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rithu
Freek Coalition Freek Alliance
118
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Posted - 2014.09.04 18:30:00 -
[1] - Quote
Here is what the new sniper rifle mech shud be like. Faster RoF. Less zoom. more damage. (reasonable 400-500hp) Stand & shoot. |
Dexter307
The Unholy Legion Of DarkStar
1610
|
Posted - 2014.09.04 19:18:00 -
[2] - Quote
400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers
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Aramis Madrigal
SVER True Blood Public.Disorder.
294
|
Posted - 2014.09.04 20:08:00 -
[3] - Quote
I'm eagerly awaiting the changes. I like playing the marksmen/close support sniper role with a tac sniper and an assault SMG.
-Aramis |
Iron Wolf Saber
Den of Swords
16351
|
Posted - 2014.09.04 20:29:00 -
[4] - Quote
250-300 meter range is too severe for my liking.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
|
2Berries
Ghosts of Dawn General Tso's Alliance
274
|
Posted - 2014.09.04 20:31:00 -
[5] - Quote
I love seeing musketeers is battles! They don't last long, but i enjoy their effort to have fun.
Burning through clones like Rusty Venture.
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TYCHUS MAXWELL
The Fun Police
590
|
Posted - 2014.09.04 20:37:00 -
[6] - 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 -
[7] - 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. |
Rusty Shallows
Caldari State
2094
|
Posted - 2014.09.04 20:57:00 -
[8] - Quote
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 body shot Logis?
Likes are my candy and in these forums every day is Halloween. XD
Sweets for everyone!
Forums > Game
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TYCHUS MAXWELL
The Fun Police
591
|
Posted - 2014.09.04 21:08:00 -
[9] - 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 -
[10] - 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. |
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Snake Sellors
Hellstorm Inc General Tso's Alliance
408
|
Posted - 2014.09.04 21:45:00 -
[11] - 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!! |
ACT1ON BASTARD
Amarr Templars Amarr Empire
113
|
Posted - 2014.09.04 22:25:00 -
[12] - Quote
Iron Wolf Saber wrote:250-300 meter range is too severe for my liking. This is a horrible change, i always get shotgunned by a cloaker if im trying to snipe out of the redline.The only option now is gonna be buildings where everyone can see you. Or maybe ill just creep on the edge of the redline. |
Joel II X
Crux Special Tasks Group Gallente Federation
3278
|
Posted - 2014.09.04 22:29:00 -
[13] - Quote
400-500 range Better reticles Improved hit detection 300 STD damage, go up by 20 per tier 3 shots for charge, 4 for basic, 5 for Tactical Better headshot bonus. A bit less for charge, and higher for tactical (if possible).
That's about it, I think. |
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1152
|
Posted - 2014.09.04 23:44:00 -
[14] - Quote
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 .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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Symbioticforks
Pure Evil.
797
|
Posted - 2014.09.05 00:05:00 -
[15] - Quote
Iron Wolf Saber wrote:250-300 meter range is too severe for my liking.
If that's max range, that's essentially removing snipers from the game.
sidenote: When changing between sniping and run and gun ground infantry.. I have to change my controller sensitivity.. Meaning the CQC Sniper CCP apparently wants as an option (but not quickscoping) will likely require a different sensitivity setting since the ranges will be very close in comparison to traditional sniping.
The last thing I enjoy doing is in the middle of a match resetting my sensitivity settings so I can tactically respawn into a new suit.. with a not so tactical delay because I was in options menus messing with sliders.
Sniping Dust 514 (video series)
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Zindorak
1.U.P
798
|
Posted - 2014.09.05 00:07:00 -
[16] - Quote
Symbioticforks wrote:Iron Wolf Saber wrote:250-300 meter range is too severe for my liking. If that's max range, that's essentially removing snipers from the game. sidenote: When changing between sniping and run and gun ground infantry.. I have to change my controller sensitivity.. Meaning the CQC Sniper CCP apparently wants as an option (but not quickscoping) will likely require a different sensitivity setting since the ranges will be very close in comparison to traditional sniping.
