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George Moros
Balkan Express Squad
325
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Posted - 2014.03.26 18:51:00 -
[1] - Quote
...seem seriously inadequate in performance. With the new TTK balancing CCP didn't even mention snipers, which suggests that they either think snipers are fine, or didn't look at them at all. Well, they aren't fine. Far from it. After playing several matches with a sniper, it becomes pretty clear that the only thing they are good for is taking out militia-fit players. I used adv. Caldari Commando (dropsuit skill at 3), with 2 complex damage mods, and either Charge or Kaalakiota Tactical sniper rifle (proficiency skill 4). My performance was approximately cut in half compared to pre-1.8. There are several factors contributing to this. Apart from the obvious damage mod and proficiency skill nerfs, resistance buffs to heavies, there's also the fact that battlefield is now riddled with either heavies or scouts. The former are, quite literally, unkillable by a sniper, and the latter are running around cloaked (and even uncloaked, half of them are now brick-tanked slayer-scouts with 700-800 EHP This needs to be fixed, or snipers will become not only one of the most hated and annoying roles in DUST, but also totally useless.
Although there are multitude of possible ways to fix this, here's one that seems fine to me:
Normal sniper rifles - buff damage by 10-15%.
Tactical sniper rifles - damage stays the same - 5 round clip - scope magnification equal to that of normal snipers - in short, make them more like a "marksman rifle"
Charge sniper rifle - buff damage by 10-15% - introduce them at advanced level, not only proto variant - 3 round clip - scope magnification of tactical rifles - increased effectiveness against vehicles (still not at 100%, of course) - in short, make them more like today's anti-material rifles
Opinions are welcome... Unless of course they contain comments like "who cares about snipers", "remove the redline" or "snipers are fine if you use Thale's". Please, refrain from that ****. Thank you.
Pulvereus ergo queritor.
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Will Driver
Eyniletti Rangers Minmatar Republic
20
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Posted - 2014.03.26 19:44:00 -
[2] - Quote
Umm ... no. Sniper risk/reward equation has been out of balance, IMHO. If rewards comes way down, that seems like a good thing to me.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1350
|
Posted - 2014.03.26 19:52:00 -
[3] - Quote
There is no doubt that snipers are the group that doesn't really fit any niche in dust right now. Not only does it have the most out of kilter risk/reward ratio in the game but it also totally fails to provide an inherent incetive to support your team rather than just lone wolf your KDR into the stratosphere.
I honestly think that CCP should remove the sniper rifle until they make the changes needed to force snipers into team play with the rest of us.
Fun > Realism
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
689
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Posted - 2014.03.26 19:52:00 -
[4] - Quote
Will Driver wrote:Umm ... no. Sniper risk/reward equation has been out of balance, IMHO. If rewards comes way down, that seems like a good thing to me. Basically the same thing would be if it took 2-3 entire clips just to kill someone in regular gun range, assuming all shots hit. Snipers are a low reward high risk weapon if your target is competent, and a NO reward weapon when you can't kill anything.
If you thought snipers were low risk, it just proves that you've never gone counter sniping before.
If you can read this, it means you are reading.
Unless you are skimming
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Aramis Madrigal
SVER True Blood General Tso's Alliance
183
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Posted - 2014.03.26 20:00:00 -
[5] - Quote
Increase damage 15-20%, but start damage fall off penalties at ~200m. You now have enough alpha to actually kill things, but less incentive to camp far away from the battle.
-Aramis |
Alena Ventrallis
The Neutral Zone
1017
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Posted - 2014.03.26 20:04:00 -
[6] - Quote
I'm for your suggestions, on one condition. Light suits would have to make the best snipers.
Have more scope sway on medium suits. Even more on heavy suits. Only light suits can remove scope sway entirely, even with level 5 in sniper rifles. In this, snipers become able to be OHK when countersniped, which allows them to have their potential OHK at a cost.
Also, change proficiency to a 3% increase in headshot damage per level.
Best PVE idea I've seen.
Fixed link.
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Operative 1171 Aajli
Bragian Order Amarr Empire
1655
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Posted - 2014.03.26 20:12:00 -
[7] - Quote
Mobius Kaethis wrote:There is no doubt that snipers are the group that doesn't really fit any niche in dust right now. Not only does it have the most out of kilter risk/reward ratio in the game but it also totally fails to provide an inherent incetive to support your team rather than just lone wolf your KDR into the stratosphere.
I honestly think that CCP should remove the sniper rifle until they make the changes needed to force snipers into team play with the rest of us.
Yeah, let's get rid of the fun in the name of chasing that almighty win. Force? How about develop. Develop the scout sniper role with new mechanics that, with a light suit made for the role of scout sniper would naturally benefit the team.
The combination of the suit, weapon, skills and mods would assist with getting OHKs. Therefore, people would want to use the suit rather than just use any suit. Make that same combo the only thing that allows the sniper rifle to be usable through reducing sway etc.
Then add :
The ability to passive scan and/or active scan for the whole team. If you scope targets with your sniper scope they light up for so many seconds.
Squad leader can mark problem targets or areas much like the defend order and sniping targets in that area gets extra points.
Open more areas up to LoS so snipers are encouraged to move closer. Right now you have to move within enemy range. Part of the point of sniping is to stay out of enemy range. This game has too much running around and 360-¦ threat level for sniping to even be considered appropriate for the task. Too many snipers won't be a problem if you make it skill intensive to make it work.
Cloak while firing for a few seconds before decloak at the expense of increased charge up time on the cloak.
Make the sniper rifle hard to fit unless you use the sniper suit that has a reduced fitting cost.
Offer more intel ewar mods and equipment that give points.
"Stay stealthy scouts."
GÇô Ron Burgundy
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
690
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Posted - 2014.03.26 20:20:00 -
[8] - Quote
Aramis Madrigal wrote:Increase damage 15-20%, but start damage fall off penalties at ~200m. You now have enough alpha to actually kill things, but less incentive to camp far away from the battle.
-Aramis You'd need the boost to be about 50% for such a pathetic range.
