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CRNWLLC
Screwy Rabbit ULC
96
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Posted - 2014.03.12 17:19:00 -
[1] - Quote
While I sort of understand the rationale behind increased TTK, I am a little concerned about what it means for sniping (and, to a lesser extent, other alpha-focused roles, like shotgun scouts).
As it stands, it was clearly a poor decision to recently skill into complex damage mods. Standard level are unchanged (huzzah! ), advanced get nerfed 20% (previously 5%, now 4%), but complex get docked 50 FRICKEN PERCENT (from 10% to 5%)!!!! At least we get dropsuit command skills refunded which is totally fair on its own, since they didn't add or change any equipment in 1.8...
This is absurd. What else has been "rebalanced" this extremely? Certainly nothing in 1.7 or 1.8... community--please enlighten me, because I don't understand this.
Maybe I'm missing something, but extending TTK seems to be primarily important/relevant to troops on the frontline, most of whom wield high-DPS, automatic weapons. The biggest damage nerf any of the automatic rifles got was 15.6%... hmm... Wonder if nerfing those weapons just a little more would be a more equitable way of dealing with the problem for all players? Nah. Let's kick damage mods in the taint, instead.
I feel like this is going to make sniping much less viable. Here is some math using a charge sniper rifle as an example:
Pre-1.8 Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.21 (approx. +21% from 3 complex damage mods) = 424.55 x 1.75 (headshot bonus) = 742.97 per head shot.
Post-1.8 Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.11 (approx. +11% from 3 complex damage mods) = 389.47 x 1.75 (headshot bonus) = 681.56 per head shot.
This turns out to be about an 8.3% difference in total damage output. I don't think this is too big a deal on its own, but I keep reading all sorts of things about dual-tanking becoming the norm, buffs to shield mods (couldn't find anything from the devs about this, but I've read it in numerous threads), etc. If these ideas carry any weight, I can foresee OHK sniping (aka, sniping) becoming a sweet memory.
Maybe none of this will matter with the way damage types, racial suits, and resistances are rebalanced? I'm doubtful this is the case.
Thoughts? Feelings?
My other dropsuit is a Python.
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Kaughst
Nyain San Renegade Alliance
249
|
Posted - 2014.03.12 17:20:00 -
[2] - Quote
Caldari Commando? O wait..rail rifles..yea..sorry?
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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CRNWLLC
Screwy Rabbit ULC
96
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Posted - 2014.03.12 17:37:00 -
[3] - Quote
Kaughst wrote:Caldari Commando? O wait..rail rifles..yea..sorry?
Yes, this is true--skilling 5 levels into Caldari commando is one response to this situation. However, the suit has only one equipment slot and a large scan profile. The profile issue can be slightly mitigated through the use of a profile dampener (what else you'd do with the single low slot on this suit if using it to snipe is beyond me), but a single equipment slot is a real disadvantage for a sniper. Going proto is necessary in this situation, since STD and ADV variations only have 2 high slots. So, all in all, not a very great "solution".
I think the idea that a player should have to skill into a particular suit to use a whole class of weapon optimally is ridiculous. This is probably intentional, since the commando suit is advertised "as a damage dealing monster in combat", but I still think this is ridiculous, since they're almost certainly not referring to alpha damage (I feel comfortable asserting this since there are really only four alpha-type weapons: SN, SG, MD, and FG (and possibly a charged ScR); in any case, none of these weapons is very effective in frontline fighting, for obvious reasons that have been addressed in many other threads).
My other dropsuit is a Python.
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Poonmunch
Sanguis Defense Syndicate
811
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Posted - 2014.03.12 17:57:00 -
[4] - Quote
This version could be the final nail in a few snipers' coffins.
But we should wait and see.
The commando suit is loud (high scan profile) and lacks for good slots.
Having to skill into a specific suit to get a good sniper fit is crazy. And I'm really getting tired of having to start the SP grind again every third time a new update is offered.
