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.
Adding incentives is nice but I get the impression most people (some snipers included) don't actually understand the role CCP has fashioned and how well balanced it actually is. You're not going to wrack up kills and WP as a sniper unless the enemy team is too stupid/lazy to hunt you down and, again, too stupid/lazy to be aware of their environment.
That said - snipers don't kill pad (try it yourself - to get a wealth of targets means you're in range of someone's combat rifle OR the enemy team is idiotically sitting still in the wide open). Snipers control the field, mostly by fear ironically. Here's how I work as a sniper for my team:
1) I find a place to hide out - I don't redline because my aim is not good over 200m usually. What's more, most redline spots that hide you can't see around capture points...so no utility for the team. Lastly, anti-snipers look at the red-line for scouts that are speed-hacking...and find you. Sitting. Very. Still. Not good for your health.
2) My job is three-fold:
A) Kill people (force reduction) - no different from frontline, less risk but far more difficult to accomplish with lower target saturation and much more difficult target hits. Significant SP and arguably isk is needed for an effective sniper setup to consistently net kills, not assists. Head shots are rare - stand still and I might get it. All snipers complain about hit detection and such...that's for another thread.
B) Wound people (force reduction) - it takes me one hit on good days for a scout, two to three for a medium, and I almost never kill a heavy. That said, EVEN WITHOUT A KILL that dude I hit is weakened and running into my team, making him easier to kill. Assist for me (yay!) and the team has an easier time holding ground. Do you want to fight a heavy with or without shields? Yeah - I thought so.
C) FEAR FACTOR (and why I love sniping) - what do you do when you get hit and nobody is in sight? "ERMERGURD! SNIPER!" and you run for cover. I don't get a kill if you're semi-quick and you live. But what does that mean for my team? You didn't run into battle...so you didn't hurt them, and now four guys storming my team just became three. If I'm lucky you run around like a fool and I get a kill - usually I don't. But what does happen is you're alone when my team cleans up the guys YOU were supposed to support but ran away instead. Then they find you, alone, 50% shields or less...who is the coward now?
Force Reduction a la Fear.This is what makes me, as a sniper, a valuable team asset and force multiplier. As for removing a sniper? Get over yourself and come find me in a scout suit...or heavy suit as one dude did (that ended badly for me...). Will you get less kills? Yup - you're looking for me instead of fighting. Will I die? Almost certainly - I'm a sniper with all dmg mods. No tank. My best defense up close is that wickedly OP...smg. Oops. So you could argue snipers help a team a fourth way - forcing the enemy team to dedicate a player, maybe more, to anti-sniping / sniper hunting.
Point I'm making? We support teams a hell of a lot more than that idiot running into the bunker gun blazing and wasting a clone and maybe denting one guy's shields. Play a sniper and you'll discover you're that guardian angel nobody knows exists except when you get a kill - assists aren't listed accept when YOU die and you invariably assume the guy you just killed at 0% shields was fighting one of your bros a moment ago...not 'sniped' down to size to help you.
Your welcome.
Now please post on the forums about a real problem - I recommend equipment's unreal saturation and spam rates due to ease of fitting and utility.
(20 Uplinks in one room? Schweet! I just got 100 WP for one grenade! Woo!)