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Thread Statistics | Show CCP posts - 12 post(s) |
Right-wing Extremist
Nos Nothi
1038
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Posted - 2014.09.09 14:03:00 -
[1] - Quote
Will the Thale's continue to work along the lines of the Garden Variety Sniper Rifle with Charge-caliber damage, Garden Variety clip and improved zoom?
As for the Charge, define "smallest clip and ammo".
I don't use the TacSR now and probably will continue to not do so as lining up a headshot at relatively close range against a dropsuit zig-zagging toward me is outside of my ability. But the proposal seems to accomplish what you set out to do for the TacSR (i.e.: giving it a niche).
I need those first two questions answered before I can be 'okay' with this nerf, though.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1038
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Posted - 2014.09.09 16:03:00 -
[2] - Quote
CCP Rattati wrote:Thale's will be an improved "normal" sniper rifle, with the same zoom. The Thale's zoom will be removed from the game.
Charged Sniper - 3 shot clip, 15 ammo.
You can call it a nerf all you want, we think it is a massive buff to headshots and the role. ...15 ammo. "Let's make sure people HAVE to skill the extra ammo capacity skill to 5, it'll be fun!" Not terribly pleased with that... reducing the clip to 3 is a pretty big hit in itself, and if you're making us really rely on headshots, considering that those of us who take pains to keep our position concealed rely on the compact hive with its smaller visible dome of effect... you're a sadist.
What's the damage going to be? Unchanged?
For that matter, what's the damage of the Thale's going to be? Is it changing?
400m is tolerable... I will admit that less than 20% of my kills with the Charge (my SR of choice, given that I haven't had a Thale's drop in almost two months and have lost all 21 of the rifles I ever had - because snipers DO get killed, frequently) are beyond 500m.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 16:48:00 -
[3] - Quote
Right-wing Extremist wrote:...15 ammo. "Let's make sure people HAVE to skill the extra ammo capacity skill to 5, it'll be fun!" Not terribly pleased with that...
This got me thinking.
I know we've got the nanohives, and that's well and good, but consider also giving us a low-slot module to increase ammo carried. Think along the lines of the modules for Vehicle ammo storage. Low slots modules for Light, Heavy, and Sidearm ammo capacity. Tie it to the Handheld Weapon Upgrades skill.
Those of us who're sniping to be snipers, and not to be "safe" in heavily tanked suits, will run an ammo storage module in our low(s) and be even less tanky/more easy to kill than we already were.
I'm not even trolling.
I've got the ammo capacity skill at only one or two for the SR, whatever skill level gives the current Charge SR 5 in the clip and 21 in reserve. I'd sacrifice a module slot to get that 15 back up to the 21 I have now.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 16:56:00 -
[4] - Quote
Soraya Xel wrote:Right-wing Extremist wrote:What's the damage going to be? Unchanged?
For that matter, what's the damage of the Thale's going to be? Is it changing? Base damage values aren't listed as changing in this post. Personally, I feel base damage is too low, and needs a buff upwards, but I think the concept of not buffing too much too fast will win out here. Which isn't necessarily a bad thing. Since hotfixes are somewhat frequent, balance passes don't need to be 'one and done' like they used to be. I'm reading it the same way, just you know... they're drastically changing 33-40% of my content. I want to know, for sure, just how bad it's going to be. I like getting that occasional kill at 594m.
@Rattati: what's the Thale's zoom going to end up being? 500, I hope. It should maintain the longest zoom of all the rifles.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 17:19:00 -
[5] - Quote
BL4CKST4R wrote:Drop suit prices should be another parameter when balancing these weapons. For example I'm running around in my proto suit just doing my thing and get one shotted by some militia sniper rifle.