But on a more realistic sense damage has to scale according to the target... Possibly the shots should do a bit more damage if the target is wearing plating or is a heavy.
Now, what I mean by this is that a medium should be 2-3 shots, and a heavy about 4-5, if they were body shots. Heashots should be about 1 for medium and 2-3 for a heavy. Scouts now have cloaking so getting one shot regardless seems fair in comparison.
If you can read this, it means you are reading.
Unless you are skimming
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Waiyu Ren
Seeker of The Path
89
|
Posted - 2014.03.26 20:37:00 -
[9] - Quote
Mobius Kaethis wrote:There is no doubt that snipers are the group that doesn't really fit any niche in dust right now. Not only does it have the most out of kilter risk/reward ratio in the game but it also totally fails to provide an inherent incetive to support your team rather than just lone wolf your KDR into the stratosphere.
I honestly think that CCP should remove the sniper rifle until they make the changes needed to force snipers into team play with the rest of us.
Yesterday I camped a point not far from the enemy MCC while targeting the objective (Dom). It had the best defensive position, even if my chance of being discovered was higher. I managed about 6 kill assists and 5 outright kills solely on targets that were defending that objective, and then later assaulting that objective after i helped my team take it, Whether my team mates were even aware of me or not. I really couldn't have helped my team any better than that on the front line, and when i finally was discovered and counter-sniped, it was a proto that took me down... which was kind of flattering given that i was only using a basic.
The role is what you make of it. I don't have the twitch-skill necessary to be an asset on the front line, and i can't make my brain swap to left-stick dependance after a decade of right-stick aiming, which means Aim Assist is always "turned off" for me. That leaves "Skill-shot" and Support weapons at a mid to long engagement range. This might be "Low risk KDR padding" for some people, but for me it's feeling that i can actually be an asset rather than a liability.
You can't force anyone to play the way you think they should. Yeah some silly little boys might just be doing it to feel cool, but not everyone is a silly little boy.
Shouting doesn't make your opinion seem more valid, it just makes you seem more annoying.
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Waiyu Ren
Seeker of The Path
90
|
Posted - 2014.03.26 20:41:00 -
[10] - Quote
Operative 1171 Aajli wrote: What you said.
The Caldari Scout looks made for the Sniper/Spotter role. All those highs, and just enough lows for a bit of self-sufficiency.
Shouting doesn't make your opinion seem more valid, it just makes you seem more annoying.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7777
|
Posted - 2014.03.26 20:44:00 -
[11] - Quote
Just fix the hit detection, then we'll start talking.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1471
|
Posted - 2014.03.26 20:49:00 -
[12] - Quote
If hit detection and headshots where consistent... BAM! Skilled Snipers are 100% viable.
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Delta 749
Kestrel Reconnaissance
2739
|
Posted - 2014.03.26 20:50:00 -
[13] - Quote
Ive been saying this for a while but snipers need a significant head shot bonus to be brought in line
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Louis Domi
Pradox One Proficiency V.
120
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Posted - 2014.03.26 20:52:00 -
[14] - Quote
Mobius Kaethis wrote:There is no doubt that snipers are the group that doesn't really fit any niche in dust right now. Not only does it have the most out of kilter risk/reward ratio in the game but it also totally fails to provide an inherent incetive to support your team rather than just lone wolf your KDR into the stratosphere.
I honestly think that CCP should remove the sniper rifle until they make the changes needed to force snipers into team play with the rest of us.
If a sniper had a mic he can call out enemies tough enemies while killing the weaker ones, too bad i never had a mic tho :/ i would've been a big help on many occasions. |
Lucrezia LeGrand
382
|
Posted - 2014.03.26 20:55:00 -
[15] - Quote
Are snipers still a thing with the dam modifiers nerfed to 3,4 and 5%? I always thought you had to run at least 2 complex to impact the battlefield in 1.7.
Thale groupie (not the gun, but the man).
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dreth longbow
Bank of DUST 514
39
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Posted - 2014.03.26 21:11:00 -
[16] - Quote
Lets get more in line with reality. Sway hinders hits, recoil hinders time to acquire target
1 hit max for basic say around 250 damage 1 hit for adv say around 500 damage 1 hit for proto say around 1k damage, 2x zoom 1 hit officer 1.2k damage, 2.5 zoom vehicular damage and wp for kills (last I played it did not apply) range 800m, officer 1k meters make tac larger clip, more recoil, 25% less distance(less reacquire of target) high sway with suit reduction to sway
What does this do? lets people try the sniper fit, but makes them not deadly forces those who really want to snip to invest sp to be deadly like all fits gets the sniper out of harms way and forces the other team to counter sniper to remove as it should be (forces team to be well rounded or pay price)
Note: snipers are meant to shoot from the red line, their job is to be out of harms way
Now I know people don't like snipers, neither do I when I am playing infantry, but they have a role like scouts or heavys they should not be stuck with an assault mentality. Assault should always complain about snipers that is when you know they are doing their job. FYI when I get killed by a sniper, I counter-snipe to solve the problem. |
Buster Friently
Rosen Association
2127
|
Posted - 2014.03.26 21:14:00 -
[17] - Quote
George Moros wrote:...seem seriously inadequate in performance. With the new TTK balancing CCP didn't even mention snipers, which suggests that they either think snipers are fine, or didn't look at them at all. Well, they aren't fine. Far from it. After playing several matches with a sniper, it becomes pretty clear that the only thing they are good for is taking out militia-fit players. I used adv. Caldari Commando (dropsuit skill at 3), with 2 complex damage mods, and either Charge or Kaalakiota Tactical sniper rifle (proficiency skill 4). My performance was approximately cut in half compared to pre-1.8. There are several factors contributing to this. Apart from the obvious damage mod and proficiency skill nerfs, resistance buffs to heavies, there's also the fact that battlefield is now riddled with either heavies or scouts. The former are, quite literally, unkillable by a sniper, and the latter are running around cloaked (and even uncloaked, half of them are now brick-tanked slayer-scouts with 700-800 EHP This needs to be fixed, or snipers will become not only one of the most hated and annoying roles in DUST, but also totally useless.