Snipers should be glass cannons, not punching bags for the nerf hammer.
The 1.8 changes could be smoking ashes and tears for us.
But we should wait and see. The CQC guys will be spending so much time trying to kill each other that we might get ignored more instead of being actively hunted.
Who knows.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Reav Hannari
Red Rock Outriders
3208
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Posted - 2014.03.12 18:02:00 -
[5] - Quote
High scan profile shouldn't matter to a sniper working from a distance. You only light up if someone is pointing their weapon at you.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Buster Friently
Rosen Association
2022
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Posted - 2014.03.12 18:08:00 -
[6] - Quote
CRNWLLC wrote:While I sort of understand the rationale behind increased TTK, I am a little concerned about what it means for sniping (and, to a lesser extent, other alpha-focused roles, like shotgun scouts). As it stands, it was clearly a poor decision to recently skill into complex damage mods. Standard level are unchanged (huzzah! ), advanced get nerfed 20% (previously 5%, now 4%), but complex get docked 50 FRICKEN PERCENT (from 10% to 5%)!!!! At least we get dropsuit command skills refunded which is totally fair on its own, since they didn't add or change any equipment in 1.8... This is absurd. What else has been "rebalanced" this extremely? Certainly nothing in 1.7 or 1.8... community--please enlighten me, because I don't understand this. Maybe I'm missing something, but extending TTK seems to be primarily important/relevant to troops on the frontline, most of whom wield high-DPS, automatic weapons. The biggest damage nerf any of the automatic rifles got was 15.6%... hmm... Wonder if nerfing those weapons just a little more would be a more equitable way of dealing with the problem for all players? Nah. Let's kick damage mods in the taint, instead. I feel like this is going to make sniping much less viable. Here is some math using a charge sniper rifle as an example: Pre-1.8Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.21 (approx. +21% from 3 complex damage mods) = 424.55 x 1.75 (headshot bonus) = 742.97 per head shot. Post-1.8Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.11 (approx. +11% from 3 complex damage mods) = 389.47 x 1.75 (headshot bonus) = 681.56 per head shot. This turns out to be about an 8.3% difference in total damage output. I don't think this is too big a deal on its own, but I keep reading all sorts of things about dual-tanking becoming the norm, buffs to shield mods (couldn't find anything from the devs about this, but I've read it in numerous threads), etc. If these ideas carry any weight, I can foresee OHK sniping (aka, sniping) becoming a sweet memory. Maybe none of this will matter with the way damage types, racial suits, and resistances are rebalanced? I'm doubtful this is the case. Thoughts? Feelings?
I also agree that in the (rightful) quest to increase TTK, the snipers will be disproportionately affected. Hopefully CCP will do something about this, but I would expect that it will take a while.
Incidentally, I'm still waiting on my Flaylock to be useful again.
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Leadfoot10
Molon Labe. General Tso's Alliance
778
|
Posted - 2014.03.12 18:23:00 -
[7] - Quote
CRNWLLC wrote:Thoughts? Feelings?
Good. The useless role of a sniper is further diminished.
Sorry, you asked.
