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Juno Tristan
Inner.Hell
30
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Posted - 2014.07.10 03:09:00 -
[1] - Quote
A bit early I know but since CCP Rattati has mentioned they're going to be looked at in hot fix Delta and I've been running Sniper rifles recently I thought I'd give my opinions.
The biggest issue currently facing Snipers is that it takes a proto rifle, with some ****** damage mods, 5 shots to down a heavy (or 2 headshots and some change), often I don't even bother trying to kill them.
This has helped create a situation where heavies can waddle from point to point without fear of being killed
Therefore I think sniper rifles should get damage bonus to heavies (excluding commandos), nothing too significant but enough for them to rethink their assault playstyle. It would also help take out tanked sentinels thale sniping in the red-line
I think Scouts are in a decent place, they can be downed in one with a body shot if not armour tanked (which makes the easier to hit anyway) and quick Caldari Scouts are bloody hard to hit.
Medium suits are fine as well, basic can be taken out with a headshot and there's a balance between speed and armour. |
TheEnd762
SVER True Blood Dark Taboo
530
|
Posted - 2014.07.10 06:48:00 -
[2] - Quote
Cue the mouth-breathing moron parade, chanting "durrrrr just get rid of snipers all together!" |
Alena Ventrallis
S0VER31GN
1443
|
Posted - 2014.07.10 07:29:00 -
[3] - Quote
Up the damage per shot.
Reduce mag size and reserve ammo accordingly.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Zelda Harkinian
Isuuaya Tactical Caldari State
42
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Posted - 2014.07.10 07:42:00 -
[4] - Quote
leave rifles as they are, maybe give them a small reduction in dps, but make every headshot an insta-kill. ^_^ |
Racro 01 Arifistan
501st Knights of Leanbox
381
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Posted - 2014.07.10 10:42:00 -
[5] - Quote
I like my iskykone sr.
so what I have to say about SR is this.
increase all sniper rifles damage by either 50 or 100 points. (excluding millita/charged/thales and balacs)
also improve its hit detection and slighty increased zoom as well as better ident between blue/red.
leave headshot multiplier alone.
sniper rifle is now more useful.
Elite Gallenten Soldier
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Zindorak
CaUsE-4-CoNcErN
68
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Posted - 2014.07.10 11:52:00 -
[6] - Quote
Zelda Harkinian wrote:leave rifles as they are, maybe give them a small reduction in dps, but make every headshot an insta-kill. ^_^ Hahahahahahah
no |
Snake Sellors
Hellstorm Inc League of Infamy
135
|
Posted - 2014.07.10 12:22:00 -
[7] - Quote
this is a bit early, lol they haven't even finished charlie yet.
the main thing is that it needs a buff to headshot damage, although I don't mind having to two shot tankers with my charge. (assuming headshots)
as for the thales in the red line, I'm calling it now.....
EXPECT a range nerf! it will be in delta.... you have been forwarned.
I just hope they don't go too severe I'd like to see it just an effective range nerf. and up to 400-450m
(300m will be ridiculous)
also in light of needing to be closer I'd like to see the charge rifles charge time reduced by about a quarter, the tactical rifle made into a more tactical weapon so made for quicker shooting at reduced ranges. leading to both an overwatch style of sniping and a tactical style.
another thing that has already been suggested elsewhere is an ammo reduction. if we go this route I'd like to see the ammo skill come into play and become at least an extra round per level. (personally I'd say per clip too, leading to players being skilled into it more lethal than those who aren't)
I would also suggest that officer variants become level 4 proficiency to be able to use (level 5 even for me) this will stop players who aren't serious about sniping becoming more red line thales users. (just a suggestion)
Mostly as long as I get my headshot bonus damage and the nerfs that ARE coming aren't severe pendulum swings then i'll be looking forward to delta. |
Poonmunch
Sanguis Defense Syndicate
1030
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Posted - 2014.07.10 15:44:00 -
[8] - Quote
Juno Tristan wrote:A bit early I know but since CCP Rattati has mentioned they're going to be looked at in hot fix Delta and I've been running Sniper rifles recently I thought I'd give my opinions.
