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Snake Sellors
Hellstorm Inc General Tso's Alliance
408
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Posted - 2014.09.04 21:45:00 -
[1] - Quote
LOL
I called this weeks ago..
so you don't want us to have range..
you have been saying for the best part of a year that if we got a range nerf then we "could" look at damage increases to bring them back to useful.
And now that it's happening according to your good folks own requirements..
i'm starting to see "don't give them enough damage to be a real threat"
so which other weapon then uses three or five shots in a clip, requires it's user to crouch down, needs the time to aim down sights in order to hit the side of a building from anything greater than 50m away, has no hip fire capability, no aim assist, no ability to provide close range protection for it's user?
You people are hilarious, and we're supposed to listen to your arguments? at this rate the sniper rifle will be outperformed by a person using his fists..
oh.. erm what? IT ALREADY IS!! |
Snake Sellors
Hellstorm Inc General Tso's Alliance
421
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Posted - 2014.09.05 14:54:00 -
[2] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Snake Sellors wrote:LOL I called this weeks ago.. so you don't want us to have range.. you have been saying for the best part of a year that if we got a range nerf then we "could" look at damage increases to bring them back to useful. And now that it's happening according to your good folks own requirements.. i'm starting to see "don't give them enough damage to be a real threat" so which other weapon then uses three or five shots in a clip, requires it's user to crouch down, needs the time to aim down sights in order to hit the side of a building from anything greater than 50m away, has no hip fire capability, no aim assist, no ability to provide close range protection for it's user? You people are hilarious, and we're supposed to listen to your arguments? at this rate the sniper rifle will be outperformed by a person using his fists.. oh.. erm what? IT ALREADY IS!! They just don't understand Snake and if they do they just do not want to compromise . After Delta I'm going strictly commando so whatever happens to the sniper rifle will effect me greatly because that's all I will do is snipe and anti-vehicle , pretty much what I do now ( getting prepared ) but I do mix in some heavy and logi work as well . Hopefully those who choose to will get some type of skill point refund so I can go strictly commando and commando only . When this game is over , I would like to be known in the top ten in snipers to go along with you and sym and some of the other well known snipers .
True. But we should keep on making the same old counters to the same old suggestions, we are after all the ones who snipe. And I know that we aren't being unrealistic in our requests as do you.
Thanks, BTW. But honestly I have no idea where I rank amongst our snipers here. Only the devs have that info, I can say I managed around 1600 or so during one of the data mining weekends. Can't remember exact figure now. But that wasn't even close to the winner or runner up. I'm modest too
Symb To my mind that is sniping. The patience etc. Also we use very similar methods and target choice.
Although you wouldn't quick scope you would easily ruin teams as a guerilla sniper... Trust me |
Snake Sellors
Hellstorm Inc General Tso's Alliance
431
|
Posted - 2014.09.06 17:20:00 -
[3] - Quote
Keeriam Miray wrote:Jathniel wrote:Sniper rifles in Dust are fundamentally broken by being hitscan.
But apparently, doing any kind of meaningful change to the sniper rifles is either impossible within the game engine, or impossible since they aren't releasing any major client updates. Sniper rifle with bullet drop & travel time was removed in Open Beta, Experimental Sniper Rifle in militia weapon category, so very few players know about it & was using it. Weapon not exist anymore but projectile class for it still there. And it has "explosive" dmg type. http://www.stuff514.com/sde/type/356927Maybe CCP can put it back with hotfix like placeholder for Precision (Minmatar) Sniper Rifle or just for fun & lulz, it was very fun shooting & actually kill someone with it It's just "by design" Rail (Caldari) Sniper Rifles has bullet velocity of 2500m/sec, and max range is 600m. There logically can't be any bullet drop nor travel time. Read the description.
This, thing is somebody put this message on the forums a while ago, maybe Attim or some bdy could dig it up. Railgun tech in our time can easily outdo these ranges without bullet drop, wind speed corrections or even the need to worry about travel time. The only reason they aren't already in use is because of the capacitors inefficiency and finding something solid enough to make the rails with. (We're nearly there on that one though) The projectiles from it would be able to penetrate tanks.. IRL. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
432
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Posted - 2014.09.07 14:40:00 -
[4] - Quote
CommanderBolt wrote:Why would someone ever use these new snipers when you have a Forge gun to snipe with?
Simply put but bloody accurate.
why oh why would i bother to use a sniper rifle with ballistics that aren't supposed to be there when i could just pick up my forge gun instead?
let's face facts here folks. dust is not perfect...
1.how would a sniper do his role when it's impossible to tell what degree of lag they are compensating for alongside the "new rifle's ballistics"?
i.e, even with the hitscan in this game you can easily line up a solid headshot on an enemy standing still in the open shoot five times and still not get a hit! if it wasn't hit scan how many bullets and how much time would it take to realise it was lag instead of poor aim?
2.it's against the lore of the eve universe it's rail tech and that would be the actual ballistics, on top of which a rail gun would do alot more damage than it does in game.
if the minmatar get a sniper rifle then that should get it's ballistics yes, because it would be projectile.
3.forge guns kill vehicles too.
4.snipers in dust cannot go prone to lower their profile
5.if you were willing to add these ballistics then you should also give us ranges in excess of over a thousand meters and ohks.
after all it fine if somebody ohk'd you in your proto gear from over 1km away, because it would of taken skill...
