Skyline Lonewolf
Ancient Exiles. Renegade Alliance
0
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Posted - 2014.01.21 04:36:00 -
[1] - Quote
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.
Highest Killstreak: 33 - no OB/
Longest Kill: 603M/
KDR: 14.00 /
Fave Wep: Thale's /
Most Used: Charge /
Gamemode: Dom
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Skyline Lonewolf
Ancient Exiles. Renegade Alliance
2
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Posted - 2014.01.21 12:43:00 -
[2] - Quote
Outer Raven wrote: +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.
That's right. Atm there is no dmg bonus for hitting the body. Anywhere you hit will do the same dmg unless it's a head shot and gets a multiplier bonus. I was just playing off the idea that in BF chest shots do 93% dmg, waist on down and arms is 25%, while head shots are OHK's. This game works off of more than 100 health/eHP though so it'd have to play out a little differently if it were implemented. Head shots get the full bonus multiplier, chest shots should maybe get a 15-25% increase to dmg dealt, and arm and leg shots should do normal dmg. This is only a suggestion if we weren't going the straight dmg buff route.
With the other route, Appia suggested: the Advanced Tier SR needs a large buff to damage. Instead of a 5% bonus to damage that the DPS weapons get the Alpha Weapons should get somewhere for 15-25% increase, while another 15-25% increase at the Prototype level. I'm for that as well because it's the easiest and most sensible route for scaling SR damage.
Other than vehicles, this is the class that is supposed to be the game changer. Scouts were originally intended to be snipers and CQC infiltrators imo. In KZSF they are the cloaking/teleporting scouts that slick back and pick off people; in BF, Recons can pick off people from any range; long range, medium, or up close and personal as an aggressive recon; in PS2, infiltrators cloak, snipe, and knife; and in ME3, infiltrators snipe or use tactical cloak and shotty enemies.
Maybe we'll see a return of sniper scouts and a change in variety of gameplay when the new scouts come into the mix along with cloaking, but the best of our suggested fixes need to be in place for sniping to be truly viable again. I wasn't around for Chomosome or Closed Beta, but I did hear about the numbers people pulled. Bet it was easier then with the game unbalanced.
Highest Killstreak: 33 - no OB/
Longest Kill: 603M/
KDR: 14.00 /
Fave Wep: Thale's /
Most Used: Charge /
Gamemode: Dom
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