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Oswald Rehnquist
1326
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Posted - 2014.04.05 04:20:00 -
[1] - Quote
You guys might be board with reading these but bare with me if you can, got the idea while watching and reading about real life state of art military tech, and while I like this idea, I have no idea what the opinion of others are, so I am looking for the +1's and the -1's really. Essentially asking the sniper rifle to be changed to function as the following once all long range rifle variants are out.
Magnet Rifle has quite a few changes from the Sniper Rifle, only has one variant. I will attempt a lame in-game description of the weapon.
Quote:The epitome of Caldari warfare philosophy of efficiency and range, the weapon is renowned for never missing a shot. Utilizing the best microscale rail enables a shot putting an inert round downrange in excess of 2500m/s. Further more the Magnet Rifles legendary accuracy is achieved by the P.T.L. (Prefire Target Lock) targeting system that is built into each unit to guarantee each shot finds a home.
1) Range Reduction
First absolute range is cut from around 550-600 (forgot the exact) down to about 275-300, optimal goes all the way out to 250, after which damage fall off is incredible fast, meaning the effective range of engagement would be 150-250, which would require you to pull yourself away from the redline, which would incur more risk which is excuse enough to increase its power.
1) Damage Buff
Basic 250, Advance 300, Proto 350
3) Pre Fire Lock On Time
The weapon has a .75 Spool up time (can be increased to 1.25 if needed), the spool up doesn't start unless it had a target its its cross hair and only fires the shot if the target has remained in the cross hairs for the duration of the entire spool up (.75 seconds?). This means that if a moving target continuously weaves in and out of the cross hairs before the spool up finishes the weapon will never fire, it also gives it a much different function from another racial long range weapon.
Any thoughts? Critiques?
And thank you for your time.
Below 28 dB
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1375
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Posted - 2014.04.05 08:13:00 -
[2] - Quote
Oswald Rehnquist wrote:
3) Pre Fire Lock On Time
The weapon has a .75 Spool up time (can be increased to 1.25 if needed), the spool up doesn't start unless it had a target its its cross hair and only fires the shot if the target has remained in the cross hairs for the duration of the entire spool up (.75 seconds?). This means that if a moving target continuously weaves in and out of the cross hairs before the spool up finishes the weapon will never fire, it also gives it a much different function from another racial long range weapon.
Any thoughts? Critiques?
And thank you for your time.
That is a stupid idea. Either a) auto-aim will lock on to every target making snipers the FOTM and causing all of us to have a lot less fun or b)the sniper rifle will become even more useless since we will all be bobing and moving erratically 100% of the time causing no sniper to be able to hit anyone since their weapons will never fire. I am in no way intending to insult you but this idea is just plain bad and someone needed to point it out.
Fun > Realism
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Oswald Rehnquist
1326
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Posted - 2014.04.05 15:09:00 -
[3] - Quote
Mobius Kaethis wrote:Oswald Rehnquist wrote:
3) Pre Fire Lock On Time
The weapon has a .75 Spool up time (can be increased to 1.25 if needed), the spool up doesn't start unless it had a target its its cross hair and only fires the shot if the target has remained in the cross hairs for the duration of the entire spool up (.75 seconds?). This means that if a moving target continuously weaves in and out of the cross hairs before the spool up finishes the weapon will never fire, it also gives it a much different function from another racial long range weapon.
Any thoughts? Critiques?
And thank you for your time.
That is a stupid idea. Either a) auto-aim will lock on to every target making snipers the FOTM and causing all of us to have a lot less fun or b)the sniper rifle will become even more useless since we will all be bobing and moving erratically 100% of the time causing no sniper to be able to hit anyone since their weapons will never fire. I am in no way intending to insult you but this idea is just plain bad and someone needed to point it out.
Critiques aren't insults, I understood that #3 would be the biggest issue, so don't worry about that.
Most current snipers in Dust are accustomed to sniping in access of 400 m which are dots at that point, so with a target in 150-250 following become easier so #3 could be dropped. In defense though, AA doesn't exist for it so extreme "A" isn't' possible, so the next issue is weaving and bobbing. Following a target at 150 m for .75 seconds is easily doable. At ranges of 250, it might be found that the .25 prefire charge is a better number. When I snipe I use a mouse, so maybe that's why but following a target for less than a second is very possible, especially when you don't have to worry about manually firing the shot directly yourself.
