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Teilka Darkmist
16
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Posted - 2014.01.20 14:01:00 -
[121] - Quote
Rei Shepard wrote:Tyjus Vacca wrote:really pretty much all of the dedicated snipers in the game are specing CR,AR, or AR snipers can pubstomp like everybody else but they just dont measure up to proto dropsuits the thales being only viable sniper in pc Really ? Ive never seen a dedicated sniper on the field.....they are pretty much still up there in their glass towers.
If you see a dedicated sniper on the field, they're not doing their job. You should be dead or at least evading lng before you actually see them.
To be fair though there are a lot less good snipers than there are ones who dropship to a vantage point, place a drop uplink and nanohive then hang there for the entire match. And of course the counter to that is another sniper. If you keep the area covered with one or two good snipers, they'll stop spawning there.
'You can only post every 5 minutes because your account is less than 2 days old' - This gets old VERY quickly.
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demonkiller 12
G.L.O.R.Y Public Disorder.
353
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Posted - 2014.01.20 14:09:00 -
[122] - Quote
NEW ******* SCOPES, I HATE THESE FULLSCREEN ****** SCOPES WE HAVE give me MANY to choose from |
calisk galern
BurgezzE.T.F Public Disorder.
1645
|
Posted - 2014.01.20 14:36:00 -
[123] - Quote
Teilka Darkmist wrote:Keeriam Miray wrote:Teilka Darkmist wrote:I also have never used a prototype medium or heavy frame. my bad, didn't noticed your sig... My sig is referring to how long I've had an account on the forums and my frustration at having to wait five minutes before replying to posts. I've had a Dust character since the beta, I just haven't played all that much. calisk galern wrote:advice for being a good sniper
1) ignore heavies till everything else is dead
2) spec into armor you need about 1000 ehp with triage hives to be able to snipe from any useful high ground position, for any length of time, eventually you will have a couple dozen wannabe snipers annoying you like flies, and if you are truly unlucky they will just being a advanced drop ship and you will be ******.
3) learn to accept that if you aren't thee ONLY person sniping on your team, you are part of the reason your team is losing, no matter how good you are at sniping if their is 10 snipers your team is losing because of you and all of them.
4) here is a list of all the things you will need to be a decent sniper level sniper op, level 5 sniper prof, thales, a proto suit, 3 proto weapon mods, repair hives, and nano hives.
5) come to terms with the fact that a militia suit using a basic version of any of the main rifles can get an equal KDR as you with near to no skill points and they say sniper is the easy mode =/
6) spec into a rifle fit, half the maps are now designed so that sniping is completely useless, on these maps you will need to fight from the ground unless you want to be useless. on the ones that are good for snipers expect to see 12 snipers on your team and you will likely be better off on the ground or just leaving.... 1) Doesn't apply when anyone can switch fits at any time. You're essentially saying ignore heavies if you're a sniper. 2) The alternative is to actually move sometimes during the match, that also makes you less likely to be spotted by an opposing sniper if you do it right. 3) Most of the time, I don't know what types of fits the rest of my team is using as I'm busy hunting for enemy targets. I do know that I've never been in a match where there's been more people sniping than are playing in other roles though. 2 - 4 snipers at any one time is not a detriment to the team and, as I pointed out in number 1 anyone can change their whenever they want to. 4) Out of what you list I've got level 5 sniper rifle proficiency and I've used nanohive (although not very often. I'm a fairly effective sniper without all the rest. 5) Agree. 6) Agree with the first part, disagree with the second. I have difficulty believing that any 16 man team would play as mostly snipers. We're a class that's mostly looked down on by other players, partly because our k/d ration is usually fairly small, partly because our usual warpoints are low and partly because they obviously weren't very good at it when/if they tried sniping so the quit early on and specialised at something else.
1) it's simple you just leave heavies for last, you kill his support the rifles are more likely to kill them, if their is nothing but heavies then you start to widdle them down.
2) you can move around the red line all you want, you aren't useful, high ground locations over looking hack points are best, the second most useful is ground sniper locations that do the same, followed by red line locations that cover lanes. if you want to be most useful you result in the most obvious and easiest to counteract locations.
3) happens all the time honestly, it's most common on line harvest from the attacker side, but it can happen in other maps as well. just last night it was me and 3 other blues dots trying to cap the points with 4 tankers and 8 snipers with their thumbs up their ass.
