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Dusters Blog
Galactic News Network
565
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Posted - 2014.01.20 22:43:00 -
[1] - Quote
'Understanding the sniper in Dust 514 first requires unlearning everything you have experienced as a sniper in 99 percent of shooters. It was CCPs intention to turn the shooter upside down by replacing casual mechanics with tactical ones in what was first described as 'the most hardcore shooter ever' by the former EP. Most casual shooters that try to implement objective based gameplay find themselves polluted with what we call the 'toxic sniper' simply put, this is the player who is only concerned with his KDR and seeks out the most low risk, high reward gameplay he can find.'
read the rest here: http://tinyurl.com/pblbgj5 |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8146
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Posted - 2014.01.20 22:48:00 -
[2] - Quote
I would feel more sympathy for snipers if 99% of them weren't in the redline.
Personally, I have no objection to more damage if you have things such as bullet drop, target leading, scope sway, etc. Because as it stands presently you can sit miles off with a perfectly still scope, point, and click. It's not massively effective, though it can do some damage, unless you're using a Thale's but there is no risk or skill involved in it.
If that were changed, I think the sniper would be in a more satisfying place. Right now, though, snipers having much more damage would result in even more matches becoming a contest of redline faggotry.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Reiki Jubo
Amarr Templars Amarr Empire
306
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Posted - 2014.01.20 22:55:00 -
[3] - Quote
if u think 99% of snipers are behind the redline and with the hit detection/render issues its as easy as point/click u have zero opinion about anything relating to snipers. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
301
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Posted - 2014.01.20 22:59:00 -
[4] - Quote
Arkena Wyrnspire wrote:I would feel more sympathy for snipers if 99% of them weren't in the redline. Personally, I have no objection to more damage if you have things such as scope sway, etc.
sorry but this right here means u should stop typing. sawy has been in from the beginning. do u even snipe bro?
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Teilka Darkmist
19
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Posted - 2014.01.20 23:02:00 -
[5] - Quote
Arkena Wyrnspire wrote:I would feel more sympathy for snipers if 99% of them weren't in the redline.
Personally, I have no objection to more damage if you have things such as bullet drop, target leading, scope sway, etc. Because as it stands presently you can sit miles off with a perfectly still scope, point, and click. It's not massively effective, though it can do some damage, unless you're using a Thale's but there is no risk or skill involved in it.
If that were changed, I think the sniper would be in a more satisfying place. Right now, though, snipers having much more damage would result in even more matches becoming a contest of redline faggotry.
I agree that redline snipers should all be killed, but saying it's 99% is exaggerating it far too much. Personally when I'm sniping I'm more often found nearer the opposing teams redline than my own.
Bullet drop and target leading are negated by the speed of the bullets. They travel at around 2 kilometers a second. The couple of hundred meters they have to travel are such a small fraction of a second that the target doesn't have chance to move far enough for leading to matter and there's not enough time for drop to be significant.
We already have scope sway, unless you're crouched and therefore bracing the rifle, which would at worst reduce sway at best eliminate it. Personally I think a sniper should go prone rather than crouch, but I since that would affect only players with a single type of weapon I can understand why they haven't added it, there's more important things to work on first.
Also the hit detection on a sniper rifle is appalling. I can have my scope lined up on the head of a target, have it turn red even and then have the system decide I completely missed and there be no damage to my target.
Snipers don't need increased damage, we need better hit detection and a frakking zoom on at least advanced and prototype scopes. Ever tried to hit something that's considerably smaller than what you have to use to aim?
'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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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8147
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Posted - 2014.01.20 23:03:00 -
[6] - Quote
Reiki Jubo wrote:if u think 99% of snipers are behind the redline and with the hit detection/render issues its as easy as point/click u have zero opinion about anything relating to snipers.
99% of snipers ARE behind the redline. And hit detection and rendering isn't a valid excuse for wanting a buff for a class - just ask for the bugs fixed.
If you think that without the bugs sniping would be any more than point and click you're bigging yourself up far too much.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
357
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Posted - 2014.01.20 23:04:00 -
[7] - Quote
Likewise feel that redline isues need worked on before snipers. I have ran into a few snipers that moved around the battle field, and while they are easy to kill when they are in tunnel vision mode I have mad respect for them.
