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Symbioticforks
The Last of DusT. General Tso's Alliance
224
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Posted - 2014.05.27 15:51:00 -
[31] - Quote
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.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Snake Sellors
Hellstorm Inc League of Infamy
73
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Posted - 2014.05.27 17:07:00 -
[32] - Quote
Finally a discussion about sniping with thought involved, from both sides well done everyone
I do agree that tactical rifles need a lot of attention at the moment they are useless except for counter sniping, that said I would wait to see how they are effected by the headshot multiplier first. they have a more powerful zoom and can headshot much easier so increasing damage on headshots aswell as ammo per clip AND rate of fire would probably be too much.
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.
N.B. I personally think any mid range sniper rifle is going to either be op or up, with balance being hard to find. I would also be very careful when considering changes to sniping that reward poor snipers.
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).
(also by the way there is a recorded recent event of a real life sniper killing 6 or so people with one bullet from over 800m away by shooting a DETONATOR, in dust, the future, we can't shoot the side of an mcc over 600m.... just something to mull over).
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.
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'd also suggest that if new racial variants do arrive I'd suggest another long range on and another marksman type one. |
Minion Max
Resheph Interstellar Strategy Gallente Federation
7
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Posted - 2014.05.27 21:22:00 -
[33] - Quote
Eltra Ardell wrote:How to fix sniping:
Why are you sniping? 20+ years of construction takes its toll on your hands and and reflexes. The up close fast movements and first FPS are to fast for me to handle. With 4300 kills and 1194 deaths in 7months and 12 days, I am staying above 350m. The only other game I played was GT to GT5, the Poly jacked up GT6. I just pull cover support and or get the tanks to hunt me. My worse day was 0 kills and 5 deaths, best was 17 kills all at 510m. Best kill was 597m. Using the Charge is a close to the M40 or new Barrett M95 .50 and .416 for rate of fire and reload time, and any hit with the Barrett is a kill, 1800m range with 850 mps. Figure a M16A2 to the A4 have sniper range up to 800y without a scope but in the prone position. From the ranges I have been killed at with almost all the weapons, the ranges are close as they can be in a game that has confined battlefields.
Semper Fi.
Cpl, 87-95
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Tyjus Vacca
Valor Coalition Red Whines.
241
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Posted - 2014.05.27 21:56:00 -
[34] - 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
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Symbioticforks
The Last of DusT. General Tso's Alliance
226
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Posted - 2014.05.27 21:57:00 -
[35] - Quote
Tyjus Vacca wrote: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
Yeah I'm tired of non factor players doing 200 damage from red line (3 shot clip) with a 4 second reload too SARCASM.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Sylwester Dziewiecki
Interregnum.
309
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Posted - 2014.05.27 22:00:00 -
[36] - Quote
Tyjus Vacca wrote: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 it would encourage snipers to pick up closer more tactical positions
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...."but alas I more often than not snipe from within 200m of the objective so I may have hurt the tower sniper in some way please make suggestions for mechanics and I may add them to the list :D" disclaimer So basicly you want to make Tactical Sniper Rifle even more powerful than its actually is(compare to other versions), and you call it "hot fix". I don't think that your propose fix anything, but hey keep trying.
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Symbioticforks
The Last of DusT. General Tso's Alliance
232
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Posted - 2014.05.27 22:01:00 -
[37] - Quote
CCP / CPM
Have you read through this thread?
Have you read through this thread?
because you probably should if you're going to even touch sniper rifles. Ever.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Symbioticforks
The Last of DusT. General Tso's Alliance
232
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Posted - 2014.05.27 22:04:00 -
[38] - Quote
Talk to Appia Vibbia. (dedicated sniper) / (CPM candidate)
she knows a thing or two about sniping in Dust 514 since you don't like me.
(need her to post her opinions here if indeed someone is finally listening to the community of snipers)
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Poonmunch
Sanguis Defense Syndicate
969
|
Posted - 2014.05.27 23:50:00 -
[39] - 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
|
Posted - 2014.05.28 00:04:00 -
[40] - 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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Tyjus Vacca
Valor Coalition Red Whines.