4) if you don't use nanohives very often I can conclude two things, either you don't kill many targets or you die regularly.
my thale suit carries 3 compact nano hives srickly used for ammo, I usually need to go back to a supply depot since I burn them all up. my charged suit uses proto nano hives and I tend to go through 2 or 3 of them as well.
6) sorry to say but blue dots love to snipe, many people do, it's easy and low risk if you snipe from low priority locations. people hate them for it because they hide in the red line and get nothing done, but to these people a 3/0 match means they got a free 150k isk. |
calisk galern
BurgezzE.T.F Public Disorder.
1645
|
Posted - 2014.01.20 14:56:00 -
[124] - Quote
Teilka Darkmist wrote:Rei Shepard wrote:Tyjus Vacca wrote:really pretty much all of the dedicated snipers in the game are specing CR,AR, or AR snipers can pubstomp like everybody else but they just dont measure up to proto dropsuits the thales being only viable sniper in pc Really ? Ive never seen a dedicated sniper on the field.....they are pretty much still up there in their glass towers. If you see a dedicated sniper on the field, they're not doing their job. You should be dead or at least evading lng before you actually see them. To be fair though there are a lot less good snipers than there are ones who dropship to a vantage point, place a drop uplink and nanohive then hang there for the entire match. And of course the counter to that is another sniper. If you keep the area covered with one or two good snipers, they'll stop spawning there.
forgot that point, never ever use an uplink, I hate snipers that use uplinks, because it just result in 3 or 4 blue dots spawning on it with their own sniper rifles, then your team just lost 3 able bodies, and to top it off they will just give away that location.
if you die you have little reason to go back their you will just die again, so why use an uplink. |
Teilka Darkmist
17
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Posted - 2014.01.20 15:43:00 -
[125] - Quote
calisk galern wrote:Teilka Darkmist wrote:Rei Shepard wrote:Tyjus Vacca wrote:really pretty much all of the dedicated snipers in the game are specing CR,AR, or AR snipers can pubstomp like everybody else but they just dont measure up to proto dropsuits the thales being only viable sniper in pc Really ? Ive never seen a dedicated sniper on the field.....they are pretty much still up there in their glass towers. If you see a dedicated sniper on the field, they're not doing their job. You should be dead or at least evading lng before you actually see them. To be fair though there are a lot less good snipers than there are ones who dropship to a vantage point, place a drop uplink and nanohive then hang there for the entire match. And of course the counter to that is another sniper. If you keep the area covered with one or two good snipers, they'll stop spawning there. forgot that point, never ever use an uplink, I hate snipers that use uplinks, it just result in 3 or 4 blue dots spawning on it with their own sniper rifles, then your team just lost 3 able bodies, and to top it off they will just give away that location. if you die you have little reason to go back their you will just die again, so why use an uplink.
Agreed, I was trying to suggest that the good, dedicated snipers usually don't use this tactic. Personally the only way I'm going to spawn on one of those points is with an AR or RR fit then jump straight off.
*edit* I'll reply to the other post when I get home as there are a few points need to clarify and my phone screen just isn't up to the job. Plus I'm supposed to be working.
'You can only post every 5 minutes because your account is less than 2 days old' - This gets old VERY quickly.
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Sgt Buttscratch
1352
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Posted - 2014.01.20 17:03:00 -
[126] - Quote
A lot of the issues snipers have comes down to their own selfish needs. Looking at K/D/R over W/L ratio, playing a solo role in a team player game. A mentality that AV has taken on now that tanks have some beef behind their hides. You want the kill shot, and are not satisfied unless those 50(60/72) points appear on your screen.
Things that make you a good sniper with a team mentality:
Finding placement that offers not just a good shooting vantage, but also offer a great place to watch and relay enemy movements...intel support.
Moving with your squad to offer them support on enemy targets who have a good spot, this includes flanking beyond enemy lines.
During gunfights, just hurting enemies can make a difference to your squad, A heavy may laugh off a 300point hit usually, but when he is trying to fight your squad off, 300HP disappearing is not a laughing matter, restricting the movement of logistics from being able to trail and heal. Shooting out uplinks, nanohives, triage hives and 2nd waves is beyond helpful to your team. Your squad may fight off the 1st fight well, but a trailing few coming in a few seconds later can be an issue for a squad repairing after a gunfight.