The last thing I enjoy doing is in the middle of a match resetting my sensitivity settings so I can tactically respawn into a new suit.. with a not so tactical delay because I was in options menus messing with sliders. I wonder what you would be like if this game had quickscoping. Lord Symbiotic the great quickscoper
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Iron Wolf Saber
Den of Swords
16356
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Posted - 2014.09.05 00:09:00 -
[17] - Quote
I was posting that 250-300 range was something I totally disagree with.
300 meters is simply too short due to the large amount of counter fire they be susceptible too and have the inability to do anything about it in time.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Symbioticforks
Pure Evil.
797
|
Posted - 2014.09.05 00:17:00 -
[18] - Quote
I say this a lot in comms, not yet on the forums though.
I don't consider myself the best sniper in Dust 514.
I think at any given time there are a handful of dedicated snipers that are the best.
Each with different strengths and weaknesses, playstyles, and comfort zones.
Closely followed by many players that when it comes to sniping are legitimate threats.
Followed by a great many players who are completely capable of countering snipers into oblivion.
When it comes to quickscoping though. That's not my thing. It's more reflex based.
I feel like what I do is more intuition / patience / knowledge based. It takes skill and timing for both. I'll agree there.
I don't have the reflexes of a 16 year old, so I doubt I could ever be well known for something like that.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil.
797
|
Posted - 2014.09.05 00:25:00 -
[19] - Quote
Iron Wolf Saber wrote:I was posting that 250-300 range was something I totally disagree with.
300 meters is simply too short due to the large amount of counter fire they be susceptible too and have the inability to do anything about it in time.
I think you just described that feeling I get when an ADS finds me on the ground sniping.
I can fire off 1 swarm round.. and a 2nd as I'm taking a death from the gunship specifically looking for easy stationary kills.
Sniping Dust 514 (video series)
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ACT1ON BASTARD
Amarr Templars Amarr Empire
113
|
Posted - 2014.09.05 00:43:00 -
[20] - Quote
Symbioticforks wrote:Iron Wolf Saber wrote:250-300 meter range is too severe for my liking. If that's max range, that's essentially removing snipers from the game. sidenote: When changing between sniping and run and gun ground infantry.. I have to change my controller sensitivity.. Meaning the CQC Sniper CCP apparently wants as an option (but not quickscoping) will likely require a different sensitivity setting since the ranges will be very close in comparison to traditional sniping.
The last thing I enjoy doing is in the middle of a match resetting my sensitivity settings so I can tactically respawn into a new suit.. with a not so tactical delay because I was in options menus messing with sliders. I always wanted a sensitivity setting for each weapon. |
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Zindorak
1.U.P
809
|
Posted - 2014.09.05 00:44:00 -
[21] - Quote
Symbioticforks wrote:I say this a lot in comms, not yet on the forums though.
I don't consider myself the best sniper in Dust 514.
I think at any given time there are a handful of dedicated snipers that are the best.
Each with different strengths and weaknesses, playstyles, and comfort zones.
Closely followed by many players that when it comes to sniping are legitimate threats.
Followed by a great many players who are completely capable of countering snipers into oblivion.
When it comes to quickscoping though. That's not my thing. It's more reflex based.
I feel like what I do is more intuition / patience / knowledge based. It takes skill and timing for both. I'll agree there.
I don't have the reflexes of a 16 year old, so I doubt I could ever be well known for something like that. Oh ok lol
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Sclompton Face-Smasher
uptown456
88
|
Posted - 2014.09.05 02:32:00 -
[22] - Quote
Symbioticforks wrote:I feel like what I do is more intuition / patience / knowledge based. It takes skill and timing for both. I'll agree there.
THAT is a sniper to the bone! So you are one of the best there are sir!
Playstyle: Scout, Passionate In-bred Sniper, Support, and Enemy finder
Weapon: Pro Shotty, Sniper, and Scrambler Rifle
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
139
|
Posted - 2014.09.05 03:25:00 -
[23] - Quote
Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers How about 200m range lol i like 200m rang
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Sclompton Face-Smasher
uptown456
88
|
Posted - 2014.09.05 03:41:00 -
[24] - Quote
Maiden selena MORTIMOR wrote:Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers How about 200m range lol i like 200m rang
At 200m it's better to have a ScR or RR with a sprint speed of around 7.2 or more so you can choose your distance from engaging the target effectively while sniping it's a completely different story...