I think If they was some sort of deployable active scanner that sent out a pulse every 10 sec out to 30m snipers would come alittle closer since they would be harder to sneak up on. Also would ahve many other fun uses. |
Tyjus Vacca
Valor Coalition
121
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Posted - 2014.01.20 23:06:00 -
[8] - Quote
Arkena Wyrnspire wrote:I would feel more sympathy for snipers if 99% of them weren't in the redline.
Personally, I have no objection to more damage if you have things such as bullet drop, target leading, scope sway, etc. Because as it stands presently you can sit miles off with a perfectly still scope, point, and click. It's not massively effective, though it can do some damage, unless you're using a Thale's but there is no risk or skill involved in it.
If that were changed, I think the sniper would be in a more satisfying place. Right now, though, snipers having much more damage would result in even more matches becoming a contest of redline faggotry.
Bro Im all for making snipers more skilled but if your gonna give it bullet drop a headshots gotta kill no matter what and I dont think that meduim frames and heavies will be to fond of that .......... p.s. the dmg would have to be like 300 at std with 250% headshot bonus
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8147
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Posted - 2014.01.20 23:08:00 -
[9] - Quote
Teilka Darkmist wrote:Arkena Wyrnspire wrote:I would feel more sympathy for snipers if 99% of them weren't in the redline.
Personally, I have no objection to more damage if you have things such as bullet drop, target leading, scope sway, etc. Because as it stands presently you can sit miles off with a perfectly still scope, point, and click. It's not massively effective, though it can do some damage, unless you're using a Thale's but there is no risk or skill involved in it.
If that were changed, I think the sniper would be in a more satisfying place. Right now, though, snipers having much more damage would result in even more matches becoming a contest of redline faggotry. I agree that redline snipers should all be killed, but saying it's 99% is exaggerating it far too much. Personally when I'm sniping I'm more often found nearer the opposing teams redline than my own. Bullet drop and target leading are negated by the speed of the bullets. They travel at around 2 kilometers a second. The couple of hundred meters they have to travel are such a small fraction of a second that the target doesn't have chance to move far enough for leading to matter and there's not enough time for drop to be significant. We already have scope sway, unless you're crouched and therefore bracing the rifle, which would at worst reduce sway at best eliminate it. Personally I think a sniper should go prone rather than crouch, but I since that would affect only players with a single type of weapon I can understand why they haven't added it, there's more important things to work on first. Also the hit detection on a sniper rifle is appalling. I can have my scope lined up on the head of a target, have it turn red even and then have the system decide I completely missed and there be no damage to my target. Snipers don't need increased damage, we need better hit detection and a frakking zoom on at least advanced and prototype scopes. Ever tried to hit something that's considerably smaller than what you have to use to aim?
Intelligent response.
I suggested bullet drop and target leading because I feel that sniping should be more rewarding for people who can use the weapon skilfully, and that provides a mechanic for them to do so. Although the bullets may travel at 2 km/s, from some distance out that is still a short delay before hitting the target. At a 200m range, it's going to take .1 of a second to hit the target. In that time, the bullet would have dropped a shade under a metre, so in addition to target leading it would be something that good players could compensate for in order to get a high reward (hence a higher damage on the sniper).
As for hit detection, I absolutely agree. Nobody should have bad hit detection. There is no excuse for it, and balancing around bad hit detection is insane.
I'm not sure what you mean by zoom on the scopes though. Do you mean a variable zoom for really long distance sniping? Because I'm afraid I have to disagree there. The justification for being able to sit at a really long range is that you have to aim carefully to hit.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8148
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Posted - 2014.01.20 23:09:00 -
[10] - Quote
Tyjus Vacca wrote:Arkena Wyrnspire wrote:I would feel more sympathy for snipers if 99% of them weren't in the redline.
Personally, I have no objection to more damage if you have things such as bullet drop, target leading, scope sway, etc. Because as it stands presently you can sit miles off with a perfectly still scope, point, and click. It's not massively effective, though it can do some damage, unless you're using a Thale's but there is no risk or skill involved in it.
