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Thread Statistics | Show CCP posts - 12 post(s) |
Iron Wolf Saber
Den of Swords
16390
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Posted - 2014.09.09 22:21:00 -
[1] - Quote
Right-wing Extremist wrote:Tyjus Vacca wrote:appia no offense I usually agree with you on sniper related subjects , but have you done the math ?? std snipers can OHK heavies (mlt/std) and thats assuming they don't buff direct dmg...... snipers inherently have a huge advantage over forge gunners in head to head fire fights at almost all ranges and the added ability to OHK will make taking forges out easier
trollface.jpg or efg.gif? At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle?
Under Proposed headshot damage changesand conditions you setup
3 proto damage mods, max prof, commando bonus.
1431.51 headshot damage raw before prof and armor vs shields factor 1574.70 headshot damage against armor before prof 1810.91 headshot damage against armor after prof 1288.39 headshot shield damage
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Iron Wolf Saber
Den of Swords
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Posted - 2014.09.10 00:03:00 -
[2] - Quote
Right-wing Extremist wrote:
That's with Charge after hotfix as it stands, if I'm understanding you correctly?
If so... I'll eat a 200m range nerf for the power to actually kill heavies with my Charge SR. Sure. That ammo capacity nerf is bloody draconian, though.
Charge under purposed on headshot damage
Charge also does 517.4 body shot against armor under maximum conditions before resistances are applied and 409.1 neutral/raw damage
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Iron Wolf Saber
Den of Swords
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Posted - 2014.09.10 01:15:00 -
[3] - Quote
Right-wing Extremist wrote:Iron Wolf Saber wrote:The varitey of other buffs presented are not going into effect until we see the effect of these changes to prevent making a god gun off the bat. After all lots of the changes will change player behavior and that cannot be predictively measured in numbers. What "other buffs"? Was there something in the Narrative thread that I missed? Because Rattati doesn't mention any buff beyond putting the headshot modifier where it should be in the OP of this thread. All he mentions are range and zoom nerfs. What are these 'variety of other buffs presented'? EDIT: If I did in fact miss something, I'll go look for it - but nothing was linked to the barbershop so I might just not know that something better than the situation described here is on the table.
The accuracy sway and base damage buff namely but like I said little at a time and not to much all at once.
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Iron Wolf Saber
Den of Swords
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Posted - 2014.09.10 11:50:00 -
[4] - Quote
George Moros wrote:From what I could gather of Rattati's input, it seems to me that the charge variant is going to be the least used. Standard version has the best range and receives a damage buff, so I suppose it will be the most used variant for all tower and redline snipers (yes, redline snipers aren't going away after delta - if you believe the contrary you are sorely mistaken). The tactical variant may see some good use, especially on Cal. commandos in a RR + TacSR combo. The charge however, seems like the worst choice. No base damage buff, and with the new orientation towards headshot bonus, the charge is going to be the most difficult to use. If you miss with the charge, you will get the fewest chances to correct. Combine this with the fact that you can be outranged by the standard version, and you get a pretty lousy weapon.
With all that in mind, here's my (counter)proposal to Rattati's OP:
I believe that the new headshot orientation for SRs is not necessarily a bad move. However, I think that headshots shouldn't be the only option for successful sniping. Getting headshots may prove to be so difficult task that no amount of headshot damage bonus could compensate. And since there are three sniper rifle variants this could be remedied and also allow for several different approaches to sniping, making the role more versatile and customizable.
Therefore,
Sniper rifle: I think the proposed change seems a solid choice for the "headshot sniper". With the longest range, it would allow it's user most safety to go for those hard-to-get, but immensely rewarding headshots.
Tactical sniper: This could be the closest thing to a DMR, but it's currently not clear just how much ROF, clip size and ammo it will get. If it would be possible to eliminate sway while standing (still, of course), this could be a very interesting weapon. However, to differentiate it further from the standard SR, I think it should have even less range (300m), less headshot bonus (200%), but allow for less static gameplay and making quick successive shots. Sort of a TacAR on steroids.
Charge sniper: This one would be the "bodyshot sniper". By this I mean very small headshot bonus (if any at all), but massive base damage. By "massive" I mean being able to OHK any scout suit, and even poorly (or cheaply) tanked mediums. By no means should the charge SR be able to OHK proto, or even solidly tanked advanced mediums, and my proposed small (or non-existant) headshot bonus would be a guarantee for that. If this variant proves to be OP, or the next "redline favorite", it's range could be further nerfed to 350m, but I think it should retain it's massive base damage.
