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Thread Statistics | Show CCP posts - 2 post(s) |
Strker Remorse
OSG Planetary Operations Covert Intervention
20
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Posted - 2014.06.25 04:11:00 -
[121] - Quote
CCP Rattati wrote:Reduce range, increase headshot multiplier, increase damage on some (not thales), make other variants than charged/thales useful, new reticule (don't know how easy that will be).
Reward good snipers that get consistent headshots Bring snipers out of the redline Increase their effective dps so they may be PC viable
I also liked the idea of fewer shots in the clip and faster reload to come with the higher damage profile.
reduce range? snipers work from a distance. if anything snipers need longer range, but I suppose that you think a good range would be 300m rather than the current 600m.
fewer shots per clip? right now the protos only have 5 shots or 3 shots per clip.
Have you even equipped a sniper rifle?
when it can take 7 shots to kill a heavy (if he will stay still that long) reducing the clip size is possibly the stupidest thing I've seen coming out of a DEV
removing snipers from the redline? this is a game mechanic that has no place in a discussion on snipers....every player takes advantage of the redline from, spawning forge gunners to lav gunners to tankers to ADS.
But If you want snipers out of the redline then give me a sniper rifle that will allow me to snipe into the redline from anywhere on the map and a scope that will resolve a player anywhere on the map. make the redline more unsafe.
Most of the "snipers" inputting feedback here are not snipers but sniper haters (anyone who asks for a clip reduction or range reduction is not a sniper).
I would suggest that you create a sniper and actually play the role (walk a few 100k in a sniper's boots) before you come down from your perch and pronounce how you know how to make sniper weapons better. Hell I'll even let you cheat and create a character and just give them the skill points...
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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J4yne C0bb
Molon Labe. General Tso's Alliance
398
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Posted - 2014.06.25 04:33:00 -
[122] - Quote
IrishWebster wrote:J4yne C0bb wrote:IrishWebster wrote:Also, don't forget the tagging feature. If it's possible, that would give us a direct means by which to funnel intel to our squads- we could maybe tie it in to a scanner functionality? We tag people, and it shows up on squad mates' screens if they're directly in line of sight, or on the mini map if they're also scanned. A thought for Legion, perhaps. Maybe just the LoS option for DUST. It'd be a gimme tie in for WP's too, maybe something small like 15 WP per kill that we've tagged. I like this. I think part of the reason we don't have the 'overwatch' sniper role anymore is due to scanners, but I always thought it was cool to have a good sniper on your team providing intel for the rest of the squad. Promotes team play, gives snipers an additional valuable role in the squad, instead of just lone wolfs looking for kills. I forgot to mention; If the player that got tagged is also scanned, the tag would be seen through objects, just like you can see the tags for all of the null cannons no mater where you are or what's between you and the objective. A small, unobtrusive tag, like a tiny little square speech bubble looking thing with a point on the bottom, pointing to the center of the avatar's head. Just an idea. If the player isn't scanned AND tagged, the tag only pops up above their head if some portion of them is directly in line of sight, making them easier to spot. I'm kinda with you. I like the idea of it working similar to a regular scanner -- a very long range, but extremely narrow field of view scan tool, and by narrow I mean the width of the sniper scope. It would have a decent cooldown time to prevent abuse, and targets would stay lite for perhaps a longer period like 30 to 60 seconds. This way, the squad lead could have time to set an attack order if he desired. I would grant more WP, something like +25/+35 if a lit target is destroyed.
If we combined this with a reduction in effective range of the sniper, snipers could be long-range lookouts for their squad, and still get WP for helping out.
I think the ability to scan and also kill the target might be a bit OP, though. I like the idea of a trade-off: if you want to stay sniper from the redline, you can light the enemy up for your squad, but be too far away to do much damage; however, the closer you are, the more damage you do, but the scanner isn't as useful because of it's narrow field of view.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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Cogadh Draco
WarRavens Final Resolution.
56
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Posted - 2014.06.25 04:38:00 -
[123] - Quote
CCP Rattati wrote:Reduce range, increase headshot multiplier, increase damage on some (not thales), make other variants than charged/thales useful, new reticule (don't know how easy that will be).
Reward good snipers that get consistent headshots Bring snipers out of the redline Increase their effective dps so they may be PC viable
I also liked the idea of fewer shots in the clip and faster reload to come with the higher damage profile.
