Galm Fae
Eskola Ergonomics
287
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Posted - 2014.08.05 22:30:00 -
[1] - Quote
Sniper here. I know a lot of people seem to think snipers need a buff but in honesty I think sniping has never been better. I struggled for a long time to find by nitch in this game, but I eventually found my place with the Caldari commando and ended up as a sniper today.
As I understand it, there are two current schools of though for snipers today; a cloaked scout acting as recon support, and the marksman.
The marksman is typically designed to yield the highest damage at the lowest risk to the player. As things stand, the only viable way of going ham on players from long range is to spec into the Caldari commando. Between the rail bonuses and large amounts of high slots, it can dish out massive damage while still having a set of 'extra' systems to defend itself when you get dug in. The only problem is that to sink into these system you have to spec Caldari.
In the future however CCP has already put forward plans to create race-symmetrical long-range options for all classes, making each frame viable so long as they can support the slots needed. The issue with this is that different races favor high slots to low, or low to high. For this reason, a Gallente sniper might not be able to carry as many damage mods as a Caldari.
Simple solution to this? Make a low powered mod that provides similar bonuses through different methods. In eve hybrid turrets are treated much in the same way, with different high and low mods to affect rate of fire, damage, and accuracy accordingly (a lot like OP mentioned.)
Be best way to do this in Dust in my opinion would be to keep damage-based mods as high-power components but to also offer low-powered modules like 'tracking computers' or gyroscopes that reduce weapon recoil. That way we would see appropriate trends where Caldari-based snipers fire slow, high powered rounds while Gallente can fire several less powerful shots in rapids succession. The Amarr and Minmatar will, as always, be somewhat of a mix one way or the other.
The best part about this is that it doesn't need to only apply to snipers. A low-powered recoil modifier could do wonders for other weapons systems like the assault rifle or scrambler pistol. The main reason I would recommend this over something like accuracy or zoom fidelity is because in the future different weapons my already have different scopes for different ranges (Minmatar rifles might have the range of a modern caldari, while caldari weapons may receive much greater zoom and Gallente rifles will get something closer to a 4x ACOG zoom) and once a scope is settled weapons already seem to have literally pinpoint accuracy.
Of course I know that further additions to 514 is set on the wayside for Legion, but I would still like to see this idea implemented at some point in the future.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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Galm Fae
Eskola Ergonomics
287
|
Posted - 2014.08.05 23:06:00 -
[2] - Quote
Snake Sellors wrote:Not bad at all, some good suggestions. I do disagree about us not needing a buff.
Headshots at maximum damage levels don't do anywhere near enough damage. Snipers are a liability in pc battles because they can't do sufficient damage. When you say they're ok your probably talking about a proto suit with a proto weapon with complex mods in a pub match. Or possibly the thales. That's not balanced other players can play effectively without going to an extreme fit out, allowing them to make pc suits. That is a fair point. I'd agree with giving sniper rifles a massive critical bonus for headshots.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
|