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Kuro Yojimbo
Edimmu Warfighters Gallente Federation
0
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Posted - 2014.03.15 04:50:00 -
[61] - Quote
It's really simple..... Snipers do not need to instant kill any1.... If you are slightly a teamplayer , you'll wound your little red dot , then jump to the next , allowing your friends to easily dispatch the opponents.... I don't care to not being able to kill instantly...actually , I still do with militia sniper rifle btw.... Sure it's harder than it was , but then again.... What is important it to adjust swarm launchers efficiency vs tanks .... and reduce tank mobility and zoom.... wtf , sniping tank? Gimme a fragging break!!!! Those guys make me wanna puke .... hiding in hav is ten times worse than a redliner...
" what doesn't kill you makes you stronger! Alright , don't mind me if I shoot your face! "
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DUST Fiend
OSG Planetary Operations Covert Intervention
12250
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Posted - 2014.03.15 04:55:00 -
[62] - Quote
I for one would love that SP back.
They want from must have modules to joke modules all in one fell swoop
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
283
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Posted - 2014.03.15 04:57:00 -
[63] - Quote
Cotsy8 wrote: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 Gal(Corrected for common sense) 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.
(n+ëGèÖGÇ+GèÖ)n+ën+PpÇÄG£º~TEARS~G£ºpÇÅ 1.8 Laser rifle buff faq will be back to melt all ur sorry ass the good ol chromosomes days.
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3451
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Posted - 2014.03.15 05:00:00 -
[64] - Quote
The game has changed. Snipers are situational classes, people need to understand this. If that's your primary role, well, you need a secondary. Even before 1.8, more maps has been based around installations and indoor facilities.
I dual tank and all snipers do is let me know that they saw me. I either: stay out of the area with the zig zag run to cover and/or go to that sniper perch to kill em. There's been so many matches I've seen snipers sitting at one position or in one area and mercs just avoid their kill range while still maintaining the objective, rendering sniper roles useless. Just stay on those hills buddy. We'll slaughter your team while you struggle to get a headshot on one red.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Free Beers
Imperfects Negative-Feedback
1996
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Posted - 2014.03.15 06:11:00 -
[65] - Quote
snipers are worthless human beings and should feel embarrassed for complaining about less alpha damage when they get to hide and shoot you from the safety of the redline.
alpha damage has always been a broken part of dust because of the distance factor. this is why ccp continues/will continue to nerf it and to stop making bowl maps where snipers can be vag babies in the redline.
Every mercs life ends the same way. It is only the details of how he lived and died that distinguishes one from another
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Atiim
Living Like Larry Schwag
5707
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Posted - 2014.03.15 06:16:00 -
[66] - Quote
Free Beers wrote:snipers are worthless human beings and should feel embarrassed for complaining about less alpha damage when they get to hide and shoot you from the safety of the redline.
alpha damage has always been a broken part of dust because of the distance factor. this is why ccp continues/will continue to nerf it and to stop making bowl maps where snipers can be vag babies in the redline. And what about the snipers outside of the redline?
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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gfssdfdaasddf
Tronhadar Free Guard Minmatar Republic
0
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Posted - 2014.03.15 09:04:00 -
[67] - Quote
Free Beers wrote:snipers are worthless human beings and should feel embarrassed for complaining about less alpha damage when they get to hide and shoot you from the safety of the redline.
alpha damage has always been a broken part of dust because of the distance factor. this is why ccp continues/will continue to nerf it and to stop making bowl maps where snipers can be vag babies in the redline.
And... you're even more useless for being a retired, bitter "vet" who doesn't even play this game anymore. |
bamboo x
Eternal Beings Proficiency V.
224
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Posted - 2014.03.15 09:10:00 -
[68] - Quote
I've said it before and I'll say it again.
You'll still be able to snipe all the medium suits easily except Caldari. That means half the dropsuits in this game will still be very vulnerable to sniper rifles.
Also you'll be VERY glad there's a damage mod nerf when a Caldari Commando headshots you with a Thales.
bamboo x in 1.8 (Boundless Heavy Machine Gun) you
bamboo x (Ion Pistol) you
bamboo x (Forge Gun) you
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Tau Lai
Seituoda Taskforce Command Caldari State
0
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Posted - 2014.03.15 11:35:00 -
[69] - Quote
From an objective view:
Damage mod nerf: seriously, advanced 4%, prototype 5%? We run 3 proto modules and we get a 3% damage increase? someone tell me why should I do that. Besides, we are losing almost a 15% damage with this nerf.
Heavy suits everywhere: yes, they are slow, but in 1.7 it takes 4-8 shots to take down a skilled heavy. Doing it in 1.8 will require 6-10, wich is ridiculous. Sniping a 1 second shield recharging heavy caldari suit will be like sniping a tank.
Snipers get the caldari commando: wich is fat. Not as much as the Pacific Rim foreheaded heavy gallente suit, but very fat. Very visible.
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Outer Raven
WarRavens League of Infamy
197
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Posted - 2014.03.16 04:33:00 -
[70] - Quote
Atiim wrote:Outer Raven wrote: Ya at this point I can't even keep count of how many dropships (non-assault mind you) have tried to simply crush me on high towers. Which is why in 1.8 with the new commando suits I'll create a fit with proto swarms an av grenades along with my sniper rifle when on towers.
But Commandos don't have grenade slots. FK me your right
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