This would cause a number of things if not balance properly, brick tanking proto suits more eHP chasing, more heavy spam, forum cries for nerfs, and very stale game play. I understand the one shot factor ect, but it's very hard to balance when your running around a 150k+ suit and get demolished by a 10k suit from across the map. So basically drop suit prices really need to be looked at to allow more freedom in adding these one shot kill weapons, or reevaluate how isk is distributed in matches so that your risk, and effort is rewarded fairly. You have fitting slots. Put some tank in them. Your qq has been duly noted.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1040
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Posted - 2014.09.09 17:46:00 -
[6] - Quote
Fox Gaden wrote:Right-wing Extremist wrote:...15 ammo. "Let's make sure people HAVE to skill the extra ammo capacity skill to 5, it'll be fun!" Not terribly pleased with that... Potential for 15 kills before you need to replenish your ammo, is actually about the same as the Burst HMG. (To put it in perspective.) Unless you snipe in a Sentinel suit with no Nano Hive, it should not be a huge problem. I snipe in the Squidmando ck.0 with a compact (for the smaller visible bloom, as previously stated, because I don't want every Tom, **** and Mary to see my nanohive from all the way across the map). As you know, the compact offers a limited replenishment resource. With lag offering me short-burst teleporting targets (of all frame sizes), faulty hit detection frequently giving me the blue shield shimmer of hits with zero damage and now the increased emphasis on headshots - I'm going to have more misses than I already do, I'm sure. Now that a headshot will actually be reliable, of course I'm going to attempt them much more often.
i don't care how many guides you write, mate, you're not hitting every headshot you attempt, either. And if you're setting up with overwatch over a high-traffic area, 18 total shots are going to be gone pretty quickly.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1040
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Posted - 2014.09.09 17:51:00 -
[7] - Quote
BL4CKST4R wrote:Right-wing Extremist wrote:You have fitting slots. Put some tank in them. Your qq has been duly noted. In which I said this promotes more eHP chasing I appreciate you proving my point Everything CCP does promotes eHP chasing. Even the cloak nerf didn't stop brick tanking scouts. I'm still headshotting scouts with the Charge SR and seeing them survive to bunny hop into cover because they're stacking over 700 HP. Now Assaults are exceeding 1k HP as well as logis and obviously heavies.
A headshot from 300+ meters isn't easy. It should be a kill. A bodyshot not being a kill is reasonable on everything except light/scout frames (but, reasonable or not, it isn't a kill and CCP isn't going to make it so, so whatever). We're getting our range slashed. You wanna survive our rifle, stack HP. You wanna be an EWAR king, fit EWAR. Gonna have to choose. I suggest you make some fits for both eventualities and if you see an enemy sniper in the killfeed, choose your fit accordingly.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1045
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Posted - 2014.09.09 20:34:00 -
[8] - Quote
Fox Gaden wrote:Yeah, most people donGÇÖt get 15 kills before having to find more ammo with the Burst HMG either. Potential kills and Expected kills are not the same thing.
When I sniped I used a standard NanoHive much of the time, unless I had fitting issues, but I placed it about 20m behind my position behind a ridge or wall so it would not give away my position.
Are you saying you expect to be able to sit in the same spot for the entire game without moving?
You seem to have read me as saying I'm sitting on top of my compact.
On Line Harvest, I have sat between the humps on top of Charlie, looked toward the south end of the map at the ridge in the enemy red line, and seen the huge bloom of a nanohive. I look through the scope and find that this hive is behind the ridge. I should not be able to see it at all. Yet, when not aiming through the scope, I see it plain as day. Remarking this as an odd rendering glitch, I went back to the scope and within moments found my target, a sniper in a gk.0 Logi something like 40m from the nanohive.
I use compacts because I don't want to be caught out like that by an enemy sniper, FGer, Rail Tank or Assault Dropship.
I'm sure you can't be bothered to go looking through my post history, but plenty of times I have explained my typical sniping match. Am I less mobile since Mathppia talked me into the Squidmando? Yes. Am I absolutely stationary? Ask any squad I've been in where the enemy has deployed a Thale's or Charge. As soon as I'm aware of the enemy sniper, I start hunting him. Which means moving if I can't find him from my position.
I will also move when I've killed 5 or 6 people and my areas of observation suddenly seem to have much less traffic (i.e., redberries figure out not to go that way).
Of course, there are small maps where you don't have many choices of where to be. On the larger maps, I'm pretty mobile (with the exception of the obelisk bases on the bridge map that isn't Border Gulch, I set up shop on one of those and unless I'm countered my only movement is to move around on the obelisk's base platform depending on where the targets are accessible).
You're not talking to a newbro here, Fox. Stow your condescension, k?
EDIT: Also, a Burst HMG has a logi following him around and spamming nanohives at him. Can I get a logi to spam compacts at me all match?
I doubt it.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1047
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Posted - 2014.09.09 20:46:00 -
[9] - Quote
Appia Vibbia wrote:Also, as an aside, some jerk that throws an uplink on a tower and then 6-8 people spawning up there with sniper rifles is far more annoying than redline snipers. The number of people sniping from the redline is usually insignificant or came from already being forced back to their red-line spawns. Uplink + tower is just a guaranteed way to lose the match. Gods, so much this.
