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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
|
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
|
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
|
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
|
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
|
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
|
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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Cat Merc
Onslaught Inc RISE of LEGION
11443
|
Posted - 2014.08.01 23:13:00 -
[31] - Quote
Snake Sellors wrote:[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. Umm, yes, apparently sitting in the redline/on top of a tower puts you at as much risk as an Assault on the frontlines taking fire from 12 people at the same time.
Get real, if you want to bring an assault dropship into the mix I'll bring a tank into the mix. When was the last time you saw an Assault survive against a blaster tank?
I thought so.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11443
|
Posted - 2014.08.01 23:15:00 -
[32] - Quote
Aeon Amadi wrote: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. Reduce sniper rifle range to 250m. You still have far, far more range than any other infantry weapon, and yet you're forcing people outside of the redline. Is that so hard?
"Anecdotal, cherry picked evidence" Uhh, if Thale users were at much a risk as any other unit on the battlefield, they would be extremely rare at this point.
Try to use only the Balac, see how fast your supplies run out.
Feline overlord of all humans - CAT MERC
|
Louis Domi
Pradox One Proficiency V.
575
|
Posted - 2014.08.01 23:36:00 -
[33] - Quote
Cat Merc wrote:Snake Sellors wrote:[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. Umm, yes, apparently sitting in the redline/on top of a tower puts you at as much risk as an Assault on the frontlines taking fire from 12 people at the same time. Get real, if you want to bring an assault dropship into the mix I'll bring a tank into the mix. When was the last time you saw an Assault survive against a blaster tank? I thought so. I throw down a nanohive, and SL their ass with a couple Pack AV grenades. I don't just survive, I **** em |
Louis Domi
Pradox One Proficiency V.
575
|
Posted - 2014.08.01 23:37:00 -
[34] - Quote
Cat Merc wrote:Aeon Amadi wrote: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. Reduce sniper rifle range to 250m. You still have far, far more range than any other infantry weapon, and yet you're forcing people outside of the redline. Is that so hard? "Anecdotal, cherry picked evidence" Uhh, if Thale users were at much a risk as any other unit on the battlefield, they would be extremely rare at this point. Try to use only the Balac, see how fast your supplies run out.
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Adipem Nothi
Nos Nothi
3545
|
Posted - 2014.08.02 00:17:00 -
[35] - Quote
Increase headshot multiplier? Increase headshot multiplier.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
3545
|
Posted - 2014.08.02 00:22:00 -
[36] - 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.
-1
It takes a measure of skill to land a headshot on a moving target. It takes none whatsoever to stack HP modules.
If a sniper shoots me in the face, I deserve to die.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Onslaught Inc RISE of LEGION
11446
|
Posted - 2014.08.02 00:24:00 -
[37] - Quote
Louis Domi wrote:Cat Merc wrote:Aeon Amadi wrote: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. Reduce sniper rifle range to 250m. You still have far, far more range than any other infantry weapon, and yet you're forcing people outside of the redline. Is that so hard? "Anecdotal, cherry picked evidence" Uhh, if Thale users were at much a risk as any other unit on the battlefield, they would be extremely rare at this point. Try to use only the Balac, see how fast your supplies run out. 250m range is walking distance... You can close the range on that in like 10 seconds... Also thats a 50%+ nerf there... Damn thats even worse than how they ****** the damage mods... 35 seconds for an assault.
You want high damage + hit scan? You need to be within retaliation range.
Battlefield snipers aren't hit scan, so landing a long range shot actually takes skill.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11446
|
Posted - 2014.08.02 00:25:00 -
[38] - Quote
Adipem Nothi wrote: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. -1 It takes a measure of skill to land a headshot on a moving target. It takes none whatsoever to stack HP modules. If a sniper shoots me in the face, I deserve to die. It doesn't take skill to fit HP modules, but it does take skill to fight on the frontlines. More than choosing a spot and taking pot shot at targets that can't fight back.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11446
|
Posted - 2014.08.02 00:30:00 -
[39] - Quote
Just so we'll be clear, I am against snipers being able to kill non stupid targets (I.E targets that don't stand still and don't cross open fields under sniper fire) while at the same time being impossible to kill without another sniper or an assault dropship.
If I can use stealth to get close and pump a shotgun into your face, I do not care if you can one shot my scout or two shot my assault.
That's still me leaving the frontlines just to kill you. Wasting time that could be used on taking a point to kill specifically you.
So... yeah, fair's fair.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
3545
|
Posted - 2014.08.02 00:38:00 -
[40] - Quote
Cat Merc wrote: It doesn't take skill to fit HP modules, but it does take skill to fight on the frontlines. More than choosing a spot and taking pot shot at targets that can't fight back.
