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Lethal Assassin 47
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Posted - 2014.03.09 05:37:00 -
[1] - Quote
In this post, I examine the mechanics and arsenal of other games ' infiltrators and snipers and how it makes them effective at their roles. I also compare it to what we have in DUST. In doing so, we can improve upon what we have.
The following videos show how effective the Infiltrator (our Scout) is in CQC in PS2.
https://www.youtube.com/watch?v=z2SymlgFrY8 http://www.youtube.com/watch?v=8UddaDW5m4Y
Equipment
Recon Darts - a tool that the Infiltrator can shoot that lets him see who is on the mini-map that happens to come in the vicinity of it's scan range. Multiple darts can be shot into the surrounding environment that allow him to see enemy movement within the objective. At max proficiency, it is a crucial asset to a team. What we have now in DUST is the Active Scanner. Though this is a great piece of equipment, additional tools to consider having in the game would be equipment similar to the Motion Sensors and Motion Detect devices from the Recon class in the Battlefield series.
- Motion Detect Sensors - These are thrown much like a grenade, which pulses within an area from it's landing point (24m radius) for a short duration of time. This essentially lights up targets and gives your team the recon needed to know where your enemy is on the fly.
- Motion Sensor Device (TUGS) - This is a stationary device that picks up enemy movement nearby.
With these, one can relay recon to their team mates on the move or on a given choke point for as long as they are active. The stationary sensors can be fluxed or shot to counter the e-war. In the realm of DUST, they can be made to be able to detect down to a certain dB, making it balanced with the whole dampening schematic.
Cloak - The cloak is the lifeblood of the Infiltrator class, as it should be. It allows them to sneak into enemy territory to gain ground, hack objectives, and flank almost unnoticed. The ability to uncloak and re-cloak in a timely manner as well as its duration is what increases a Scout's survivability. It's balanced because there's a slight shimmer you can see as they move, and uncloaking also leaves you vulnerable to being seen and shot. You become a hunter that methodically picks his movement and approach to targets.
Months ago, I suggested to Nova Knife that the key things to pay attention to with the implementation of cloaking is cloak duration and cool-down timers. Since the Scout suits are receiving a bonus to cloak field per level, this falls in line with that idea, though it'll depend on how it's implemented. Additionally, it is much harder for other classes to fit a cloak without making some major sacrifice, which gives the Scout a distinct identity on the battlefield.
C-4/RE - another essential part of our arsenal that allows to do SPEC-Ops, hold objectives, take out infantry and armor.
Weaponry
The weapon of choice is in these videos is a SMG, which can doped with a silencer to reduce the likelihood of revealing his presence to the enemy - in most games u don't show up on the mini-map. Generally, silenced versions of weapons have less hip-fire accuracy and falloff damage. In DUST, the Magsec SMG will come out with a silenced version, which would be an excellent choice to have for a sneaky assassin engaging from the enemy's flank. The choice of weaponry, however, is up to the Scout when it comes to infiltration and assassination.
Infiltrator - Medium to Long Range
HP matters in DUST where in other games head shots are OHK. With the changes to TTK by reduction of damage mod percentages, proficiency, along with the influx of Heavies, dual-tanking will be prominent with this upcoming build, rendering weapons dependent on damage mods to be in a less useful state than ever before. In light of this, weapons like the Sniper Rifle are indirectly nerfed. Many necessary changes and fixes are needed to make it a viable weapon on the field, which the few remaining dedicated snipers and past snipers have suggested thoroughly on these forums. Some of these fixes and suggestions include:
- Fixing the rendering range so clones don't pop in and out of our sights when they hug the wall of a facility.
- Fixing the shield glitch animation that occurs when shooting targets that essentially make them receive no damage.
- Adding the ability for us to target paint enemies for assist points on top of having recon tools - allows us to spot targets for our team in case there is an incoming threat out of their LoS.
- Adding variable scopes for medium and long range sniping that we can toggle.
- Adding in a bolt action sniper rifle variant, along with semi-automatic ones in the form of Scout Rifles or DMR's.
- Adding the ability to hold breath to steady swaying while standing.
- Adding the ability for us to go prone.
- Increasing head shot multiplier damage to reward precision shots (suggested 300%, before proficiency and dmg mod change).
- Increasing base damage.
- Making maps that not only are bowl shaped, but have slightly elevated hills or mountains within the map, infrastructure that we can climb up into, and overall more variety in perches.
- Adjusting the red line (there are many posts about how to fix this, so I won't go into detail about it, but the ones about having a red/green zone, or barriers in/out I'm in favor of).