Although there are multitude of possible ways to fix this, here's one that seems fine to me:
Normal sniper rifles - buff damage by 10-15%.
Tactical sniper rifles - damage stays the same - 5 round clip - scope magnification equal to that of normal snipers - in short, make them more like a "marksman rifle"
Charge sniper rifle - buff damage by 10-15% - introduce them at advanced level, not only proto variant - 3 round clip - scope magnification of tactical rifles - increased effectiveness against vehicles (still not at 100%, of course) - in short, make them more like today's anti-material rifles
Opinions are welcome... Unless of course they contain comments like "who cares about snipers", "remove the redline" or "snipers are fine if you use Thale's". Please, refrain from that ****. Thank you.
Personally, I think for normal sniper rifles, damage per hit should be buffed significantly such that one hit kills were common. The reduce the rate of fire to something like one shot every 30 seconds.
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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
295
|
Posted - 2014.03.26 21:14:00 -
[18] - Quote
Use a Thale's. Problem solved. You now have enough to kill most scouts in a single body shot, as well as the majority of other suits in one headshot.
Nova Knives are OP! Nerf em before you lose all your proto suits!
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fragmentedhackslash
Arrogance.
217
|
Posted - 2014.03.26 21:16:00 -
[19] - Quote
Git Gud.
https://forums.dust514.com/default.aspx?g=posts&m=1981967#post1981967
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
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Mortedeamor
Imperfects Negative-Feedback
1452
|
Posted - 2014.03.26 21:20:00 -
[20] - Quote
seriously qqing about sniping getting harder and crying for a sniper buff...i dont think i have ever seen anything so scrubby
get gud
A laser rifle master for life not just for when it becomes popular
Long Live the Empress
Burn the Heretics
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Powerh8er
DIOS EX. General Tso's Alliance
406
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Posted - 2014.03.26 21:29:00 -
[21] - Quote
I really hate snipers. And the fact is that every weapon in this game have cartoonish range except sniper rifles.
Decrease the range of sniper rifles, decrease redline snipers.
And I wouldnt mind so much by getting killed by an sniper if it were from100 - 200 meter away.
Te Valhall!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
448
|
Posted - 2014.03.26 21:35:00 -
[22] - Quote
You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
Silly , just silly .
You want the scope of the tactical to be like a normal , don't you know that tactical's are magnified more than normal sniper rifle's ???
A slight buff in damage is needed like five to eight percent . Or maybe just five and with damage mods , that can be brought up to ten percent and with the prof add fifteen to that once maxed out .
There doesn't need to be much of an increase .
Actually the scope can use some fine tuning . Not like a Thale but somewhat in between a tactical and a thale .
Tactical scope's can become the regular with the magnification increasing to that under the thale's as one goes to prototype , with the thale being the exception just like it is now .
Changing the scope would make sniping more efficient and actually could be a skill set in the sniper's skill tree . A certain amount of skill points and each level increases magnification . Don't know why that's not an option .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
448
|
Posted - 2014.03.26 21:39:00 -
[23] - Quote
Powerh8er wrote:I really hate snipers. And the fact is that every weapon in this game have cartoonish range except sniper rifles.
Decrease the range of sniper rifles, decrease redline snipers.
And I wouldnt mind so much by getting killed by an sniper if it were from100 - 200 meter away.
Yeah and let's nerf your roles that you play by fifty percent and see how you like that .
Would make you useless , just like the comment that you just made and people like you are typical of what is wrong with this game and the community . I seen you play before and you are good and your comments normally have merit , please don't change that about yourself .
I just know that you were just ball busting right ??? If so I apologize for misunderstanding you .
If not then .... ^^^^
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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medomai grey
WarRavens League of Infamy
461
|
Posted - 2014.03.26 22:05:00 -
[24] - Quote
George Moros wrote:bla bla bla 2 words: Head shots.
And before you try to explain to me how squatting in safety far away from any fighting, hit-scan, and no bullet drop requires skills. Just stop because it doesn't.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
693
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Posted - 2014.03.27 00:15:00 -
[25] - Quote
medomai grey wrote:George Moros wrote:bla bla bla 2 words: Head shots. And before you try to explain to me how squatting in safety far away from any fighting, hit-scan, and no bullet drop requires skills. Just stop because it doesn't. I'm assuming you've never used a sniper rifle in your life. Assault and Combat rifles are soo much easier to kill with, that if snipers require no skill, then those bullet spam guns and their ilk must require negative skill.
If you can read this, it means you are reading.
Unless you are skimming
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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
109
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Posted - 2014.03.27 00:25:00 -
[26] - Quote
Snipers are fine in a commando suit, it's either choice if they went scout, but they should have went commando.
If you want to argue how to help snipers, I would suggest those they damage light up on their team's mini map and if killed they sniper gains +25 for assist and +10 for recon.
And those who say its impossible to kill a heavy suit, its suppose to be extremely difficult to do so. Stick to lighter targets. |
Yeeeuuuupppp
193
|
Posted - 2014.03.27 00:52:00 -
[27] - Quote
I've retired my sniper rifle, until I get tired of getting spawn killed everywhere. I like watching cloaked scouts run, letting them feel invisible ... Until i headshot them.... Sniping is honestly boring now, I've resorted to my "slayer scout" from now until they nerf us to qqing faggots
CCP Saberwing: " War elephants for 1.9"
I really want the templar set
Feel the wrath of my troll
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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
9
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Posted - 2014.03.27 04:42:00 -
[28] - Quote
Powerh8er wrote:I really hate snipers. And the fact is that every weapon in this game have cartoonish range except sniper rifles.
Decrease the range of sniper rifles, decrease redline snipers.
And I wouldnt mind so much by getting killed by an sniper if it were from100 - 200 meter away.
So what is the point of being a Sniper if you have to be in range of assault weapons to use them? I have to get into my stance (making me immobile), pull my rifle up, line up the shot, and shoot, while you are putting 10-15-20 rounds in me at the same distance. I get a total of 3-5 shots before reloading and you have a 50 round or more magazine on rapid fire.