The biggest issue currently facing Snipers is that it takes a proto rifle, with some ****** damage mods, 5 shots to down a heavy (or 2 headshots and some change), often I don't even bother trying to kill them.
This has helped create a situation where heavies can waddle from point to point without fear of being killed
Therefore I think sniper rifles should get damage bonus to heavies (excluding commandos), nothing too significant but enough for them to rethink their assault playstyle. It would also help take out tanked sentinels thale sniping in the red-line
I think Scouts are in a decent place, they can be downed in one with a body shot if not armour tanked (which makes the easier to hit anyway) and quick Caldari Scouts are bloody hard to hit.
Medium suits are fine as well, basic can be taken out with a headshot and there's a balance between speed and armour.
Dedicated sniper here.
1. All sniper rifles should kill any suit with a headshot. A headshot (especially on a moving target) is a skill shot and should be rewarded as such.
2. The lower and mid-tier sniper rifles are laughably underpowered. For this reason climbing the skill tree to proto is really hard if you are a dedicated sniper. Much harder than with other weapons. Most lower and mid-tier sniper rifles take a whole bunch of shots on a suit to get anywhere near killing it. Piling on complex damage mods doesn't help them a whole lot. Buff damage or rate of fire. Possibly give them better magnification when zoomed in. But not all three. Change one thing at a time. My suggestion would be to increase their rate of fire as a start.
3. The upper tier sniper rifles are relatively well balanced. BUT if you want to snipe with any degree of effectiveness you need at least a Charge Sniper Rifle, 3 complex damage mods and a Caldari ck.0 Commando suit for the added damage bonus. That's a pretty narrow choice.
4. Increase the time someone can be behind the redline to disadvantage redline sniping.
5. The ISK cost of the various sniper rifles is fair.
Munch
Anyone who buys AUR now is a fool.
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TheEnd762
SVER True Blood Dark Taboo
533
|
Posted - 2014.07.10 17:57:00 -
[9] - Quote
Damage buff? I say yes, but a slight one. 50 max. Maybe increase headshot damage multiplier 25% max.
ROF buff? I say no. Slightly decrease the charge time of the Charge SR.
Range nerf? I say NO, NO, NO, A THOUSAND TIMES NO! Extreme range is what makes a sniper a sniper.
Magazine/max ammo capacity nerf? No. Reloading means a lost target 90% of the time, and 31 rounds at level 5 is barely enough.
Most of the problems with snipers (being them, or being killed by them) stem from problems with the game overall, not from sniper rifles: -The removal of perches within the burnzone pushed SOME sniper rifle users behind their redlines. Some were there before, but there are definitely more now. If people hadn't cried and got those perches removed, there wouldn't be as many people using sniper rifles in the redline. Not to mention those perches were the best places to kill people shooting from the redline! -Terrain glitching allows shady shooters to wedge themselves in a crevice or behind a mound where they can shoot others, but others can't hit them, even when the reticule turns red.
Fixing those two things would go a long way towards improving the game for people on both ends of the sniper rifle.
Here's another idea: make the sniper rifle like cloaks - give them a CPU/PG bonus for scouts, making it harder for other suits to fit what is supposed to be a scout-centric weapon. Could a heavy still fit a sniper rifle? Sure, but he won't be able to multitank his shields and armor. Not saying it's a perfect idea, but it's better than most people's. |
Snake Sellors
Hellstorm Inc League of Infamy
139
|
Posted - 2014.07.11 23:08:00 -
[10] - Quote
Don't get me wrong, I don't want or really agree with a range reduction but I've seen the only sniper thread that has had dev attention in the form of ccp rattati, and I'm telling you all
EXPECT range reduction. and I would suggest every sniper that has an opinion should be asking now that it only effects effective range (so long distance headshots will still work but body shots just wont.) I say this because the alternative WILL be absolute range nerfs
I don't particularly care what suit the sniper is fitted for but I will say that if the suit changes and I don't get a respec to suit I really won't play on dust anymore, that will be it.
given that I was almost forced into using the commando suit because of it's bonus I don't think that this should be changed now.
