Aeon Amadi
Ancient Exiles. Renegade Alliance
5054
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Posted - 2014.02.23 11:27:00 -
[1] - Quote
Meee One wrote:...to receive active scan results.
Let's be honest,regardless of what snipers say,sniper rifles are OP. They will claim that 3 shots is too many.
Well,i believe such a godly weapon should have drawbacks. There are 0 drawbacks currently,regardless of what snipers say,we face-to-face infantry know the truth.
Why should such a cowardly play style be rewarded for a frontline mercs job? Getting the perks of a scan for easy kills all while the merc that scanned can die in combat.
There is 0 defense for easymode OHK potential weapons.
This would negate any potential scan results from any form of active scanner,even if the sniper is the one doing the scan.
I find it somewhat amusing that everyone on the forums complains that snipers don't benefit anything to the team and you're sitting here wanting to neuter them of the ability to help out their team.
It is harder to be a sniper in Dust 514 than most other games, what with the unalterable zoom mechanics and requirement of crouching to get a steady shot. That right there makes them entirely vulnerable to other snipers, railguns and even some eagle eyed forge gunners. There are options available to you for taking them out and they are -not- the problem people make them out to be.
And comments like: "Let's be honest,regardless of what snipers say,sniper rifles are OP." is automatically setting yourself up for being considered a troll and your claims/requests immediately dismissed.
Pick up a sniper rifle and shoot back if it's so easy.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
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Aeon Amadi
Ancient Exiles. Renegade Alliance
5062
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Posted - 2014.02.23 21:30:00 -
[2] - Quote
Mobius Kaethis wrote:I'm with Aeon on this one. As it currently stands the issue with sniper rifles isn't their killing potential, its the fact that once equipped they don't do enough to support the team or even squad. Snipers are too independent. Additionally their risk reward ratio is all messed up thanks to their ability to hide in the redline.
Snipers need to be forced out of the redline to increase their risk but then given more team focused ways to earn rewards. Nerfing their weapon and/or their ability to see targets does nothing towards either of these ends.
Bah. This makes logical sense until you consider what it's like for the team being red-lined. I'll never fail to be amused at players who say things like "Get out of the redline you ****ies!" or "****ing redline cowards" when the clone counts are something akin to 140 vs 25.
Map design doesn't really support any way for snipers -to- benefit their team and in some maps there aren't any spots that are worth a damn outside of the redline (Ashland point in case). More so, newer maps (inspired by community feedback/fear suh as this thread) almost completely nullify snipers as a playstyle with their large, flat expanses and no opportunity to cover objectives; just areas and paths where players will likely never go. This isn't necessarily bad as long as this style of maps aren't continuous - otherwise the sniper rifle may as well be removed from the game (something I am starkly against, we've already lost enough content).
This is simply a problem we as the community will have to endure until Skirmish 3.0 is implemented and supports a forward momentum for attackers akin to Crater Lake in which the redline was never a factor because of the winding map style and complete lack of reason to be in a certain area after the frontline/objective has moved forward. More on that in this video from 2011.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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