CCP haven't really helped snipers want to perform a squad role, scanners have huge range, making working close a bad thing, your chevron gets you killed a lot, just because an enemy snipers reticle browsed across you, meaning nasty spots can be easily found. No system in which a sniper can tag an enemy up for his team to see. Or spot assist points.
High HP snipers suits are the thing in dust these days, but try running a low profile, mobile version and work with a squad, it can be pretty fun and your squad will actually be happy with ya.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Teilka Darkmist
18
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Posted - 2014.01.20 18:08:00 -
[127] - Quote
Sgt Buttscratch wrote:A lot of the issues snipers have comes down to their own selfish needs. Looking at K/D/R over W/L ratio, playing a solo role in a team player game. A mentality that AV has taken on now that tanks have some beef behind their hides. You want the kill shot, and are not satisfied unless those 50(60/72) points appear on your screen.
Things that make you a good sniper with a team mentality:
Finding placement that offers not just a good shooting vantage, but also offer a great place to watch and relay enemy movements...intel support.
Moving with your squad to offer them support on enemy targets who have a good spot, this includes flanking beyond enemy lines.
During gunfights, just hurting enemies can make a difference to your squad, A heavy may laugh off a 300point hit usually, but when he is trying to fight your squad off, 300HP disappearing is not a laughing matter, restricting the movement of logistics from being able to trail and heal. Shooting out uplinks, nanohives, triage hives and 2nd waves is beyond helpful to your team. Your squad may fight off the 1st fight well, but a trailing few coming in a few seconds later can be an issue for a squad repairing after a gunfight.
CCP haven't really helped snipers want to perform a squad role, scanners have huge range, making working close a bad thing, your chevron gets you killed a lot, just because an enemy snipers reticle browsed across you, meaning nasty spots can be easily found. No system in which a sniper can tag an enemy up for his team to see. Or spot assist points.
High HP snipers suits are the thing in dust these days, but try running a low profile, mobile version and work with a squad, it can be pretty fun and your squad will actually be happy with ya.
Agreed, in my opinion a sniper shouldn't be getting huge numbers of kills and WP. In maps like we have right now, we're ideally suited to a more support role, whether that be taking out other snipers or applying our fairly high damage shots where they're needed to help the team out. I do have to point out though that 'working close' isn't really what a sniper is best suited to. Our rifles are one of the longest range weapons you can carry. That said I think cloaking has the potential to change is so we can be closer in, inside the built up area in the middle of the map more, it all depends on how it ends up working.
'You can only post every 5 minutes because your account is less than 2 days old' - This gets old VERY quickly.
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sira draco
Ancient Erectiles
30
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Posted - 2014.01.20 18:44:00 -
[128] - Quote
Roy Ventus wrote:We need a Light Frame, Marksman specialist suit. Something that utilizes sniper rifles better than the other suits(because right now none of the suits are geared towards them, which is good and bad in a way...). Maybe give it a better accuracy or help increase optimum range?
I like this idea, I prefer the stealth scout sniper that runsa round the field but its not viable because i cant fit enough damage mods on the scout suit, I'm better off running around with a rail rifle, a sniper suit would be nice |
Teilka Darkmist
18
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Posted - 2014.01.20 19:02:00 -
[129] - Quote
sira draco wrote:Roy Ventus wrote:We need a Light Frame, Marksman specialist suit. Something that utilizes sniper rifles better than the other suits(because right now none of the suits are geared towards them, which is good and bad in a way...). Maybe give it a better accuracy or help increase optimum range? I like this idea, I prefer the stealth scout sniper that runsa round the field but its not viable because i cant fit enough damage mods on the scout suit, I'm better off running around with a rail rifle, a sniper suit would be nice
I think there's also a place for a medium range, low rate of fire, high damage rifle as well. Something that makes a marksman a viable alternative for the closer in game. Not as close as a shotgun of course, we already have the shotguns for that.
'You can only post every 5 minutes because your account is less than 2 days old' - This gets old VERY quickly.
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Tyjus Vacca
Valor Coalition
121
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Posted - 2014.01.20 20:35:00 -
[130] - Quote
wow a lot of sniper hate on this thread all I was asking for was a hit detection fix |
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Aramis Madrigal
SVER True Blood Public Disorder.