+1
Just don't go CoD or HALO style sniping, PLEASE! |
Iron Wolf Saber
Den of Swords
15605
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Posted - 2014.06.25 08:07:00 -
[124] - Quote
Strker Remorse wrote:CCP Rattati wrote:Reduce range, increase headshot multiplier, increase damage on some (not thales), make other variants than charged/thales useful, new reticule (don't know how easy that will be).
Reward good snipers that get consistent headshots Bring snipers out of the redline Increase their effective dps so they may be PC viable
I also liked the idea of fewer shots in the clip and faster reload to come with the higher damage profile. reduce range? snipers work from a distance. if anything snipers need longer range, but I suppose that you think a good range would be 300m rather than the current 600m. fewer shots per clip? right now the protos only have 5 shots or 3 shots per clip. Have you even equipped a sniper rifle? when it can take 7 shots to kill a heavy (if he will stay still that long) reducing the clip size is possibly the stupidest thing I've seen coming out of a DEV removing snipers from the redline? this is a game mechanic that has no place in a discussion on snipers....every player takes advantage of the redline from, spawning forge gunners to lav gunners to tankers to ADS. But If you want snipers out of the redline then give me a sniper rifle that will allow me to snipe into the redline from anywhere on the map and a scope that will resolve a player anywhere on the map. make the redline more unsafe. Most of the "snipers" inputting feedback here are not snipers but sniper haters (anyone who asks for a clip reduction or range reduction is not a sniper). I would suggest that you create a sniper and actually play the role (walk a few 100k in a sniper's boots) before you come down from your perch and pronounce how you know how to make sniper weapons better. Hell I'll even let you cheat and create a character and just give them the skill points...
Most of the complaints are from Planetary Conquest players who had to quit sniping because of how non contributive it was.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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IrishWebster
Molon Labe. General Tso's Alliance
243
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Posted - 2014.06.25 10:59:00 -
[125] - Quote
Strker Remorse wrote:
reduce range? snipers work from a distance. if anything snipers need longer range, but I suppose that you think a good range would be 300m rather than the current 600m.
fewer shots per clip? right now the protos only have 5 shots or 3 shots per clip.
Have you even equipped a sniper rifle?
when it can take 7 shots to kill a heavy (if he will stay still that long) reducing the clip size is possibly the stupidest thing I've seen coming out of a DEV
removing snipers from the redline? this is a game mechanic that has no place in a discussion on snipers....every player takes advantage of the redline from, spawning forge gunners to lav gunners to tankers to ADS.
But If you want snipers out of the redline then give me a sniper rifle that will allow me to snipe into the redline from anywhere on the map and a scope that will resolve a player anywhere on the map. make the redline more unsafe.
Most of the "snipers" inputting feedback here are not snipers but sniper haters (anyone who asks for a clip reduction or range reduction is not a sniper).
I would suggest that you create a sniper and actually play the role (walk a few 100k in a sniper's boots) before you come down from your perch and pronounce how you know how to make sniper weapons better. Hell I'll even let you cheat and create a character and just give them the skill points...
I think you're coming off a bit strong. Reduced range is a necessary balance if we're to get the damage buff we need. We'll still have AWESOME range- 300 meters is WELL past the effective of any assault rifle.
Smaller clip size I don't particularly like, but I definitely agree with the premise- if they give us a rifle that can two-shot a heavy (with well placed head shots, that is), it should only have a max of 2-3 shots in the magazine. I'm sorry, but kill and reload is a rest balance. If you can kill-kill-kill-reload, which is what it'd be with current mag size, we'd be the most overpowered death machines in the game.
In any case, you are not the end-all be-all of snipers, and don't get to define the class based on some arbitrary idea in your head of what a sniper should be. Snipers need to gtfo of the redline, and we need mrs power. We don't need 600 meters of range- the game won't even render that frickin far, homie. Neither will the scopes we have right now allow us to SEE that damn far.