I Actually agree with lower tier sniper rifles being poor, it's kind of like being an apprentice... only those who really want to snipe will be willing to put in the effort for eventual reward, anybody not serious about sniping will "drop out". having people who are poor players and just want to have an easy mode are one of the things that really hurts snipers on dust so we need to discourage them, but not so drastically as to stop players that genuinely want to snipe
I like the idea of increasing the death timer on red line ventures (it will also mean that we will see how long it takes these "red line players aren't fair" people to start abusing a mechanic placed there for them. I'm guessing not long.)
I don't think that damage mods should be taken into account when looking at sniper rifles, but I can understand why they are my main issue here is that it limits options but lets be honest as a sniper the majority will always play for extra damage. |
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Bionic Hunter
Circle of Huskarl Minmatar Republic
1
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Posted - 2014.07.12 02:57:00 -
[11] - Quote
Juno Tristan wrote:A bit early I know but since CCP Rattati has mentioned they're going to be looked at in hot fix Delta and I've been running Sniper rifles recently I thought I'd give my opinions.
The biggest issue currently facing Snipers is that it takes a proto rifle, with some ****** damage mods, 5 shots to down a heavy (or 2 headshots and some change), often I don't even bother trying to kill them.
This has helped create a situation where heavies can waddle from point to point without fear of being killed
Therefore I think sniper rifles should get damage bonus to heavies (excluding commandos), nothing too significant but enough for them to rethink their assault playstyle. It would also help take out tanked sentinels thale sniping in the red-line
I think Scouts are in a decent place, they can be downed in one with a body shot if not armour tanked (which makes the easier to hit anyway) and quick Caldari Scouts are bloody hard to hit.
Medium suits are fine as well, basic can be taken out with a headshot and there's a balance between speed and armour. nerf snipers!!! |
jace silencerww
D3ATH CARD
22
|
Posted - 2014.07.12 11:30:00 -
[12] - Quote
if ccp nerfs the range on the sniper rifles and don't listen to real snipers in the game I am done. I have been sniping from open beta (not all the time but 60-70% of it) I paid my time in learning it. ccp keeps taking away the good spot that are not in the redline and forced us to choose a crap spot in the redline (not get killed a bunch) or a fair spot for us ( get killed a bunch when we choose it). |
Cat Merc
Onslaught Inc RISE of LEGION
10852
|
Posted - 2014.07.12 13:45:00 -
[13] - Quote
Risk vs Reward
Snipers are the lowest risk weapon. Force them outside of the redline, make them show up on the TacNet for a brief moment after every shot (forcing them to relocate), and then, by all means, increase their effectiveness.
Until then, Snipers are just low risk, low reward weapons.
Feline overlord of all humans - CAT MERC
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Snake Sellors
Hellstorm Inc League of Infamy
141
|
Posted - 2014.07.12 14:42:00 -
[14] - Quote
"sniper rifles are just low risk low reward weapons"
erm, no.
they are not working as intended. sniper rifles are low risk weapons.. ok if you say so. I was writing out another long winded rebuttal to this statement but really I can't be bothered. if you think they are so low risk then try running around with one.
the real point here is that it's agreed that the sniper rifles aren,t where they are supposed to be and that is why they are getting reviewed for delta
comments such as this aren't particularly productive and are ranked up there with classics such as "fix red line snipers", etc.
lets try to make something usable here for the upcoming changes.
although that said this really is very early.
