Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1556
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Posted - 2014.05.26 21:30:00 -
[91] - Quote
DJINN GITAXIS wrote:@Baal
This is an alt account. I was in open beta. My main has 40,000 kills from sniping alone. I doubt if anyone rivals that. (figure it out yet?)
- Quick scoping gets done almost never. It's not a thing. Do not act like it sometimes happens. We're talking like 0.001 % of all kills. Terribly ineffective. Sleepy Zan was quick scoping while it was slightly more viable. It wouldn't work in today's environment. (more prototype suits, stacked health, cloaked scouts, ultra heavies) Situational awareness can't include knowledge of cloaked scouts, that comes from a distance. They're too fast and invisible.
I heard you about the rate of fire. You're asking for a hybrid between a Rail Rifle and a Sniper Rifle. Nobody is asking for that. If you're going to include a sniper rifle in the game at all it needs to kill effectively from range, and head shots need to be rewarded heavily.
@Michael Arck
Moving? No. There's nothing tactical about that. You're calling out your position by doing so. It's a lot easier to catch the eye of a counter sniper if you keep trying to find the "best spot" for the moment. There's a process I go through when choosing where to snipe on any given map. It includes examining the enemy team and the map. Thinking about where I'm likely to get the most kills. Keeping safe has little to do with it. I just bring a fit that's appropriate to the location. (Commando) That and the default CCP sniper suit is very slow on foot. As a sniper who runs with your squad your situational awareness is just as good as everyone else in your squad. You are thinking about sniping as sitting on a hill still. In this method you either scope and shoot while standing, compensating for the sway manually, or you drop and shoot, cancelling the majority of the initial sway and having none at all once properly centered. It's only slightly different than the situational awareness afforded by ACOG weapons in Dust, and only because of the high level zoom on the scope.
And I'm not looking for a rail rifle hybrid, I also said "or damage increase". If you are going to be vulnerable to attack, you need a viable weapon to deal with your weapon's intended targets. Lower damage isn't as big a deal when retaliation is difficult, but when retaliation is almost guaranteed you need more DPS. This is most easily done by increasing damage or RoF. I wasn't saying this is all that should be done, but it would be a good start to making sniper rifles both good and useful to the whole team. I would personally lean more in favor of a damage increase (~325 STD, ~400 PRO) with SCP level headshot damage (I definitely agree that headshots need to be greatly rewarded, but not to someone hiding out in the hills). This would make the SR a skill weapon with great rewards (headshots from a PRO OHKing virtually any heavy) instead of a ranged patience weapon for people who want to shoot but not be shot at.
Just to be clear, I'm not saying snipers are always useless kill stealers. Nor am I saying all snipers sit in the redline farming kills for the sake of farming kills. When there are forge guns camping a tower or swarms of uplinks covering the roof over a vital point, snipers are very useful. But in the majority of cases, they simply sit on the sidelines picking at the enemy, knocking off useless stragglers and noobs. There are a few who know how to play their role properly, but they are a very tiny portion of the snipers out there.
The Caldari Commando is a perfect example of a good sniper fit for this role. You can run 2 light weapons, have a fair amount of health, an equipment slot, and get a bonus for your SR at the same time. You watch your squad's back and they watch yours. This is a squad based game, there is no reason that snipers should be able to kill from the safety of the redline unless they are stuck in it. They need to run with their pack, taking high ground, providing cover for the squad as they move, etc, etc, etc.
I only mentioned quick scoping because you brought it up. I've never been a quickscoper in any game, it seemed too cheap of a tactic (<---same reason I refused to spec Caldari or Gallente scouts) so I never put in the time to learn how. All I know about it as far as Dust is concerned is what Sleepy told me about it back when I squadded with him to TK blueberries with LAV's January of last year (I miss those days....). If you say it is impossible now, I believe you as I haven't been quick scoped other than by Sleepy.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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DJINN GITAXIS
Sebiestor Field Sappers Minmatar Republic
49
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Posted - 2014.05.26 21:55:00 -
[92] - Quote
Here's my view on sniping.
-get posted quickly get the first kill of the game
drop ships and high places will allow this.
-killing stragglers and weak players is contributing.
This allows your blueberries to do more. The less enemy players active on the field at one time can certainly increase your chances of victory. If someone is waiting for a tank. Kill them. They're then waiting that much longer. I'm using stragglers to include people standing by themselves. (forge guns, people waiting on vehicles, snipers, people on turrets)
-reduce required situational awareness.
It's not fun being constantly paranoid. It's not fun getting shotgunned by a cloaked scout. Move to a high place that requires the enemy to come to you. It's the closest thing you'll get to motion detection.
-killing identifiable strong players is also contributing.
Look for players who never stop moving, take a hit and hide to regenerate, are constantly in the kill feed. And focus the living hell out of them. Sometimes just one or two players can determine flow of battle. These players aren't accustomed to taking a death. They may come after you, but it was worth it.
-kill uplinks to funnel enemy spawn
Taking out the correct up links wihle leaving just one to force the enemy to repeatedly spawn in a bad location.
-call out relevant enemy positions, movements, incoming hacks, vehicles, etc
The key is filtering out the irrelevant information. |