241
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Posted - 2014.05.28 13:30:00 -
[41] - 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
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Minion Max
Resheph Interstellar Strategy Gallente Federation
9
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Posted - 2014.05.29 02:34:00 -
[42] - Quote
Yes CCP should cut sniper ranges down to 200, and while there at it cut all other weapons ranges by Gàö or so. Pistols down to 3m, shotgun to 10, assault and HMG to 50 and rifles to 100. Limit Sagas to 5km with Nerf bumpers so there is no Roadkill.Tanks and Dropships to 150, that should keep everybody at 1 of the 5 objectives. To make things fair to that prick with the knives(3 times) give him a baseball bat so he can just beat the crap out people and not kill them.
The variety of weapons and ranges are there for the variety of people playing, thus mirroring all military units. Some of the best matches I have been in have been 1 or 2 kills, but the have save others pined down. Picking off a gunner in a moving Saga at 550 makes them nervous, allowing teammates to move on an objective. I do get into the fight, thus 1200+ deaths, one run dropping ammo and spawn points in a lights suit with a SMG. I die and them go sniping, no complaining about getting blown off the map by a Warbird Strike.
Keep Light on the Edge or Armor up in the Bloodzone.
Semper Fi.
Cpl, 87-95
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Eko Sol
Strange Playings
395
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Posted - 2014.05.29 03:00:00 -
[43] - Quote
Sniping is fine. The maps aren't all conducive for sniping. Red line sniping is a sorta issue for me. I think that the redline on your own side should exist even when dropping out of the MCC. I think there should be a 3 minute total in which you are allowed in the red line. This means you have to leave the redline and when you come back it should restart at where you were at. After hitting less than 10 seconds then you should only get 10 seconds in the redline at any given point to include running back into the red for a turret or supply depot.
This will apply to all of the red. I should be able to run up 300 meters into the red and take out that sniper without dying. Period.
As far as fixing sniping is concerned. It is fine. I think that a GOOD sniper goes after equipment as well and I think that should award extra WP for sniping equipment. Nothing else needs change. No Zoom. No Range Nerfs. No damage changes. No RoF changes. Nothing. Just some WP so good to great snipers aren't on the bottom of the leader board taking out 30 pieces of equipment and a few kills.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Jaed D'jaegweir
Kirkinen Risk Control Caldari State
15
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Posted - 2014.05.29 03:13:00 -
[44] - Quote
Leave the snipers alone, Better scopes, hell yea 750m range , my personal longest is 593m , ,triple head shot bonus, at max the sniper should have zero sway.
there you go, simple
"We do not live in a world of reality. We live in a world of perceptions." -Gerald Simmons
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Symbioticforks
The Last of DusT. General Tso's Alliance
243
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Posted - 2014.05.29 04:57:00 -
[45] - Quote
Tyjus Vacca wrote: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
True. Deleting the STARTER-SNIPER fit.. would help I feel.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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Snake Sellors
Hellstorm Inc League of Infamy
74
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Posted - 2014.05.29 15:10:00 -
[46] - Quote
Sniping is definitely not fine....
unless your proto stomping in pub matches then it's not in a good place. please keep it in mind the thales rifle is not within the normal range of sniper rifles as it is an officer weapon and is therefore an exception. in p.c battles sniper rifles are useless.
we already get points for sniping equipment and although I agree it can be game changing taking out uplinks I don't see how shooting a few uplinks will ever reward enough points to be a snipers main focus, there would never be enough uplinks down to mean that a sniper could make a difference in p.c.and if your thinking of a sniper running around shooting uplinks and trying to be stealthy...we have scouts for that.
I don't think it should be anyone's main focus anyway and don't forget that whatever you do to reward points for snipers will also apply to everybody else, if you boost the wp for it too far...
unless it's a unique thing as with guardian points, and that's where tagging would be a good idea I've literally lost count of how many times I saved squad mates simply by calling out enemy locations (nevermind how many times I've killed the person shooting at them.)
your right not all maps are sniper friendly, but the point isn't map design, it's that any weapon other than an officer weapon which you can't buy is literally useless in a p.c battle, you could I suppose take one in to call out places and shoot a few uplinks here and there and when the map finishes and your stats say you went 2/0 and come in at the bottom of the board with around 200 wp your corp mates will be well pleased with you.
