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Tyjus Vacca
Valor Coalition Red Whines.
235
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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
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Atiim
Heaven's Lost Property
8881
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Posted - 2014.05.27 02:03:00 -
[2] - Quote
Posting this here before Anti-Sniper extremists inevitably resort to using fallacies to support uneducated arguments.
Association | Straw Man | Toup+Že
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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Tyjus Vacca
Valor Coalition Red Whines.
235
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Posted - 2014.05.27 02:05:00 -
[3] - 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
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LegacyofTable
Planetary Response Organisation FACTION WARFARE ALLIANCE
9
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Posted - 2014.05.27 02:06:00 -
[4] - 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
(YOLO 360 no scopes FTW)
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.
Licensed Thales Hunter
Total Thales taken - 5
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Galvan Nized
Deep Space Republic
986
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Posted - 2014.05.27 02:15:00 -
[5] - Quote
I think you hit on some if the technical things, good job there.
Sniping in Dust is just horribly done. It's super weak and is nothing to be feared, but on the flipside it's basically no risk/skill to be good. It's an odd dichotomy.
First thing you have to deal with is the giant elephant in the room, the redline. It either needs done away with (which brings it's own problems) or Snipers have to have limited range (your numbers are fine.)
I think also you have to bring something to sniping beyond killing. Right now if you see 2 snipers on your team you can pretty much gurantee you lost or will lose the match just because you lost feet on the ground.
Sniping needs to play a role in EWAR. They need to be the scouts who check things out from far away and then communicate with their team. They shouldn't be as effective as scouts or Active scanners but they have range advantage.
Perhaps if the have scope on someone they get info, like you get when you are close enough and put sights over someone. Maybe they go a step further and get info on weapon.
Or maybe when they have sights on someone it shows up on radar for your squad (must keep sights on for like 3 secs.) But only on that one guy.
Or maybe they have jammers that when they have sights on someone their tacnet is knocked out. Again just that one guy. |
Tyjus Vacca
Valor Coalition Red Whines.
237
|
Posted - 2014.05.27 02:16:00 -
[6] - 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
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Leeroy Gannarsein
Legio DXIV
329
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Posted - 2014.05.27 02:30:00 -
[7] - Quote
LegacyofTable wrote: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
(YOLO 360 no scopes FTW)
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.
Wait, you actually pay attention to the ingame descriptions?
Gameplay over lore. Every time.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Athena Sentinel
SOE Knights Templar
324
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Posted - 2014.05.27 02:32:00 -
[8] - Quote
Delete Dust.. sniping fixed :D lol
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Poonmunch
Sanguis Defense Syndicate
957
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Posted - 2014.05.27 03:13:00 -
[9] - 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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PARKOUR PRACTIONER
The dyst0pian Corporation Zero-Day
1563
|
Posted - 2014.05.27 04:00:00 -
[10] - Quote
Poonmunch wrote: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? 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
Just got out of a mach sniping from 200mts. Oh god, it was crazy. But it was a Dom on magnus peak and since most snipers were MCC sniping it was.... a cramped fighting environment anyway and a crapton of HOLY SH!T moments. But watching MCC snipers fall allllllllllllllllllllll the way down after that headshot is sweeeeeeeeeet. NT-11 \m/
PSN Sil4nt Chaozz
Scout that keeps hacking stuff, 'SCAN ATTEMPT PREVENTED'
Don't need HP mods to be a boss, just a SCP
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
1454
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Posted - 2014.05.27 04:04:00 -
[11] - Quote
Headshot on moving targets should deal alot more damage.
Assassination is my thing.
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End Is Here
Onikanabo Brigade Caldari State
2
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Posted - 2014.05.27 04:20:00 -
[12] - Quote
No no no.....
The ONLY problem with snipers right now is some of the shots are'nt causing any damage. Right now they are actually handicapped. That is punishment enough. The damage mod nerf turned a lot of people away from sniping. ALL because everyone had to have all the suit variations. Caldari would have been stone cold killers and everyone would have played the favortism card. HOWEVER, IRL bullets lose velosity over long distances. In dust, they are constant and never lose speed. Bullets should not do full damage all the way accross the map. |
Minion Max
Resheph Interstellar Strategy Gallente Federation
3
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Posted - 2014.05.27 04:27:00 -
[13] - Quote
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.
Semper Fi.
Cpl, 87-95
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Poonmunch
Sanguis Defense Syndicate
959
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Posted - 2014.05.27 04:31:00 -
[14] - 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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Ace Boone
G0DS AM0NG MEN General Tso's Alliance
152
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Posted - 2014.05.27 04:40:00 -
[15] - 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.
Because you had to tell us about your military background just to say snipers ranges should be longer, right?
Director of G0DS AM0NG MEN
-Official PR Consultant.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1444
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Posted - 2014.05.27 04:45:00 -
[16] - 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.
Yes, but this is a game and CCP needs to build the weapon so that it is fun, and not just fun for the snipers but fun for all the players in the game.
The post about snipers lacking enough of a role (simply killing isn't enough since other classes do that much better) nor is holding a point (again other classes do it much better) making snipers have some added ewar benefit would go a long way towards making the role usefull in pubs and perhaps even PC.
Fun > Realism
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Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
418
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Posted - 2014.05.27 05:45:00 -
[17] - Quote
How to fix sniping:
Why are you sniping? |
Garrett Blacknova
Codex Troopers
5573
|
Posted - 2014.05.27 05:48:00 -
[18] - Quote
Cutting Sniper range is a terrible idea.