If that were changed, I think the sniper would be in a more satisfying place. Right now, though, snipers having much more damage would result in even more matches becoming a contest of redline faggotry. Bro Im all for making snipers more skilled but if your gonna give it bullet drop a headshots gotta kill no matter what and I dont think that meduim frames and heavies will be to fond of that .......... p.s. the dmg would have to be like 300 at std with 250% headshot bonus
I would have no problem with this. If you've got bullet drop and target leading, scoring a headshot is not exactly easy. Of course, I imagine others will have a different opinion. But frankly if I get headshotted with bullet drop and target leading that sniper damned well deserved that kill.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Himiko Kuronaga
Fatal Absolution Covert Intervention
2811
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Posted - 2014.01.20 23:15:00 -
[11] - Quote
Rails do not have bullet drop.
If they did, they would not be rails.
The sniper rifle is a rail.
Bullet drop on the PRECISION RIFLE would make sense. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8148
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Posted - 2014.01.20 23:17:00 -
[12] - Quote
Himiko Kuronaga wrote:Rails do not have bullet drop.
If they did, they would not be rails.
The sniper rifle is a rail.
Bullet drop on the PRECISION RIFLE would make sense.
Eh? A railgun uses electromagnetic fields to propel its projectile. It is still a projectile based weapon. It is firing a solid chunk of matter that is affected by gravity and takes time to travel.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Tch Tch
Red Shirts Away Team
170
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Posted - 2014.01.20 23:21:00 -
[13] - Quote
Make it you have to be in the war zone to get WP.
Redzone you can move and pad your KDR, but no WP.
Also when the kill feed goes up tag it with an * or different colour to indicate a kill from the redzone.
For KDR rankings do not include redzone kills in or out.
Want to change gameplay, change the rewards.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Oswald Rehnquist
1137
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Posted - 2014.01.20 23:25:00 -
[14] - Quote
Arkena Wyrnspire wrote:Himiko Kuronaga wrote:Rails do not have bullet drop.
If they did, they would not be rails.
The sniper rifle is a rail.
Bullet drop on the PRECISION RIFLE would make sense. Eh? A railgun uses electromagnetic fields to propel its projectile. It is still a projectile based weapon. It is firing a solid chunk of matter that is affected by gravity and takes time to travel.
Technically everything has a drop rate even light
This might be an unpopular suggestion, but I'd like a weapon class in the 100-300 range with stronger stopping power.
CCP obviously made a point with point of view blocks, recent map designs that they want their snipers to be mobile (there are still a few spots you can camp).
But a class of long range rifles which are closer to the battle which would require more roaming and kiting tactics, that don't have to be proto with full damage mods or officer status to be remoately effective would be nice. Either a new weapon class or a rebranding of the sniper rifle.
Below 28 dB
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Eko Sol
3dge of D4rkness SoulWing Alliance
64
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Posted - 2014.01.20 23:29:00 -
[15] - Quote
I don't think there is anything wrong with sniping from the red line. I may swear when I see how far back they are but i'll switch to a cheap fit and run an lav in, get out, and kill them if it's that deep and that important to me. |
Himiko Kuronaga
Fatal Absolution Covert Intervention
2811
|
Posted - 2014.01.20 23:39:00 -
[16] - Quote
Arkena Wyrnspire wrote:Himiko Kuronaga wrote:Rails do not have bullet drop.
If they did, they would not be rails.
The sniper rifle is a rail.
Bullet drop on the PRECISION RIFLE would make sense. Eh? A railgun uses electromagnetic fields to propel its projectile. It is still a projectile based weapon. It is firing a solid chunk of matter that is affected by gravity and takes time to travel.
Not with the ranges this game uses at that speed a railgun has to fire. Gravity would not have enough time to remotely effect the projectile. That's what makes the kinetic force of a railgun so devastating in the first place. |
Teilka Darkmist
21
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Posted - 2014.01.20 23:42:00 -
[17] - Quote
Arkena Wyrnspire wrote:
99% of snipers ARE behind the redline. And hit detection and rendering isn't a valid excuse for wanting a buff for a class - just ask for the bugs fixed.
If you think that without the bugs sniping would be any more than point and click you're bigging yourself up far too much.
Not in any match I've played in they're not.
Hit detection and rendering are the main things that snipers are calling for again and again along with variable zoom scopes, which is just realistic considering current day snipers have that availability and this is thousands of years in the future.