What you are saying is taking away the entire point of a sniper... Reach out and touch someone . The entire purpose of a Sniper (real world) is long range suppression and assistance. Right now It is a 2.5 to 1 ratio (250 vs. 600). That isn't unrealistic by any means, If anything, it is underwhelming. Just like in real life, Snipers SHOULD have more distance to their shots. A 338 Lapua or a 416 Rigby (or a Barrett .50 Cal while we're talking about it) have much longer accurate ranges than an M-16 or AK-47. The three previously mentioned can all reach out to about a mile (the Barrett .50 in 2012 had a confirmed kill at 1.75 miles. Granted, that's a world record, but a 1 mile shot is not unheard of anymore in the sniping world, just extremely difficult.) However, the documented and accepted max effective range is 1.1 miles.
An M16A2 has a max effective range for AREA, not person specific, targets of about 1/2 a mile; an M4 is only 1/3 of a mile. I know as of 2008 the Army didn't even do shooting (for regular forces, I'm not sure on SF, etc.) of 330 yards which is less than 2/10 of a mile. An AK-47 only has about a 225 yard max effective distance which is about 1/10 of a mile. So really, if an assault rifle has a max effective range of 250, we should be seeing 1000 minimum distance which is only 4 times farther, not the 6 times farther of the standard world. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2243
|
Posted - 2014.03.27 04:55:00 -
[29] - Quote
surprisingly i think they did one thing right this patch for snipers. the caldari commando is hands down the best choice for snipers now, without it your damage with the rifle is just so low....
so we all know the bad things about 1.8 for snipers and yes this patch ******* sucks for snipers, but a few changes helped snipers like myself that enjoy fighting outside of the redline.
the caldari commando is an amazing suit for fighting outside of the red line, while supporting your team on the ground, it's very effective at transitioning between a sniper role and an assault role, when you get ambushed you have a light weapon to fend them off on terms and remove them from range with the sniper.
the lower ttk and the nerfing of the rail rifle allows for better mid-long range combat which the ground sniper prefers.
it's far from the good olden days of ground sniping, but it does give snipers a small niche for those that can handle it. |
Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
87
|
Posted - 2014.03.27 05:18:00 -
[30] - Quote
Cal Commando checking in. Im shooting close to double the ammo to score about 10 kills than previous builds.
Scouts already got the cloak role and ewar. I dont think that limiting a new sniper role to any suit is the way to go. Everything already has its specialty now, and giving another to just the scout suit seems over the top. Doesnt matter, because Ill be reskilling into the Cal scout soon anyways, but still throwing in my 2 isk on that topic.
Fixing hit detection and improving rendering are the most important things needed to snipe. Next would be better zoom and crosshairs already. It is painful to line up a red dot on a red icon equipment.
After these fixes Im sure a damage buff will still be needed, as the proto SR vs proto suit was already painful pre 1.8.
When I look down my scope, all I see are dead people.
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Gaurdian Satyr
Glitched Connection
5
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Posted - 2014.03.27 05:30:00 -
[31] - Quote
George Moros wrote:...seem seriously inadequate in performance. With the new TTK balancing CCP didn't even mention snipers, which suggests that they either think snipers are fine, or didn't look at them at all. Well, they aren't fine. Far from it. After playing several matches with a sniper, it becomes pretty clear that the only thing they are good for is taking out militia-fit players. I used adv. Caldari Commando (dropsuit skill at 3), with 2 complex damage mods, and either Charge or Kaalakiota Tactical sniper rifle (proficiency skill 4). My performance was approximately cut in half compared to pre-1.8. There are several factors contributing to this. Apart from the obvious damage mod and proficiency skill nerfs, resistance buffs to heavies, there's also the fact that battlefield is now riddled with either heavies or scouts. The former are, quite literally, unkillable by a sniper, and the latter are running around cloaked (and even uncloaked, half of them are now brick-tanked slayer-scouts with 700-800 EHP This needs to be fixed, or snipers will become not only one of the most hated and annoying roles in DUST, but also totally useless.
Although there are multitude of possible ways to fix this, here's one that seems fine to me:
Normal sniper rifles - buff damage by 10-15%.
Tactical sniper rifles - damage stays the same - 5 round clip - scope magnification equal to that of normal snipers - in short, make them more like a "marksman rifle"
Charge sniper rifle - buff damage by 10-15% - introduce them at advanced level, not only proto variant - 3 round clip - scope magnification of tactical rifles - increased effectiveness against vehicles (still not at 100%, of course) - in short, make them more like today's anti-material rifles
Opinions are welcome... Unless of course they contain comments like "who cares about snipers", "remove the redline" or "snipers are fine if you use Thale's". Please, refrain from that ****. Thank you.
Agreed I head shotted a advanced scout, SCOUT, with my tactical and he lived with with only his shields gone...something is 100% wrong here
As I great Minmitar soldier once said to me "Murder murder"
Inspiration merc. slogan
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Gaurdian Satyr
Glitched Connection
5
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Posted - 2014.03.27 05:34:00 -
[32] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
Silly , just silly .
You want the scope of the tactical to be like a normal , don't you know that tactical's are magnified more than normal sniper rifle's ???
A slight buff in damage is needed like five to eight percent . Or maybe just five and with damage mods , that can be brought up to ten percent and with the prof add fifteen to that once maxed out .
There doesn't need to be much of an increase .
Actually the scope can use some fine tuning . Not like a Thale but somewhat in between a tactical and a thale .
Tactical scope's can become the regular with the magnification increasing to that under the thale's as one goes to prototype , with the thale being the exception just like it is now .
Changing the scope would make sniping more efficient and actually could be a skill set in the sniper's skill tree . A certain amount of skill points and each level increases magnification . Don't know why that's not an option .