- Get position
- Crouch
- Aim
- Let sway stop
- Look for targets down to their armor, If none then low eHP targets
- Look for stationary targets, if any
- Shoot
- Move to a different position and repeat
In that time you can get counter sniped, forged, RR'd, shotty'd, knifed, ScR'd, smg'd, etc,
You get get the point yet?
Within that range there aren't many positions while have to deal with all the elements of counter fire which means High risk= Low reward
Playstyle: Scout, Passionate In-bred Sniper, Support, and Enemy finder
Weapon: Pro Shotty, Sniper, and Scrambler Rifle
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hold that
Krusual Covert Operators Minmatar Republic
225
|
Posted - 2014.09.05 04:50:00 -
[25] - Quote
fix stand and shoot pls, my amarr logi would be blessed |
Operative 1171 Aajli
Bragian Order Amarr Empire
1966
|
Posted - 2014.09.05 05:08:00 -
[26] - Quote
rithu wrote:Here is what the new sniper rifle mech shud be like. Faster RoF. Less zoom. more damage. (reasonable 400-500hp) Stand & shoot.
You know it's funny. If you just do the less zoom that would fix everything.
Brick tanking a scout suit since April 2013!
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rithu
Freek Coalition Freek Alliance
122
|
Posted - 2014.09.05 05:35:00 -
[27] - Quote
Operative 1171 Aajli wrote:rithu wrote:Here is what the new sniper rifle mech shud be like. Faster RoF. Less zoom. more damage. (reasonable 400-500hp) Stand & shoot. You know it's funny. If you just do the less zoom that would fix everything. If snipers get down on the battle field, they wud be an eay target due to less target awareness & it takes time to focus on a moving object while crouching. So the snipers shud get more damage & shud be a little more easy to use. |
Dimitri Rascolovitch
The Immortal Knights
219
|
Posted - 2014.09.05 05:40:00 -
[28] - Quote
Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers
4x3=12 12x10= 1200 Still less than the armor HP on my Amarr suits because AMARR VICTOR
Burst HMG is OP use it. I do
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nelo kazuma
Da Short Buss Driving School
35
|
Posted - 2014.09.05 07:05:00 -
[29] - Quote
even as a sniper i dnt agree theres little to no risk of death so OP damage would just lead to people going 20/0 averages. I SAY TO THIS NOOOOOOPPPPEE (flies away on jetpack) |
Jathniel
G I A N T
1154
|
Posted - 2014.09.05 07:40:00 -
[30] - Quote
Sclompton Face-Smasher wrote:Maiden selena MORTIMOR wrote:Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers How about 200m range lol i like 200m rang At 200m it's better to have a ScR or RR with a sprint speed of around 7.2 or more so you can choose your distance from engaging the target effectively while sniping it's a completely different story...
- Get position
- Crouch
- Aim
- Let sway stop
- Look for targets down to their armor, If none then low eHP targets
- Look for stationary targets, if any
- Shoot
- Move to a different position and repeat
In that time you can get counter sniped, forged, RR'd, shotty'd, knifed, ScR'd, smg'd, etc, You get get the point yet? Within that range there aren't many positions while have to deal with all the elements of counter fire which means High risk= Low reward
So much this.
I'm afraid you're wasting your breath though man.
This community cares as much for the sniper's plight, as they do the hardships of Africans.
If people don't like you, they are indifferent, and therefore any and all imbalance and unfairness is justified.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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IrishWebster
Molon Labe. General Tso's Alliance
274
|
Posted - 2014.09.05 08:07:00 -
[31] - Quote
Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers
I sincerely pray that the Devs do not take advice about balance from someone who cannot SPELL the word balance.
Holy crap. |
PROPHET HELLSCREAM
UNSVER UNITED
4
|
Posted - 2014.09.05 10:56:00 -
[32] - Quote
rithu wrote: If snipers get down on the battle field, they wud be an eay target due to less target awareness & it takes time to focus on a moving object while crouching. So the snipers shud get more damage & shud be a little more easy to use.
i snipe and i`m trying somethings to be there in the middle of the fire and i`m happy with the results but there is something that i stil coudn`t counter in some form... the cloaked units... they should be banned for good from dust ...
