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Poonmunch
Sanguis Defense Syndicate
957
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Posted - 2014.05.27 03:13:00 -
[1] - Quote
Tyjus Vacca wrote: 3. Range Currently sniper riffles have an effective and absolute range from [1- 599]m this means there is no reason other than vantage or over watch "mind you these are pretty big reasons" for a sniper to leave the redline.... but if the effective range of a sniper was [1-200]m tapering off to 60% at 300m .... and had an absolute range of 600m it would encourage snipers to pick up closer more tactical positions
I'm not comfortable with the effective 200m range you suggest.
At all.
Here's why:
I often snipe at the 200m range and it can really pucker your butt because you are very, very close to people who have weapons that fire much, much faster than you can. They can usually run towards you and close the distance pretty quickly.
You can feel their rage and see the hate burning in their bugged out little eyes.
You start off crouched, have to stand up, turn, then run like hell. These things can take a second or two - a scout or logi can really close the gap in that time.
If you decide not to run, any lateral movement or jumping by the guy closing on you is very hard to compensate for when you are scoped in. So getting off a shot can be a thrilling Vegas-like experience.
I've been there and these guys can turn a proto commando sniper suit to smouldering thread in about four seconds (no exaggeration). Then I'm off to the biomass vat, getting fitted for another clone. "Ahhhh, Mr. Poonmunch! So nice to see you again. Another rail rifle was it? Will it be the usual this time?"
The 200m sniping range is for the hair-on-fire-balls-to-the-wall-three-testicle-banging-the-whole-cheerleading-squad sniper. It is not for everyone and it certainly isn't an advantage on all maps. If I take that risk - and I do - I want some reasonable expectation that I'll succeed somehow. Sometimes success means that I get a hack, save a blue surrounded by some reds, nail a heavy or stop a hack. Sometimes success means I live with only a sliver of armor left, bleeding from my ass and limping badly.
Please be careful with suggestions like this.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
959
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Posted - 2014.05.27 04:31:00 -
[2] - Quote
Minion Max wrote:Sniping at 200? I have spent time on the range with some of the Marine Corps best in 1990 as a Range NCO. We was at 800 to 1250 yards with the M40A1,a .308 bolt action. Here I use the Charge and it takes three or more on a heavy, even with a 175% damage. Thinking a sniper should be at 200 when a combat or assault range is 250 is a little dumb. Sniping is all about distance, patience and accuracy. Do not stand still in the field and we will not drop you. With 7 months I am at 3.6 to 1 and pay for it every time I get under 200m in a light suit.
Fukkin'-A bro.
Nice to hear it from someone with real life experience.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
961
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Posted - 2014.05.27 13:53:00 -
[3] - Quote
Eltra Ardell wrote:How to fix sniping:
Why are you sniping?
I like to snipe.
I like the challenge.
It's my game, so quit harshing my buzz.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
961
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Posted - 2014.05.27 14:24:00 -
[4] - Quote
Tyjus Vacca wrote:Poonmunch wrote: 3. Range
I'm not comfortable with the effective 200m range you suggest.
At all.
Here's why:
I often snipe at the 200m range and it can really pucker your butt because you are very, very close to people who have weapons that fire much, much faster than you can. They can usually run towards you and close the distance pretty quickly.
You can feel their rage and see the hate burning in their bugged out little eyes.
You start off crouched, have to stand up, turn, then run like hell. These things can take a second or two - a scout or logi can really close the gap in that time.
If you decide not to run, any lateral movement or jumping by the guy closing on you is very hard to compensate for when you are scoped in. So getting off a shot can be a thrilling Vegas-like experience.
I've been there and these guys can turn a proto commando sniper suit to smouldering thread in about four seconds (no exaggeration). Then I'm off to the biomass vat, getting fitted for another clone. "Ahhhh, Mr. Poonmunch! So nice to see you again. Another rail rifle was it? I'm so sorry. Will it be the usual clone this time?"
The 200m sniping range is for the hair-on-fire-balls-to-the-wall-three-testicle-banging-the-whole-cheerleading-squad sniper. It is not for everyone and it certainly isn't an advantage on all maps. If I take that risk - and I do - I want some reasonable expectation that I'll succeed somehow. Sometimes success means that I get a hack, save a blue surrounded by some reds, nail a heavy or stop a hack. Sometimes success means I live with only a sliver of armor left, bleeding from my ass and limping badly.
Please be careful with suggestions like this.
Munch
with the additional rof/damage buffs as well as the increased headshot multiplier you will be doing practically the same if not more damage up to (300,350)m , you just do the most damage up to 200m ......... and I also suggested that they stop the scope sway from resetting when strafing as well a 10% scope sway reduction................ but alas I more often than not snipe from within 200m of the objective so I may have overlooked the tower sniper in some way please make suggestions for mechanics to benefit tower sniping and I may add them to the list :D
Your suggestions give proto version of the sniper rifle (the charge) roughly half the ammunition per clip in comparison to the lower tier sniper rifles. Repeated reloads will severely reduce the overall rate of fire.