It takes less skill to fight on the frontlines than it does to place headshots on a moving targets from 200+ meters.
Getting sniped in the face is just one of those things that happens in FPS. And when it happens, you should f*cking die. If you don't like getting sniped in the face, then move around or swap out one of the four heavies in your squad for a sniper to run overwatch.
Shoot scout with yes...
- Ripley Riley
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Symbioticforks
Ancient Exiles. General Tso's Alliance
320
|
Posted - 2014.08.02 01:24:00 -
[41] - Quote
Redline is not a sniper only thing and I don't think the class should be balanced around it.
Snipers may be able to snipe enemy players in their own red line from far away. Killing enemy red line snipers is fun!
However, we are most certainly not as destructive and oppressive as a rail tank.
To be victimized by a range reduction on any comparable level with a rail tank would be ridiculous.
There is nothing on the field a rail tank cannot destroy.
A sniper however never has a full 16 enemy players available to kill.
Are you in a vehicle? Congratulations GODMODE / ON.
Sniper Nerfs Direct and Indirect (see below)
Increased Health for any suit running armor plates. lots more hp than in older builds (combined with) Proficiency Skill +15% damage versus armor only (instead of flat damage to both shields and armor) (combined with) Damage Mod Decrease getting 12% damage from 3 of these mods instead of 24% (combined with) Gallente Map Packs designed to be unfriendly for snipers (combined with) No Adjustment to the Sniper Rifle in an unbelievable amount of time to keep the weapon up to date. (combined with) Sniping in a Heavy Suit for a 10% bonus to sniper rifle damage. It feels almost forced. (combined with) Stealth Removal of Sniping Locations without warning or patch notes (combined with) Easymode Attack Drop Ships for high rate of fire splash damage anywhere you want it. (combined with) Cloaks and 1500hp Heavies pick one miss a lot more than normal or waste your time chipping away (combined with) Reduced AV Grenades in both damage + amount carried. Used to be decent drop ship defense (combined with) Increased Drop Ship Health so much so that you can't even carry enough AV grenades to kill one! (combined with) Fog of War /ON to no longer see what your squad sees. Waste time scanning over teammates(combined with) Z-fighting enemies render invisible against certain surfaces, what a huge waste of time (combined with) Removal of Mountains forcing snipers to relocate to more ground level or obvious positions. (combined with)
I do not want to create tutorials, spoil every sniping spot to anyone possibly reading this, justify every educated opinion, and reveal all I know about successful sniping in Dust 514. Just to prevent CCP from pandering to the masses because they don't know any better. Maybe someday, but not today.
DO NOT NERF SNIPING RANGES.
BAD MAP DESIGN FOR SNIPING REQUIRES IT REMAIN THE SAME.
(the ever changing flow of battle changes the amount of available targets, dedicated sniping requires high spots, meaning drop ships, meaning you're going to be spotted by anything that's vaguely looking for you every time you have to move. The more a sniper has to move to find prey the less effective they will be. The class has suffered enough.)
If you want to fix sniping, consult those who snipe.
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Adipem Nothi
Nos Nothi
3548
|
Posted - 2014.08.02 01:45:00 -
[42] - Quote
^ EXPERT
Shoot scout with yes...
- Ripley Riley
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Juno Tristan
Inner.Hell
51
|
Posted - 2014.08.02 01:51:00 -
[43] - Quote
Symbioticforks wrote: Gallente Map Packs designed to be unfriendly for snipers (combined with)
This is one of the big issues that have created scout/heavy 514 as there are so few mid to long range engagements |
Adipem Nothi
Nos Nothi
3549
|
Posted - 2014.08.02 02:21:00 -
[44] - Quote
Juno Tristan wrote:Symbioticforks wrote: Gallente Map Packs designed to be unfriendly for snipers (combined with)
This is one of the big issues that have created scout/heavy 514 as there are so few mid to long range engagements
Nowhere to use those mid-to-long range Fine Rifles, with their ultra-precise hipfire, which stays on target even while wiggle wiggling around.
I love how I can place headshots at 100m with my ScR then with the very same weapon land 2/3 of my hipfire spray,all the while backpedaling or strafing or panicking in general. I'm slamming shotgunners left-and-right with this thing. Its easy. And ultra-precise. At every range. No matter what I do. Because I'm "skilled" at Dust.
Shoot scout with yes...
- Ripley Riley
|
Cat Merc
Onslaught Inc RISE of LEGION
11450
|
Posted - 2014.08.02 02:30:00 -
[45] - Quote
Adipem Nothi wrote:Cat Merc wrote: It doesn't take skill to fit HP modules, but it does take skill to fight on the frontlines. More than choosing a spot and taking pot shot at targets that can't fight back.