Don't say ridiculous things just because you feel strongly about a subject. Come in cool, respectful, and level headed. If you can't do that, no one will listen to you. |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
21
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Posted - 2014.06.25 11:11:00 -
[126] - Quote
IrishWebster wrote:Yeeeuuuupppp wrote:Ratati, can I haz more Thales? Hard to do point defense against proto sentinels and proto logistics with an ishukone with 2 damage mods and prof 3. Ps. Don't tell me to use the charge, because I hate it. Are you being serious? The ishukone is awesome. It has a great RoF, and stacking damage mods makes it easy. You shouldn't be whining about proficiency though. Lvl 3 isn't lvl 5, after all. Skill up to max before you ask for more damage or officer rifles. We snipers don't need an "easy button," I'd just like to see some more friendly implementation to make our niche more viable. Id like to see a sniper ever be useful. Most worthless class here. I dont even let snipers stay in my squad. And its all because you have that redline to hide in. Thales is a ohk on many suits, combine that with position in the redline that makes them unkillable, if not unfindable, and too much of a buff will make them a huge pain in the pleasure of this game.
I'm sorry you feel your class is underserved but we definitely do not need snipers too powerful in this game. Snipers have the potentional to ruin a shooter, simply because of their popularity they restrict movement, make people less inclined to run around. And at its worst it becomes MW3 and BO2, I liked COD before quick scoping and no scoping became the fit of the game. |
Snake Sellors
Hellstorm Inc League of Infamy
112
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Posted - 2014.06.25 13:44:00 -
[127] - Quote
Okay good so far, just a little more details when you can please
I Completely agree that we shouldn't be 'safe' in a red line. my only problem is that range reduction will also effect verticality if you reduce range too far then what you will create won't really be a sniper rifle because you wouldn't be able to use vantage points meaning that overwatch playstyles wont be possible.
Please don't forget that distance is a part of a snipers defence and a good view is a part of their attacks, Snipers go up high to get a better view to be able to provide intel and good target acquisition
also we really don't stand too much of a chance when on the ground and facing off against heavies,
(that said if we could get some extra high points and as somebody else said extra cover on maps that would be brilliant, extra cover would also help us shield tankers)
as I think about the things stated by rattati I can see them working, but I would Really appreciate those 'balance nerfs' coming in small tweaks.
as for the reduction to clip sizes goes sounds fair to me but could you also make the ammo skill play a part in upgrading the stats to our ammo counts, given the initial purpose of the reduction I would probably say to total ammo count, at the moment it really doesn't achieve anything and I would love to be able to put more skill points into sniping.
(it also means that snipers with a high level of sp invested get more of an advantage thus providing extra reason to skill into it more)
also please take into account the charge time on the charge rifle when reducing the clip size because: charge, aim, fire, charge, aim, fire, charge, aim, fire, reload, charge. if there is something that 4 shots to kill they really won't be possible to kill with it. maybe if you want to reduce to three shots then boost the damage enough that it works or possibly reduce the charge time?
Thank you once again rattati, looking forward to being part of my corps p.c team as a sniper again. |
IVIaster LUKE
Shadow Company HQ Lokun Listamenn
549
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Posted - 2014.06.25 14:08:00 -
[128] - Quote
Just give me an HM-90 SE please. Thanks o7
"We're in the spirit world now Billy...is that a chicken?" - Young Guns.
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Kurai-Ronin
Onikanabo Brigade Caldari State
2
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Posted - 2014.06.25 14:47:00 -
[129] - Quote
NO!!! Pro and Thale snipers are already one hit kill on most suits so no more improvements if they want to tweak it it should be a nerf TxT |
IrishWebster
Molon Labe. General Tso's Alliance
246
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Posted - 2014.06.25 14:52:00 -
[130] - Quote
aaaasdff ertgfdd wrote:IrishWebster wrote:Yeeeuuuupppp wrote:Ratati, can I haz more Thales? Hard to do point defense against proto sentinels and proto logistics with an ishukone with 2 damage mods and prof 3. Ps. Don't tell me to use the charge, because I hate it. Are you being serious? The ishukone is awesome. It has a great RoF, and stacking damage mods makes it easy. You shouldn't be whining about proficiency though. Lvl 3 isn't lvl 5, after all. Skill up to max before you ask for more damage or officer rifles. We snipers don't need an "easy button," I'd just like to see some more friendly implementation to make our niche more viable. Id like to see a sniper ever be useful. Most worthless class here. I dont even let snipers stay in my squad. And its all because you have that redline to hide in. Thales is a ohk on many suits, combine that with position in the redline that makes them unkillable, if not unfindable, and too much of a buff will make them a huge pain in the pleasure of this game. I'm sorry you feel your class is underserved but we definitely do not need snipers too powerful in this game. Snipers have the potentional to ruin a shooter, simply because of their popularity they restrict movement, make people less inclined to run around. And at its worst it becomes MW3 and BO2, I liked COD before quick scoping and no scoping became the fit of the game. Almost forgot, just some FYI for you snipers. Almost all of you talk too damn much, you people talk and give intel about every damn thing moving on the field the whole game. Your blocking out my music, and killimg my high. Ya we get it dudes are coming, pushing Alpha. Ok now stfu for 5 seconds and get a damn kill. Just chill, you dont have to tell us every thing.