Below 28 dB
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Snake Sellors
Hellstorm Inc League of Infamy
14
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Posted - 2014.04.06 21:03:00 -
[4] - Quote
sorry bad idea, snipers are supposed to be long range. 1 your taking away all of the squad related help a sniper can provide i.e a good vantage of the battle thus providing intel etc. 2 a close range sniper is basically a marksman and would become just another assault role. 3 you remove the skill of sniping completely by having full auto aim 4 if every time someone moves they can't be hit, what happens when more than one enemy is in sight? 5 if your idea worked and we had a ohk weapon that was even a little bit longer ranged than a ar/cr/rr it would be instantly overused and become another link to the nerf/buff cycle.
that said the idea of a infantry lock on would be valid for the plasma cannon and could take place as it charges which would make it a viable weapon at the moment charging, firing, missing and not getting much splash damage then reload after each shot just doesn't work, also I think it would be similar to your idea here, the fact you have to reload after each shot would give the weapon balance. |
deepfried salad gilliam
Sanguine Knights
628
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Posted - 2014.04.06 21:06:00 -
[5] - Quote
no its caldari tech, its meant to have insane range
It'll help define roles, i promise:)
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SgtMajSquish MLBJ
Consolidated Dust
89
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Posted - 2014.04.06 21:23:00 -
[6] - Quote
Snake Sellors wrote:sorry bad idea, snipers are supposed to be long range. 1 your taking away all of the squad related help a sniper can provide i.e a good vantage of the battle thus providing intel etc. 2 a close range sniper is basically a marksman and would become just another assault role. 3 you remove the skill of sniping completely by having full auto aim 4 if every time someone moves they can't be hit, what happens when more than one enemy is in sight? 5 if your idea worked and we had a ohk weapon that was even a little bit longer ranged than a ar/cr/rr it would be instantly overused and become another link to the nerf/buff cycle.
that said the idea of a infantry lock on would be valid for the plasma cannon and could take place as it charges which would make it a viable weapon at the moment charging, firing, missing and not getting much splash damage then reload after each shot just doesn't work, also I think it would be similar to your idea here, the fact you have to reload after each shot would give the weapon balance. A sniper is useless to a squad if it is sitting outside of 400m. My best sniping matches involved me sitting within 250m of an objective so I give this idea a thumbs up.
Favoring High Latency Is A Load Of Poo
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Jaed D'jaegweir
7
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Posted - 2014.04.07 02:26:00 -
[7] - Quote
leave the sniping to those who can kill a fly at 555.55 meters
"We do not live in a world of reality. We live in a world of perceptions." -Gerald Simmons
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Galvan Nized
Deep Space Republic
857
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Posted - 2014.04.07 05:57:00 -
[8] - Quote
Snake Sellors wrote:sorry bad idea, snipers are supposed to be long range. 1 your taking away all of the squad related help a sniper can provide i.e a good vantage of the battle thus providing intel etc. 2 a close range sniper is basically a marksman and would become just another assault role. 3 you remove the skill of sniping completely by having full auto aim 4 if every time someone moves they can't be hit, what happens when more than one enemy is in sight? 5 if your idea worked and we had a ohk weapon that was even a little bit longer ranged than a ar/cr/rr it would be instantly overused and become another link to the nerf/buff cycle.
that said the idea of a infantry lock on would be valid for the plasma cannon and could take place as it charges which would make it a viable weapon at the moment charging, firing, missing and not getting much splash damage then reload after each shot just doesn't work, also I think it would be similar to your idea here, the fact you have to reload after each shot would give the weapon balance.
1) When is 250m close range? He says fires so far, didn't mention anything about range of the scope (you can often see further than your actual range) so you could still provide Intel to your squad. At 400m now you only see dots, not much help to the team. 2) Yes, it would become a sniper role...a closer range sitting in the bell tower sniper. Not the guy 1.5 miles away. 3) Well there is already almost no skill required. There's no bullet drop or scope sway and sights go right back to position after a shot. I think if you did the rof fire correctly it could work, make the skill be trying to hit the same guy twice. 4) Would have to be addressed. Wouldn't want sights that go absolutely crazy. 5) This wouldn't 1 shot you with current stats unless you were untanked or a scout. Plus if it auto aims I don't think there would be any headshots. It would have much lower rof than any of the combat rifles to avoid being abused.
You don't necessarily need to make it reload every shot, maybe just lever action to hurt the rof. |
Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
103
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Posted - 2014.04.07 07:14:00 -
[9] - Quote
many maps I sit within light weapon range with my Calmando protoed out. The game only gives me about half of my actual hits, yet I get 10+ kills minimum. Do you want me using an autoaim weapon that hits as hard as a Thale? Mind you AA compensates for server lag, so virtually all my shots will register. And yeah, only heavies and super tanked logis will not be one shotted. Redline snipers tend to get under 5 kills per match, except for maybe manus peak. Might as well as add in quick scoping and finish this noob weapon off.
Sorry if I am being a little rough on thi s subject, but it is honestly an unsalvage bad idea.
When I look down my scope, all I see are dead people.
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