It takes less skill to fight on the frontlines than to place headshots on moving targets from 200+ meters. With a hit scan weapon? lolno Since when do snipers have to keep track of 4 enemies, play the cover game, predict their grenades, time when to assault, and more and more? Being a frontline fighter isn't as simple as "shoot gun, get bacon".
Adipem Nothi wrote: Getting sniped in the face is just one of those things that happens in FPS. And when it happens, you're supposed to f*cking die.
Except there is no FPS where you can't retaliate against a hit scan sniper. It simply doesn't exist.
Battlefield is the only one where you can snipe from the redline (though it's not on all maps, quite rare actually), and even then there's bullet drop and bullet travel time, increasing the skill required to hit a long range shot.
Adipem Nothi wrote: If you don't like getting sniped in the face, then move around less predictably. Or swap out one of the four heavies in your squad for a sniper to run overwatch.
Right, I don't want easy mode snipers means I run around with 4 heavies in a squad. GG
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11450
|
Posted - 2014.08.02 02:32:00 -
[46] - Quote
Symbioticforks wrote:Redline is not a sniper only thing and I don't think the class should be balanced around it. Snipers may be able to snipe enemy players in their own red line from far away. Killing enemy red line snipers is fun! However, we are most certainly not as destructive and oppressive as a rail tank. To be victimized by a range reduction on any comparable level with a rail tank would be ridiculous. There is nothing on the field a rail tank cannot destroy. A sniper however never has a full 16 enemy players available to kill. Are you in a vehicle? Congratulations GODMODE / ON. Sniper Nerfs Direct and Indirect(see below) Increased Health for any suit running armor plates. lots more hp than in older builds (combined with) Proficiency Skill +15% damage versus armor only (instead of flat damage to both shields and armor) (combined with) Damage Mod Decrease getting 12% damage from 3 of these mods instead of 24% (combined with) Gallente Map Packs designed to be unfriendly for snipers (combined with) No Adjustment to the Sniper Rifle in an unbelievable amount of time to keep the weapon up to date. (combined with) Sniping in a Heavy Suit for a 10% bonus to sniper rifle damage. It feels almost forced. (combined with) Stealth Removal of Sniping Locations without warning or patch notes (combined with) Easymode Attack Drop Ships for high rate of fire splash damage anywhere you want it. (combined with) Cloaks and 1500hp Heavies pick one miss a lot more than normal or waste your time chipping away (combined with) Reduced AV Grenades in both damage + amount carried. Used to be decent drop ship defense (combined with) Increased Drop Ship Health so much so that you can't even carry enough AV grenades to kill one! (combined with) Fog of War /ON to no longer see what your squad sees. Waste time scanning over teammates(combined with) Z-fighting enemies render invisible against certain surfaces, what a huge waste of time (combined with) Removal of Mountains forcing snipers to relocate to more ground level or obvious positions. (combined with) I do not want to create tutorials, spoil every sniping spot to anyone possibly reading this, justify every educated opinion, and reveal all I know about successful sniping in Dust 514. Just to prevent CCP from pandering to the masses because they don't know any better. Maybe someday, but not today. DO NOT NERF SNIPING RANGES.
BAD MAP DESIGN FOR SNIPING REQUIRES IT REMAIN THE SAME.(the ever changing flow of battle changes the amount of available targets, dedicated sniping requires high spots, meaning drop ships, meaning you're going to be spotted by anything that's vaguely looking for you every time you have to move. The more a sniper has to move to find prey the less effective they will be. The class has suffered enough.) If you could one shot infantry from the redline, you would be just as destructive as rail tanks in infantry terms.
I am saying that if you want that, you need to cut their range to force them outside.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11450
|
Posted - 2014.08.02 02:39:00 -
[47] - Quote
The only people who will be affected by a range cut to 300~ meters will be redline snipers, and those guys have no right to for one shotting people who can't retaliate.
And in case you're wondering, I don't think any infantry unit by itself should be worth an orbital or a vehicle to clear it out, only multiple infantry working together, so don't even try arguing that.
Feline overlord of all humans - CAT MERC
|
Sgt Kirk
Fatal Absolution
6853
|
Posted - 2014.08.02 02:46:00 -
[48] - Quote
Cat Merc wrote:The only people who will be affected by a range cut to 300~ meters will be redline snipers, and those guys have no right to one shot people who can't retaliate.