Sniping is more than point and click even now, and not just because of the bugs. You have to decide where to set up on the battlefield for best effect in support of your team. You then have to not only keep watch of where your target zone is, you have to keep checking around yourself for people sneaking up on you because whilst you're aiming and shooting, you're forced to be stationary unlike with any other weapon choice in the game. Move and you're pretty much guaranteed to miss.
The slow rate of fire means you're probably only going to get one shot at your target which means that you either have to shoot centre mass when there's someone who can take advantage of the target's shields going down, or you have to headshot to have any hope of bringing the target down.
Add in that most of the maps only give you the smallest of windows onto where the majority of the action actually takes place and that you're lucky if you get more than a split second's warning that a target is going to go past a place where you can actually hit them and it becomes even harder to be effective.
Then, your sniper rifle is only effective at long range so you have to spend at least some of your sp on a secondary weapon reducing your possible effectiveness with your primary weapon even further. Next, as you're busy searching for targets and being stationary, you're not getting WP for taking objectives or healing or through dropping nanohives or drop uplinks.
We're not asking for ccp to make us tank killers or to let us massacre the opposing team from across the map with rapid fire, we're asking for things that make us effective in the role we've chosen to play.
Hit detection so that when we are aimed at a target it hits is the biggest one. Scopes with a zoom (my suggestion would be starting at advanced rifles you get a basic zoom and prototypes you get an improved zoom of some type) so that the centre dot doesn't obscure the entire target and you can actually aim accurately, rendering so we can actually see the targets that are in range.
A bonus to headshot damage isn't essential if we can get these first things but it would make sense because this is a piece of metal travelling at thousands of meters per second. If it hits your head, the force alone should be enough to snap your neck, even without penetration.
Those of us who are actually good snipers know that we're a support role primarily. We just want ccp to give us the tools to do our job properly. The redline snipers will stop doing it when they find it's not profitable for them. They're all about k/d ratio. Improving snipers messes that up as one of our most important functions is counter sniping. If I can see an enemy sniper behind the redline, they're likely to be my first target and at worst they'll be forced to move, in which case I'll keep finding them, at best I'll kill them and they'll quickly get to know that hanging out behind the redline isn't risk free.
'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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Cpl Foster USMC
Mikramurka Shock Troop Minmatar Republic
508
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Posted - 2014.01.20 23:52:00 -
[18] - Quote
cool blog..
cool topic..
yes on your suggested weapon upgrades...those would be sick....
Lolo Jones.
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Teilka Darkmist
21
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Posted - 2014.01.20 23:53:00 -
[19] - Quote
Oswald Rehnquist wrote:Arkena Wyrnspire wrote:Himiko Kuronaga wrote:Rails do not have bullet drop.
If they did, they would not be rails.
The sniper rifle is a rail.
Bullet drop on the PRECISION RIFLE would make sense. Eh? A railgun uses electromagnetic fields to propel its projectile. It is still a projectile based weapon. It is firing a solid chunk of matter that is affected by gravity and takes time to travel. Technically everything has a drop rate even light This might be an unpopular suggestion, but I'd like a weapon class in the 100-300 range with stronger stopping power. CCP obviously made a point with point of view blocks, recent map designs that they want their snipers to be mobile (there are still a few spots you can camp). But a class of long range rifles which are closer to the battle which would require more roaming and kiting tactics, that don't have to be proto with full damage mods or officer status to be remoately effective would be nice. Either a new weapon class or a rebranding of the sniper rifle.
I think a high damage, low rate of fire, medium range rifle is a good idea. Especially on the maps we have right now. It would add what is essentially a marksman class. It would be in addition to the sniper class and complementary in a way, the snipers would be about area denial a lot more and the marksman would be more about pinpoint accuracy at closer ranges, like a close support as you're trying to take a building with an uplink inside for example, covering the AR/LR/RR members of the team. i say specifically a low rate of fire as that would balance the higher damage.
'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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Himiko Kuronaga
Fatal Absolution Covert Intervention
2812
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Posted - 2014.01.20 23:53:00 -
[20] - Quote
Also, I guess I should mention the final answer on this.