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Snake Sellors
Hellstorm Inc General Tso's Alliance
436
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Posted - 2014.09.07 23:05:00 -
[5] - Quote
Nothing Certain wrote:How about if they change the sound profile, particularly on the charged. The sniper sound is so loud and distinctive it makes finding them by sound alone rather easy and they are almost always sitting ducks, sniper locations are also pretty easy to guess. If they can't get the protection of the redline then they need to be harder to locate.
i agree although i gotta be honest.. mostly because i hate the sound so much i practically mute my tv. not great for hazard perception.... |
Snake Sellors
Hellstorm Inc General Tso's Alliance
442
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Posted - 2014.09.08 19:40:00 -
[6] - Quote
Mike De Luca wrote:I love all these "how to balance snipers" posts from people who obviously don't snipe, they're hilarious.
400m effective, still 600m absolute, with heavy fall off between the two. Going with Tychus' numbers for dmg boost and hs multplier, seems about right.
And for snake n symb, didn't I call this bs when I told you guys about the delta thread?
i may need to re examine the spreadsheet now...
i always maintained those should be the ranges if there neds to be a nerf.. anything else is asking for trouble
*shrugs |
Snake Sellors
Hellstorm Inc General Tso's Alliance
454
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Posted - 2014.09.13 16:43:00 -
[7] - Quote
TYCHUS MAXWELL wrote:Sniping in my mind is a support role so I don't see what is wrong with forcing snipers to leave the red line, I do it anyways, it's completely viable as long as your team isn't god awful and a god awful team kills all roles except snipers right now. Here's my rationale, do snipers expect logis to be good one man slayers? They used to be, but they aren't now, and from anyone ive spoken to that is working as intended since the logi is a support role and not an assault suit. A sniper just like a tank now, when balanced, is untouchable behind good team support but absolutely vulnerable when alone.
Cloaks are getting a nerf in Delta as well to where there will be a delay on when they can fire after decloaking. If you listen for the de-cloaking noise you can react in time although, right now it usually means you die anyways to a knifer or shotgun. However, with the coming nerf a cloak that decloaks right behind you will be dead in the water for some precious moments that will allow you to spray their low hp down. You have to look at what Delta is bringing as a whole. A lot of bad play goes back to poor matchmaking and poor awareness. When it isn't poor matchmaking or poor awareness, IE. a Thales sniper on a terrible team killing with impunity in their red line on the objective/s or a cloaked scout sprinting about bunny hop shotgunning before their cloak wears off, these are balance issues.
The things that were out of a players control like the cloaker shotgunning before the noise even makes a sound right behind you or the sniper hiding deep in the red line beyond reproach (Even at times head glitching to stop even counter sniping) that is what Delta is trying to fix.
When I counter snipe I usually can't even worry about the objective because I am wasting time hunting down the thales/charged ******* in the back of their red line causing massive damage because some maps allow this. I don't even worry on maps where the red line doesn't help, but on the few it does, it's absolutely broken. When I snipe, I move as close to my team as I can on the objective while keeping around a 200-300m gap between me and the enemy. If I'm behind my team they aren't going to rush me, working as intended. If they are all over the objective and my team can't take it, I'm not sniping, why? Because, I have now become the burden to my team that everyone hates when they see snipers. I'm now killing clones when it won't matter because our MCC is going to explode.
The only time I red line snipe is when the enemy has pushed to our red line. And guess what? A range nerf on the sniper won't stop me from red line sniping when the enemy is on our red line so it won't hurt the only time in which it isn't scummy to red line snipe.
Tanks in 1.7 went through the same bitching when they lost their ability to tank 8 AV. Logis went through the same thing when they lost their Slayer potential. Snipers are now bitching when they won't be able to cover the objective/s from their red line. Bias people hate balance when it will take away their imbalanced aspect. Unbiased people who care about the state of the game understand when something is broken and understand why it must be changed.
The fact that players didn't vary their builds so that they can transition into many different roles at any given time in a battle based on what actually works and instead bash their head into a wall forcing a bad tactic to be good or giving up and isk farming is exactly why balance has taken over a year to be addressed properly.
As to what I think should work for snipers:
Tactical Sniper: Significantly reduce weapon sway for quick scoping. Keep circular sight. Reduce Optimal Range to 0-300m Increase damage by 25 Increase magazine to 5
Standard/Specialist SR: Add the Dot sight back Reduce Optimal Range to 0-400m Increase damage by 50 Decrease magazine to 4
Charged/Thales: Add the Dot sight back Reduce Optimal range to 0-400m Slightly Reduce Thales zoom to be more practical in the new optimal Increase damage by 75 Decrease Charged magazine to 3
All sniper rifles: Increase head shot bonus. I'm not sure how much, but in my mind, increase it to something that will make only the most brick tanked heavies survive the head shot from a Thales/charged without damage mods. With damage mods, maybe it will be possible to kill brick tanked proto bears, however brick tanked proto bears shouldn't be hobbling about in the open anyways as even a RR will down a proto bear out in the open. Their ****** should either be in CQC or be in a LAV/Dropship.
Actually mate the dedicated snipers have just been trying to guide the changes in the right direction. it was never about bitching to stay in the red line, if it was we wouldn't of been trying to get a balance for the last few months in the first place. it was about making sure that sniping stays sniping and does not become cod style quick scope fifty meter bs.
and all of the changes suggested by ccp look quite good tbh. except for the charge ammo i agree with all of em. |
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