And in case you're wondering, I don't think any infantry unit by itself should be worth an orbital or a vehicle to clear it out, only multiple infantry working together, so don't even try arguing that. but...but...but I'm a Pro elite sniper soldier elite :(
see you space cowboy...
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Symbioticforks
Ancient Exiles. General Tso's Alliance
322
|
Posted - 2014.08.02 07:40:00 -
[49] - Quote
Cat Merc wrote:The only people who will be affected by a range cut to 300~ meters will be redline snipers, and those guys have no right to one shot people who can't retaliate.
And in case you're wondering, I don't think any infantry unit by itself should be worth an orbital or a vehicle to clear it out, only multiple infantry working together, so don't even try arguing that.
Here's what you're missing.
If it takes me a drop ship to get to the roof a building. It should take you the same time and effort to dislodge me. What is wrong with that Cat Merc? Please explain.
I can still be hit by rail tanks, forge guns, attack drop ships, a suicide militia HMG/Viper combo, counter-snipers, orbitals. If not in the red line you can scratch suicide off the HMG/Viper combo. 50% of the playing field is generally a heavy of some sort these days anyway.
I don't have the sweeping mobility of a tank. Nor do I have the destructive power of a tank. Nor do I have the 4-6khp of a tank. It sounds like you want to balance risk/reward around isk. Which is hurtful to new players and meaningless to veterans.
Please do not misunderstand. I do 85-90% of my sniping OUT OF THE RED LINE. By other dedicated snipers I'm considered one of the most aggressive. Taking forward, and generally obvious positions. I have never been content sniping from the red line, because I do not consider going 5/0.. 10/0.. an acceptable contribution.
HOWEVER IF THE BEST SNIPING SPOT IS THE IN THE RED LINE I WILL TAKE IT.
Which is sometimes the case. Meaning your wish is to eliminate effective sniping from certain randomly generated maps. Creating stupid king of the hill scenarios where there is only one good spot for snipers on either team to choose from. This is not dynamic, not sandbox, not creative, not fun.
I have to oppose this.
If you want to fix sniping, consult those who snipe.
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Symbioticforks
Ancient Exiles. General Tso's Alliance
322
|
Posted - 2014.08.02 08:10:00 -
[50] - Quote
You just want revenge kills with no additional effort.
LAST I CHECKED THEY DIDN'T NERF COVER.
so stop running around like you own the place and deal with ranged threats accordingly.
I get an unbelievable amount of kills from those same red line snipers. They're generally all so terrible. I doubt I'll ever understand this issue. Assuredly because I'm not terrible. The best players in the game don't find the time to complain about this because it's not game breaking and effects generally nothing.
You fear any buff to the sniper rifle will make this a relevant problem. You want to hit snipers with the ump'teenth nerf bat just so you can sleep well at night for when they do finally get balanced.
How about we test it without screwing the range class out of it's most defining characteristic first.
If you want to fix sniping, consult those who snipe.
|
|
Symbioticforks
Ancient Exiles. General Tso's Alliance
322
|
Posted - 2014.08.02 08:19:00 -
[51] - Quote
Cat Merc wrote:The only people who will be affected by a range cut to 300~ meters will be redline snipers, and those guys have no right to one shot people who can't retaliate.
And in case you're wondering, I don't think any infantry unit by itself should be worth an orbital or a vehicle to clear it out, only multiple infantry working together, so don't even try arguing that.
Dust 514 is rock, paper, scissors.
Vehicles = Rock Sniper = Scissors
This is the way the game is set up. If you don't like feel free to uninstall.
You should also understand that your hate speech is placing you into the bottom two categories of why snipers get hate. It seems pretty clear to me.
- Snipers get hate because it's personal.
You focus a target and prevent them from being combat effective. Sometimes you repeat this on particular targets of interest. The range of responses you'll receive varies. A snipers inbox is often a treasure trove of hilarious hate mail.
- Snipers get hate because it's a starter fit.
New players will spawn with a sniper rifle and head straight for the hills. Someone with no experience is likely to do the same thing as well. They have no developed skill, and almost no clue. They're ineffective and annoying at best. This helps to warp the general view of the role into something negative. (At least 4 of the snipers you pushed off the ledge were Militia fit snipers.)
- Snipers get hate because of poor map design.
Sometimes the best sniping location is in the red line. This cannot be helped. It could be a tall building, a mountain, or the MCC itself. However, chaining a bunch of kills together from 450-550 is time consuming, difficult*, and less effective generally. (this is why sniper rifle ranges should not be shorter, bad map design) If given the option though I prefer the risk / reward of a more forward position to snipe from. It requires more skill* and effort. You need to get posted, often at the cost of losing a drop ship every single match, and be ready to defend yourself from incoming threats that may try and dislodge you. Many opt for the safety of the red line, but again ineffectiveness is often their reward.
