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.