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TYCHUS MAXWELL
The Fun Police
590
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Posted - 2014.09.04 20:37:00 -
[1] - Quote
Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers
As much as I would love that no chance in hell will that be balanced, would be fairly easy to lock down the entire enemy team with ping kills. I think a 3x headshot multiplier sure, but a 50 damage increase at most. |
TYCHUS MAXWELL
The Fun Police
590
|
Posted - 2014.09.04 20:39:00 -
[2] - Quote
Iron Wolf Saber wrote:250-300 meter range is too severe for my liking.
400 meters should be enough to get most out of the red line I think.... I'll have to test that later haven't really paid attention to how far the ground spawn is from domination objectives. Obviously some maps are broken and this will never happen though like that one map, Manus peak I think, where the objective is right on one sides red line for some stupid reason. The biggest issue is that the range nerf needs to bring snipers far enough out of the red line that they aren't sitting on a cliff perch head glitching where they are untouchable except by Orbitals. That has been the real bane of red line sniping, especially in sniping/counter-sniping fights. Red line thales user will just set up so far back on a hill where you can't get elevation on them and they can snipe the objective especially on small maps like Manus Peak. That bridge map has a pretty nasty one too on D side where a hill overlooks the objective that you can safely head glitch snipe from.
I don't even begin to comprehend what the old dev team was thinking with many of the implementations. Asymmetry obviously will occur in dynamic maps but it's not that hard to place one objective at the relative center of every map. In fact when I think about it Manus Peak is pretty much the only domination map where they seemingly didn't even try to place it in the center. I don't get it either, they could of placed it where C normally is on skirmish for a more even placement. |
TYCHUS MAXWELL
The Fun Police
591
|
Posted - 2014.09.04 21:08:00 -
[3] - Quote
My proposal:
Bring back dot scopes on all but the tactical SR.
+25 damage on tacticals, +50 on standard SR, and +75 on the Thales/charged SRs.
3x headshot multiplier
300-400 meter range. |
TYCHUS MAXWELL
The Fun Police
593
|
Posted - 2014.09.04 21:29:00 -
[4] - Quote
Rusty Shallows wrote:400 to 500 damage? Breach Mass Drivers don't even get 500 with direct hits. 400 is better than most Mass Drivers.
Do we really want a game with a LCDM stacked weapon that can no scope OHK Logis?
It's easier to hit someone in CQC with a forge gun than with a no scope SR and the forge gun does like 1200-1700+ damage.
That said, I think only the Charged and Thales SRs should do close to 400 damage. Remember the charged has to be just that, charged and the thales with the range nerf won't be hiding in the red line anymore making them likely to turn into 1 v 16 very quickly.
the Tactical will be around 220 and the SR will be around 270 in damage with what I propose damage wise.
Most the massive damage will come from head shots as it should.
Edit: I'm actually not sure on the tactical I think it does a little under 200 now? I'm pretty sure the SR is in the 218-230 range depending on the meta level. The Thales and charged both are around 340 naturally. |
TYCHUS MAXWELL
The Fun Police
616
|
Posted - 2014.09.13 15:25:00 -
[5] - Quote
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 from 0-300m Increase damage by 25 Increase magazine to 5
Standard/Specialist SR: Add the Dot sight back Reduce Optimal Range from 0-400m Increase damage by 50 Decrease magazine to 4
Charged/Thales: Add the Dot sight back Reduce Optimal range from 0-400 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.
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