*difficult as in put small dot on an even smaller target. *skill as in surviving threats while still doing well.
- Snipers get hate because it's not what most people do.
The bread and butter of Dust 514 consists of meat grinding infantry. As a sniper you're removed from that, and people feel cheated of an opportunity to kill you because you're not directly in front of them. This generates hatred of the role. If you don't snipe, you generally hate snipers. Rightfully so! Use cover and never stop moving you lazy idiots!
If you want to fix sniping, consult those who snipe.
|
Guybrush Threeps
K-A-O-S theory
3
|
Posted - 2014.08.02 10:50:00 -
[52] - Quote
To hell with range nerfs, give us our perches back and up the damage. You screwed the pooch on this one in the first place CCP, don't just keep punishing snipers. Even aggressive sniping positions NEED that range (for instance when I go to enemy redline but my team is pushed to our redline or when I'm mid map and we have the enemy pushed in to the redline).
I'd rather just keep sniping as it is than have a range nerf, I've found enough tricks to keep it viable. |
Thaddeus Reynolds
Facepunch Security
43
|
Posted - 2014.08.02 12:11:00 -
[53] - Quote
what if they added a mod to increase optimal range of a weapon, and then nerfed sniper rifle range? (Optimal range mod would also increase zoom fidelity) Think similar to how they just changed freighters space-side...give people the option to fit for max range, but they get hurt in potential damage, or max damage, but they have to be closer (and this would have the side-effect of giving other weapons more fitting options) |
Snake Sellors
Hellstorm Inc League of Infamy
234
|
Posted - 2014.08.02 15:01:00 -
[54] - Quote
Cat Merc wrote:Just so we'll be clear, I am against snipers being able to kill non stupid targets (I.E targets that don't stand still and don't cross open fields under sniper fire) while at the same time being impossible to kill without another sniper or an assault dropship.
If I can use stealth to get close and pump a shotgun into your face, I do not care if you can one shot my scout or two shot my assault.
That's still me leaving the frontlines just to kill you. Wasting time that could be used on taking a point to kill specifically you.
So... yeah, fair's fair.
So you think that snipers are impossible to kill until you get them with your shotgun. Erm..
Slight contradiction there.
You should of stopped at I am against snipers. That is the truth.
You clearly want to say that you think that snipers should not be a part of dust and so lost all credibility here.
As to them being a waste of your time to go deal with... Would you say the same of any other tactical decision? Eg changing to av to destroy enemy vehicles?
As for not losing any Thames, i'd stop saying that if I were you. You are advertising that no enemy has ever bothered to hunt you down even when you use a thales! That's not a good thing. |
Cat Merc
Onslaught Inc RISE of LEGION
11459
|
Posted - 2014.08.02 16:39:00 -
[55] - Quote
Symbioticforks wrote:You just want revenge kills with no additional effort.
LAST I CHECKED THEY DIDN'T NERF COVER.
so stop running around like you own the place and deal with ranged threats accordingly.
I get an unbelievable amount of kills from those same red line snipers. They're generally all so terrible. I doubt I'll ever understand this issue. Assuredly because I'm not terrible. The best players in the game don't find the time to complain about this because it's not game breaking and effects generally nothing.
You fear any buff to the sniper rifle will make this a relevant problem. You want to hit snipers with the ump'teenth nerf bat just so you can sleep well at night for when they do finally get balanced.
How about we test it without screwing the range class out of it's most defining characteristic first. Jesus you guys are dense. I'm saying that a sniper should be reachable, it shouldn't take a sniper to take down a sniper, just like it shouldn't take a heavy to take down a heavy, or a scout to take down a scout.
It's just bad design.
You know how heavies are currently the most popular suit on the field? That's because in CQC, there is nothing better than a heavy. Scouts can only really take out lone heavies if the pack isn't stupid, they have resistances to explosives, and long range weaponry doesn't deal enough damage per clip to take down heavies fast enough before they get to cover. (Not to mention that map design allows heavies to only confront targets in many places in CQC)
So because of that, there is a huge amount of heavies.
See how that can become a problem?
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11459
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Posted - 2014.08.02 16:41:00 -
[56] - Quote
Also, I want snipers to be buffed, I find them to be a joke right now.
But a straight up damage and headshot multiplier buff isn't the answer, it will lead to more idiots sitting in the redline collecting free kills. Something has to be done to stop these idiots.
AND YOU KNOW IT.
You do not need 600m, half of the maps aren't even that large.