So, there you have it. Three very different sniper rifles, each allowing for a distinctive approach to sniping.
Whaddaya think?
P.S. I also think that the charge variant should be introduced at advanced level, not just proto.
Charge sniper is already the body shotter hence its attraction currently.
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Iron Wolf Saber
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Posted - 2014.09.11 03:34:00 -
[5] - Quote
George Moros wrote:Iron Wolf Saber wrote: Charge sniper is already the body shotter hence its attraction currently.
Current charge sniper has a range of 600m. Reducing the range to 400m (or even 350) will make the rifle lose much of it's "allure". Especially if it exists only in a 47k ISK proto variant (which I'm against). Also, body shotter or not, if you score a headshot with a (current) charge, you'll OHK almost everything but a heavy. This is not what I'm proposing. I'm simply against the idea that all snipers should so heavily rely on headshots to be effective. AFAIC, standard variant could be made as a "body shotter", and charge as a "head shotter". As long as people have the option to choose what suits them best, this balancing of sniper rifles can only make the game better and more interesting.
Dunno the tactical seems to rely more on its RoF from what I am seeing.
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Iron Wolf Saber
Den of Swords
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Posted - 2014.09.12 11:45:00 -
[6] - Quote
Symbioticforks wrote:CCP Rattati wrote:
First of all, these are CCP changes, not IWS. I personally made the 3 shot change from the suggested 4 because we are tracking multiple ratios, dmg/clip, head dmg/clip, dps/range and fully modded alphas and comparing against the other snipers. And honestly, a 4-3 clip goes from Fine to Abomination. If you want to OHK a Sentinel, you are trading that alpha for number of shots.
This is all debatable, but let's do it with less drama, and more facts. Not set in stone yet, but will be very soon.
The charge should have more damage per clip, otherwise there would be no charge time. I just think changing the clip size of the charge without a significant base damage increase removes bodyshot sniper rifle play from the game. The standard sniper rifle used to one hit kill on headshots anything except ultra tanked heavies. The return to the original vision is fine, in fact the standard doing 1000-1200 damage on a headshot is great, and allows you to immediately follow up with a body shot for the kill. What I'm asking for, is the charge sniper rifle with the same headshot multiplier as the standard, and with the clip size of 5. One major concern is that for PC, you can't go for headshots as a primary means of detterence. Often times they're laggy, in fact any match that has equipment spam or suffers from graphical lag headshots are almost out of the question. Meaning what sniper rifle does one use when it's like this? I would go for something that hits hard, so long as I hit someone. Obviously the charge sniper rifle. Anyway you get that I'm not happy with the change, I'm sure you see why. If you can find some sort of work around to have the clip size be something more than 3 and not have the charge sniper rifle become come the new Kaalakiota, I would greatly appreciate that. I really don't want to spend the entire match going for headshots, and there isn't a body shot type rifle left if you do this.
Currently the charge rifle and standard rifle offers the same magazine size and yet charge rifle is widely immensely more popular. To be honest the new headshot bonuses between ishukone sniper and the wiyrkomi charge rifle wouldn't change the dynamic of the want to use one rifle over the other, the range advantage the ishukone will enjoy is fleeting at best against MOST targets as expected engagement ranges will be well within range and not near the edge of the range.
So this brings in the question as to why I would even bother using an Ishukone? When the Wykromi is so much superior? The body shot damage is immensely powerful vs the ishukone and the headshot is going to be ever as lethal as the rest of the rifles.
The fitting is not getting messed with.
I wouldn't touch the charge time with a 10ft pole that is now how you discourage the use of a gun that mostly works mechanically.
Lowering the range any further is not a really good option.
ROF is null and moot until you get to 29 rpm
Sway is not getting adjusted if anything not improved.
This leaves us with every few options
Namely Damage (which isn't budging) Headshot bonus (which is comparatively powerful) Zoom, and max ammo and clip size.
The max ammo and clip size is probably considered a significant enough but less of the evils necessary to ensure the ishukone remains as popular as the wykromi.
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Iron Wolf Saber
Den of Swords
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Posted - 2014.09.12 11:45:00 -
[7] - Quote
Breakin Stuff wrote:Oh yay OHK vs. Sentinel will be a thing then. At least I'll be able to fire back at you now. Will the old tracer contrail be making a return? The hit indicator on the hud sucks horrendously for helping spot attackers.
I have noted this is an issue with rendering distance namely if you cannot see the source (shooter) you don't see the projectile .
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