95
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Posted - 2014.01.20 20:49:00 -
[131] - Quote
Teilka Darkmist wrote:sira draco wrote:Roy Ventus wrote:We need a Light Frame, Marksman specialist suit. Something that utilizes sniper rifles better than the other suits(because right now none of the suits are geared towards them, which is good and bad in a way...). Maybe give it a better accuracy or help increase optimum range? I like this idea, I prefer the stealth scout sniper that runsa round the field but its not viable because i cant fit enough damage mods on the scout suit, I'm better off running around with a rail rifle, a sniper suit would be nice I think there's also a place for a medium range, low rate of fire, high damage rifle as well. Something that makes a marksman a viable alternative for the closer in game. Not as close as a shotgun of course, we already have the shotguns for that.
The marksmen role is my favorite niche/playstyle. In pub games, a tac sniper rifle/smg combo is fairly viable and a lot of fun to play, particularly in dom matches where you know where most of the action will be. I think the sniper rifle only really suffers at the high end of PC, where a Thales and 3+ damage mods are pretty much required. If there was a more reliable means of replenishing Thales (or another weapon with the stopping power and/or ROF to take down proto suits), I wouldn't have many complaints. A head shot bonus a the high end might be nice. An officer tactical sniper rifle (one available outside of winning a tournament) would be nice too, but unlikely to happen before all of the base weapons get an officer version.
-Aramis |
Outer Raven
WarRavens League of Infamy
166
|
Posted - 2014.01.21 00:25:00 -
[132] - 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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Skyline Lonewolf
Ancient Exiles. Renegade Alliance
0
|
Posted - 2014.01.21 04:36:00 -
[133] - 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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Outer Raven
WarRavens League of Infamy
166
|
Posted - 2014.01.21 06:50:00 -
[134] - 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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Skyline Lonewolf
Ancient Exiles. Renegade Alliance
2
|
Posted - 2014.01.21 12:43:00 -
[135] - 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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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1476
|
Posted - 2014.01.21 12:56:00 -
[136] - Quote
Sinboto Simmons wrote:Tyjus Vacca wrote:Arkena Wyrnspire wrote:Snipers are easy to use and very low risk. Thus, low reward. snipers are one of the hardest weapons in the game to use ....... to what are you comparing it to ? Nova knives. Plasma Cannons. Laser Rifles. Shotguns. Scrambler Pistols.
Tyjus Vacca doesn't know what he is talking about.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Teilka Darkmist
24
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Posted - 2014.01.21 13:19:00 -
[137] - Quote
Fizzer94 wrote:Sinboto Simmons wrote:Tyjus Vacca wrote:Arkena Wyrnspire wrote:Snipers are easy to use and very low risk. Thus, low reward. snipers are one of the hardest weapons in the game to use ....... to what are you comparing it to ? Nova knives. Plasma Cannons. Laser Rifles. Shotguns. Scrambler Pistols. Tyjus Vacca doesn't know what he is talking about.
I don't know about the others as I've never really use them but Laser rifles are almost 'face your enemy, pull the trigger, watch shields and armour melt away. That's much easier then 'crouch, aim very carefully for the head which is actully smaller than the dot in the scope, fire, pray the hit detection actually admits it's a hit and that the target didn't decide to randomly change direction or jump in the time between your brain tells your finger to pull the trigger and whatever control method you use registers the button press becaus by the time you can take another shot they 're out of scope even if you don't have to reload'z
When I play as a sniper, I'm more likely to be near the opponents redline than own.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1477
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Posted - 2014.01.21 14:17:00 -
[138] - Quote
Teilka Darkmist wrote:Fizzer94 wrote:Sinboto Simmons wrote:Tyjus Vacca wrote:Arkena Wyrnspire wrote:Snipers are easy to use and very low risk. Thus, low reward. snipers are one of the hardest weapons in the game to use ....... to what are you comparing it to ? Nova knives. Plasma Cannons. Laser Rifles. Shotguns. Scrambler Pistols. Tyjus Vacca doesn't know what he is talking about. I don't know about the others as I've never really use them but Laser rifles are almost 'face your enemy, pull the trigger, watch shields and armour melt away. That's much easier then 'crouch, aim very carefully for the head which is actully smaller than the dot in the scope, fire, pray the hit detection actually admits it's a hit and that the target didn't decide to randomly change direction or jump in the time between your brain tells your finger to pull the trigger and whatever control method you use registers the button press becaus by the time you can take another shot they 're out of scope even if you don't have to reload'z Except Laser Rifles only work in the 65-80m range, even then a rail rifle has a lower TTK than it does. You always have to watch your range and heat levels, and overheating does 200 damage to the user. Meanwhile snipers work in the 50-600m range, and can sit 100s of meters in the redline and be completely safe. Sniping in this game is one of the easiest and most relaxing things I've ever done in an FPS, it basically point and click a few times. Just because you have to aim for the head, doesn't mean it takes more skill...