Ever hear of armor piercing rounds? No? Thought so ,so let me explain...they pierce heavy armor to injure the person inside
As I great Minmitar soldier once said to me "Murder murder"
Inspiration merc. slogan
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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
9
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Posted - 2014.03.27 05:36:00 -
[33] - Quote
Samantha Hunyz wrote:
Fixing hit detection and improving rendering are the most important things needed to snipe. Next would be better zoom and crosshairs already. It is painful to line up a red dot on a red icon equipment.
This.... Especially the better zoom. This is supposedly set how far in the future and you mean to tell me we don't have better scopes then this? |
Pvt Numnutz
R 0 N 1 N
1038
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Posted - 2014.03.27 06:04:00 -
[34] - Quote
Alena Ventrallis wrote:Also, change proficiency to a 3% increase in headshot damage per level. I think that will be for the amarr sniper rifle. Op, I'm sure that when we get the other racial snipers the damage and such will be addressed. Snipers will probably have to go through a period of uselessness but fret not for it will pass. As it passed for scouts and dropship pilots before you. |
George Moros
Balkan Express Squad
329
|
Posted - 2014.03.27 12:51:00 -
[35] - Quote
Just to reply on several comments posted by various people.
Headshot bonus is not a bad idea. However, if "good sniping" would be tilted toward the ability to score headshots, then two things are required - better zoom magnification and variable zoom. Variable zoom is a must in this case because too large magnification makes aiming impossible on closer targets. To see my point, just try to use Thale's at sub-300m ranges. The magnification is so large that even the slightest movement of your target requires you to make huge adjustments to your aim.
As for the risk/reward equation in sniping - I'm not sure what you mean by that. If you mean KDR, then yes, it's out of balance. Good snipers tend to have very high KDR. But this is simply something that is inherent to the role. Anyway, really, who cares about KDR? If on the other hand you mean WP rewards, then snipers are IMHO sufficiently "punished". To get 1000 WP in a match (something even a half-decent logi will acquire rather regularly), sniper would have to kill 20-ish people. This wasn't a trivial task even before 1.8. Now, it seems like a day in paradise.
One other thing... the redline. This argument is repeated ad-nauseum whenever a thread related to sniping appears. Let me just say a couple of things about this, because I'm really tired of people saying the same **** all over. The existence of redline IS abused by some snipers - that's simply a fact. Not all of them though. On the other hand, many people ignore the fact that some of the best sniper spots (for example, domination mode Ashland, Manus Peak, Spine Crescent) ARE in the redline. In other words, if redline was removed completely, you would still find snipers on those exact same spots as before!
As for the "force snipers to move closer" argument - well, if you force snipers to move any closer than they are now, I really fail to see how this role could still be called "sniping". Some proposed ranges of 200m as "sniper engagement ranges" - those are simply ridiculous. You're talking about a role which has to stand (crouch) still, and be in tunnel-vision mode most of the time, completely unaware of their surroundings, to come within 200m of hostiles in order to perform well? If that was the case, snipers would become the laughing stock of this game. Bored scouts would simply roam the battlefield cloaked, and get free kills on those helpless bastards who try to play snipers.
Pulvereus ergo queritor.
|
Orin the Freak
The Solecism of Limitation
739
|
Posted - 2014.03.27 13:09:00 -
[36] - Quote
Gaurdian Satyr wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
Silly , just silly .
You want the scope of the tactical to be like a normal , don't you know that tactical's are magnified more than normal sniper rifle's ???
A slight buff in damage is needed like five to eight percent . Or maybe just five and with damage mods , that can be brought up to ten percent and with the prof add fifteen to that once maxed out .
There doesn't need to be much of an increase .
Actually the scope can use some fine tuning . Not like a Thale but somewhat in between a tactical and a thale .
Tactical scope's can become the regular with the magnification increasing to that under the thale's as one goes to prototype , with the thale being the exception just like it is now .
Changing the scope would make sniping more efficient and actually could be a skill set in the sniper's skill tree . A certain amount of skill points and each level increases magnification . Don't know why that's not an option . Ever hear of armor piercing rounds? No? Thought so ,so let me explain...they pierce heavy armor to injure the person inside
You ever hear of magical invisible shields that surround you? No? Neither have I. This game isn't based on earthly (or even realistic, in some cases) physics.
Truthfully, I think snipers damage is fine. Moreso, Instead of being a loner, sitting on top of spawn mountain, being virtually useless to your team (short of certain instances where you can actually peform area-denial) I feel they should make it so you can spot enemies and mark them on the map for your squad as a sniper. I like the idea the fellah posted earlier in this thread. Make it so when you shoot someone with a sniper rifle, if it doesn't kill them, it marks them on your squads map/HUD like a scan, and having them killed while scanned would net you the assist +14 points (or whatever it is.. i think it's 14) for intel kill assist.
However, if they do buff the damage, they had better remove the redline so I can sneak up on you and punish you for your chickenshittery.
Just make one big redline that no one can stay in, and then add in the option for a random spawn somewhere on the outskirts of the map. (away from objectives, but also campers). Poof, problem solved. |
George Moros
Balkan Express Squad
329
|
Posted - 2014.03.27 13:20:00 -
[37] - Quote
Orin the Freak wrote: You ever hear of magical invisible shields that surround you? No? Neither have I. This game isn't based on earthly (or even realistic, in some cases) physics.
This game is, however, entirely based on earthly warfare concepts. With very few exceptions, every weapon in DUST has it's earthly counterpart. Most of them just have different names and/or produce different noises when fired.
Pulvereus ergo queritor.
|
Sam Booty
Valor Coalition Red Whines.
62
|
Posted - 2014.03.27 13:31:00 -
[38] - Quote
No. Sniping was too good anyway. I don't agree with one shot, one kill.
You are not supposed to spend the whole match sniping. If you are doing this, I will personally get a vehicle, track you down and shoot you in the head.
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George Moros
Balkan Express Squad
330
|
Posted - 2014.03.27 13:44:00 -
[39] - Quote
Sam Booty wrote:No. Sniping was too good anyway. I don't agree with one shot, one kill.
Neither do I. However, I also don't agree with one clip, one kill - and sniping is currently more tilted toward the latter.
