Outer Raven
WarRavens League of Infamy
156
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Posted - 2014.01.19 00:57:00 -
[1] - Quote
More tweeks to hit detection on sniper rifles.
Fix to graphic glitches that causes models to pop in and out of view
Head shot bonus
Head shots for all weapons results in permanent clone death, same as current explosive caused deaths.
Added rifle zoom capabilities.
Change the charger variant spin up sound.
We don't need cross hairs on the SR for CQC combat, at close range its does huge amounts of damage if people start running around with an SR shot gun it will only get nerfed in a way that could cripple the weapon forever.
*On a side note: My ideal sniper rifle would have 1-3 deployable recon cameras that he could switch between and relay positions of the enemy and what they are bringing in. The camera's would not be able to attack or be able to do any type of damage to combatants or equipment.
Could have the ability manually fly them to the proper locations you want them in but also be fully exposed for attack when switched to them. The cameras would not be silent so they could be found quicker if to close to targets. They are also extremely fragile so one or two bullets from any weapon will destroy them and they still count as equipment so WP can be gained from taking them down.
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Outer Raven
WarRavens League of Infamy
157
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Posted - 2014.01.19 08:18:00 -
[2] - Quote
THEAMAZING POTHEAD wrote:And here we have the most garbage players in dust focused around a single thread.
Guess your being ironic here.
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Outer Raven
WarRavens League of Infamy
166
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Posted - 2014.01.21 00:25:00 -
[3] - Quote
Really when looking at it I believe snipers only need three things
Hit detection fix
Terrain and models popping in and out fix
Innate variable scope
The first two are pretty self explanatory, they are glitches caused by any number of issues but have given rise to a host of different issues and problems, such as the head glitching fiasco which is only possible due to the aforementioned terrain issues. In my humble an honest opinion sniper rifles shouldn't get a damage buff unless damage mods get a reduction in output percentages. In the mean time variable scopes would help in high end pc game play, since the head shot multipliers do help take down suits pretty consistently (Heavies aside, since they are Heavies).
Marking Targets
I would be all for marking targets if it is intuitive an engaging. For instance instead of just marking targets the same way you use squads commands, why not tracer bullets. They don't cause any damage but anywhere you shot them (on another merc, vehicle or even wall) they stick and show as a round blinking dot on the mini map, tacnet, an squad vision.
You can only have one at a time active on the field, three rounds max unless your skilled in rifle ammo size ( 6 total possible rounds). The bullets can only be fired from a sniper rifle and can be selected from your weapons wheel (swap between damage & tracer rounds). They could also be an innate round on the rifles that only get unlocked once you've skilled into a lvl 5 sniper rifle & lvl 5 prof.
-Post Clone Terminated
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Outer Raven
WarRavens League of Infamy
166
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Posted - 2014.01.21 06:50:00 -
[4] - Quote
Skyline Lonewolf wrote:To comment and add onto on what's already been posted:
- Though a buff in head shot multiplier % would be nice, it'd mostly be a benefit sniping stationary targets and ones running in straight lines. Most people with actual "gun-game" and spacial awareness move consistently from objective to objective and hide behind cover when defending objectives along the sight lines, especially at the competitive/PC level. It's not as easy to land head shots consistently. A buff to chest/arm shots would be more practical, but adding both of these should bring the SRs up to par on dmg considering armor plates and multiple weapons got buffed while SR dmg remained the same. Armor is what ends up saving tanked suits in battle (maybe speed and dampening for lighter fits) allowing them to get away before a follow-up shot.
- New maps have been made to have most objectives protected from sniper fire, rendering them useless except on the old maps (for Skirms at least). Towers makes u a sitting duck for an enemy sniper to take you out and assaults/counter-snipers comb the hills to find you on some maps. They need to add more game modes or maps that are sniper friendly.
- To counter redline sniping, CCP should just expand the redline so that it extends farther than where the current redline is so that the enemy can come hunt us down if they please, running up guns blazing or dropping in with a vehicle. It'd only be fair, but this is considering we get the damage buff. I redline snipe sometimes, depending on the map, but I mainly go for locations with vantage points on the objective and where there's high traffic. I mostly play domination, however, and am always in position playing the objective. We aren't invincible. Counter-snipe, forge gun, railgun blast radius, flux or grenade dmg, and active scanners are just as effective in finding us and taking us out.
- Adding bullet drop in this game is not viable. It wouldn't fit in with the lore and the weapon specs. I think if the above suggestions are added, this won't be necessary. We only get one or two shots in most situations to make it count (if we hit), or it's a trail of misses chasing a dodgy, jumpy, cover-hugging target as opposed to assaults who can empty a whole clip into clones and reload. In PC, it takes even more shots since the SR doesn't scale well and people stack HP.
- I agree that there needs to be a non-charged variant SR that has the RoF of a Thale's, but maybe a dmg slightly lower than it. The RoF of the fully charged charged sniper rifle is slower than that of bolt action SR's in other games for being at the prototype level. A follow-up shot isnt as dependable if your target is near cover. It's either this, or the proposed fixes listed above to help the current SRs scale.
- I'd respec my scout character to become a CQC Sniper if they made a role specific to it, though I imagine the amarr or caldari scout may be viable for it depending on their slot loadouts.
- At times, I've noticed that shots may register on targets, show the animation of their shields getting disrupted, but deal no dmg. The SR hit detection definitely needs a fix.
- There are enemies that purposely hug the walls of a structure so their sprite camouflages with it and it fluctuates rendering them and unrendering them in our scopes.
+1
I can agree with your points, all things to consider. The buff to damage on different body parts i'm all for. However i'm also not really sure of the mechanics.
I've tested shooting people on their feet for instance versus other areas and it did the full damage while only the head shots gave a good consistent indication of a varied damaged area. Maybe the parts are sectioned off but for now I haven't seen the varying damage areas enough when using a Sniper Rifle.
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