Feline overlord of all humans - CAT MERC
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Sgt Kirk
Fatal Absolution
6855
|
Posted - 2014.08.02 16:52:00 -
[57] - Quote
I want to one shot everything from the safety of my MCC with no consequences.
Make it happen CCP, Sniping is way too hard :(
see you space cowboy...
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Snake Sellors
Hellstorm Inc League of Infamy
236
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Posted - 2014.08.02 20:56:00 -
[58] - Quote
The headshot damage is not right when a sniper rifle does less damage on a headshot than a pistol!
stop using excuses to keep snipers down, nobody here is saying that we want to be sniping from the red line. (i'm getting really tired of saying this on every bloody sniper thread. somebody else start now )
what we are saying is that there needs to be range and decent positions for snipers. we don't want them to be inside the red line, we didn't design the maps or the red line mechanics.
when there are positions that are not in the red line that are usable they are much better and are standard go to places, but there are maps where there are no options.
Snipers are a joke right now and it is time to fix it.
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Atiim
Onslaught Inc RISE of LEGION
11196
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Posted - 2014.08.02 21:16:00 -
[59] - Quote
Sgt Kirk wrote:I want to one shot everything from the safety of my MCC with no consequences.
Make it happen CCP, Sniping is way too hard :( http://rationalwiki.org/wiki/Straw_man
Hotfix Charlie = Uprising 1.7
-HAND
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Balamob
SVER True Blood Dark Taboo
35
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Posted - 2014.08.02 21:28:00 -
[60] - 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.
I think that a bonus to sentinels is a bad idea cus sentinels dont have any possible way to avoid sniper damage unless their resistance. I think sniper shouldnt have an increase a buff damage in general but an increase on headshot damage with them so that snipers depend more on skill than cheap damage. Also i think that the tactical sniper should have a greater magazine like those in real life, something between 5-8. An scope tweek could make wonders in this weapon.
Being a Templar is a vow for life.
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TheEnd762
SVER True Blood Dark Taboo
566
|
Posted - 2014.08.02 23:18:00 -
[61] - Quote
God, I love you, Symbioticforks. |
Louis Domi
Pradox One Proficiency V.
584
|
Posted - 2014.08.03 15:15:00 -
[62] - Quote
Cat Merc wrote: 35 seconds for an assault.
You want high damage + hit scan? You need to be within retaliation range.
Battlefield snipers aren't hit scan, so landing a long range shot actually takes skill.
35 seconds of straight running to the sniper would put you right next to him, but in 20 seconds or less an RR can be well within range to get a ass pounding. Although I will admit, I hate hit scan with a passion. Call me old fashion, but theres just something about seeing your bullet traveling across the map and hitting your target that just gets me going. Especially at long ranges when the bullet starts to drop and you get that headshot on an enemy. You feel accomplished. Anyway, with range the sniper rifle must be a beast, because thats the way snipers are made. Also can someone contact a dev to install an orgasm emoji thing? I would have wanted to use that instead of the cool () thing |
Snake Sellors
Hellstorm Inc League of Infamy
240
|
Posted - 2014.08.03 16:42:00 -
[63] - Quote
So now then shall we get back to topic folks?
i doubt that there is any point in asking for realistic ballistics on snipers, that would require new game mechanics. it would also mean that for balance, we would need to add it to all weapons.
and with it being a rail gun, i doubt that we even know the realistic ballistics, even then after all that. the modern day snipers can hit something hand sized from 600-800 meters if they know what they are doing.
so lets not worry too much about realism right now.
so what would you like them to change for us?
10 things i personally would like
1 the head shot damage to be improved 2 the rendering issues to fixed 3 the charge rifle noise to be changed 4 the charge rifles base damage to increase slightly 5 a reduction in the charge time 6 damage mods to not be included in creating the profiles for sniper rifles 7 a scan/tag system to be introduced for snipers 8 adjustable scopes 9 a greater difference between the charge, normal, and tactical sniper rifles. 10 for the ammo skill to be changed into a skill that is actually worth putting points into.
This may seem like alot to ask for, but that really depends on how much of it you expect to actually get...
so go ahead folks, lets see some lists.
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Vermaak Doe
SVER True Blood Dark Taboo
1552
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Posted - 2014.08.03 17:38:00 -
[64] - Quote
I'd just like to see it actually take skill my issues are with the scope sway going away complete after about 3 seconds zoomed in and that it's hit scan, along with redline snipers only being countered by other snipers but I doubt CCP will actually remove the redline. Right now sniping takes about as much skill as any other fps withoutbullet travel time.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Juno Tristan
Inner.Hell
57
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Posted - 2014.08.03 22:37:00 -
[65] - Quote
Any buff to the sniper rifle damage without changing the range will unfortunately benefit those redline sniping.