Hobby: Headshot on cloaked units
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rithu
Freek Coalition Freek Alliance
122
|
Posted - 2014.09.05 11:21:00 -
[33] - Quote
PROPHET HELLSCREAM wrote:rithu wrote: If snipers get down on the battle field, they wud be an eay target due to less target awareness & it takes time to focus on a moving object while crouching. So the snipers shud get more damage & shud be a little more easy to use.
i snipe and i`m trying somethings to be there in the middle of the fire and i`m happy with the results but there is something that i stil coudn`t counter in some form... the cloaked units... they should be banned for good from dust ... Yeah, then u will get your ass whipped by other roles. |
Dexter307
The Unholy Legion Of DarkStar
1610
|
Posted - 2014.09.05 13:37:00 -
[34] - Quote
IrishWebster wrote:Dexter307 wrote:400 damage 3x headshot multiplayer 250-300? Meter range
Balenced snipers I sincerely pray that the Devs do not take advice about balance from someone who cannot SPELL the word balance. Holy crap. >being that guy
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MINA Longstrike
Kirjuun Heiian
1269
|
Posted - 2014.09.05 14:47:00 -
[35] - Quote
Symbioticforks wrote:Iron Wolf Saber wrote:250-300 meter range is too severe for my liking. If that's max range, that's essentially removing snipers from the game. sidenote: When changing between sniping and run and gun ground infantry.. I have to change my controller sensitivity.. Meaning the CQC Sniper CCP apparently wants as an option (but not quickscoping) will likely require a different sensitivity setting since the ranges will be very close in comparison to traditional sniping.
The last thing I enjoy doing is in the middle of a match resetting my sensitivity settings so I can tactically respawn into a new suit.. with a not so tactical delay because I was in options menus messing with sliders.
Maybe they could put a sensitivity slider in specifically for 'sniper' weapons. Not sure if its possible without a client update though.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Snake Sellors
Hellstorm Inc General Tso's Alliance
421
|
Posted - 2014.09.05 14:54:00 -
[36] - 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 |
Auris Lionesse
Kang Lo Directorate Gallente Federation
972
|
Posted - 2014.09.05 15:20:00 -
[37] - Quote
snipers need zoom, better aiming for leading targets at range, for the rendering glitches to be fixed, and a proper reticule.
headshots should be a 1 hit kill in any game period. i dont care what the body damage is. it could heal them for all i care. if i dont get a headshot i consider it a missed shot. i just need headshots to kill when my reticule is red and the person is not behind some invisible box 400m away. you can aim right at someones head deadcenter while theyre standing still and not kill them because of some stupid crate which is bs. thats a kill shot. you need to die.
you can make it whatever range you want, just fix the glitches and give me real zoom with headshots that terminate clones.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
972
|
Posted - 2014.09.05 15:23:00 -
[38] - Quote
actually forget what i said. thats too much reading.
buy battlefield: bad company 2 play as the recon class with the gol magnum balance snipers in this game to be just like that.
perfect and literally no one will complain.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Super Sniper95
Circle of Huskarl Minmatar Republic
200
|
Posted - 2014.09.05 15:27:00 -
[39] - Quote
We should make a sign treat to prevent the sniper range to be nerfed as f***.
CCP please don't reduce Sniper Rifle range. If you do it I will be sad...
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Dexter307
The Unholy Legion Of DarkStar
1611
|
Posted - 2014.09.05 16:07:00 -
[40] - Quote
I think 400 meter max would work fine Snipers should require headshots to be really effective though.
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MINA Longstrike
Kirjuun Heiian
1271
|
Posted - 2014.09.05 19:20:00 -
[41] - Quote
Auris Lionesse wrote:snipers need zoom, better aiming for leading targets at range, for the rendering glitches to be fixed, and a proper reticule.
headshots should be a 1 hit kill in any game period. i dont care what the body damage is. it could heal them for all i care. if i dont get a headshot i consider it a missed shot. i just need headshots to kill when my reticule is red and the person is not behind some invisible box 400m away. you can aim right at someones head deadcenter while theyre standing still and not kill them because of some stupid crate which is bs. thats a kill shot. you need to die.
you can make it whatever range you want, just fix the glitches and give me real zoom with headshots that terminate clones.