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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
37
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Posted - 2014.03.12 18:27:00 -
[8] - Quote
CRNWLLC wrote:While I sort of understand the rationale behind increased TTK, I am a little concerned about what it means for sniping (and, to a lesser extent, other alpha-focused roles, like shotgun scouts). As it stands, it was clearly a poor decision to recently skill into complex damage mods. Standard level are unchanged (huzzah! ), advanced get nerfed 20% (previously 5%, now 4%), but complex get docked 50 FRICKEN PERCENT (from 10% to 5%)!!!! At least we get dropsuit command skills refunded which is totally fair on its own, since they didn't add or change any equipment in 1.8... This is absurd. What else has been "rebalanced" this extremely? Certainly nothing in 1.7 or 1.8... community--please enlighten me, because I don't understand this. Maybe I'm missing something, but extending TTK seems to be primarily important/relevant to troops on the frontline, most of whom wield high-DPS, automatic weapons. The biggest damage nerf any of the automatic rifles got was 15.6%... hmm... Wonder if nerfing those weapons just a little more would be a more equitable way of dealing with the problem for all players? Nah. Let's kick damage mods in the taint, instead. I feel like this is going to make sniping much less viable. Here is some math using a charge sniper rifle as an example: Pre-1.8Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.21 (approx. +21% from 3 complex damage mods) = 424.55 x 1.75 (headshot bonus) = 742.97 per head shot. Post-1.8Base damage = 321.9 x 1.09 (+9% from Proficiency 3) = 350.87 x 1.11 (approx. +11% from 3 complex damage mods) = 389.47 x 1.75 (headshot bonus) = 681.56 per head shot. This turns out to be about an 8.3% difference in total damage output. I don't think this is too big a deal on its own, but I keep reading all sorts of things about dual-tanking becoming the norm, buffs to shield mods (couldn't find anything from the devs about this, but I've read it in numerous threads), etc. If these ideas carry any weight, I can foresee OHK sniping (aka, sniping) becoming a sweet memory. Maybe none of this will matter with the way damage types, racial suits, and resistances are rebalanced? I'm doubtful this is the case. Thoughts? Feelings?
I understand that 1.8 might hurt sniping, it is going to hurt everything but Sents and Tanks. There will be far less logi skater totes (900-1000) eHP floating around and a massive increase in scouts who can be one shot'd.. I'm. It saying there is a trade off here, I am just saying there might be more targets at lower eHP as people will abandon assault class for Cal and Ama scout suits.
Secondly, it appears from SS that there will be more than one Sniper Rifle, more than one type of Nova Knife. This leads me to believe that snipers might be getting more options of which type of weapon they want to fire. Although no details have been released and I've only seen pictures of what looks to be new knifes and long range rifles, it appears this will help snipers in the future. Not saying 1.8 will be a friendly place with eHP everywhere and dam mods lowered, but snipers in general should be fighting for better sniping positions around the map to allowed for more varied play and positioning for 1.8.
It appears the commando might be the best suit for sniping due to racial bonus and high eHP, scout suits will offer 2 equipment slots and the Cal and Gal bonuses are both strong for a sniper. There are more options in suits, hopefully more soft targets, and i really hope more type of SR to be released to have a variety type of weapon (rail, plasma etc). It doesn't matter if one race is the long range type, its a war and in war every side should have a sniper type,long range rifle.
Sniping will always have a role in the game, the skilled snipers can always dictate an outcome or hold off a capture point. I hope every class is a viable option going forward, i hate to see one class or one races heavy (cal,or gal) dominate. |
CRNWLLC
Screwy Rabbit ULC
96
|
Posted - 2014.03.12 18:32:00 -
[9] - Quote
Leadfoot10 wrote:CRNWLLC wrote:Thoughts? Feelings? Good. The useless role of a sniper is further diminished. Sorry, you asked.
I was waiting for someone to say this, and I can't say I'm surprised it was you!
My other dropsuit is a Python.
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Leadfoot10
Molon Labe. General Tso's Alliance
781
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Posted - 2014.03.12 18:34:00 -
[10] - Quote
I am, at least, very consistent in this regard.
:) |
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Kigurosaka Laaksonen
DUST University Ivy League
597
|
Posted - 2014.03.12 18:39:00 -
[11] - Quote
CRNWLLC wrote:buffs to shield mods
Shield mods aren't getting buffed, although...
Complex Shield Regulators need a buff from 25% to 30%.
What's happening is damage mods (ENH and mostly COM as you point out) are getting a nerf. Since damage mods and shield extenders occupy high slots, the question is which to use. Armor tankers have nothing useful to put in the highs except damage mods, so that seems obvious.
The question comes when consider HP values. Will I get more benefit out of doing 5% more damage to you, or gaining 77 shield HP, effectively meaning you do X% less damage to me? That's the school of thought there. I still think damage mods will be useful because the extenders are only helpful if you're getting shot. The obvious solution is to kill them before they shoot you.