First point: We're trying to make it so that a class that already exists IS useful. You're arguing the same thing that we are- we're currently useless. Like a screen door on a submarine. If you want to complain that we're useless and then say that we NEED to remain useless... make up your mind. We're trying to implement changes that will prevent people from being "God mode" like the no-scoping no lifers of Call of Duty, while still keeping our favored play style fun. We don't whine that "those stupid assault suits always come kill us and ruin our fun sniping," so I say slay and slay alike. It's not your play style- got it. Assault isn't ours. We like the cold, calculating, surgical feel of taking some mother lover out at a couple hundred plus meters. Clearly sniping didn't kill ANY of those games, because they're still the most bought and sold franchises in the history of video games.
Stop. Whining.
Second point: You're literally the ONLY person I've ever heard complain about an overabundance of intel. You're clearly a solo player, loving the lone-wolf life. That isn't the kind of game that DUST 514 is set up to be. Perhaps your point of view is the estranged one here, and not ours?
Anyway, please do not begrudge anyone their particular play style, especially based on something so flimsy as a personal opinion blatantly presented as false fact. Sorry dude. Looks like sniping will always and forever be a part of the world you play in.
Final word to the wise:
Duck, because I see you. |
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calisk galern
BurgezzE.T.F General Tso's Alliance
2585
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Posted - 2014.06.25 14:54:00 -
[131] - Quote
Kurai-Ronin wrote:NO!!! Pro and Thale snipers are already one hit kill on most suits so no more improvements if they want to tweak it it should be a nerf TxT
scouts..
scouts are most suits now, but other suits do exist.
that said i've known brick tanked scouts that can easily survive thale shots. |
IrishWebster
Molon Labe. General Tso's Alliance
246
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Posted - 2014.06.25 14:56:00 -
[132] - Quote
Kurai-Ronin wrote:NO!!! Pro and Thale snipers are already one hit kill on most suits so no more improvements if they want to tweak it it should be a nerf TxT
If you could read, the Dev himself has literally acknowledged IN THIS THREAD that the Thale rifle's damage profile doesn't need to be touched.
However, out of curiosity... if the only thing about the proto sniper rifles' damage profile that's changing is the headshot multiplier, and the only kind of hit that can one hit kill "most suits" in the game is a head shot... why do you care if the damage profile is buffed?
If they're ALREADY KILLING most suits in one hit, as you so claim (without any of that nasty factual stuff like, supporting evidence), what would actually CHANGE with a better headshot bonus?
Nothing. That's what. |
Iron Wolf Saber
Den of Swords
15610
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Posted - 2014.06.25 14:57:00 -
[133] - Quote
even as a lone wolf I used to be an intel spewer until they took team comms away.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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IrishWebster
Molon Labe. General Tso's Alliance
246
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Posted - 2014.06.25 14:58:00 -
[134] - Quote
calisk galern wrote:Kurai-Ronin wrote:NO!!! Pro and Thale snipers are already one hit kill on most suits so no more improvements if they want to tweak it it should be a nerf TxT scouts.. scouts are most suits now, but other suits do exist. that said i've known brick tanked scouts that can easily survive thale shots.
You sir, get a high five, just for being reasonable.
Crushing crybaby whiners one at a time, just so my people can finally get some much needed TLC. |
IrishWebster
Molon Labe. General Tso's Alliance
248
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Posted - 2014.06.25 15:01:00 -
[135] - Quote
Iron Wolf Saber wrote:even as a lone wolf I used to be an intel spewer until they took team comms away.