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Cat Merc
Onslaught Inc RISE of LEGION
10856
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Posted - 2014.07.12 14:51:00 -
[15] - Quote
Snake Sellors wrote:"sniper rifles are just low risk low reward weapons" erm, no. they are not working as intended. sniper rifles are low risk weapons.. ok if you say so. I was writing out another long winded rebuttal to this statement but really I can't be bothered. if you think they are so low risk then try running around with one. the real point here is that it's agreed that the sniper rifles aren,t where they are supposed to be and that is why they are getting reviewed for delta comments such as this aren't particularly productive and are ranked up there with classics such as "fix red line snipers", etc. lets try to make something usable here for the upcoming changes. although that said this really is very early. You cannot say that a sniper sitting on a tower or deep inside the redline is in as much danger as someone in the heat of the battle where all it takes is one wrong move and you're dead.
There's a reason why in my entire DUST career, I didn't lose a SINGLE Thale's. Not one.
Feline overlord of all humans - CAT MERC
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Poonmunch
Sanguis Defense Syndicate
1041
|
Posted - 2014.07.13 02:05:00 -
[16] - Quote
Snake Sellors wrote: as for the thales in the red line, I'm calling it now.....
EXPECT a range nerf! it will be in delta.... you have been forwarned.
If they take away sniper rifle range I'm just going to drop DUST and play Destiny.
True story.
Munch
Anyone who buys AUR now is a fool.
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Atiim
Fooly Cooly. Anime Empire.
10432
|
Posted - 2014.07.13 05:07:00 -
[17] - Quote
Jack up the Headshot Damage Multiplier to Scrambler Pistol levels.
The Snack That Smiles Back, Tankers!
-HAND
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Ydubbs81 RND
Ahrendee Mercenaries
3240
|
Posted - 2014.07.13 05:45:00 -
[18] - Quote
gayest role of them all...players with the least risk asking for buffs lulz
Removed all hope with this post
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Skyline Lonewolf
Ancient Exiles. General Tso's Alliance
27
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Posted - 2014.07.13 13:05:00 -
[19] - Quote
The sniper discussion has been an ongoing one with many of the same points addressed in these threads. Still a bit early to get this discussion going considering they will most likely be post-poning Sniper balance/mechanics till a later hotfix, but if they're serious about making fixes to the role, I'd have to say the most important aspects to focus on would be:
Countering the Red: the most complained about aspect about sniping is p*ssy sniping from the red. Re-adding in some perches within the map is an idea i can stand behind since it'll make snipers vulnerable to attack, say from a sneaky scout or counter-sniper, but it won't get rid of campy SR play. In order to see less of that, coupled with the above proposals, the class has to have viable suit options that enable it to be mobile on the field. Currently, with the Commando Cko's hybrid-rail weapon bonus and the nerf to dmg mods, dedicated snipers are shoe-horned into using this suit to perform as well as they had before by armor-tanking in the low slots and putting complex dmg mods in the highs. Only, commandos aren't very mobile considering they are a variant of the heavy suit and are currently more suited for medium-ranged combat roles with a support weapon as backup, thus making the Commando Cko an ideal SR camping suit.
Increasing head shot multiplier damage - Base dmg increase by 50 for STD SR's has been touched on, so I'll touch on the need for the multiplier. Brick tanking has been a trend long before ppl started complaining about scouts started doing it via the slayer logi. apart from using the high DPS assault riles (balanced since Hotfix Alpha) and HMGs to chip away at HP, a direct counter to these guys is High-Alpha damage weapons. Precision shooting should be rewarded, so regardless of the suit, the multiplier should be high enough to OHK most proto suits and below with a headshot, 2 shot if body shot with a Proto SR. The heavy should be the only exception to this rule (based on max HP/dmg type resistance) in which they might have to be 2-shot if their HP exceeds the head shot multiplier dmg threshold, but they'll still have to be take multiple body shots to take down. All really vary with HP more so than the actual suit types themselves unless resistance is factored in. Heavies have a larger hit-box but can often get away with it due to brick-tanking and the need for a sniper to reload. This is taking SR proficiency and weapon meta-level in mind. Also, keep in mind that in EVERY FPS I've played, a head shot from an SR or 2 body shots usually results in death. DUST514 and Project Legion should be no exceptions.
