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Thread Statistics | Show CCP posts - 15 post(s) |
Snake Sellors
Hellstorm Inc General Tso's Alliance
377
|
Posted - 2014.08.31 12:29:00 -
[1] - Quote
Ryme Intrinseca wrote:CCP Rattati wrote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter. My concern with this is that tower snipers will be just as hard to counter as they presently are but will radically increase in power. Since they are high up, they get headshots almost by default. So risk/reward might be even more unbalanced by the suggested change.
And so it begins..
You see here is the problem You agreed to nerfed range, and already they move on to our next nerfed... They aren't going to be happy that we aren't in the red line, because now they can start calling snipers on towers scrubs and unfair and please nerf.
I strongly suggest you rethink the ranges, or at the very least go forward extremely carefully. After the changes are done if you go so far as to nerfed them to do less than 400 they will become poor as there are very few low and close vantages.
Oh by the way you could need the range down to 100 meters and you will still get red line snipers, the difference will be minimal they will wait at the less populated edges picking off flankers and strays... And if you think that the likes of me are going to trek across the map just for them you are mistaken. The only real difference will be their main counter is gone.
As a side note. If you go too far with this then you will alienate a lot of dedicated snipers, I for one do not believe that snipers and marksmen are the same, and if I wanted to run and gun I would already be doing it.
But that's what the community has wanted for a long time now. So maybe that's the intention, fingers crossed folks you might just get your sniper free game after all.. Or the quick scopers you were all so fond of in cod. (i fully expect that won't draw complaints)
I will be trying the changes before any rash decisions but just so you know, I really enjoy this game, nerfing snipers instead of fixing them will ruin it for me,and others.
Please tread carefully ccp. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
378
|
Posted - 2014.08.31 14:18:00 -
[2] - Quote
Ok, so the please is done , now the questions
Hi Rattati, What range do you think you will give the snipers? And will it be abosolute or effective? Will we be seeing any of the ideas that logibro had for the scopes? I.e the plc reticle
Any Chance that you'd consider lowering charge time on the charge according to its lower range? Also losing the bloody noise it makes lol, I keep getting squished because I have the sound low.
Was a little unclear but I'm relatively sure before I ask but You are adding the officer weapons, and adding things to lp stores Or Your adding the new officer weapons and the missing things to the lp store?
Looking forward to better Plcs
And seriously looking forward to the projectiles changes as a calsent it should help a lot.
Lastly any thoughts on changing the penalties on energizers down the line? And the fw titles you were looking into?
I know you don't have exacts but a rough guide would be nice Thanks |
Snake Sellors
Hellstorm Inc General Tso's Alliance
384
|
Posted - 2014.09.01 16:10:00 -
[3] - Quote
Ryme Intrinseca wrote:I like what I'm seeing in this thread a lot. Feel the game is going in a good direction under Rattati - am actually buying boosters again, which I thought I'd never do. Amazing what a balance tweak here or there can do. Still I have two main concerns:
1. ADS. Really they are so overwhelming powerful at present. I doubt the mooted swarm changes will make much difference. ADS can hover 200m away and use small rails to pick off infantry with total impunity. How will making swarms faster make any difference whatsoever if the ADS never even enters swarm range? I realize you mention a light rail RoF reduction, but it will still allow risk free dominance over AV simply by outranging it. Swarm range needs to at least match small rail range. That can be achieved either by buffing swarm range, nerfing small rail range, or both. I don't have any SP into swarms and never use them, but the present range differential is a pretty glaring imbalance.
2. Snipers. I have to say, as run and gun infantry, there is nothing more infuriating than getting a 500HP scout suit one-shotted from 400m+ while I'm still in the deployment zone and running to home point, as happened at the start of a game the other day. This must be exactly the sort of thing that makes veterans AFK and new players drop the game in a flash (and it will happen to them much more). However, it seems that snipers are not too happy about the suggestion of reducing range in exchange for increased damage, and would this really be better for the typical FPS player? At least at present most sniper shots are not OHKs on anything except the flimsiest scout, so you usually have the chance to move and find cover. If snipers have shorter range but do more damage, the proportion of hits that are OHKs will increase dramatically, so maybe the 'why do I even bother?' factor would increase for run-and-gunners (especially new players). Meanwhile, snipers themselves may feel aggrieved because they've been forced into a closer range, less snipery role. Thus, while I agree that the current low risk sniper mechanics are far from ideal, maybe we should just accept that at this point any changes are likely to turn either snipers or non-snipers (or both) away from the game.
a well considered point but the snipers are not pc viable, so they do need changing, unfortunately a sniper NEEDS to protostomp in every round. due to the fact that ehp on all suits has just gone up and up and up.
the sniper community wouldn't be as bad if we knew what to expect because if it's effective range then we could deal with that, but if they do a 300 meter nerf to absolute range then you should realise they would be literally cutting the range in half. that is a massive nerf. anything lower than that and they shouldn't be called sniper rifles anymore.