But in the current setup redline sniping is nothing more than annoying, akin to someone spamming REs.
A possible fix is increase damage, reduce optimal range but keep effective range, so that at 400m the damage is the same as the current setup. This benefits those willing to put themselves at risk . |
TheEnd762
SVER True Blood Dark Taboo
566
|
Posted - 2014.08.03 23:06:00 -
[66] - Quote
I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right? |
Juno Tristan
Inner.Hell
57
|
Posted - 2014.08.03 23:54:00 -
[67] - Quote
TheEnd762 wrote:I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right?
Considering sniper rifle changes without thinking about the effect it will have on people using the redline will not lead to balance |
TheEnd762
SVER True Blood Dark Taboo
566
|
Posted - 2014.08.04 09:41:00 -
[68] - Quote
Juno Tristan wrote:TheEnd762 wrote:I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right? Considering sniper rifle changes without thinking about the effect it will have on people using the redline will not lead to balance
Granted, but some people think the redline is the ONLY thing (or at least the most important) that matters when talking about the sniper rifle in any way. |
Symbioticforks
Ancient Exiles. General Tso's Alliance
356
|
Posted - 2014.08.04 17:22:00 -
[69] - Quote
Juno Tristan wrote:TheEnd762 wrote:I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right? Considering sniper rifle changes without thinking about the effect it will have on people using the redline will not lead to balance
I red line snipe in pc. I destroy outer.heaven.
I am a huge threat.
All the cool kids are doing it.
If you want to fix sniping, consult those who snipe.
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Symbioticforks
Ancient Exiles. General Tso's Alliance
356
|
Posted - 2014.08.04 17:29:00 -
[70] - Quote
You call nerfing damage mods balance?
Snipers lost 10-12% damage from that change not too long ago.
That change had nothing to do with snipers.
A minimum of a 10% damage increase to snipers is something they likely deserve.
(Meaning the 10% bonus from Caldari Commando at prototype would be an actual bonus. Instead of damage retainment.)
amongst other things like an increased headshot multiplier, which also won't help red line snipers..
not that they're important, because honestly you're deceiving yourself if you think they're an issue.
If you want to fix sniping, consult those who snipe.
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Juno Tristan
Inner.Hell
58
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Posted - 2014.08.04 22:24:00 -
[71] - Quote
Symbioticforks wrote:Juno Tristan wrote:TheEnd762 wrote:I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right? Considering sniper rifle changes without thinking about the effect it will have on people using the redline will not lead to balance I red line snipe in pc. I destroy outer.heaven. I am a huge threat. All the cool kids are doing it.
Was it within 400m? |
Snake Sellors
Hellstorm Inc League of Infamy
244
|
Posted - 2014.08.04 23:25:00 -
[72] - Quote
Symbioticforks wrote:You call nerfing damage mods balance?
Snipers lost 10-12% damage from that change not too long ago.
That change had nothing to do with snipers.
A minimum of a 10% damage increase to snipers is something they likely deserve.
(Meaning the 10% bonus from Caldari Commando at prototype would be an actual bonus. Instead of damage retainment.)
amongst other things like an increased headshot multiplier, which also won't help red line snipers..
not that they're important, because honestly you're deceiving yourself if you think they're an issue.
too true....
we "gained" a 10% buff "if" we use a calmando suit at the exact same time as we lost at least 10% on sniper fits therefore losing the ability to chose our own suits and fit outs to keep roughly the same level of damage at the around this time armour mods got a good buff and ttk went up. this was effectively a nerf
make no mistake there is one and only one decent sniper fit. and even then it only has a choice of two rifles to be effective. unless its for p.c in which case it's only one rifle which you cannot buy.
all this happened after various other stealth nerfs, one of which was the removal of vantage points inside maps non red line areas. (at that time it was pointed out this would lead to worse red line activity) |
Snake Sellors
Hellstorm Inc League of Infamy
253
|
Posted - 2014.08.06 17:24:00 -
[73] - Quote
Bumping back to the top,
and please folks try to keep it constructive. |
Thaddeus Reynolds
Facepunch Security
61
|
Posted - 2014.08.06 17:55:00 -
[74] - Quote
Shameless plug for a more comprehensive solution that couldn't be done in a hotfix. (So I'm assuming anyway).