I don't think you understand what armor and shielding does, if targets have enough hp after headshot modifiers they should certainly survive. Clones have 10hp base (which is a lot more than a base human lacking our improved physiology), shields and armor may be abstractions but if a heavy can situationally survive a forge gun round, he can most certainly survive a headshot.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Jathniel
G I A N T
1156
|
Posted - 2014.09.05 19:57:00 -
[42] - Quote
Auris Lionesse wrote:actually forget what i said. thats too much reading.
buy battlefield: bad company 2 play as the recon class with the gol magnum balance snipers in this game to be just like that.
perfect and literally no one will complain.
Sniping IS well done in Battlefield.
You can have all the range and damage you want. You simply need to get a feel for muzzle velocity and bullet drop.
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.
Probably a good idea to take this to the CPM, for some answers on it.
Which I'll do right now.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Keeriam Miray
R 0 N 1 N
333
|
Posted - 2014.09.06 02:07:00 -
[43] - Quote
Jathniel wrote:[quote=Auris Lionesse]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 player 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/356927
Maybe CCP can put it back with hotfix like placeholdeer 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.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
431
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Posted - 2014.09.06 17:20:00 -
[44] - 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. |
Jathniel
G I A N T
1157
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Posted - 2014.09.07 11:12:00 -
[45] - 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.
YES. I remember seeing that "[Experimental] Sniper Rifle". I never used it, because there was nothing to indicate what made it different other than the bracketed Experimental tab. Was that little trinket really the sniper rifle that we've all been waiting for?
You mind weighing that in to the CPM here?
This is something they should be aware of next meeting they have with CCP. Reintroduce the [Experimental] Sniper Rifle, or at least, introduce its mechanics of operation to all sniper rifles, via hotfix, for at least one month. Accompany this change with a moderate damage buff.
....and just sit back and see what happens.
I am willing to bet that actual physics + damage would put the sniper rifles where they belong.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Monkey MAC
Rough Riders..
3472
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Posted - 2014.09.07 11:21:00 -
[46] - Quote
Jathniel wrote: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. YES. I remember seeing that "[Experimental] Sniper Rifle". I never used it, because there was nothing to indicate what made it different other than the bracketed Experimental tab. Was that little trinket really the sniper rifle that we've all been waiting for? You mind weighing that in to the CPM here?This is something they should be aware of next meeting they have with CCP. Reintroduce the [Experimental] Sniper Rifle, or at least, introduce its mechanics of operation to all sniper rifles, via hotfix, for at least one month. Accompany this change with a moderate damage buff. ....and just sit back and see what happens. I am willing to bet that actual physics + damage would put the sniper rifles where they belong. If you simply add, the experimental version, no one will use it.
Also I know would make sniping more skill based but you'd probably have every Sniper who ever played turn in HMG toting HVY overnight. Unfortunately I think we gota sleep in the bed we've made and if it tastes like **** well it beats sleeping rough on the floor.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Jathniel
G I A N T
1157
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Posted - 2014.09.07 11:35:00 -
[47] - Quote
Monkey MAC wrote:Jathniel wrote: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. YES. I remember seeing that "[Experimental] Sniper Rifle". I never used it, because there was nothing to indicate what made it different other than the bracketed Experimental tab. Was that little trinket really the sniper rifle that we've all been waiting for? You mind weighing that in to the CPM here?This is something they should be aware of next meeting they have with CCP. Reintroduce the [Experimental] Sniper Rifle, or at least, introduce its mechanics of operation to all sniper rifles, via hotfix, for at least one month. Accompany this change with a moderate damage buff. ....and just sit back and see what happens. I am willing to bet that actual physics + damage would put the sniper rifles where they belong. If you simply add, the experimental version, no one will use it. Also I know would make sniping more skill based but you'd probably have every Sniper who ever played turn in HMG toting HVY overnight. Unfortunately I think we gota sleep in the bed we've made and if it tastes like **** well it beats sleeping rough on the floor.