Sam Booty wrote:You are not supposed to spend the whole match sniping. If you are doing this, I will personally get a vehicle, track you down and shoot you in the head.
I am "supposed" to do whatever I want. And if you really do go and track me down, then my role as a sniper is fulfilled - I just removed yet another soldier from trying to win the objective, and made him waste his time trying to kill a lowly, annoying sniper.
Pulvereus ergo queritor.
|
Sam Booty
Valor Coalition Red Whines.
62
|
Posted - 2014.03.28 10:06:00 -
[40] - Quote
George Moros wrote:Sam Booty wrote:No. Sniping was too good anyway. I don't agree with one shot, one kill. Neither do I. However, I also don't agree with one clip, one kill - and sniping is currently more tilted toward the latter. Sam Booty wrote:You are not supposed to spend the whole match sniping. If you are doing this, I will personally get a vehicle, track you down and shoot you in the head. I am "supposed" to do whatever I want. And if you really do go and track me down, then my role as a sniper is fulfilled - I just removed yet another soldier from trying to win the objective, and made him waste his time trying to kill a lowly, annoying sniper.
Then if you want to spend your time camping, the snipper rifle is great this way it is in 1.8. You are crying because they took the complex damage mods and you were used to something and want it back. Just adapt like the rest of us. Snipping is not OP but it isn't bad either.
I wouldn't mind if CCP gave 80% buff to all sniper rifles if they gave you the option to select the map. That is the major problem about Dust you have to play the game the way CCP wants not the way you want. |
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Strker Remorse
OSG Planetary Operations Covert Intervention
0
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Posted - 2014.03.28 14:47:00 -
[41] - Quote
dreth longbow wrote:Lets get more in line with reality. Sway hinders hits, recoil hinders time to acquire target
1 hit max for basic say around 250 damage 1 hit for adv say around 500 damage 1 hit for proto say around 1k damage, 2x zoom 1 hit officer 1.2k damage, 2.5 zoom vehicular damage and wp for kills (last I played it did not apply) range 800m, officer 1k meters make tac larger clip, more recoil, 25% less distance(less reacquire of target) high sway with suit reduction to sway
What does this do? lets people try the sniper fit, but makes them not deadly forces those who really want to snip to invest sp to be deadly like all fits gets the sniper out of harms way and forces the other team to counter sniper to remove as it should be (forces team to be well rounded or pay price)
Note: snipers are meant to shoot from the red line, their job is to be out of harms way
Now I know people don't like snipers, neither do I when I am playing infantry, but they have a role like scouts or heavys they should not be stuck with an assault mentality. Assault should always complain about snipers that is when you know they are doing their job. FYI when I get killed by a sniper, I counter-snipe to solve the problem.
As an exclusive sniper (this is my role get over it) this is the first suggestion that actually is positive about how snipers need to be improved.
+1
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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Strker Remorse
OSG Planetary Operations Covert Intervention
0
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Posted - 2014.03.28 14:54:00 -
[42] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
a TAC-50 will shoot through and engine block, most vehicles stop shortly after that occurrence. I don't want to kill a tank (it would be nice but the world does not work that way and classically a tank has always been the greatest fear of a sniper)...but there are many recorded events of snipers stopping jeeps/cars/trucks dead.
So yeah I should be able to stop a lav now and then not always but some times.
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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ROCKO THE HELLHOUND
Ultramarine Corp
35
|
Posted - 2014.03.28 15:29:00 -
[43] - Quote
after i got too much framelag to continue the match flying my Incubus yesterday, i brought my gk.o Sentinel maximum hitpoints in the game fit (4X CMP. Plates, 1X CMP. Extender & maxed bonusses) with a Thale's to finish the last 3rd of the match from the redline out before rebooting the game - and boy i sniped them good & easy!
especially those currently overabundant scouts were easy pray - and their cloak didn't manage to save them completely! there cannot possibly be much more satisfying than OHK-ing a running, cloaked scout like i did there in this just few minutes - and Fatties had a hard time against my Thale's as well there... .
but on the other hand i always thought that the other SR's needed a buff though, dangerous they are already - so my vote goes for a clip-size and overall ammo increase by 67 - 100%, to make the more decent all around a weapon as well. |
IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
|
Posted - 2014.03.28 15:52:00 -
[44] - Quote
Bring back that experimental sniper with the bullet drop, ohk DPS but took skill to use. |
Leadfoot10
Molon Labe. General Tso's Alliance
943
|
Posted - 2014.03.28 15:56:00 -
[45] - Quote
George Moros wrote:Snipers in 1.8...seem seriously inadequate in performance.
Good. The risk-reward balance for snipers was off, particularly on the low end, and I think the recent changes have helped.
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Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
88
|
Posted - 2014.03.28 16:02:00 -
[46] - Quote
Leadfoot10 wrote:George Moros wrote:Snipers in 1.8...seem seriously inadequate in performance. Good. The risk-reward balance for snipers was off, particularly on the low end, and I think the recent changes have helped. This is simply not true. Maybe on the smaller maps this has merit, but a majority of the maps this is utterly false. most people that are redline sniping get 2-4 kills per match. Most of the snipers getting 10+ kills are usually in high risk areas on the map. I can't hardly go a match without a dropship chasing me off, or some scrub switching at a supply depot and trying to countersnipe.
When I look down my scope, all I see are dead people.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
452
|
Posted - 2014.03.28 16:18:00 -
[47] - Quote
Gaurdian Satyr wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
Silly , just silly .
You want the scope of the tactical to be like a normal , don't you know that tactical's are magnified more than normal sniper rifle's ???
A slight buff in damage is needed like five to eight percent . Or maybe just five and with damage mods , that can be brought up to ten percent and with the prof add fifteen to that once maxed out .
There doesn't need to be much of an increase .
Actually the scope can use some fine tuning . Not like a Thale but somewhat in between a tactical and a thale .
Tactical scope's can become the regular with the magnification increasing to that under the thale's as one goes to prototype , with the thale being the exception just like it is now .