Additionally, rifle sway should be reduced by either increasing SR tier or proficiency till the sway becomes zero at max while standing. It is currently fine as it is right now for crouching. It should be noted that in plenty of FPS, the hold breath option with the press of L3 steadies aim and allows them to do this. An idea may be to allow all tiers of SR's to do this but have the time taken to steady aim reduced as one increases in tier/proficiency. Adding a toggle zoom while ADS with the L2 button or variable scope types x4 x6 x8 wouldn't be a bad idea either to mix up the range of engagement for assaults and SR. There's no talk of DMR's lately but that weapon variant as a class of it's own would likely bridge the gap between red line and front line combat when it comes to the use and "fairness" of marksmen weapons.
The rest we all know, fix rendering issues/terrain glitching, hit detection shield flickering/no dmg registering, the need for target painting and WP instead of scanners, additional recon tools to assist the squad, etc. More on that when posting about SR gameplay actually matters.
In summary, increasing head shot multiplier damage to the SR would allow other suits to better utilize the weapon, off-setting the hybrid-rail weapon bonus commando cko's get for light weapons and the need to stack multiple damage mods. More mobile snipers on the field means they are very vulnerable to attack, whether it be 1v1 or focus fire, so they have to use cover and crouch tactics behind objects, be on the move when spotted, and may have to pull out their sidearms if the engagement gets too close. At the same time, however, they are rewarded for their precision shots, which would allow their team mates to move in on objectives much like it is in other FPS.
Till we have real talk on emergent SR gameplay changes in DUST from the Devs, I won't chime in. Till then, you know where to find me.
Destination: Destiny. I see you coming from a mile away. 18 KDR > ReGnYuM
Twitter: SkylineExplicit
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Snake Sellors
Hellstorm Inc League of Infamy
144
|
Posted - 2014.07.13 18:37:00 -
[20] - Quote
[quote=Skyline Lonewolf]
Nice. pay attention folks this is how to say it!
"Can't say that a sniper on a tower or in the red isn't at as much of a risk" doesn't change the facts. 90% of the time in any kind of direct combat the sniper is defenceless. if a heavy or a scout, or as of Charlie an assault does get behind you whilst you are ads you lose a clone. no ifs or buts. if they jump out of a dropship whilst your defending yourself against dropships with say a swarm.. goodnight. or lets say you use a rail rifle for your second.. then they'll probably just stay in their ads when they come for you. good luck destroying those with your rifles. There are plenty of positions that I use where even a tiniest little error in judgement means dying, just getting set up! and that's without even mentioning snipers
low risk indeed. what you mean to say is that they are low risk until the reds decide you are worth bothering to deal with... I'm sure there IS a reason that you haven't lost a single thales cat.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6318
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Posted - 2014.07.14 10:42:00 -
[21] - Quote
Cat Merc wrote:Risk vs Reward
Snipers are the lowest risk weapon. Force them outside of the redline, make them show up on the TacNet for a brief moment after every shot (forcing them to relocate), and then, by all means, increase their effectiveness.
Until then, Snipers are just low risk, low reward weapons.
Redline sniping is a symptom of map design and lack of a progressive game-mode. That is not the fault of the weapon, the playstyle, or the player.
Cat Merc wrote:
You cannot say that a sniper sitting on a tower or deep inside the redline is in as much danger as someone in the heat of the battle where all it takes is one wrong move and you're dead.
There's a reason why in my entire DUST career, I didn't lose a SINGLE Thale's. Not one.
Anecdotal, cherry picked evidence.
Useful Links
Aeon Amadi for CPM1
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Poonmunch
Sanguis Defense Syndicate
1046
|
Posted - 2014.07.16 02:24:00 -
[22] - Quote
If you want to reduce redline sniping consider a few things.
1. Make more perches inside the intended combat area. I'll play them. Having said this, I don't routinely redline and I get killed lots by guys running up to me when I'm hacking or drawing a bead on a red.