The netcode simply does not support bullet drop. This was said a long time ago by some dev. If it was localized to regional servers the way pub matches are, it could be done to an extent, but it simply would never work with FW or PC due to the attachments those matches have to tranquility and the rules they have to follow. |
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Krom Ganesh
Nos Nothi
1293
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Posted - 2014.01.20 23:53:00 -
[21] - Quote
@Arkena
distance to hypothetical target = 200 meters travel time of flechette = (200m) / (2500m/s) = 0.12s Acceleration due to gravity of Earth* =9.81m/s^2 Distance bullet has dropped = 0.5 * 9.81 * 0.12^2 = 0.031m (1.22 inches)
*Assuming the planets we fight on have the same gravity as Earth
Bullet drop isn't really worth it.
Travel time is though.
1.8 can't get here soon enough.
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8154
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Posted - 2014.01.20 23:59:00 -
[22] - Quote
Himiko Kuronaga wrote:Also, I guess I should mention the final answer on this.
The netcode simply does not support bullet drop. This was said a long time ago by some dev. If it was localized to regional servers the way pub matches are, it could be done to an extent, but it simply would never work with FW or PC due to the attachments those matches have to tranquility and the rules they have to follow.
Unfortunately true. Dust has never been robust, I shouldn't ask for such things tbh.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Teilka Darkmist
21
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Posted - 2014.01.21 00:08:00 -
[23] - Quote
Krom Ganesh wrote:@At Arkena
distance to hypothetical target = 200 meters travel time of flechette = (200m) / (2500m/s) = 0.12s Acceleration due to gravity of Earth* =9.81m/s^2 Distance bullet has dropped = 0.5 * 9.81 * 0.12^2 = 0.031m (1.22 inches)
*Assuming the planets we fight on have the same gravity as Earth
Bullet drop isn't really worth it.
Travel time is though.
You have a good point about travel time, now that I've seen the maths, I admit my comment about leading being irrelevant was a mistaken conclusion.
But if they put leading in before hit detection, rendering and scope zooms, they'll have completely broken the sniper class. We won't be able to hit anything, never mind kill them.
'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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Kasira Vorrikesh
Fraternity of St. Venefice Amarr Empire
56
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Posted - 2014.01.21 00:17:00 -
[24] - Quote
Arkena Wyrnspire wrote: At a 200m range, it's going to take .1 of a second to hit the target. In that time, the bullet would have dropped a shade under a metre
I don't want to turn this into a whole "thing", but the notion of bullet drop at 200m is laughable when we're talking about the kind of tech found in Dust. Current rifle ballistics for an average round (.30-06) at 200m would have drop measured in inches, not full feet (or centimeters, certainly not close to a meter).
Also, more importantly, there's the issue of CCP having to make new ballistics rules for, essentially, only one weapon. No other ballistic weapon in the game shoots much beyond 100m; these weapons aren't worth complicating with drop and travel time, again, considering the tech levels and distances. I'm sure CCP made sniper rifle mechanics as simple as they are for this reason; it's much less a pain in the ass for them, and it makes a fair amount of sense in the game world.
The challenging part about using sniper rifles is the extremely poor magnification. Even if hit detection and rendering were made perfect (whatever that is), the current zoom levels would still make sniping challenging (albeit less frustrating). For that reason, I believe the zoom should be kept exactly as it is; it's illogical that futuristic scopes would be that weak, but it's a hell of a lot easier to balance rifles that way, then by implementing dubious physics.
One last thing. For all the people who think sniper rifles should be weakened so that they're only really useful to 200-300m: what you're asking for is marksman or sharpshooter rifles. Conventional modern hunting rifles, straight out of a box with no modification, can easily shoot at those ranges. For military-grade futuristic sniper rifles to be limited to those ranges, is, frankly, bullshit. If CCP didn't want long range rifles, they never should have written the sniper rifle's description, and never should have even labeled a starter fit as "sniper". The word "sniper", in modern and presumably futuristic military parlance, implies extreme range with extreme power; the kind of power a Barrett .50 cal has now. It shoots through brick walls, concrete, and steel plate, at ranges exceeding a kilometer. For a future rifle to be called "sniper", and have inferior performance than current military tech, is misleading and should be changed accordingly, if CCP no longer wants true sniping in the game.
One last, last thing. The idea of punishing redline sniping is about as idiotic as punishing assault rifle users for not getting close enough to their targets; you'd be dictating the terms of how a weapon's to be used. What's the point of having a long-range weapon if you're just going to get close enough to the enemy to be scanned or more easily spotted? These people have no understanding of what the modern (post WWII) sniper role is. They want the role gutted and turned into infantry sharpshooting; if CCP also wants this, fine, but at least change the ******* name then.