Changing the scope would make sniping more efficient and actually could be a skill set in the sniper's skill tree . A certain amount of skill points and each level increases magnification . Don't know why that's not an option . Ever hear of armor piercing rounds? No? Thought so ,so let me explain...they pierce heavy armor to injure the person inside Don't think we have those right now and if that was an option then that should go along with the suggestion that many have made about specialized ammo mag clips .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
452
|
Posted - 2014.03.28 16:21:00 -
[48] - Quote
Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
a TAC-50 will shoot through and engine block, most vehicles stop shortly after that occurrence. I don't want to kill a tank (it would be nice but the world does not work that way and classically a tank has always been the greatest fear of a sniper)...but there are many recorded events of snipers stopping jeeps/cars/trucks dead. So yeah I should be able to stop a lav now and then not always but some times. Is that a sniper rifle or more of a precision sharp shooter's tool ?
Yes you can say that snipers use that but that's more along the lines of sharpshooting because that tool doesn't have the distance of a sniper's rifle .. yes it comes close but it's intermediary range that that's most effective in .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
Strker Remorse
OSG Planetary Operations Covert Intervention
0
|
Posted - 2014.03.28 20:38:00 -
[49] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
a TAC-50 will shoot through and engine block, most vehicles stop shortly after that occurrence. I don't want to kill a tank (it would be nice but the world does not work that way and classically a tank has always been the greatest fear of a sniper)...but there are many recorded events of snipers stopping jeeps/cars/trucks dead. So yeah I should be able to stop a lav now and then not always but some times. Is that a sniper rifle or more of a precision sharp shooter's tool ? Yes you can say that snipers use that but that's more along the lines of sharpshooting because that tool doesn't have the distance of a sniper's rifle .. yes it comes close but it's intermediary range that that's most effective in .
The Tac-50 is a military and law enforcement weapon, which, designated as the C15, is the standard Long Range Sniper Weapon (LRSW) of the Canadian Forces since 2000.
Two Canadian snipers of the same Princess Patricia's Canadian Light Infantry (PPCLI) regiment sniper team made at the time the longest recorded sniper kills in history with this weapon in Afghanistan, during Operation Anaconda, in the Shah-i-Kot Valley. On a March afternoon in 2002, Master Corporal Arron Perry killed an enemy combatant from 2,310 meters (2,526 yd/1.435 miles) and Corporal Rob Furlong killed an enemy combatant from 2,430 meters (2,657 yd/1.509 miles) with 750 grain Hornady A-MAX very-low-drag bullets
So not a tool.
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
|
Posted - 2014.03.28 20:51:00 -
[50] - Quote
Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
a TAC-50 will shoot through and engine block, most vehicles stop shortly after that occurrence. I don't want to kill a tank (it would be nice but the world does not work that way and classically a tank has always been the greatest fear of a sniper)...but there are many recorded events of snipers stopping jeeps/cars/trucks dead. So yeah I should be able to stop a lav now and then not always but some times. Is that a sniper rifle or more of a precision sharp shooter's tool ? Yes you can say that snipers use that but that's more along the lines of sharpshooting because that tool doesn't have the distance of a sniper's rifle .. yes it comes close but it's intermediary range that that's most effective in . The Tac-50 is a military and law enforcement weapon, which, designated as the C15, is the standard Long Range Sniper Weapon (LRSW) of the Canadian Forces since 2000. Two Canadian snipers of the same Princess Patricia's Canadian Light Infantry (PPCLI) regiment sniper team made at the time the longest recorded sniper kills in history with this weapon in Afghanistan, during Operation Anaconda, in the Shah-i-Kot Valley. On a March afternoon in 2002, Master Corporal Arron Perry killed an enemy combatant from 2,310 meters (2,526 yd/1.435 miles) and Corporal Rob Furlong killed an enemy combatant from 2,430 meters (2,657 yd/1.509 miles) with 750 grain Hornady A-MAX very-low-drag bullets So not a tool. If you want to talk guns , not too many do it better than in America , where there systems reigned during the world wars and after WW2 there extensive knowledge was enhanced by the ingenuity of the German engineers and currently the country of Israel who has some of the best and brightest weapons engineers on the planet ( no I'm not Jewish but this is a known fact ) so a Tac-50's design's really don't belong exclusively to one group because there are high breeds of most weapons in existence .
Every country copies everyone else's inventions in the realm of weapons and their production .
Edit : You mentioned a C-15 which you have the option of using in-game so I just can't understand what the problem could or would be .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Atiim
Living Like Larry Schwag
6239
|
Posted - 2014.03.28 21:21:00 -
[51] - Quote
Crimson ShieId wrote:Use a Thale's. Problem solved. You now have enough to kill most scouts in a single body shot, as well as the majority of other suits in one headshot. When you have to use an officer weapon just to be a viable threat on the battlefield, there's a problem.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Strker Remorse
OSG Planetary Operations Covert Intervention
2
|
Posted - 2014.03.29 21:09:00 -
[52] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Strker Remorse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You want sniper rifles to have vehicular damage ???
Are you serious ??? Being able to shoot the driver of an LAV or turret gunner of a drop ship is not enough , now you want them to cause tank damage .
a TAC-50 will shoot through and engine block, most vehicles stop shortly after that occurrence. I don't want to kill a tank (it would be nice but the world does not work that way and classically a tank has always been the greatest fear of a sniper)...but there are many recorded events of snipers stopping jeeps/cars/trucks dead. So yeah I should be able to stop a lav now and then not always but some times. Is that a sniper rifle or more of a precision sharp shooter's tool ? Yes you can say that snipers use that but that's more along the lines of sharpshooting because that tool doesn't have the distance of a sniper's rifle .. yes it comes close but it's intermediary range that that's most effective in . The Tac-50 is a military and law enforcement weapon, which, designated as the C15, is the standard Long Range Sniper Weapon (LRSW) of the Canadian Forces since 2000. Two Canadian snipers of the same Princess Patricia's Canadian Light Infantry (PPCLI) regiment sniper team made at the time the longest recorded sniper kills in history with this weapon in Afghanistan, during Operation Anaconda, in the Shah-i-Kot Valley. On a March afternoon in 2002, Master Corporal Arron Perry killed an enemy combatant from 2,310 meters (2,526 yd/1.435 miles) and Corporal Rob Furlong killed an enemy combatant from 2,430 meters (2,657 yd/1.509 miles) with 750 grain Hornady A-MAX very-low-drag bullets So not a tool. If you want to talk guns , not too many do it better than in America , where there systems reigned during the world wars and after WW2 there extensive knowledge was enhanced by the ingenuity of the German engineers and currently the country of Israel who has some of the best and brightest weapons engineers on the planet ( no I'm not Jewish but this is a known fact ) so a Tac-50's design's really don't belong exclusively to one group because there are high breeds of most weapons in existence . Every country copies everyone else's inventions in the realm of weapons and their production . Edit : You mentioned a C-15 which you have the option of using in-game so I just can't understand what the problem could or would be .
