|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tyjus Vacca
Valor Coalition Red Whines.
235
|
Posted - 2014.05.27 01:57:00 -
[1] - Quote
I think its universally agreed that sniping in dust is pretty crappy looking from either side of the scope :D......... my proposals are made to discourage redline sniping while making sniping much more effective....
1. Changes to clip size......
Currently there are 3 sniper variants The tactical variant - 3 rounds in a clip The charge variant - 5 rounds a clip The standard variant - 5 rounds in a clip
proposed changes
The charge variant - 3 rounds a clip The standard variant - 4 rounds in a clip The tactical variant - 5 rounds in a clip
2. Headshot Multiplier Currently in game there is a 195% headshot multiplier........ " In my personal experience its a lot faster and easier to line up two body shots than one headshot "...... there should be a higher head shot multiplier 250% would offer more incentive to line up headshots
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
4. Scope Sway Reduce scope sway by (10-15)% across all tiers and remove the reset while strafing..... and have a more consistent hip fire
5. Damage/Rate of fire Current model
The charge variant - 50 rpm (higher damage) The standard variant - 50 rpm (moderate damage) The tactical variant - 100 rpm (lower damage)
Proposed Changes
The charge variant - 50 rpm (higher damage * 10%) The standard variant - 75 rpm (moderate damage * 10%) The tactical variant - 125 rpm (lower damage * 5%)
"the damage/rate of fire changes are to balance the proposed range changes and make the sniper rifles more competitive"
Final thoughts..... These changes would not only make true snipers much more effective but would drastically hinder redline snipers... it would allow snipers to get closer to the battle without encouraging too much quick scoping(YOLO 360 no scopes FTW).... allowing snipers to either follow behind a squad or support from a distance :D
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
235
|
Posted - 2014.05.27 02:05:00 -
[2] - Quote
Atiim wrote:Posting this here before Anti-Sniper extremists resort to using fallacies. I don't see how Ive addressed redline sniping and the damage is bonuses are so small.......... but they will find a way Association | Straw Man | Toup+Že
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
237
|
Posted - 2014.05.27 02:16:00 -
[3] - Quote
LegacyofTable wrote:
No. Never. You people saying "nerf the range omg too op" need to stop. Snipers are meant to have long range, get over it. And as to the reduction of dmg past 200-300m, get out. The description says it fires at 2,500m/s, so it wouldn't lose dmg over a bigger range ever.
And as to the "Yolo 360 no scopes" please go back to COD.
I honestly could care less about the range .... but that is the best way to fix redline snipers w/o breaking the redline... don't get hung up of the descriptions if the were accurate to the in game mechanics snipers would be 1 shotting tanks.... and the "Yolo 360 no scopes" was a joke sarcasms kinda hard with text
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
239
|
Posted - 2014.05.27 11:54:00 -
[4] - Quote
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
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
240
|
Posted - 2014.05.27 15:33:00 -
[5] - Quote
Poonmunch wrote: 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/lower skill levels?
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
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
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
241
|
Posted - 2014.05.27 21:56:00 -
[6] - Quote
Symbioticforks wrote:Someone I've never even heard of is trying to change the whole dynamic of sniping.
Screwing with rate of fire and damage on a large scale? Nobody is asking for that. (try your luck with the remaining racial sniper rifles that have yet to be released)
-increased head shot damage -revisiting the current base damage
is enough.
and buff every redline sniper in the game making more one-sided games and destroying matchmaking in the process idk about you but im tired of seeing blue dots pull out milita snipers sitting on a hill doing nothing the entire game
so commandos are good now O_o
|
Tyjus Vacca
Valor Coalition Red Whines.
241
|
Posted - 2014.05.28 13:30:00 -
[7] - Quote
Symbioticforks wrote:
Yeah I'm tired of non factor players doing 200 damage from red line (3 shot clip) with a 4 second reload too SARCASM.
that's the problem I would rather they participate in the battle than sit in the redline getting maybe 1 kill........ its all about bodies on the objective
look we could go back and forth but I think we want the same thing and that's for sniping to be fixed :D
so commandos are good now O_o
|
|
|
|