Me too, when the game first started. I love being useful- a sniper with a high powered rifle, a good vantage point and a scanner is a dangerous thing. Scanner keeps me close enough to the battle to see and be seen, good vantage point makes it hard to get to me (but not impossible. Screw the weak-sauce redline snipers), and my rifle lets me take out someone hacking an objective, or help decide a close fight and save a squad mate's otherwise doomed clone. There's a certain precision, a surgical employment that a sniper enjoys. No other niche gives us that high. |
IVIaster LUKE
Shadow Company HQ Lokun Listamenn
551
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Posted - 2014.06.25 15:11:00 -
[136] - Quote
Iron Wolf Saber wrote:even as a lone wolf I used to be an intel spewer until they took team comms away.
Missing old times. Today in honor of the Sniper. I'll put the Militia Sniper Rifle Blueprint in the kill feed. Counter-Sniper though. It's been awhile LOL
"We're in the spirit world now Billy...is that a chicken?" - Young Guns.
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Jadek Menaheim
Ancient Textiles.
3231
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Posted - 2014.06.25 17:38:00 -
[137] - Quote
I-Shayz-I wrote:What needs to change is the way snipers work.
There shouldn't be any scope sway before you ADS, but it should then happen after you fire as you regain control. The PS Move responds this way. As far as I've experienced Snipers with the PS Move do not have an initial artificial sway either from a standing or crouching position. You can even walk and keep a steady bead which is far more difficult on the DS3 (have not tested this with mouse and keyboard).
http://youtu.be/tvP6Ft4bQH8
Where does you CPM 1 Candidate Stand? Visit the Super P.A.C Contribution Log
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Jadek Menaheim
Ancient Textiles.
3231
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Posted - 2014.06.25 17:43:00 -
[138] - Quote
ChribbaX wrote:Everything Dies wrote:1. Give snipers some sort of reticule for hipfire (even if it's bigger than the HMGs)--just give some idea of where my shot will go if I need to defend myself! def needs this, aiming randomly hoping to hit something when defending myself is just silly Now I can peal off my no scope sticker decal.
http://www.amazon.com/BGR-Mods-No-Scope-Decal/dp/B003F1M3Q0
Where does you CPM 1 Candidate Stand? Visit the Super P.A.C Contribution Log
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Kratek Heshan
United Colonial Empire Army Freek Alliance
64
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Posted - 2014.06.25 19:11:00 -
[139] - Quote
what happen to the presicion rifle you promised us ?? remember last fanfest http://i.imgur.com/flTzL2v.png |
Snake Sellors
Hellstorm Inc League of Infamy
115
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Posted - 2014.06.25 19:46:00 -
[140] - Quote
@ Irish Webster +1 from me.
"duck because I see you "
classic..
+10 for the enjoying being a useful sniper post
+100 for trying to keep the vantage point alive
+1000 for the shared joy in the hunt.
cold and clinical precision, a good description
as for a sniper thread with a dev & cpm on here...
Priceless.
if it works out you may have earned immunity from my rifle |
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Mex-0
The dyst0pian Corporation Zero-Day
25
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Posted - 2014.06.25 22:36:00 -
[141] - Quote
Mike De Luca wrote:Ryme Intrinseca wrote:Appia Vibbia wrote:"fix the redline" is this false dichotomy that it is the sole balancing factor within the sniper rifle's use. We want to balance the weapon, not listen to people that are just going to take away from the discussion by derailing it or spitefully adding in things because they hate the role in general.
Flag "fix the redline" posts because they're derailing, trolling, and generally disrespective of the conversation. 'Fix the redline' is the entirety of the conversation about snipers. How can you possibly 'balance' a role without addressing the fact that the role is immune to receiving damage from players in any other role? ADS', tanks, forgers, n drive by heavies say otherwise. And at the absolute very LEAST the reticule needs to change, hard to hit uplinks n such at higher end ranges.
In my book, drive by heavies are worse than redliners, because at least you can weave/butterfly to avoid being sniper bait.
Just your average combat rifle wielding scout.