I also kind of agree that starter fit snipers don't help matters, but I don't see any way around it, any person that likes sniping has to start somewhere. though I maintain that the way forward is skill based bonuses to damage and war points.
possibly even some sort of skill we could spec into. I'd like to put more sp into sniping if there was anything left to do..
also it needs attention to the extra ammo skill. that is just plain bad.
last of all, more red line issues......really
I'm a sniper, it's almost all I enjoy doing on here, 1. I HAVE SAID OVER AND OVER WE ARE NOT INTERESTED IN THE RED LINE BEING HOW IT IS 2. I HAVE GONE SO FAR AS TO PUT ANOTHER POST ON SUGGESTIONS THAT WE MAKE CHANGES TO THE RED LINE 3. I HAVE ALSO POINTED OUT IN MANY THREADS BY NOW THAT WE WOULD LIKE MORE POSITIONS OUTSIDE OF THE RED AREAS AND THAT WE DON'T LIKE BOWL MAPS
red lines are not only used by snipers and are therefore a separate issue.....rinse and repeat...yawn |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
0
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Posted - 2014.05.29 15:22:00 -
[47] - Quote
Atiim wrote:Posting this here before Anti-Sniper extremists inevitably resort to using fallacies to support uneducated arguments. Association | Straw Man | Toup+¬e Sniping is unwanted by most of the community, sniping is already powerful enough, we dont need sniping to play more of a roll than it is currently imo. I say its fine. |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
0
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Posted - 2014.05.29 15:52:00 -
[48] - 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. What is in real life has absolutely nothing to do with Dust, at all, keep that in mind. And there are no assault or dombat rifles with a 250 meter range, the rail has the most range and its less than half of the 200 meter proposal. I dont want snipers to have a bigger influence on this game, I thi k they are fine riggt now, no they are not as effective as our infantry but most like it that way. I like snipers killing other snipers, being able to cover and keep clear a single objective, and keeping high points cleared, thats good and all we need from them. |
Cato Avgvstvs
Zumari Force Projection Caldari State
5
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Posted - 2014.07.22 17:20:00 -
[49] - Quote
End Is Here wrote: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.
You invalidated your last sentence with the penultimate one...
ex stylo Catonis
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4352
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Posted - 2014.07.22 18:02:00 -
[50] - Quote
Atiim wrote:Posting this here before Anti-Sniper extremists inevitably resort to using fallacies to support uneducated arguments. Association | Straw Man | Toup+¬e LOL I love how they used a Top Gear quote for Association fallacy
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Michael Arck
4941
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Posted - 2014.07.22 18:10:00 -
[51] - Quote
How bout no? Increase headshot multiplier? Lessen scope sway?
You want a better sniping experience? Play with KBM.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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TYCHUS MAXWELL
The Fun Police
235
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Posted - 2014.07.22 18:28:00 -
[52] - Quote
All the suggestions seem fine however they skirt around the real metagame problem with sniping. They need to fix the glitch where you can fire through the cover in front of you making it impossible to be counter sniped. This is why players sit in the redline on the crest of a hill. If you keep snipers from being able to do this they will move out of the redline as the redline is the first place you look to counter snipe.
Other then the clips being reversed which I would agree with, the rest are unnecessary. As it stands my charged can one shot head shot anything except for proto assault tanked suits and heavy suits. That said if you up the power and lower sway it's going to become militia sniper 514. I use a regular ps3 controller and I can still line up headshot pretty quickly not too mention what players can do with a kb/m. Not too mention the main counter to vehicle spam (An elevated Forge Team) will get one shot headshot pretty easily in your suggestions as the forge forces you to a crawl while charging.
Glitching through terrain and walls is the biggest issue with sniping the rifle itself is more than effective for what it can do. Remember you can't be easily countered by most play styles in the game if you lower the skill required to use the rifle it's going to become SR514. If I or any sniper can reset my position with less sway and move about with no sway then every other gun will be useless.
If you want essentially a weapon that you proposed that is more balanced try the Laser Rifle, it has decent range and you can actually move around with it and line up shots very quickly/or just use auto aim to follow the target for you from hipfire. |
Michael Arck
4941
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Posted - 2014.07.22 18:33:00 -
[53] - Quote
Man please. The majority of snipers in here are terrible. Most in this thread get 5 kills in one match while.their team gets demolished on ground. Why else they want this changes?