Add a fair amount of damage falloff.
The proto skill level of sniping has no sway when scoped in. So you want to eliminate sway from the lower tier variants?
How do the three above changes incentivise skilling into proto?
Adding the headshot multiplier is a good idea. Headshots should be rewarded for the difficult shots they are. These should be instakills in my opinion.
Hipfire standardization isn't really something I'd expect from a sniper rifle in the present day. It would break immersion and to be honest, it isn't fair to people who have the balls and skill to get close enough to kill me. Think of getting close enough to a sniper to instakill them as the corollary to the sniper's one headshot instakill.
The rate of fire changes give the lower tier sniper rifles more damage output. This isn't a bad idea and would compensate for the crappiness of the lower tier sniper rifles. But lots of folks would complain.
The added damage might be helpful but a spreadsheet with data is needed to assess this.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
963
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Posted - 2014.05.27 14:56:00 -
[5] - Quote
Iron Wolf Saber wrote:200 meters I feel would make it too short of a range as its pretty damn close to most other threats with such limited bite.
The previous 600 (though furthest I been killed was 450) is as you say a bit too much.
300 (3 grid squares) is decent enough the targets are still proper size on the scoping and threat vector can be determined as a victim.
I have killed out to 599m on moving targets.
And it is a very, very skilled shot. The target is smaller than the dot on the reticle. And it is moving, often laterally.
In a fair number of instances the longer kills are other snipers. Counter-sniping is a big part of the sniper's meta game. I sometimes spend a whole match hunting another sniper. This is our version of the game and has nothing to do with the CQC guys.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
969
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Posted - 2014.05.27 23:50:00 -
[6] - Quote
Tyjus Vacca wrote: Imo clip size should be based off of damage per round meaning the tactical has the largest clip size while the charge has the least.... the charge sniper rifle with my suggested changes would be able to get up to 541 damage per shot (against armor) with a 1345 headshot... so it doesn't need to be able to get follow up shots doing 747 damage per headshot at 350 meters
and the ROF increases is to make counter sniping high hp targets ie (gallente heavies much easier) I can post the proposed damages for the proto sniper rifles at relevant ranges if you need them :D
Yes, please post them.
If you really want to feel like an accountant, publish them all. Seriously. I'd like to see what you come up with.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
970
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Posted - 2014.05.28 00:04:00 -
[7] - Quote
Snake Sellors wrote:I think that as they are called a tactical weapon it might be a good idea to reduce the range on them whilst giving them a boost to rof and headshot damage increase as they would become the "marksman" type of weapon, but I would also leave the charge rifles range alone and allowing it the headshot increase, leave the ammo per clip and total ammo alone, and then if it seems unbalanced lower the rof but only very slightly
.it's got much lower zoom and is harder to get the headshots. .it's more powerful and that should mean according to lore that bullets would travel further. .it already takes long enough between charged shots that targets are often in cover before the second shot is fired,(when heavies get taken out by snipers it's usually because they ignored the first shot or two).
flip side: .tactical rifles would be more mobile .tactical rifles already fire faster but not quite quick enough for the ranges 200-300m. (as more than one person pointed out this is supposed to be fun for everyone-that would include snipers.) .with extra ammo and (possibly crosshairs?) larger clips the tactical sniper aka marksman would have more of a chance to protect himself at closer quarters and possibly by extension his squad.
This is an interesting idea and I support it.
I'd love to try it out.
Snake Sellors wrote:N.B. I personally think any mid range sniper rifle is going to either be op or up, with balance being hard to find.
This is very true. The mid-range will be difficult to balance.
Snake Sellors wrote:I'm a dedicated sniper on dust, most who play with me say I'm fairly good at it . I can honestly say I have no problem with a reduction in effective range (not absolute range) post 450m...BUT ONLY AFTER WE GET NEW VANTAGE POINTS WITHIN THOSE RANGES. (please note this is a compromise, dust lore states 2,500m/s we didn't make it up, that means no drop or delay at these distances).
Maybe. 450 might cut it but I want to have more perches inside the redline to compensate.
Good perches, mind you.
Snake Sellors wrote:There should definitely be some sort of tagging that we could employ as snipers for our squad just killing is not enough I really liked the idea of aiming at a target to highlight it for our squads as in the earlier days and would love to see it earn wp, also along those lines being able to tag vehicles. and some extra wp for revenge/protection kills etc wouldn't go amiss.
This is an interesting idea and it could add something to our repertoire. Highlighting targets similar to a scanner but at longer range would be quite helpful. It would have to have a limited time of effect and a fairly long cooldown (like a cloak, maybe longer). Do you see it revealing cloaked players also?
Snake Sellors wrote:just a small point really but I for one enjoy sniping and like being a distance killer, aswell as a spotter for my team, etc and I think most snipers would say that it is the role a sniper is supposed to be in.
I agree. Spotting more effectively would be cool.
Munch
Anyone who buys AUR now is a fool.
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