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Onesimus Tarsus
Company of Marcher Lords Amarr Empire
2349
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Posted - 2014.07.22 20:55:00 -
[61] - Quote
TYCHUS MAXWELL wrote: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. If your team is redlined, fix it or accept your defeat with dignity. Besides, KDR matchmaking fixes this.
K/D(r) WP/D(r) matchmaking fixes the whole game. Period.
Beh!
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Bormir1r
Fatal Absolution General Tso's Alliance
561
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Posted - 2014.07.22 22:54:00 -
[62] - 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 "edited" 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 [1-300]m tapering off to 60% at 450m .... 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
This is somewhat good..
"One does not simply" run like a Raptor. Only Mk.0 Scouts will do that.
NK are my Teeth, Kin Cats are my Legs.
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Garrett Blacknova
Codex Troopers
5618
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Posted - 2014.08.05 08:19:00 -
[63] - Quote
Onesimus Tarsus wrote:KDR matchmaking This is a terrible idea.
A (non-redline) sniper with 10/0 has a "better" K/D than a guy who went 16/2 on the front lines, but while useful, WASN'T more valuable without teammates keeping the enemy at the ideal distance for the sniper to get kills.
Neither of those players is more useful than the medic who goes 0/3 but prevents 5+ deaths with a repair tool AND revives the 7/2 guy both times he's taken down as well as reviving several other players to make their deaths not count.
K/D matchmaking would define the medic - who provided MORE of an advantage to the team than the others - as a less successful player.
When dealing with straight combat gameplay with no healing or reviving allowed, K/D based matchmaking is often - but not always - a good measure of skill. In DUST and other games where players can focus on roles other than direct combat, it doesn't work. Tankers and snipers would end up being ripped away from those teammates who make their playstyles viable, and medics will be lumped in with utterly useless players in spite of being significantly more skilled than their K/D implies. |
Smoky Fingers
Red Star. EoN.
437
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Posted - 2014.08.05 08:32:00 -
[64] - Quote
How bout get rid of the orange hit indicator, and watch 3/4 of the sniper community (basically the incompetent ones) fail miserably.
Playing RL
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Leanna Boghin
Paradox Pride
324
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Posted - 2014.08.05 10:11:00 -
[65] - Quote
You know if you guys got off your ass and learned how to snipe and always had a sniper on your squad ensuring that at least one person would be able to counter snipe. Then maybe you wouldnt be sitting here typing on the forums looking for ways to nerf snipers into uselessness. Since when have snipers in the real world EVER gotten as close to their target as you are suggesting should happen in this game? The closest any sniper should be is 400m from their intended target and even further if necessary. The idea behind snipers is for them to be too far out of your range as to be almost unkillable. Which is why you all need to stop the nerf/buff convo and start learning how to counter snipe those snipers you hate so much and stop trying to ruin the only good weapon in this game.
I snipe in the redline because i know it pisses you off
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Leanna Boghin
Paradox Pride
324
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Posted - 2014.08.05 10:19:00 -
[66] - 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 Sniping isnt broken. You people would realize this if you ever sniped a day in your life in this game. And since you havent, otherwise you would be telling them what im telling you, then you got no right to complain. The idea behind being a sniper is to be so far from your target that they cant fight back. And you only need two people on an outside objective 1 being a scout with hacking capabilties (in case there are too many for the sniper to kill) and the second one being a sniper that has their eye trained on the objective and surrounding terrain.
I snipe in the redline because i know it pisses you off
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Leanna Boghin
Paradox Pride
324
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Posted - 2014.08.05 10:30:00 -
[67] - Quote
TYCHUS MAXWELL wrote: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. probably because then people could just hide in the redline and tease the enemy and say "haha you cant kill me" while dancing around in front of them. Trust me putting up a bullet barrier wont work not for a game like dust.
I snipe in the redline because i know it pisses you off
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Bad Heal
Escrow Removal and Acquisition Dark Taboo
150
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Posted - 2014.08.05 12:08:00 -
[68] - 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.
I'm sure you do realize that there is a sweet spot were there bullet has lost enough speed to put a grape fruit sized hole in your back. |
Zindorak
1.U.P
248
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Posted - 2014.08.05 12:17:00 -
[69] - 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 "edited" 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 [1-300]m tapering off to 60% at 450m .... 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 Thank you an actually fair sniper buff. Thank you you get a pat on the back. Lets stop those scruby scumbags
Master of the Scrambler Pistol. Carthum Assault ScP <3
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TYCHUS MAXWELL
The Fun Police
292
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Posted - 2014.08.05 15:57:00 -
[70] - Quote
Leanna Boghin wrote:TYCHUS MAXWELL wrote: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. probably because then people could just hide in the redline and tease the enemy and say "haha you cant kill me" while dancing around in front of them. Trust me putting up a bullet barrier wont work not for a game like dust.
And your team loses since the objective is outside the said bullet barrier... are we playing the same game? |
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OP FOTM
Commando Perkone Caldari State
283
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Posted - 2014.08.05 16:32:00 -
[71] - Quote
I agree that a RoF increase would fix most of a sniper's problems.
However I'm not too sure about nerfing the range. You're asking to get overpowered by railgun tank counter-snipers if you nerf the sniper's range below 300.
To be honest I stopped blaming snipers for being in their own redline a long time ago. Specifically when 1.8 dropped. If you have a problem with getting killed by snipers in this game, you're a scrub.
And no-scoping doesn't need to be discouraged. It's ******* terrible and more difficult in this game than any other FPS I've played.
Speaking of other games I'd like to see a semi-auto rifle with a sniper scope in this game.
Dust servers will be a ghost town on 09/09/14
Destiny kicks ass... Like Halo knocked up Mass Effect and gave birth
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wiseguy12
Ancient Legion
61
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Posted - 2014.08.05 16:43:00 -
[72] - Quote
I just wish you didn't need a proto sniper to 1 shot starter fits
Eye of the Reaper
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TYCHUS MAXWELL
The Fun Police
292
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Posted - 2014.08.05 16:46:00 -
[73] - Quote
wiseguy12 wrote:I just wish you didn't need a proto sniper to 1 shot starter fits
If you hit them in the head even a militia sniper rifle with no damage mods will one shot a starter fit. If it didn't, you missed their head.
Only Heavies and proto medium suits can tank a headshot and they won't do it again unless it's a proto bear. If it's a proto bear then that thing is going to be moving like a couch dragged across a rug so just keep firing till it's dead. |
TYCHUS MAXWELL
The Fun Police
292
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Posted - 2014.08.05 16:49:00 -
[74] - Quote
OP FOTM wrote:I agree that a RoF increase would fix most of a sniper's problems.
However I'm not too sure about nerfing the range. You're asking to get overpowered by railgun tank counter-snipers if you nerf the sniper's range below 300.
To be honest I stopped blaming snipers for being in their own redline a long time ago. Specifically when 1.8 dropped. If you have a problem with getting killed by snipers in this game, you're a scrub.
And no-scoping doesn't need to be discouraged. It's ******* terrible and more difficult in this game than any other FPS I've played.
Speaking of other games I'd like to see a semi-auto rifle with a sniper scope in this game.
Not everyone is in a tank yo, and a good sniper will put you down in a field which is half the maps. I wouldn't say someone is a scrub for getting killed by a sniper, but some maps you are a scrub if a sniper is killing you. Some maps give good view of the objectives even from your red line. |
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