Well, if the Experimental is reintroduced, AND an enticing damage buff accompanies it, snipers will get curious. What makes it different would need to be clearly explained in its description.
If I can almost pull off near Thale's damage with a sniper rifle with proper physics... that's jackpot. A skill-based weapon that rewards you for proper effort and due playing practice. As for the snipers that decide to switch to heavy if the physics are introduced to sniper rifles globally..... sniper problem solved.
A new large group of useful heavies in one hand, and a small group of skilled snipers (that no one would dare bltch at) in the other.
Win-win scenario.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Keeriam Miray
R 0 N 1 N
339
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Posted - 2014.09.07 11:39:00 -
[48] - Quote
Jathniel wrote: You mind weighing that in to the CPM here? I don't think so CCP nor CMP don't like me, they think i'm very offensive against them & just will ignore any of my feedback or suggestion.
Jathniel wrote: or at least, introduce its mechanics of operation to all sniper rifles That will just turn RAIL sniper rifle into regular (projectile) sniper rifle, that won't happen ever, due to it's against game universe & racial technology.
Though it's easily can be implemented via hotfix like variation of current SR or placeholder with same model & animation as Rail Sniper Rifle. If it will by itroduced like Precision (or Minmatar) Sniper Rifle that will be introduction of new content, which most likely is not on their priority list nor plans for Dust.
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Mex-0
Comander's Capital
39
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Posted - 2014.09.07 11:57:00 -
[49] - Quote
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!!
Nova knives > Sniper Rifle
I don't use OP weapons, I AM OP.
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dzizur
6 dayz
91
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Posted - 2014.09.07 12:01:00 -
[50] - Quote
buff the damage by 25, reduce the range to 200 m, introduce bullet physics and drop....
...oh and one last step, delete all the sniper rifles from the game.
Seriously, sniper rifle already has travel time, ccp has it's own way of implementing it. It's called LAGASFUQ. |
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CommanderBolt
Osmon Surveillance Caldari State
1481
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Posted - 2014.09.07 12:03:00 -
[51] - Quote
Why would someone ever use these new snipers when you have a Forge gun to snipe with?
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Sclompton Face-Smasher
uptown456
100
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Posted - 2014.09.07 13:31:00 -
[52] - Quote
Jathniel wrote:Monkey MAC wrote:Jathniel wrote: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. YES. I remember seeing that "[Experimental] Sniper Rifle". I never used it, because there was nothing to indicate what made it different other than the bracketed Experimental tab. Was that little trinket really the sniper rifle that we've all been waiting for? You mind weighing that in to the CPM here?This is something they should be aware of next meeting they have with CCP. Reintroduce the [Experimental] Sniper Rifle, or at least, introduce its mechanics of operation to all sniper rifles, via hotfix, for at least one month. Accompany this change with a moderate damage buff. ....and just sit back and see what happens. I am willing to bet that actual physics + damage would put the sniper rifles where they belong. If you simply add, the experimental version, no one will use it. Also I know would make sniping more skill based but you'd probably have every Sniper who ever played turn in HMG toting HVY overnight. Unfortunately I think we gota sleep in the bed we've made and if it tastes like **** well it beats sleeping rough on the floor. Well, if the Experimental is reintroduced, AND an enticing damage buff accompanies it, snipers will get curious. What makes it different would need to be clearly explained in its description. If I can almost pull off near Thale's damage with a sniper rifle with proper physics... that's jackpot. A skill-based weapon that rewards you for proper effort and due playing practice. As for the snipers that decide to switch to heavy if the physics are introduced to sniper rifles globally..... sniper problem solved. A new large group of useful heavies in one hand, and a small group of skilled snipers (that no one would dare bltch at) in the other. Win-win scenario.
SO you just want ground runners or heavys in holse? This just now confirmed that it's fine if you keep heavy 514 that most hate.
Playstyle: Scout, Passionate In-bred Sniper, Support, and Enemy finder
Weapon: Pro Shotty, Sniper, and Scrambler Rifle
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Snake Sellors
Hellstorm Inc General Tso's Alliance
432
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Posted - 2014.09.07 14:40:00 -
[53] - 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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CommanderBolt
Osmon Surveillance Caldari State
1483
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Posted - 2014.09.07 18:35:00 -
[54] - Quote
Snake Sellors wrote: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...