Hope I explained myself well. Make sense?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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CRNWLLC
Screwy Rabbit ULC
96
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Posted - 2014.03.12 19:03:00 -
[12] - Quote
Kigurosaka Laaksonen wrote:CRNWLLC wrote:buffs to shield mods Shield mods aren't getting buffed, although... Complex Shield Regulators need a buff from 25% to 30%.What's happening is damage mods (ENH and mostly COM as you point out) are getting a nerf. Since damage mods and shield extenders occupy high slots, the question is which to use. Armor tankers have nothing useful to put in the highs except damage mods, so that seems obvious. The question comes when consider HP values. Will I get more benefit out of doing 5% more damage to you, or gaining 77 shield HP, effectively meaning you do X% less damage to me? That's the school of thought there. I still think damage mods will be useful because the extenders are only helpful if you're getting shot. The obvious solution is to kill them before they shoot you. Hope I explained myself well. Make sense?
Aren't shield regulators a type of shield module?
To clarify: by "shield mods" I mean "shield modules"; by "damage mod" I mean "damage modifier", which is a specific type of module.
My other dropsuit is a Python.
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Nothing Certain
Villore Sec Ops Gallente Federation
297
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Posted - 2014.03.12 19:12:00 -
[13] - Quote
I pretty much like the damage mod nerf even though I too just recently skilled into them. I am not sure the differential between advanced and complex makes sense though. I'm glad snipers take a hit, hiding in the redline and shooting people 400 meters away is not exactly fair, but it is debatable.
Because, that's why.
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Poonmunch
Sanguis Defense Syndicate
813
|
Posted - 2014.03.12 20:59:00 -
[14] - Quote
Leadfoot10 wrote:CRNWLLC wrote:Thoughts? Feelings? Good. The useless role of a sniper is further diminished. Sorry, you asked.
Ahhhh ...
The age-old dance continues.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Noremac Nagaho
Red Hand Syndicate
36
|
Posted - 2014.03.12 21:16:00 -
[15] - Quote
Come on, there are so many pros to becoming a caldari commando sniper:
1. You look BADASS, master chief with black digi camo and red highlights (aurum ck.0 prediction)
2. You can do an extra 10% damage over other suit options (bringing you back up to pre-1.8 power)
3. Your sidearm is another light weapon (likely another sniper rifle or rail rifle)
4. You have high EHP but, unlike heavy snipers, you have room for a nanohive |
Outer Raven
WarRavens League of Infamy
194
|
Posted - 2014.03.12 22:23:00 -
[16] - Quote
Noremac Nagaho wrote:Come on, there are so many pros to becoming a caldari commando sniper:
1. You look BADASS, master chief with black digi camo and red highlights (aurum ck.0 prediction)
2. You can do an extra 10% damage over other suit options (bringing you back up to pre-1.8 power)
3. Your sidearm is another light weapon (likely another sniper rifle or rail rifle)
4. You have high EHP but, unlike heavy snipers, you have room for a nanohive Guess I'm not the only one who thinks the Cal heavy looks like Master Chief..
___-öGûêGûêGêƒ________________
GûêGûêGûêGòÜGûêa»½GòáGûê Gûæ Gûæ Gûæ Gûæ Gûæ Gûæ Gûæ GûÆ PEW
¯¯GùÑGò¥GûêGûêGùñ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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NOAMIzzzzz
Fatal Absolution General Tso's Alliance
106
|
Posted - 2014.03.12 22:25:00 -
[17] - Quote
WHO CARES. |
Outer Raven
WarRavens League of Infamy
194
|
Posted - 2014.03.12 22:36:00 -
[18] - Quote
Noremac Nagaho wrote:Come on, there are so many pros to becoming a caldari commando sniper:
1. You look BADASS, master chief with black digi camo and red highlights (aurum ck.0 prediction)
2. You can do an extra 10% damage over other suit options (bringing you back up to pre-1.8 power)
3. Your sidearm is another light weapon (likely another sniper rifle or rail rifle)
4. You have high EHP but, unlike heavy snipers, you have room for a nanohive Also your right about the incentives to using the Cal heavy (I just hate the larger scan profile though) especially with the lower TTK. Either way will just have to play with the different setups to find out what works.