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Threvis Valan
0hh Really
9
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Posted - 2014.01.21 14:36:00 -
[139] - Quote
Fizzer94 wrote:Sinboto Simmons wrote:Tyjus Vacca wrote:Arkena Wyrnspire wrote:Snipers are easy to use and very low risk. Thus, low reward. snipers are one of the hardest weapons in the game to use ....... to what are you comparing it to ? Nova knives. Plasma Cannons. Laser Rifles. Shotguns. Scrambler Pistols. Tyjus Vacca doesn't know what he is talking about.
he's probly a top 3 sniper in the game, bro. for the record all of those weapons u mention plus the sniper have major hit detection issues. dont see why one has priority over the other............they all need fixing.
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Kira Takizawa
2Shitz 1Giggle
98
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Posted - 2014.01.21 22:43:00 -
[140] - Quote
PC, LR, Shotgun, and SP are some of the easiest weapons in my opinion.. Snipers are a bit harder to use since most of the time you have to pick your target well,kill quickly since they can run away and get out of your LOS, they can hide till a logi come and heal,etc. Where as Shotguns are 1-2 shots close range 3 at max... Killed a squad last night since they were too busy to notice me.. PC is easy to use as well as I bought 20 from LP store and went on a killing rampage and if a direct shot is OHKO (no points specced into it). LR is starting to become a fav of mine since I love watching everything even heavys melt away and to the RR thing... Those need a range nerf or a dmg nerf I could care less which. SP is the second hardest compared to a sniper why..? High RoF a **** ton of dmg but low clip size which if you go for headshots it's deadly.. if you got for bodyshots it's still deadly but better not miss your shots depending on who you are trying to kill. I have yet to tst out the breach SP but I can imagine the headshot dmg on it. >.> |
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Kodho
R 0 N 1 N
43
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Posted - 2014.01.22 00:28:00 -
[141] - Quote
Cyzad4 wrote: As much as I wouldn't mind a buff to damage and GOD FORBID we actually get the zoom scope we've been asking CCP for idk a year or so, disregarding anyone's personal feeling towards sniping or the seemingly common belief that it's perfectly rational to have a role that must be in full proto w officer weapons to be effective, the FACT is that sniping is broken.
Abysmal hit detection and terrible render distance almost completely cripple the role and any rational person playing this game should be bothered by CCP's "meh" attitude towards getting it fixed. It's not as though these are new issues with the last update, these have all been persistent issues for months upon months.
CCP, let's start with these fixes and go from there. This is all real snipers need at the moment.
Long Live the Scout!
Kodho
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Slightly-Mental
Planetary Research and Investments Ash's to Ash's
69
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Posted - 2014.01.27 05:29:00 -
[142] - 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
CCP, let's start with these fixes and go from there.
*refusing to let this issue die |
NK Scout
Storm Wind Strikeforce Caldari State
106
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Posted - 2014.01.27 05:34:00 -
[143] - Quote
Slightly-Mental wrote: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
CCP, let's start with these fixes and go from there.
*refusing to let this issue die Damage buff all snipers Hit detection fix More zoom if no variable zoom Enemies red dots poping throuh walls fix.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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NK Scout
Storm Wind Strikeforce Caldari State
107
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Posted - 2014.01.27 07:58:00 -
[144] - Quote
Bump
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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Echoist
Fenrir's Wolves
140
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Posted - 2014.01.27 08:09:00 -
[145] - Quote
Tectonic Fusion wrote:Don't blame the weapon, blame the scanner. If you're a sniper and NOT using profile dampeners then you're just setting your self up for failure.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
CCP Remnant, savior of the laser rifle!!!