2. Increase the redline timer, so people can try to hunt me if they want to. God knows if people can get close to me I'm pretty much meat on a stick because a sniper rifle has got no hipfire accuracy and I'll die too fast to a rapid fire weapon.
**********
But you have to address some things that all snipers agree are problems.
1. Crappy damage output from the low and mid-tier sniper rifles. It makes it too hard to claw your way from militia to proto. Way harder than the other weapon types.
2. Headshots with sniper rifles should kill any suit in one shot. Headshots are skill shots and should be rewarded as such.
3. Forcing us into the ck.0 commando/charge sniper rifle/3complex damage mods niche so we can function against other proto and brick tanked suits is too narrow a choice. The commando is an ok suit but it doesn't run too fast. This promotes camping. Where are the safest places to camp? Behind the redline, perchance?
4. Anyone thinking that fukking with sniper rifle range is a solution to any sniper-related problems is asking us to leave the game.
**********
I'm going to be following the upcoming sniper-related changes for hotfix delta very, very closely. I hope to hear and give good, balanced feedback.
There are legitimate concerns on both sides of the sniper scope.
Munch
Anyone who buys AUR now is a fool.
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Atiim
Fooly Cooly. Anime Empire.
10541
|
Posted - 2014.07.16 04:43:00 -
[23] - Quote
Would it be possible to make the Zoom Fidelity adjustable with L2 and R2?
It wouldn't require a UI Change...
The Snack That Smiles Back, Tankers!
-HAND
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Snake Sellors
Hellstorm Inc League of Infamy
197
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Posted - 2014.07.16 18:08:00 -
[24] - Quote
Poonmunch wrote:If you want to reduce redline sniping consider a few things.
1. Make more perches inside the intended combat area. I'll play them. Having said this, I don't routinely redline and I get killed lots by guys running up to me when I'm hacking or drawing a bead on a red.
2. Increase the redline timer, so people can try to hunt me if they want to. God knows if people can get close to me I'm pretty much meat on a stick because a sniper rifle has got no hipfire accuracy and I'll die too fast to a rapid fire weapon.
**********
But you have to address some things that all snipers agree are problems.
1. Crappy damage output from the low and mid-tier sniper rifles. It makes it too hard to claw your way from militia to proto. Way harder than the other weapon types.
2. Headshots with sniper rifles should kill any suit in one shot. Headshots are skill shots and should be rewarded as such.
3. Forcing us into the ck.0 commando/charge sniper rifle/3complex damage mods niche so we can function against other proto and brick tanked suits is too narrow a choice. The commando is an ok suit but it doesn't run too fast. This promotes camping. Where are the safest places to camp? Behind the redline, perchance?
4. Anyone thinking that fukking with sniper rifle range is a solution to any sniper-related problems is asking us to leave the game.
5. Please clean up the zoomed in scope. It's far too busy. A simple crosshair will do nicely. Then I can take the thread crosshair I made off of my TV. The frosted edge is cool and it can stay.
**********
I'm going to be following the upcoming sniper-related changes for hotfix delta very, very closely. I hope to hear and give good, balanced feedback.
There are legitimate concerns on both sides of the sniper scope.
Munch
nice poonmunch, . some great points again, I agree and will be doing likewise |
Alena Ventrallis
S0VER31GN
1452
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Posted - 2014.07.16 22:32:00 -
[25] - Quote
After taking sniping to proficiency 5, I have found that my Thale's, with proficiency 5, on a commando cko with 3 complex damage mods, is survivable by any of the starter anti-armor fits with a body shot.
Allow me to repeat that. The maximum possible damage a sniper rifle is able to put out, is not sufficient to kill a starter suit with a body shot.
And people want these things nerfed?
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Jace Silencerwolf
Outcasts For Hire
5
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Posted - 2014.08.01 21:11:00 -
[26] - Quote
Alena Ventrallis wrote:After taking sniping to proficiency 5, I have found that my Thale's, with proficiency 5, on a commando cko with 3 complex damage mods, is survivable by any of the starter anti-armor fits with a body shot.