___-öGûêGûêGêƒ________________
GûêGûêGûêGòÜGûêa»½GòáGûê Gûæ Gûæ Gûæ Gûæ Gûæ Gûæ Gûæ GûÆ PEW
¯¯GùÑGò¥GûêGûêGùñ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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CRNWLLC
Screwy Rabbit ULC
97
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Posted - 2014.03.12 22:38:00 -
[19] - Quote
Noremac Nagaho wrote:Come on, there are so many pros to becoming a caldari commando sniper:
1. You look BADASS, master chief with black digi camo and red highlights (aurum ck.0 prediction)
2. You can do an extra 10% damage over other suit options (bringing you back up to pre-1.8 power)
3. Your sidearm is another light weapon (likely another sniper rifle or rail rifle)
4. You have high EHP but, unlike heavy snipers, you have room for a nanohive
You make some good points, but:
1) I don't particularly care about cosmetics, though I agree.
2) I don't like the notion of swapping complex damage mods that significantly boost any weapon on any suit, in favor of severely handicapped complex damage mods that do the same + a set of heavy suits with racial weapon damage bonuses. To be sure, the commando suits are awesome and long overdue, but with the nerf to damage mods, they're massively OP compared to other suits.
Consider the following: as it stands now, the best you'd hope for is Proficiency 5 (+15%) and three complex damage mods (cuz more than that is pretty useless; this adds about 21% to your damage output). That puts you at about 36% possible increased damage at present. But with the new stats for complex damage mods (+5%, for a total of about 12% if you stack three), the max will be about 27%.
A proto commando suit (+15% to racial weapon damage) with Proficiency 5 on a relevant racial weapon (another +15%), with the ~12% granted from stacking 3 complex damage mods will receive a damage bonus of about 42%. That's about a 15% difference between the maximum potential damage output of commando suits vs all others! Considering that complex damage mods now only give a 5% bonus, that's flippin' HUGE! In other words, the difference between max potential damage output is greater than stacking 4 complex damage mods after they get "rebalanced"!
3) This is cool when you're up in the action, moving around in the fray, but as a sniper, I prefer to stay well back, skimming the perimeter, using my sidearm only as necessary. Prefer not to have to brawl with reds when my strategy is to hit them from afar.
4) True, but I'd also like an uplink and maybe another nanohive. Also, it's not too hard to get an Amarr logi suit to almost 1000 EHP, (which is enough to tank a headshot from a Thale's sniper with Proficiency 5 and GTFO) and it has three equipment slots. Just sayin'.
When has another module/weapon/whatever had its proto-level variant "rebalanced" into its advanced-level variant? I am asking this honestly--I've only been playing a little less than a year (well, I've had this toon that long, only really been playing about 6 months).
My other dropsuit is a Python.
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Rusty Shallows
1088
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Posted - 2014.03.12 22:41:00 -
[20] - Quote
Kaughst wrote:Caldari Commando? O wait..rail rifles..yea..sorry? Sniper Rifles use Hybrid - Rail for the Damage Type. That was a good play off the thread title.
Edit: Darn you Costy8! +1 you beautiful b@satard.
Here, have some candy and a Like. :-)
Forums > Game
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Hakyou Brutor
G0DS AM0NG MEN D.E.F.I.A.N.C.E
104
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Posted - 2014.03.12 22:42:00 -
[21] - Quote
People don't understand how hard it is to be a sniper... you have to have the hardest hitting sniper rifle in the game, three damage mods, and a few levels in sniper rifle proficiency just to one-hit a 100% free suit. Seriously, how often do you get killed by a standard or militia sniper rifle? almost never.