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NK Scout
Storm Wind Strikeforce Caldari State
107
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Posted - 2014.01.27 08:14:00 -
[146] - Quote
Echoist wrote:Tectonic Fusion wrote:Don't blame the weapon, blame the scanner. If you're a sniper and NOT using profile dampeners then you're just setting your self up for failure. I run 2 profile dampeners I use a heavy for my charge sniper
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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Echoist
Fenrir's Wolves
140
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Posted - 2014.01.27 08:14:00 -
[147] - Quote
demonkiller 12 wrote:NEW ******* SCOPES, I HATE THESE FULLSCREEN ****** SCOPES WE HAVE give me MANY to choose from Dear god yes, would love to have full control of the zoom not just two or three options. If that sounds too powerful for a sniper to jave then have it be a variant that cost more cpu and pg.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
CCP Remnant, savior of the laser rifle!!!
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Echoist
Fenrir's Wolves
140
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Posted - 2014.01.27 08:19:00 -
[148] - Quote
NK Scout wrote:Echoist wrote:Tectonic Fusion wrote:Don't blame the weapon, blame the scanner. If you're a sniper and NOT using profile dampeners then you're just setting your self up for failure. I run 2 profile dampeners I use a heavy for my charge sniper Yeah my preference as a sniper is a logi suit with uplinks, nanohive, and a scanner. I just think utility is a snipers best friend, also helps with showing where infantry is flanking you from so you can work with another sniper or assault infantry.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
CCP Remnant, savior of the laser rifle!!!
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Jadek Menaheim
Xer Cloud Consortium
1848
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Posted - 2014.01.27 08:20:00 -
[149] - Quote
DustMercsBlog wrote:They actually do need some fixes.
1. HIT DETECTION - every aspect of the game has seen improvement here except long range marksmen. 2. old spotting system for snipers 3. target painting 4. more elevated positions on maps [not like before or in the spawn] 5. separate by clip size [STD 3,ADV 5,PRO 7 rounds] 10 for Thales. 6. more gear [claymores, detectors, cloak] 7. headshot modifier STD 175% ADV 200% PRO 300% 8. more scope diversity 9. zoom in & out with L1 + L2 10. targets rendering at distance
*the recon camera Outer Raven mentioned is golden. would be the first drones introduced into the game, which the Gal scout would obviously get a bonus for.
I'm going to imagine that I didn't read those sections that I have bolded. I'm relatively fine with the other aspects you mentioned.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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KayDidYue
Mercenaries On Duty
37
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Posted - 2014.01.27 20:26:00 -
[150] - Quote
Keeriam Miray wrote:1 - Badly need hitdetection fix. 2 - Headshot dmg multiplier change to 250-300% (would be nice for start) that maybe depends on SR type (Regular, Tactial, Charge). 3 - Ability to zoom in\out. Let's say tap L1 & L2 buttons (you don't need throw a nade while scoped with sniper rifle, as well hold button to stay zoomed (optional)). I'm sure some snipers prefer "hold to scope" (Tac SR feature?), but there can be added several actions to unscope like melee attack. ??? 4 - More stability when scoped while standing\moving, increased hip fire accuracy (special ability of Tac SR as cqc\close range SR) ??? PS: Totaly forgot - sniper rifle headshot kill should terminate clone! No fkn revives after headshot kills!
I agree on much of this, but what I think would be acceptable for #3, is that the scope (if we can't get a zoom) is that there be a difference in the scope zoom from the different leveled SR's. IE: If the Thale could be considered a 10x, and the current scopes could be considered a 3x, then have the standard SR's be the 3x, the Advanced SR's be a 5x, and the Proto SR's be a 7x and leave the Thale at the 10x.
I for one, mainly like using the Thale for the scope; even though the damage is great, it is the scope that I like and would love being able to add mod's to my rifle, such as a mod to have a 3 shot tactical ability, or switch it out to a 5 shot ability. Plus have a mod's for the scope to have different zoom factors.
Of course, being able to have a different zoom from the scope, for the different distances, would be the best option.
My trigger is steady,
my finger is ready.
If I see some red,
I'll shoot it dead.
If it's revived,
it won't survive.
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