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IrishWebster
Molon Labe. General Tso's Alliance
252
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Posted - 2014.06.26 02:51:00 -
[142] - Quote
Snake Sellors wrote:@ Irish Webster +1 from me. "duck because I see you " classic.. +10 for the enjoying being a useful sniper post +100 for trying to keep the vantage point alive +1000 for the shared joy in the hunt. cold and clinical precision, a good description as for a sniper thread with a dev & cpm on here... Priceless. if it works out you may have earned immunity from my rifle
Well that'll be awkward.
"Hey squad leader, I can't shoot this guy. We... have an agreement."
Lol Whatever. Sounds funny. I'm down. |
IrishWebster
Molon Labe. General Tso's Alliance
252
|
Posted - 2014.06.26 02:54:00 -
[143] - Quote
Jadek Menaheim wrote:ChribbaX wrote:Everything Dies wrote:1. Give snipers some sort of reticule for hipfire (even if it's bigger than the HMGs)--just give some idea of where my shot will go if I need to defend myself! def needs this, aiming randomly hoping to hit something when defending myself is just silly Now I can peal off my no scope sticker decal. http://www.amazon.com/BGR-Mods-No-Scope-Decal/dp/B003F1M3Q0
If they implement a hip-fire reticule, I will never stop flaming CCP. Ever.
I will move to Iceland and picket their studio.
... please tell me you don't actually have one of those on your frickin TV. |
Jathniel
G I A N T General Tso's Alliance
1048
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Posted - 2014.06.26 14:09:00 -
[144] - Quote
CCP Rattati wrote:I didn't see anything concrete here, increase headshot multiplier, range, make other snipers than Thale's powerful, increase scope zoom....
Anecdotally I haven't been killed by a sniper in ages, get picked off once in a blue moon if I am careless and in open under half hp. I need to look at the numbers, but sniper use is very stable, none of the rifles or new weapons have had a meaningful impact on the use of sniper rifles, so it's a steady group of people who like to snipe apparantly, I am not even sure they venture into Tac AR or SCR at all.
Feel free to share, we have no specific hate/love with snipers, they should have a viable place on the battlefield like all of our weapons.
Okay, you want concrete. I propose the following changes to all Tactical Sniper Rifle variants: - Increase clip size to 5 rounds. - Reduce optimal range to 175m. - Reduce maximum effective range to 225m. - Reduce scope zoom by 40%. - Eliminate "sniper sway" in ADS completely to enable fast tactical firing on the move. - Increase recoil in ADS by 70% to control follow-up shot spam, and prevent quick-scoping abuse at closer ranges. - Eliminate 70% recoil penalty if the tactical sniper rifle is used while crouched. - Reduce damage by 30%. - Reduce reload time by 20%.
I propose the following changes to Sniper Rifle variants: - Reduce clip size to 3 rounds. (Militia reduced to 1 round) - Reduce optimal range to 300m. - Reduce maximum effective range to 420m. - Eliminate the "sniper sway" delay if the sniper moves in ADS while crouched. - Reduce recoil by 50%. - Increase damage by 50% - Increase headshot damage bonus to 4x. - Add variable scope zoom.
I propose the following changes to the Charge Sniper Rifle: - Reduce clip size to 1 round. - Reduce optimal range to 275m. - Reduce maximum effective range to 375m. - Increase damage by 100%. - Increase headshot damage bonus to 10x. - Increase reload time by 50% - Reduce maximum carried ammo by 40% - Add variable scope zoom. - Add fat, glowing blue streak to projectile path that slowly fades. - Add distinctive resonating noise. - Do not permit firing unless fully charged.
How's that for concrete? Range nerfs bring the snipers closer, but not too close.
The tactical sniper becomes a carefully balanced light sniper, that dedicated snipers can use on slightly closer-in maps, but this advantage is carefully mitigated by a recoil and damage nerf to prevent it from dominating RR, TAR, and SCR in their optimal ranges.
The regular sniper gets a universally powerful 1-2 punch that will put down most (including proto) with its damage and recoil mitigation buffs, but this new power is carefully mitigated by a smaller 3 round clip. To offset this slightly, a variable zoom scope is introduced, and the regular sniper rifle user is now permitted to move while crouched without penalty in ADS.
The charge sniper becomes the finger of God (no disrespect intended to Amarr RPers out there), but is resisted by a Devilishly small 1 round clip, increased reload time, a spectacular and cool looking streak (and sound) that reveals their position, and only 15 rounds max ammo (without ammo buffs).