G0DS AM0NG MEN Director - Fully Support a Respec for 1.8
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CRNWLLC
Screwy Rabbit ULC
97
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Posted - 2014.03.12 22:44:00 -
[22] - Quote
Hakyou Brutor wrote:People don't understand how hard it is to be a sniper... you have to have the hardest hitting sniper rifle in the game, three damage mods, and a few levels in sniper rifle proficiency just to one-hit a 100% free suit. Seriously, how often do you get killed by a standard or militia sniper rifle? almost never.
Pretty much only when I'm running a scout suit, and that's how it should be!
My other dropsuit is a Python.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5189
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Posted - 2014.03.12 22:47:00 -
[23] - Quote
Leadfoot10 wrote:CRNWLLC wrote:Thoughts? Feelings? Good. The useless role of a sniper is further diminished. Sorry, you asked.
It's only useless because the community keeps bastardizing it's role as some KDR focused playstyle... There are some of us who focus more on the teamwork aspect of calling out targets long before they're within scanner range and eliminating/damaging high value targets before they become a problem (shotgun scouts, logistics healing heavies, etc). This is made more problematic because there is the stereotype that all snipers are KDR padding cowards who hide behind the redline, this isn't the case.
Incidentally it's that same stereotype that almost guarantees you'll be team-killed in Faction Warfare if you're using the Thales.
Snipers need more tools and more capability to make them a viable force multiplier, not constant nerfs to their playstyle and changes to map design that insinuate the community's general hatred of them.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Skyline Lonewolf
Ancient Exiles. Renegade Alliance
11
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Posted - 2014.03.12 23:32:00 -
[24] - Quote
Aeon Amadi wrote:Leadfoot10 wrote:CRNWLLC wrote:Thoughts? Feelings? Good. The useless role of a sniper is further diminished. Sorry, you asked. It's only useless because the community keeps bastardizing it's role as some KDR focused playstyle... There are some of us who focus more on the teamwork aspect of calling out targets long before they're within scanner range and eliminating/damaging high value targets before they become a problem (shotgun scouts, logistics healing heavies, etc). This is made more problematic because there is the stereotype that all snipers are KDR padding cowards who hide behind the redline, this isn't the case. Incidentally it's that same stereotype that almost guarantees you'll be team-killed in Faction Warfare if you're using the Thales. Snipers need more tools and more capability to make them a viable force multiplier, not constant nerfs to their playstyle and changes to map design that insinuate the community's general hatred of them.
Already posted on my alt about this in the feedback section a couple days ago with quite a lengthy and well thought out post. Tools, role, purpose, fixes, buffs, play style, map design, etc. When I play solo, I can do whatever, but when I run in a squad, I do call outs and eliminate priority targets. Once I get a HD PVR, I'll show these cats what a sniper can do in and out of the red, solo and in team a setting. Been wanting to do montages for a while but atm I'm heading down the PC Gaming/PS4 route.
I see you coming from a mile away.
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Fenrir XIII
Hellstorm Inc League of Infamy
20
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Posted - 2014.03.12 23:44:00 -
[25] - Quote
lol Wait til he finds out they're nerfing the equipment. |
Joel II X
Dah Gods O Bacon
1611
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Posted - 2014.03.12 23:50:00 -
[26] - Quote
This game is balanced around the assault rifles. I thought the community knew that already. That's why most weapons other than the standard-issue rifles can't compare against them. |
Skyline Lonewolf
Ancient Exiles. Renegade Alliance
11
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Posted - 2014.03.12 23:58:00 -
[27] - Quote
Nothing Certain wrote:I pretty much like the damage mod nerf even though I too just recently skilled into them. I am not sure the differential between advanced and complex makes sense though. I'm glad snipers take a hit, hiding in the redline and shooting people 400 meters away is not exactly fair, but it is debatable.