you also need to know that snipers are not a readily available weapon for closer ranges... the scope sways, no hip fire, the need to crouch, etc.
also don't forget that players that chose to snipe use a different skill set to those on the ground. being patient, waiting for the right shot, trying to get the headshot, etc it is completely different way of playing the game to run and gun. it shouldn't be expected of us to be ground runners, and it certainly should not be forced on us. if i wanted to be a marksman then i would of put points into the tac assault or the scr but i didn't because i like to snipe.
n.b we'd also be fine if there was other vantage points added into these ranges, but there will not be.... |
Snake Sellors
Hellstorm Inc General Tso's Alliance
386
|
Posted - 2014.09.01 20:15:00 -
[4] - Quote
bamboo x wrote:Dear Rattati,
If you make projectile damage -15% to shields, I'm actually going to be very upset.
Caldari Sentinels will become OP as HELL especially if you give projectiles +15 to armor. Caldari are not supposed to be the best at resisting HMGs, that's what everyone chose the Amarr for.
If you take our role away, we will demand a respec or quit the game. Please do not give projectiles -15 to shields. Thanks.
Wrong! they are supposed to be the best at resisting anything that gain profieciency against armour.
simple.
they should be resistant to hmgs,etc. that is why we don't get as much hp on our extenxders,
and no people don't skill into the amarr for it's resistance they skill into it for it's 4 low slots, as they did with the gallente before it,
don't kid yourself.
also they won't be op. as they are up at the moment and severely need this fixed. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
387
|
Posted - 2014.09.02 05:23:00 -
[5] - Quote
bamboo x wrote:they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen. they operate completely independent of a logi and technically they resist HMGs more as it is because of proficiency.
the only thing amarr's armor resists is projectiles. the other resistance is -10 hybrid rail against their shields. which is next to useless because we can't even run a shield extender anymore.
this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS.
snipers I really feel your pain right now.
they do now jackass.
Caldari sentinel. 4 high 1 low
gallente sentinel 2 high 3 low
minmatar sentinel 3 high 2 low
Amarr sentinel 1 high 4 low.
Technically they should resist against them better. which is what i said, at the moment they do not. they operate independently of a logi yes, poorly. and not much better with one.
the calsentinel has the lowest hp, there are assault suits that have more ehp than the calsent. to be effective you need to increase both shield points and reps with the calsent, not enough reps and you will die alot because you aren't using it's strengths.. not enough shields, your reps wont matter because nearly all weapons have high enough dps or alpha damage that you won't get the chance to repair anyway.
this will actually make them a contender.. oh i see your problem.
at least you have sympathy for my main role... thank you for that.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:35:00 -
[6] - Quote
Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:46:00 -
[7] - Quote
Gabriella Grey wrote:Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Erm...
1.caldari commando gets a bonus to rail tech. i.e rail rifles and sniper rifles. 2.sniper don't Choose the calmando fit...we were forced to get it 3. the method of applying said force was a damage nerf that was so severe that my new caldari commando sniper DOES NOT even match the damage capabilities of my 1.7 sniper loadout which was a meduim frame!!
4.the caldari commando has a large hit box and a large scan profile. do you really think that a sniper would chose those over a low profile and a cloaking ability? 5th do you really want invisible red line snipers that only uncloak to take a single shot after they are balanced?
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Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:01:00 -
[8] - Quote
bogeyman m wrote:
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise.
I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game. [/quote]
As it happens you agree with me, it's just a little indirectly.
I don't believe that snipers should be taking proto and officer gear into pub matches, (or anybody else for that matter) the point i was actually making was that snipers have been forced into running their absolute best fit out for public matches and have been refused an opportunity to save them for or even take part in pc matches, through both both lack of tactical application and lack of power.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:06:00 -
[9] - Quote
Kaeru Nayiri wrote:CCP Rattati wrote: [...] Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design [...]
I strongly believe a -5/+5 is a better choice here. Projectile weapon users seek adaptability. This brings down the damage a bit without taking away it's 'jack of all trades' nature. It also makes the weapon proficiencies more desirable.
I completely disagree with you, the whole point to get rid of these jack of all trade weapons. besides the problem is that these projectile weapons are in fact master of all trade and jack of none!
combat rifle, hmg, submachine gun.. all in the above fix.
I'm guessing you don't run a shield heavy.... |
Snake Sellors
Hellstorm Inc General Tso's Alliance
421
|
Posted - 2014.09.05 14:25:00 -
[10] - Quote
xAckie wrote:can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot)
I'm confused... 15/15 is less balanced than 5/5?
Maybe my maths is off... As a fraction. 15//15 is 1 5/5 is 1 OK then as a sum then... -15,+15 = 0 -5,+5 = 0.
ERM... |
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