Allow me to repeat that. The maximum possible damage a sniper rifle is able to put out, is not sufficient to kill a starter suit with a body shot.
And people want these things nerfed?
I have seem that myself and laugh going how did a starter suit live though my max damage thale sr shot? I was using the same setup. oh I did the math 383 to shield with a body shot but 550+ to armor body shot. I have seem caldari scout adv live though the same shot because he had 380 shields |
Zindorak
1.U.P
217
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Posted - 2014.08.01 21:28:00 -
[27] - Quote
Ydubbs81 RND wrote:gayest role of them all...players with the least risk asking for buffs lulz Very true
Master of the Scrambler Pistol. Carthum Assault ScP <3
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Louis Domi
Pradox One Proficiency V.
572
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Posted - 2014.08.01 21:28:00 -
[28] - Quote
Assualt buff will make snipers life hard. Don't they get an extra 150 hp for their main form of tank? I don't think there will be any rendering fixes though.(Main sniper problem) If anything i hope will buff that damage. How much they increase it by? Idk. The sniper in me wants extra damage for all. So I can, like it should be, OHK scouts. Thales gets a 459( about 100 damage increase) damage without any damage mods or skills. Charged gets something like 410(about 90 increase). Tac sniper gets 240(About 40 damage increase). The normal snipers are around 300(80 increase).
But that probably won't happen. How about instead of that, make some sniper locations that are outside the red line? I mean the best ones are either in the redline or on top of buildings. Just my thoughts. |
Zindorak
1.U.P
217
|
Posted - 2014.08.01 21:31:00 -
[29] - Quote
Poonmunch wrote:If you want to reduce redline sniping consider a few things.
1. Make more perches inside the intended combat area. I'll play them. Having said this, I don't routinely redline and I get killed lots by guys running up to me when I'm hacking or drawing a bead on a red.
2. Increase the redline timer, so people can try to hunt me if they want to. God knows if people can get close to me I'm pretty much meat on a stick because a sniper rifle has got no hipfire accuracy and I'll die too fast to a rapid fire weapon.
**********
But you have to address some things that all snipers agree are problems.
1. Crappy damage output from the low and mid-tier sniper rifles. It makes it too hard to claw your way from militia to proto. Way harder than the other weapon types.
2. Headshots with sniper rifles should kill any suit in one shot. Headshots are skill shots and should be rewarded as such.
3. Forcing us into the ck.0 commando/charge sniper rifle/3complex damage mods niche so we can function against other proto and brick tanked suits is too narrow a choice. The commando is an ok suit but it doesn't run too fast. This promotes camping. Where are the safest places to camp? Behind the redline, perchance?
4. Anyone thinking that fukking with sniper rifle range is a solution to any sniper-related problems is asking us to leave the game.
5. Please clean up the zoomed in scope. It's far too busy. A simple crosshair will do nicely. Then I can take the thread crosshair I made off of my TV. The frosted edge is cool and it can stay.
**********
I'm going to be following the upcoming sniper-related changes for hotfix delta very, very closely. I hope to hear and give good, balanced feedback.
There are legitimate concerns on both sides of the sniper scope.
Munch Good points. But how is nerfing range a problem; it would force people out of the redline
Master of the Scrambler Pistol. Carthum Assault ScP <3
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KEROSIINI-TERO
The Rainbow Effect
1202
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Posted - 2014.08.01 22:50:00 -
[30] - Quote
Just...
Redo the whole scope-shooting mechanism from the ground up.
- More realistic sway - No 'perfect' stability - Sway slightly if moving the aim - mechanism of 'holding breath', or in other words, mechanism of limited time of best focus. Sniper has to choose the most important moments. - Either shot travel time OR ballistics (one is needed. And yes it has been already discussed that even rail rounds have noticable travel time)
When most of those hindrances have been implemented, THEN add more sniper shot damage, especially to non-thale rifles!
Those above are a recipe for sniper gameplay which rewards skill and which means that not every neighbours boy can go sniping!
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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