshot bonus which so far to me has been 190%.
I'll take your calculations for the actual values. I wasn't aware that the handheld weapons were given the extra 10%.
But whatever the numbers, my point is still true: the actual added damage is very much dependent on the weapon used.
The headshot bonus is 175% (from the in-game HUD).
Munch
Dedicated Sniper.
Minmatar Patriot.
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Ironyimation Inception
Edimmu Warfighters Gallente Federation
15
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Posted - 2013.12.08 01:34:00 -
[54] - Quote
I love sniping, specifically on domination when there is a bridge battle, my Thale agrees with me. Can't stop a head glitching heavy 500m away with a proto logi behind him getting free points. |
Cato Avgvstvs
Zumari Force Projection Caldari State
0
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Posted - 2013.12.10 23:37:00 -
[55] - Quote
Honestly, there are not many good sniping maps, and on the few, there aren't many good sniping spots. And God help you if you randomly join a lobby and your team is random while the other team has some Corps. I'm a strategic sniper, so I go high and tell my team what's happening. If my team sucks, I'm useless.
I've been places...
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