EDIT: No hip fire reticule is implemented. |
Snake Sellors
Hellstorm Inc League of Infamy
119
|
Posted - 2014.06.26 15:04:00 -
[145] - Quote
erm.. no thank you.
you have looked at the numbers but not thought about practice.
charge rifle at that range you will be on the ground constantly you will be reloading for a good few seconds after every single shot you still have to charge up and get your target in the middle of your scope. reduce maximum ammo, are you nuts? you only get 27 shots at the moment with the closer range you will miss more often as with every small movement by the target they will be off your scope nevermind the reticule. give away position without fail? in what way would any sniper ever want this?
this would go something like this,
see target, charge rifle, shoot- hit and kill- reload- die because the players squad now know where you are and closed the gap. -miss and reload- switch to sidearm and try to run away/get killed by the target.
even after successful attempts you will spend most of the round trying to move to a new spot. missing will mean death, killing will be almost as bad. you are attempting to turn the charge rifle into what the plasma cannon just was only slightly more accurate, even the plasma cannon was not good as a weapon like this.
you want sniper rifles to be semi quick scope close range weapons?
it won't work out well.. if your outdoors in a decent position at those ranges you'll be scanned constantly as well as being ads and tank fodder, not to mention the scouts you won't ever even know were there until you read the kill sheet
if you trying to use it indoors you'll quickly see why a weapon which requires aiming and which only hits the centre of it's scope is a long range weapon- good luck getting your ohk against the heavy and his squad heading for you.
the thing to remember when you ask for these range reductions is that the actual sniper rifle mechanics are intended for at range combat, i.e you will find yourself using your sidearm much more than your sniper rifle if you reduce range too far.
also why do you want snipers so close? the whole range reduction is simply a compromise because the red line mechanic can't be fixed.
or will you admit that the red line isn't the problem and that people just want snipers to be sitting ducks?
I also feel the need to ask for a guy with "concrete" sniper rifle suggestions, why do you hate snipers?
@Irishwebster
lol, don't worry I'll make it work |
Iron Wolf Saber
Den of Swords
15623
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Posted - 2014.06.26 16:07:00 -
[146] - Quote
Mex-0 wrote:Mike De Luca wrote:Ryme Intrinseca wrote:Appia Vibbia wrote:"fix the redline" is this false dichotomy that it is the sole balancing factor within the sniper rifle's use. We want to balance the weapon, not listen to people that are just going to take away from the discussion by derailing it or spitefully adding in things because they hate the role in general.
Flag "fix the redline" posts because they're derailing, trolling, and generally disrespective of the conversation. 'Fix the redline' is the entirety of the conversation about snipers. How can you possibly 'balance' a role without addressing the fact that the role is immune to receiving damage from players in any other role? ADS', tanks, forgers, n drive by heavies say otherwise. And at the absolute very LEAST the reticule needs to change, hard to hit uplinks n such at higher end ranges. In my book, drive by heavies are worse than redliners, because at least you can weave/butterfly to avoid being sniper bait.
Hack their LAV and drive off.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Ku Shala
The Generals
959
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Posted - 2014.06.26 17:10:00 -
[147] - Quote
Iron Wolf Saber wrote:Another highly serious problem with snipers is the fact their bullet trails are invisible so even if you do manage to not only survive or dodge the sniper you cannot fathom where he is exactly at most of the time.
While this can be argued that other games get away with this most often those other games have 1. excessively limited number of sniping spots. 2. Kill cams, 3. Far better hit incoming indicators. 4. Better kill readouts.
Also its been generally known that if the game doesn't draw the source of the shot it doesn't draw any weapon effects they use. Which is why there have been calls to reduce range in exchange for power. It would increase the risk and the reward for sniper players.