You do know that's what snipers do in real life, right? Shoot people from hundreds of meters away. It's not meant to be fair, but in terms of game design, maps will have to be reworked to have closer cover as well as changes in sniping mechanics in order to see snipers work effectively in medium range engagements as well as long range. That's only part of their role. The other part is intel.
You can refer to this post https://forums.dust514.com/default.aspx?g=posts&m=1926856#post1926856 on my suggestions to improve the class and role. The top part is about Infiltration and Recon tools, while the bottom half is about sniping. On this character I plan on going Cal Commando to counteract the dmg mod hit, while on my alt, I plan on going Cal/Gal Scout, hence the post on my Scout.
As for sniping within 400m, I went 28-1 just yesterday with back to back kills shown on the K/D chart. My farthest kill was 143 meters away, well within range of anyone's optimal range of fire, and yes, we did win the match. I'd say that's a fair distance. With current map design, it really depends on the map atm. Just be patient my fellow snipers. More racial SR variants are in the pipes. Our time will come.
I see you coming from a mile away.
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Poonmunch
Sanguis Defense Syndicate
817
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Posted - 2014.03.13 00:33:00 -
[28] - Quote
Reav Hannari wrote:High scan profile shouldn't matter to a sniper working from a distance. You only light up if someone is pointing their weapon at you.
But it does affect counter-sniping. More dampers make it harder to show your enemy a red chevron.
The more dampers you have on, the more directly your opponent has to aim at you.
I don't know if this is still the case but a few versions back I remember looking right at a scout and getting nothing on my reticule.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Venerable Phage
Red Shirts Away Team
76
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Posted - 2014.03.13 00:53:00 -
[29] - Quote
Hakyou Brutor wrote:People don't understand how hard it is to be a sniper... you have to have the hardest hitting sniper rifle in the game, three damage mods, and a few levels in sniper rifle proficiency just to one-hit a 100% free suit. Seriously, how often do you get killed by a standard or militia sniper rifle? almost never.
100% free suit or a MLT Gallente with 3 basic plates?
I'm pretty sure most starter outfits that are 100% free are OHK to the head.
I would have much preferred to see a scout suit become the ultimate sniper. They should be glass cannons not semi mobile turrets sitting in the redline.
People were worried about scout cloaks. I said they should be worried about the next generation of heavy snipers who cannot be one shot to the head. They will be in the redline, head just visible and will retreat behind cover if hit.
Someone did not do the calcs when they created the new generation. So which heavy will get resistance to sniper rifles.. Thy will be the most popular (anti)/sniper on a hill. |
Outer Raven
WarRavens League of Infamy
195
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Posted - 2014.03.13 01:05:00 -
[30] - Quote
Venerable Phage wrote:Hakyou Brutor wrote:People don't understand how hard it is to be a sniper... you have to have the hardest hitting sniper rifle in the game, three damage mods, and a few levels in sniper rifle proficiency just to one-hit a 100% free suit. Seriously, how often do you get killed by a standard or militia sniper rifle? almost never. 100% free suit or a MLT Gallente with 3 basic plates? I'm pretty sure most starter outfits that are 100% free are OHK to the head. I would have much preferred to see a scout suit become the ultimate sniper. They should be glass cannons not semi mobile turrets sitting in the redline. People were worried about scout cloaks. I said they should be worried about the next generation of heavy snipers who cannot be one shot to the head. They will be in the redline, head just visible and will retreat behind cover if hit. Someone did not do the calcs when they created the new generation. So which heavy will get resistance to sniper rifles.. Thy will be the most popular (anti)/sniper on a hill. hmm I'm guessing Gal heavy & Amarr heavy.
Gallente Sentinel Bonus:
3% armor resistance to hybrid - railgun weapons per level. 2% armor resistance to projectile weapons per level.
Amarr Sentinel Bonus:
3% armor resistance to projectile weapons per level. 2% shield resistance to hybrid - railgun weapons per level.
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