CRNWLLC
Screwy Rabbit ULC
294
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Posted - 2014.05.28 18:10:00 -
[1] - Quote
Sorta off topic, but I've gone from sniping about 80% of the time to sniping <=5% of the time. I've been running mainly frontline fits for the past few weeks and have only been hit by two sniper rounds, neither of which killed me. Guess I'm just surprised at how infrequently I personally have to deal with snipers as compared to pre-1.8.
However, despite the apparent lack of snipers, I've snuck up on many mid-range snipers and dropped them, no problem. This has actually happened numerous times while I've been in a rail tank, which seems really fucken unbalanced (for realz, my tank doesn't appear on TacNet?!? And yes, I know how dampening and precision work--but they work wrong!).
Anyway, my two cents are that SRs are A-OK, but damage mods need to be changed back to their 3-5-10 bonuses, instead of the current 3-4-5. In my experience, the flexibility of the old damage mods allowed for easy changes to sniping style, such as a mid-range tactical marksman with a damage mod(s) + shield extender(s), for survivability in stand-offs, or go as a long-range alpha wolf, laying down ridiculous damage from across the map (of course, this requires more precision, but that's the trade off).
Here's my argument in maths:
Shield damage: 321 (base damage of Charge SR, chosen because Thales are too uncommon and do even more damage) * .9 (10% penalty against shields) = 288.9 288.9 * 1.2638 (bonus from 3 old complex damage mods; I calculated penalties here) = 365.11 365.11 * 1.15 (15% bonus from SR proficiency @ 5) = 419.89 419.89 * 1.75 (headshot bonus) = 734.79
Armor damage: 321 * 1.1 (10% bonus against armor) = 353.1 353.1 * 1.2638 = 446.25 446.25 * 1.15 = 513.19 513.19 * 1.75 = 898.1
Anyway you cut it (ie, shields or armor), SRs were able to consistently OHK almost everything less than an advanced assault, and most of those besides. With the current complex damage mods and assuming all else in the above example is equal, the maximum damage obtainable against shields is about 650, against armor, it's about 790. Still gets the job done for the most part.
Think of it like this: if you're an okay sniper and have a Thales, you can do over 2000EHP of damage in about 3 - 4 second, which pretty much takes care of any pesky heavy. Even with a Charge SR (ie, longer delay between shots, less zoom), it's still a pretty straightforward matter to take care of heavies, since most folks beeline after taking a shot, and the charge time gives you an extra second to get a lead on them.
Oh, oh! And snipers have the benefit of most folks armor tanking these days, so the 10% against armor is effectively two non-penalized, 1.8-era complex damage mods. Not bad. |