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Thread Statistics | Show CCP posts - 15 post(s) |
Temias Mercurial
Knights Of Ender RISE of LEGION
195
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Posted - 2014.09.01 18:14:00 -
[1] - Quote
Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
You can one shot scouts, and non-tanked militia suits...
Not referring to balance or anything of it, it's just that you can indeed one shot some suits/fittings, especially if it's to the head.
All it takes is a heavily damage modded Ishukone or Charge.
You do not need a head shot to one shot these suits with the Charge btw.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
195
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Posted - 2014.09.01 18:29:00 -
[2] - Quote
Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins.
If it were to be -5/+5, you may as well do a full on 100% damage against shields and armour; therefore, it has no drawbacks.
Starting at 27dmg per bullet at STD, that would be reduced to only 25.65dmg against shields... that's nothing at all. A full burst (3 rounds) would only be brought down by 4.05dmg, from the unmodified 81 default damage (76.95dmg against shields).
That's far too insignificant to be balanced.
A drop of -15% for shield damage would bring it down from 27dmg to 22.95dmg. Full burst of 81 would be brought down to 68.85dmg.
A bit more significant.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
197
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Posted - 2014.09.03 01:12:00 -
[3] - Quote
Kin Cat wrote:This should be put up to a vote like the ambush thread was. And a 10/10 profile should be included.
But that's blaster weaponry damage profile...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.03 20:43:00 -
[4] - Quote
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.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.04 00:47:00 -
[5] - Quote
TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder
I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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