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Himiko Kuronaga
Fatal Absolution Covert Intervention
2812
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Posted - 2014.01.21 00:18:00 -
[25] - Quote
Lets be honest.
In the future, bullet drop shouldn't even be a factor even when we're not talking railguns.
I mean why wouldn't our scopes be able to automatically account for the drop and show us where we need to shoot? |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
47
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Posted - 2014.01.21 00:19:00 -
[26] - Quote
I think making aiming a SR harder is a really bad idea in Strafe 514 where strafing and backpedaling constantly does nothing but improve your game and good players are doing it constantly with no pauses or penalty.
If backpedaling and strafing speeds are where they should be it may not be such a bad idea, but as it is long range and alpha damage weapons are already at a disadvantage and the SR is both. |
hgghyujh
Expert Intervention Caldari State
227
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Posted - 2014.01.21 00:28:00 -
[27] - Quote
Reiki Jubo wrote:if u think 99% of snipers are behind the redline and with the hit detection/render issues its as easy as point/click u have zero opinion about anything relating to snipers.
mmmmmm as a consistent counter sniper yea most snipers are behind the red line and even when targets are running its point and click.
frankly I would like a lot of the thing the OP is suggesting, not all but most. Though I would personally like to see snipers do barely more then rail rifles with a massive headshot bonus(in the 600% range).
I really kinda like what sniping has turned into lately tho, a lot of sniping has taken the form of keeping the high ground from being used or cleared by the enemy. Its turned into a real tactic instead of obnoxious farming that does not help the team.
still red line issues need to be fixed but thats an other discusion. |
Joel II X
Dah Gods O Bacon
615
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Posted - 2014.01.21 00:33:00 -
[28] - Quote
I always play sniper because it's the most lulzy role in the game.
But not this game. In this game, it's so bad, I held off sniping for AR and shotty.
The only reason why the guns agent balanced are because there are tiers. Militia snipers are trash outside of Academy. Proto snipers are almost decent anywhere but PC if everyone is tanked to their ass.
Maybe I just miss Resistance 2. The Fareye was my gun. |
Prius Vecht
Red and Silver Hand Amarr Empire
227
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Posted - 2014.01.21 08:56:00 -
[29] - Quote
hgghyujh wrote:Reiki Jubo wrote:if u think 99% of snipers are behind the redline and with the hit detection/render issues its as easy as point/click u have zero opinion about anything relating to snipers. mmmmmm as a consistent counter sniper yea most snipers are behind the red line and even when targets are running its point and click. frankly I would like a lot of the thing the OP is suggesting, not all but most. Though I would personally like to see snipers do barely more then rail rifles with a massive headshot bonus(in the 600% range). I really kinda like what sniping has turned into lately tho, a lot of sniping has taken the form of keeping the high ground from being used or cleared by the enemy. Its turned into a real tactic instead of obnoxious farming that does not help the team. still red line issues need to be fixed but thats an other discusion.
600%??? yikes. |
Outer Raven
WarRavens League of Infamy
166
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Posted - 2014.01.21 09:59:00 -
[30] - Quote
Dusters Blog wrote:'Understanding the sniper in Dust 514 first requires unlearning everything you have experienced as a sniper in 99 percent of shooters. It was CCPs intention to turn the shooter upside down by replacing casual mechanics with tactical ones in what was first described as 'the most hardcore shooter ever' by the former EP. Most casual shooters that try to implement objective based gameplay find themselves polluted with what we call the 'toxic sniper' simply put, this is the player who is only concerned with his KDR and seeks out the most low risk, high reward gameplay he can find.' read the rest here: http://tinyurl.com/pblbgj5 Nice post didn't expect to find myself in it though. Anyway I can agree with everything you posted, but i'm still apprehensive about damage increases to the weapon.
I would rather test the waters first with the head shot bonus increase, variable zoom, etc., first before tweeks that could potentially cause issues with the inevitable dmg mod stacking. Who knows being able to aim accurately at your opponents figure instead of minuscule pixels at range may put the rifle at least were it needs to be before any thing else.
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