Not the same C-15 (the C-15 I talk about is the Cdn Forces version of the TAC-50)
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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AAGMUNDR
Reliable Overwatch Inc.
291
|
Posted - 2014.03.29 21:12:00 -
[53] - Quote
I use proto min logi 3 or 4 complex damage mods Charge or proto tactical sniper Proficiency 5 4 compact hives for ammo and first aid
I still one shot 50% of suits and two shot or threes shot most proto. Sniper rifle and role is still good. |
Michael-J-Fox Richards
Molon Labe. General Tso's Alliance
146
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Posted - 2014.03.29 21:12:00 -
[54] - Quote
http://i.imgur.com/PF2jV9U.jpg
this flow chart sums up all sniping options fairly well
i fought in WW2, viet nam and in near future wars involving robots all in one lifetime just like MGS and COD characters!
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Will Driver
CLONES AGAINST HUMANITY
31
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Posted - 2014.04.15 23:34:00 -
[55] - Quote
Dovallis Martan JenusKoll wrote:Will Driver wrote:Umm ... no. Sniper risk/reward equation has been out of balance, IMHO. If rewards comes way down, that seems like a good thing to me. Basically the same thing would be if it took 2-3 entire clips just to kill someone in regular gun range, assuming all shots hit. Snipers are a low reward high risk weapon if your target is competent, and a NO reward weapon when you can't kill anything. If you thought snipers were low risk, it just proves that you've never gone counter sniping before.
I find the counter-sniper argument quite tiresome, actually. I didn't say there was no risk. Occasionally being killed by counter sniping doesn't put snipers at risk like infantry are at risk from other infantry or from tanks, or from snipers. Boo Hoo if you can't 1 shot a target. Many do against Light or Medium, especially with a charged sniper rifles or Thale. Plus if you're getting killed more than 1x in a match from counter snipers, then you're just a scrub who doesn't know to move once you're location is known. So no, absolutely no sympathy from me and I stand by my assessment, high reward relative to risk.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Denn Maell
PIanet Express Canis Eliminatus Operatives
279
|
Posted - 2014.04.15 23:45:00 -
[56] - Quote
Damage wise Snipers are good. You shouldn't be able to 1 shot a guy wearing shielded futuristic power armor unless its a head shot.
The sniper mechanic needs to be fixed so it doesn't discourage a more 'active' sniper/counter sniper gameplay. The sway that disappears completely after a few moments discourages movement.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Takron Nistrom
Tinfoil Hatz
321
|
Posted - 2014.04.15 23:53:00 -
[57] - Quote
Mobius Kaethis wrote:There is no doubt that snipers are the group that doesn't really fit any niche in dust right now. Not only does it have the most out of kilter risk/reward ratio in the game but it also totally fails to provide an inherent incetive to support your team rather than just lone wolf your KDR into the stratosphere.
I honestly think that CCP should remove the sniper rifle until they make the changes needed to force snipers into team play with the rest of us.
Then you need to look into your magic tryhardbal and force the lone wolf AR kdr padders, as well, into teams
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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deepfried salad gilliam
Sanguine Knights
653
|
Posted - 2014.04.15 23:57:00 -
[58] - Quote
i think all sniper rifles should be charge rifles, the are caldari rail tech
It'll help define roles, i promise:)
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Louis Domi
Pradox One Proficiency V.
317
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Posted - 2014.05.26 18:14:00 -
[59] - Quote
Powerh8er wrote:I really hate snipers. And the fact is that every weapon in this game have cartoonish range except sniper rifles.
Decrease the range of sniper rifles, decrease redline snipers.
And I wouldnt mind so much by getting killed by an sniper if it were from100 - 200 meter away.
100 meters is... Rail rifle range... 200 meters is just outside of a blaster tank... |
Louis Domi
Pradox One Proficiency V.
317
|
Posted - 2014.05.26 18:15:00 -
[60] - Quote
Denn Maell wrote:Damage wise Snipers are good. You shouldn't be able to 1 shot a guy wearing shielded futuristic power armor unless its a head shot.
The sniper mechanic needs to be fixed so it doesn't discourage a more 'active' sniper/counter sniper gameplay. The sway that disappears completely after a few moments discourages movement.
Futuristic power armor Futuristic sniper rifle |
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1268
|
Posted - 2014.05.27 08:08:00 -
[61] - Quote
Snipers need to consistently kill light suits in one body shot, mediums in one headshoot , and heavies in 2-3 headshots. They need power. Far more than what they have.
To counteract this, light suits need to be the go to suit when making a sniper. We do this by tying scope sway to suit size. The heavier the suit, the harder it is to stop scope sway. A heavy suit should always have sway, even at level 5 sniper operation. A medium suit should have sway up until level 4-5 sniper skill. A light suit should have no sway at 2-3 levels. This is assuming crouched down and not moving. A commando suit would count as a medium suit for the purposes of determining scope sway, meaning Calmanndos can still benefit from running sniper rifles.
This means that you can't have brick tanked sentinels with a Thales in the redline, and it means countersniping gets easier because snipers are using squishier suits, while giving sniper rifles the power they should have to compete. Everyone wins.
That's what you get!! - DA Rick
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