I mean I have used the forge a fair bit, but I am by no means a forge gun king like some players out there.
I have also tried the sniper rifle and I always found it hugely lacking. Ok some people are able to do work with it but for me / the average player, it doesn't offer a lot that the forge gun can't do better!
With the sniper you are stuck in a crouched position, trying to stand up and shoot is hard work and there is no way you can move and shoot. Not only that, in close quarters if you are surprised or it just generally comes down to it, the sniper is 100% useless in close quarters barring the most lucky of lucky shots.
Unless you are a really patient marksman , a player with amazing awareness of the battlefield or just generally a boring old camper, I personally feel the forge gun offers so much more with not a huge amount of downsides compared to the SR. That being said I am very bias in this regard coming from games such as Battlefield where snipers are a lot more useful.
Let me also point out that I feel the Sniper is Under powered. I would ideally love for it to have more use as a standing fire weapon and maybe even give it some ability to move and shoot......
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Nothing Certain
Bioshock Rejects
1111
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Posted - 2014.09.07 21:02:00 -
[55] - Quote
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.
Because, that's why.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
436
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Posted - 2014.09.07 23:05:00 -
[56] - 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.... |
Ryme Intrinseca
1757
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Posted - 2014.09.08 00:06:00 -
[57] - Quote
rithu wrote:Here is what the new sniper rifle mech shud be like. Faster RoF. Less zoom. more damage. (reasonable 400-500hp) Stand & shoot. Yeah, cos nothing makes an FPS more enjoyable than getting OHKed the moment you step outside |
rithu
Freek Coalition Freek Alliance
137
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Posted - 2014.09.08 16:00:00 -
[58] - Quote
Ryme Intrinseca wrote:rithu wrote:Here is what the new sniper rifle mech shud be like. Faster RoF. Less zoom. more damage. (reasonable 400-500hp) Stand & shoot. Yeah, cos nothing makes an FPS more enjoyable than getting OHKed the moment you step outside So u want people to continue killing from the redline? Even if u manage to put an end to it, the snipers will get extinct.(cuz no one will use the rifle in its current state for a close i.e <300m range) |
Bahirae Serugiusu
Vendetta Reactionary Force
24
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Posted - 2014.09.08 16:35:00 -
[59] - Quote
Keep the zoom, and damage what they are now and increase headshot multiplier. You don't need a 1 hit kill miniature forge gun to go sniping. If you get a headshot you should be rewarded with a kill otherwise sit around taking potshots for 15 minutes and get nothing for all I care. Need to teach you snipers to learn to get headshots. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
978
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Posted - 2014.09.08 16:44:00 -
[60] - Quote
Bahirae Serugiusu wrote:Keep the zoom, and damage what they are now and increase headshot multiplier. You don't need a 1 hit kill miniature forge gun to go sniping. If you get a headshot you should be rewarded with a kill otherwise sit around taking potshots for 15 minutes and get nothing for all I care. Need to teach you snipers to learn to get headshots.
headshots should be one hit kills though, or the zoom should be whatever i want it to be to maximize my accuracy. when your holding the button to stay scoped in. up and down on the dpad should zoom you in and out like on a digital camera. this is just common sense. dust should be innovating. give the snipers variable camera zoom.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Mike De Luca
STOP TRYING TO RECRUIT ME
303
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Posted - 2014.09.08 16:57:00 -
[61] - Quote
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?
what i think of when charging fg
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Snake Sellors
Hellstorm Inc General Tso's Alliance
442
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Posted - 2014.09.08 19:40:00 -
[62] - 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 |
TYCHUS MAXWELL
The Fun Police
616
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Posted - 2014.09.13 15:25:00 -
[63] - 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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Snake Sellors
Hellstorm Inc General Tso's Alliance
454
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Posted - 2014.09.13 16:43:00 -
[64] - 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. |
Iron Wolf Saber
Den of Swords
16425
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Posted - 2014.09.13 21:38:00 -
[65] - Quote
Problems with the experimental was that it had a limited range there was no intel scope back then and the scope didn't support bullet drop.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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