Coupled with the recon tools, cloaking, and the suggested changes and additions to the sniper rifle arsenal, we can expect to see more snipers being mobile on the field and moving into more strategic positions to help their team than hiding in the red line. They'd be more vulnerable, but the high alpha dmg and added mechanics should level the playing field. Hope this gets to DEVs as an overhaul to Sniping is very much needed.
With that end, here is some footage of effective snipers in action. PS2: http://www.youtube.com/watch?v=tqb0iCN6TD4 BF4: http://www.youtube.com/watch?v=b7c_0wdLJog
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Lethal Assassin 47
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Posted - 2014.03.12 06:53:00 -
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General12912 wrote:lol i move around as a into stategic positions as a sniper right now, and cloaking fields arent even out yet. the cloaking fields will really help though.
I feel they will add to our play style. With how cloaking looks, at least in this game, there's a long duration for it 60 seconds, with a CD of 30 seconds, so that would allow us to move around the map to find perches on an objective. We can play defense, support offensively, or go in for the hack, set up RE, etc. This is actually my alt that I plan on running the Caldari Scout with and sniping before I decide to point any points further into my main sniper character (brick tank one). Even though there's a nerf to damage mods, I'll see how it goes with the build I'm making. I'm thinking of still using 3 dmg mods + precision enhancer on the highs, maybe plates on the lows or a dampener, depending. Coupled with a MagSec SMG, which has 40m optimal range in case ppl get close, it could work. |
Lethal Assassin 47
R 0 N 1 N
9
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Posted - 2014.03.12 07:41:00 -
[3] - Quote
Maximillian Marquis wrote:I like the idea's of defining the Infiltrator, Assassins and Snipers roles and giving them some more specialized tools for those specific roles. I absolutely LOVE the idea of being able to "paint" targets as a sniper. Snipers are not just all about the gun IRL, they are heavily entrenched with recon and "hunting". Think Spec Ops and you have a good idea of what I look for in sniping typically. Even more so considering the upcoming nerfs to the sniping game (this makes me sad, BUT I WONT QUIT YOU!!!).
Great post
I'm not giving up on this class. It's my favorite class to play in every PvE and PVP game I play, whether it be online competitively or offline casually. They are eventually going to be bringing the Minmitar Precision Rifle along with the rest of the SR variants sometime in the future, so I'm going to be patient and play games in between capping my main and my alt till then. I'm hopeful that they will revamp the SR's in the future instead of nerfing them each update come later this year or up to PC 2.0.
For this character, I'm thinking of specing into Caldari Scout and putting 3 damage mods, a precision enhancer, plates or a dampener depending on the situation I plan on moving around with a charged sniper rifle in my main, with a MagSec as my secondary, with a cloak and hives as my equipment. Gonna experiment a little but I definitely want to try out a mobile fit.
My main I'm thinking of going as a Caldari Commando as of now and building a similar fit, but for the +10 hybrid-rail damage ontop of level 5 proficiency against armor, with a secondary that wipes shields. I'm going to hold off on specing into this one though till I see some forum posts after 1.8 goes live. For now, feel free to msg me if you want to snipe with my main sometime. |
Lethal Assassin 47
R 0 N 1 N
11
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Posted - 2014.03.12 15:01:00 -
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General12912 wrote:Lethal Assassin 47 wrote:General12912 wrote:lol i move around as a into stategic positions as a sniper right now, and cloaking fields arent even out yet. the cloaking fields will really help though. I feel they will add to our play style. With how cloaking looks, at least in this game, there's a long duration for it (60 seconds for ADV/CD of 30 seconds), so that would allow us to move around the map to find perches on an objective. We can play defense, support offensively, or go in for the hack, set up RE, etc. In case we get shot at and survive, we can also re-cloak and change positions. This is actually my alt that I plan on running the Caldari Scout with and sniping before I decide to point any points further into my main sniper character (brick tank one). Even though there's a nerf to damage mods, I'll see how it goes with the build I'm making. I'm thinking of still using 3 dmg mods + precision enhancer on the highs, maybe plates on the lows or a dampener, depending. Coupled with a MagSec SMG, which has 40m optimal range in case ppl get close, it could work. heh, just remember, the cloaking device wont likely fit on a standard scout without skilling into dropsuit electronics/engineering.
I'm good lol. I'll have 17M SP on this char come 1.8. I have to see how much CPU/PG everything is come the patch since things might change. This is how I'd fit my proto suit. I'm not sure how I'll work things into my STD or ADV suits without being a gimp lol. |
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