There are other finer points that need addressing but for the most part the snipers are most of the time too weak and excessively difficult to get a follow up shot on even on moving targets regardless at distances due to the lack of acceleration on controllers making most aiming knee jerkingly bad but this is apparent an inherent nature of ps3 controller. I am not sure how bad the mice and keyboard folks have it though. in the past i used mouse/controller but the mouse delay makes it almost imposible to aim even at short range with any weapon and I use a cyborg 9 expensive mouse. on top of the delay I find it very unstable, recticle jumping around even with expensive mouse pad. changing setting every match depending on lag. If anyone is using the mouse since 1.6 you are very patient
-¦a+ó a+ú-Æa+äla+ä
Caldari Loyalist:
-Assault CK.0 -Logistics CK.0 -Sentinal CK.0 -Scout CK.0 -Commando C-1 series
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Jathniel
G I A N T General Tso's Alliance
1049
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Posted - 2014.06.26 23:36:00 -
[148] - Quote
Snake Sellors wrote: erm.. no thank you. you have looked at the numbers but not thought about practice. charge rifle at that range you will be on the ground constantly you will be reloading for a good few seconds after every single shot you still have to charge up and get your target in the middle of your scope. reduce maximum ammo, are you nuts? you only get 27 shots at the moment with the closer range you will miss more often as with every small movement by the target they will be off your scope nevermind the reticule. give away position without fail? in what way would any sniper ever want this? this would go something like this, see target, charge rifle, shoot- hit and kill- reload- die because the players squad now know where you are and closed the gap. -miss and reload- switch to sidearm and try to run away/get killed by the target. even after successful attempts you will spend most of the round trying to move to a new spot. missing will mean death, killing will be almost as bad. you are attempting to turn the charge rifle into what the plasma cannon just was only slightly more accurate, even the plasma cannon was not good as a weapon like this. you want sniper rifles to be semi quick scope close range weapons? it won't work out well.. if your outdoors in a decent position at those ranges you'll be scanned constantly as well as being ads and tank fodder, not to mention the scouts you won't ever even know were there until you read the kill sheet if you trying to use it indoors you'll quickly see why a weapon which requires aiming and which only hits the centre of it's scope is a long range weapon- good luck getting your ohk against the heavy and his squad heading for you. the thing to remember when you ask for these range reductions is that the actual sniper rifle mechanics are intended for at range combat, i.e you will find yourself using your sidearm much more than your sniper rifle if you reduce range too far. also why do you want snipers so close? the whole range reduction is simply a compromise because the red line mechanic can't be fixed. or will you admit that the red line isn't the problem and that people just want snipers to be sitting ducks? I also feel the need to ask for a guy with "concrete" sniper rifle suggestions, why do you hate snipers? @Irishwebster lol, don't worry I'll make it work
Well, you're thinking about it with current mechanics. My proposal actually makes it much easier to shoot and much easier to kill. The Charge would literally become an instant kill weapon, and therefore the penalties are meant to discourage camping. You can't be totally hidden with a weapon that instantly kills people 90% of the time on body shots. That's not balanced, and it's not fair.
The semi-quick scope aspect of the tactical sniper rifles, is just that, semi. If you are on the move, you'll get off maybe a shot or two, before the recoil penalty kicks in, and with the proposed damage reduction, that won't be enough to simply insta-kill someone. You are given a reward for stopping to crouch. The reward is an elimination of the sway when you ADS and the recoil is eliminated, but you will HAVE to stop to shoot. Maybe that wasn't clear in the list.
I don't remotely hate snipers. If anything it makes me cry with how much of a non-factor they have become. I was a dedicated sniper throughout closed beta, and Chromosome. Rattati asked for quick solutions that can be implemented fast, and I provided some.
I know that as a sniper, you don't like the proposals on the charge, but if you're going to be fighting closer, with a weapon that can kill most people instantly, you need to have a caveat. You are guaranteed to get the kill if you hit. Having that kind of punch is precisely what snipers want, the price to pay for that power MUST be high for balance sake, or we will be right back where we are. |
Jathniel
G I A N T General Tso's Alliance
1049
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Posted - 2014.06.27 01:08:00 -
[149] - Quote
bumped, to make sure more ideas get shot around. |
The Eristic
Dust 90210
490
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Posted - 2014.06.27 01:44:00 -
[150] - Quote
I'm not in agreeance with the exact numbers above, but definitely with the sentiment of different niches for the variants. Tac = short range and zoom (as in not redline-friendly), minimal sway. Clip needs to be kept small, though. Charge = longest range and zoom, big headshot bonus, clip size not quite as big a deal, instead tweaking charge time/effective rof to balance. Standard snipers somewhere in between, obviously.
Reality is the original Rorschach.
Verily! So much for all that.
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