Kallas Hallytyr
Skullbreakers
490
|
Posted - 2014.06.22 00:52:00 -
[1] - Quote
Anything that can 'counter' the redline sniper (tankers included, though the railgun range nerf has curtailed their existence sharply) requires great risk And enormously disproportionate effort: the sniper is likely embedded in a difficult to reach nook; often heavily tanked in a Proto Logi/Heavy, possibly with a heavy dose of triage hives; protected by the redline timer! Which severely curtails offensive action against them.
Quite simply sniper love can only come at the same time as the redline is truly looked at. Pushing the redline 200m back (with relevant spawn tinkering) would solve a lot mof redline issues by making redline sniping entirely inefficient.
On the subject of reasonable sniper buffs, however, I agree strongly with the headshot damage multiplier and the scope/zoom fidelity being improved. Increased headshot multiplier rewards accuracy and the zoom fidelity allows the sniper to employ their range and actually land some headshots outside of luck at range.
All that said, any discussion about snipers, in the current state of the game, must include discussion about the redline: declining to discuss the redline is disingenuous, because the redline simply IS a very large factor, due to its currently awful placing on not just some but most maps. |
Kallas Hallytyr
Skullbreakers
491
|
Posted - 2014.06.22 13:40:00 -
[2] - Quote
Poonmunch wrote:3. Having to fit a ck.0 commando suit with 3 complex damage mods and a charge sniper rifle just to bring a proto heavy to half armor is a bit silly.
In what way is it silly? Proto suits are just as much of a pain for us on the ground as for you in your hills. Fitting proto stuff to counter proto stuff is...reasonable.
Poonmunch wrote:4. All headshots with a sniper rifle should be automatic kills on any suit. Period.
No ******* way. Can you say easy mode at that point? Seriously, what would be the point of Sentinels/Commandos at that point when Captain Redline can just destroy them with minimal risk and regardless of tank. With that you would utterly destroy heavies of all forms, so no way.
As others, and myself, have suggested however, a headshot multiplier or some kind of progression would be reasonable: many sniper headshots are one-hit kills against those of us who do not just brick tank, or are at least enormous chunks of HP against moderately tanked suits.
Poonmunch5 wrote:. Having to use a dropship to get a good sniping location is silly. The lack of sniper locations in the middle of maps (aside from buildings) is a pain. But if the devs want me to stay out of the middle of maps, I will.
Again, this is a fix about the redline, and to a certain degree the access to higher buildings, but also because you are operating with blinkers on: for some reason many snipers simply sit in the redline and snipe from long range, where actually fighting at relatively short distances in the map would cure a lot of ills.
Find a nook on Bravo and cover the Charlie advance, then move up and do it again for Alpha. You don't need to be 500,000m away to do your job, it's just that so many snipers refuse to risk their lives like every other merc actually fighting in the burnzone.
Poonmunch wrote:All of the above things are giving snipers incentive to sit behind the redline. Make snipers more effective at medium range and they'll come in closer.
Again, they won't, because so many would just take the easy way out. Give them the buffs, by all means, but the redline needs to be pushed back 200m, so that all of the incredible positions are not protected by the redline. |