I would love to see these snipers in battle and see what they dont do an entire round.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Midas Fool
Prophets of the Velocirapture
519
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Posted - 2014.07.22 18:40:00 -
[54] - Quote
This is all nonsense. Sniping is and has always been fine. There are far fewer "good snipers" then there used to be and it has removed all meta surrounding proper sniper gameplay. (hint: leave the redline)
I'll take the buffs though. Keep em coming.
Just another hint: be part of a squad.
ADV/PRO: 'Bishop' AmrLogistics, 'Commissar' CalSentinel, 'Rodelero' AmrScout, 'Legionnaire' CalAssault
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Michael Arck
4941
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Posted - 2014.07.22 18:47:00 -
[55] - Quote
Midas Fool wrote:This is all nonsense. Sniping is and has always been fine. There are far fewer "good snipers" then there used to be and it has removed all meta surrounding proper sniper gameplay. (hint: leave the redline) I'll take the buffs though. Keep em coming. Just another hint: be part of a squad.
Exactly. Leave the damn redline. I had respect for the few snipers of the past. But they dont play as snipers now or dont play at all. All these requests are nonsensical.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Bethhy
Ancient Exiles. General Tso's Alliance
2273
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Posted - 2014.07.22 18:50:00 -
[56] - Quote
Midas Fool wrote:This is all nonsense. Sniping is and has always been fine. There are far fewer "good snipers" then there used to be and it has removed all meta surrounding proper sniper gameplay. (hint: leave the redline) I'll take the buffs though. Keep em coming. Just another hint: be part of a squad.
Please show me a sniper that is relevant in competitive play. They don't exist in PC... There has only ever been 5 people really since Alpha that have ever made people go "Watch out for"
If your argument is that it works in Pub's where well over 80% of the population can't even fly a dropship? anyone can make any gun work in Pubs.
Snipers in DUST which used to be a main role.. Are now a Farce. People came to DUST to be a Sniper.. Now it is a niche role that people drop after a week because it's pointless.
To me? that seems like the role is in terrible shape. |
Midas Fool
Prophets of the Velocirapture
519
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Posted - 2014.07.22 19:03:00 -
[57] - Quote
Bethhy wrote:competitive play
Well there's your problem right there.
ADV/PRO: 'Bishop' AmrLogistics, 'Commissar' CalSentinel, 'Rodelero' AmrScout, 'Legionnaire' CalAssault
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TYCHUS MAXWELL
The Fun Police
239
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Posted - 2014.07.22 20:13:00 -
[58] - Quote
I might also add from a competitive perspective one decent sniper can force either one or two players to switch to counter sniping or can force players to never stop moving forcing lower accuracy over the enemy team as a whole. Though it's true that the enemy has to be pretty dumb for you to wrack up the sniper kills this could be said of tanks as well and most classes that are Ivory tower situated. If you make it to where snipers like tanks are killing machines instead of area denial, that's when you see glaring imbalance like 1.7's tanks. They force upon the team a certain strategy in their roles. And true if the enemy teams avoid the sniper and tanks the snipers and tanks won't get as many kills, but it also restricts and funnels enemy movement which should in theory make it easier for battle lines to form. Concentrated forces > Diluted forces, assuming if it's skirmish your forces don't concentrate on too few of objectives.
-Armchair General |
Onesimus Tarsus
Company of Marcher Lords Amarr Empire
2346
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Posted - 2014.07.22 20:40:00 -
[59] - Quote
Shots originating from beyond the redline do no damage.
Next.
K/D(r) WP/D(r) matchmaking fixes the whole game. Period.
Beh!
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TYCHUS MAXWELL
The Fun Police
239
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Posted - 2014.07.22 20:52:00 -
[60] - Quote
Onesimus Tarsus wrote:Shots originating from beyond the redline do no damage.
Next.
It would have to be both ways or it would be a killing field for camping the enemy redline. In the case of both ways, I've been proposing a bullet barrier for ages but its not a popular idea with CCP or the community. |
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