Right now I'd suggest a base damage buff (10% at MLT and STD, then taper off towards proto), an increase in headshot multiplier (Maybe different between variants of the sniper rifle). Then, I don't know...considering that more perches in the play area can't be added server side...you'll end up with people crying for a range nerf "becauze da scary sniperz can hit me from da redline" or "I need a dwopship to kiwh a snihpah"...I shouldn't be poking fun at people, because these are legitimate grievances (yes including the dropship one, I'm looking at you 2 vehicle limit in Ambus OMS)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Symbioticforks
Ancient Exiles. General Tso's Alliance
367
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Posted - 2014.08.06 23:31:00 -
[75] - Quote
Juno Tristan wrote:Symbioticforks wrote:Juno Tristan wrote:TheEnd762 wrote:I would like a permanent insta-ban for anyone who brings up the redline in sniper threads. That's sniper rifle related, right? Considering sniper rifle changes without thinking about the effect it will have on people using the redline will not lead to balance I red line snipe in pc. I destroy outer.heaven. I am a huge threat. All the cool kids are doing it. Was it within 400m? Also, clearly based on you data mining score Symbioticforks, you're more than just an annoyance
Read more of my posts on the forum and you would discover that I'm a really aggressive sniper. I don't snipe in the red line unless it's the best spot to be. (almost never) The post before was sarcastic, if you were following the thread or knew me you likely would have picked up on that. Sorry.
If you want to fix sniping, consult those who snipe.
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Symbioticforks
Ancient Exiles. General Tso's Alliance
367
|
Posted - 2014.08.06 23:48:00 -
[76] - Quote
If you reduce sniper rifle range.. it will buff red line snipers..
HOW? THAT MAKES NO SENSE!?
Most often as another sniper, it's my job to kill these guys when they're annoying my teammates.
I do this from tall fixed forward locations on the map.. The height prevents an enemy sniper from "head glitching" effectively against me. If that was their intention. If you introduce a shorter range, the red line sniper with infinite space in which to move can not only skirt the engagement, but dictate when and where he can be sniped from these locations. Moving forward 1m, taking a shot, moving back 1m. Rinse and repeat they have all the advantage against non red line snipers.
If you want to fix sniping, consult those who snipe.
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TheEnd762
SVER True Blood Dark Taboo
571
|
Posted - 2014.08.07 04:43:00 -
[77] - Quote
You have to remember, forks, that these pleas for reduced sniper range are coming from idiots who think there's actually a way to force snipers to just shoot from any old open, ground-level location in the burn zone. IT'S NEVER GONNA HAPPEN. |
Snake Sellors
Hellstorm Inc League of Infamy
265
|
Posted - 2014.08.08 14:21:00 -
[78] - Quote
The other issue is the fact that most people who cry about the red line snipers really mean that they don't like snipers.
even if we completely removed the red line they would still spout bs about snipers.
I completely agree with you symbiotic if you reduce the ranges on sniper rifles, head glitching, red line sniping etc will all get worse because the sniper in the red line will be able to maintain their position whilst watching the counter sniper trying to get into range, every time.
which will in turn mean that very few will bother to counter snipe at all and the guy who is head glitchin on a hill in the red line will be free to do as he choses. as for the people who think that snipers should be ground units, etc. that would be the work of marksmen rifles which are basically the sr and lr in dust. (accurate, mid-long range and deadly if used right.) |
jace silencerww
Sebiestor Field Sappers Minmatar Republic
27
|
Posted - 2014.08.10 16:14:00 -
[79] - Quote
Snake Sellors wrote:So now then shall we get back to topic folks? i doubt that there is any point in asking for realistic ballistics on snipers, that would require new game mechanics. it would also mean that for balance, we would need to add it to all weapons. and with it being a rail gun, i doubt that we even know the realistic ballistics, even then after all that. the modern day snipers can hit something hand sized from 600-800 meters if they know what they are doing. so lets not worry too much about realism right now. so what would you like them to change for us? 10 things i personally would like 1 the head shot damage to be improved 2 the rendering issues to fixed 3 the charge rifle noise to be changed 4 the charge rifles base damage to increase slightly 5 a reduction in the charge time 6 damage mods to not be included in creating the profiles for sniper rifles 7 a scan/tag system to be introduced for snipers 8 adjustable scopes 9 a greater difference between the charge, normal, and tactical sniper rifles. 10 for the ammo skill to be changed into a skill that is actually worth putting points into. This may seem like alot to ask for, but that really depends on how much of it you expect to actually get... so go ahead folks, lets see some lists. I agree but the charge is doing great damage as it is. a 10% damage buff to all sniper rifles but the charge and thale. the other change should letting everyone has a change to salvage Balac sr and change it to a true tac sr by increasing the rof to 100 rpm instead of the present 50 rpm. on a side note I feel the damage buff should be more like 20% with all the suit, armor & shield buffs but 10 is a nice start and see how it going from there. |
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