Adding special effects to Snipers AND LIMITING THE RANGE ON THOSE ABILITIES would be more beneficial. At present, Snipers aren't killing competent players very often unless they're GOOD Snipers, and even then they're only really doing so when they're moving out from the redline, or when their whole team is trapped behind the redline being spawn-camped. Redline Snipers are only a valid and real threat when your team is failing, or when everyone on the enemy team is in the redline, at which point they don't count.
Run with the usually-suggested option of a scoped sniper being able to "mark" a target by keeping them in the sights. Limit the range on THAT ability to around 300m, but even that should be more than your proposed 200m effective range, because being that close to enemies is usually a sign that the sniper has failed at their job. Snipers are MEANT to keep distance from enemies, NOT close in on them. That's why they have a low ammo count and slow fire rate with relatively high damage. And it's also why their damage is rarely enough to one-shot targets without headshots.
Also, keep in mind that while lining two shots up is often faster than one headshot, the enemy is often taking cover after the first shot and preventing you from landing a second one. When the choice is between 100% damage and the target is gone or 195% damage and the target MIGHT be dead and will definitely be hurting, imagine if you added a short-term marker lighting the wounded target up on TACNET as well. Now imagine that marking a target also awards the Sniper with a bonus like the one for Scanning enemies before they're killed off.
This would shift the Sniper's role from being merely a killer to being long-range fire support (only a semi-viable role now) with mid-range EWAR functions adding to their effectiveness in that role. Assists would be easier to come by, and even if you couldn't get a clean shot, lighting up a target as they move to flank your teammates would - like it used to with fully shared TACNET - help your teammates to see the threat and respond. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1559
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Posted - 2014.05.27 06:04:00 -
[19] - 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. RL experience is a grand thing, and I'm grateful for your service, but real life specs have nothing to do with balancing a sci-fi video game. Since there is no way to properly fix redline sniping without breaking the redline (redlines-yet another thing you don't find in real life), the only other option for balance in to fix the sniper rifle itself and make the sniper a squad based tactical marksman instead.
To the OP: I would also suggest you reduce the standing weapon sway by half since you are going to be doing the majority of your shooting at a much closer range. This will allow players who need to shoot in a pinch to have a decent chance of hitting if they can control the sway properly. Also, I would suggest you adjust the ranges a bit based on the model. The charged should have a slightly longer effective range and optimum range whereas the tactical should have slightly less range but also less standing sway than the other two variants.
And kudos on the post, I was saying something very similar just today in DJINN GITAXIS' post. He.... wasn't a fan of the idea. My thoughts on it weren't nearly as fleshed out and well described as yours, but I described the new role these new sniper rifle stats would fill.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Tyjus Vacca
Valor Coalition Red Whines.
239
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Posted - 2014.05.27 11:54:00 -
[20] - 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
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Tolen Rosas
Kang Lo Directorate Gallente Federation
408
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Posted - 2014.05.27 12:08:00 -
[21] - Quote
Leeroy Gannarsein wrote:LegacyofTable wrote: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
(YOLO 360 no scopes FTW)
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. Wait, you actually pay attention to the ingame descriptions? Gameplay over lore. Every time.
This. hes one of those idiots who will argue the HMG 'should' have the most range in the game. gameplay first.
#1 problem with sniping is still hit detection. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1162
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Posted - 2014.05.27 13:51:00 -
[22] - Quote
Some type of crosshair when out of scope would be nice to have so at least you have some way of trying to aim towards people rushing at you.
/c
DUSTBoard
DUST Server Status
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Poonmunch
Sanguis Defense Syndicate
961
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Posted - 2014.05.27 13:53:00 -
[23] - 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 -
[24] - 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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Iron Wolf Saber
Den of Swords
15210
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Posted - 2014.05.27 14:29:00 -
[25] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Poonmunch
Sanguis Defense Syndicate
963
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Posted - 2014.05.27 14:56:00 -
[26] - 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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DJINN GITAXIS
Sebiestor Field Sappers Minmatar Republic
54
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Posted - 2014.05.27 15:14:00 -
[27] - 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.
Nobody is asking for a range reduction on sniper rifles. People are NOT getting LOTS of kills at 600m.
They might be far off but they certainly are not contributing towards victory in any significant manner. |
Symbioticforks
The Last of DusT. General Tso's Alliance
223
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Posted - 2014.05.27 15:26:00 -
[28] - 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 40,000 kills in sniping a lone. It's primarily what I do. I'm pretty well known throughout the Dust 514 PC community as a dedicated sniper. I would most definitely NOT support a range reduction on the sniper rifle.
It would make it impossible to counter snipe red line snipers without them knowing about your efforts to get close enough. As things are currently I can counter snipe someone from across the map when my team calls out their general location without having to give away my position.
Again the longer the range 500-600 meters especially the less effective sniper you are. Sometimes that's where the only viable targets are located until they move up closer. However, lining up those shots and especially hitting someone twice at those ranges is very difficult compared to the 230-420 ranges.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Tyjus Vacca
Valor Coalition Red Whines.
240
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Posted - 2014.05.27 15:33:00 -
[29] - 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
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Symbioticforks
The Last of DusT. General Tso's Alliance
223
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Posted - 2014.05.27 15:39:00 -
[30] - Quote
Just stop it.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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