When I was a newbro sniper, I used to think "Okay, I'll fly my Viper up there and put myself an uplink in case I get killed, I can get right back up there.
Quickly I learned two things:
1.) If I get killed, and spawn back to the same spot, I'm obviously going to get killed again because the enemy knows I'm there. I've killed many snipers multiple times because they go back to the same spot.
2.) If the match starts going poorly, all of the blueberries will spawn up there rather than try to turn it around. Instead of one or two snipers, now there are 10 and I have to jump down, swap out to my Minja and try to singlehandedly win the match by hacking all the things and hoping my 20 deaths in the process don't get us cloned. I've only successfully won this way twice. I finished with over 2900 WP both of those occasions with the next best on my team under 1k WP. Embarrassing for the other side, despite my K/D of 0.0X for the match.
So yeah, I don't put uplinks anywhere near where I'm sniping anymore. If I get killed, the spot is compromised (for that match). And if blueberries wanna get up there and snipe with me, they gotta figure it out for themselves, they won't be using my link to do it.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1048
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Posted - 2014.09.09 21:23:00 -
[10] - Quote
Soraya Xel wrote:shaman oga wrote:All the changes seem to be good, but one. The zoom level.
The only SR with a actual sniper rifle zoom level was the Thale. Even if i like the changes and i really want more active snipers, the zoom level is needed, for physical reasons (not of the game), my eyes, i can't see a damn thing with the current zoom level. Also the game from sniper eyes is flat, it's 2D, only the Thale have enough zoom to see 3D shaped objects.
Please do it for our eyes, increase the zoom. The problem with the Thale's zoom level, is it allows them to very effectively operate outside the render distance of pretty much everyone. It's why Thale's users are essentially invisible, and impossible to locate and counter. Incorrect. It's still only got a range of 600m if I'm not mistaken. I seem to recall seeing people through the scope and not getting target intel until they cross the 600m threshold. You can't use it farther than the other rifles, you can just see better.
Can I get confirmation from Appia or Fox on that point? (I haven't had one in several weeks, so I may be misremembering)
At any rate, Thale's users are not impossible to locate or counter. There're good sniper perches, and then there are the typical "I'm redline sniping in a xk.0 sentinel because I'm a troll and I don't want to lose a suit ever!" sniper perches. You check the idiot spots first, usually you've found your guy. If he's not there, you check the good spots. If she's not in any of those, then you start scanning the unconventional, risky areas that have a good view of where your teammate (or you) get killed.
I saw a Thale's user on Ashland right out in the open on the ground north of the building across the street from Charlie, just sitting there, in plain sight with a standard nanohive like nobody could see him. Because nobody glanced in his direction at all. He was into double-digit kills before I popped him. And this was after I'd spent a good 6 minutes moving around and looking everywhere for the guy. I wish I could remember his name... mk.0 logi suit, he was using. From his spot, he had influence over Charlie (including the console), Alpha and Echo, plus the Bravo crow's nest. Brilliant and ballsy.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1050
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Posted - 2014.09.09 21:57:00 -
[11] - Quote
Appia Vibbia wrote:Right-wing Extremist wrote:
Can I get confirmation from Appia or Fox on that point? (I haven't had one in several weeks, so I may be misremembering)
You aren't going to be finding those people running Solo. If you have squadmates that are engaging enemies within Line of Sight past 600m they will render. Aye, they render beyond 600m, but can't actually be shot beyond 600m is what I'm trying to say. Is that correct?
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1052
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Posted - 2014.09.09 22:08:00 -
[12] - Quote
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?
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 22:47:00 -
[13] - Quote
SponkSponkSponk wrote:That was probably me, and those were compact nanos :(. Nah, these nanos were normal size. No mistake, I was on one of the water cooler things, looking for him on the standard dummy spot in the red line under their MCC. When I saw this guy brazenly crouched inside the dome of his nanohive and verified his name as the Thale's sniper, I was like "are you effin kidding me? nobody's killed this guy yet!?!?"
No criticism meant for that guy, or you for that matter if you snipe from that spot. It's damned ballsy. o7
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 22:49:00 -
[14] - Quote
Iron Wolf Saber wrote: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 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.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 22:53:00 -
[15] - Quote
Tyjus Vacca wrote:Right-wing Extremist wrote: 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?
plz dont make me type out the math...... just plug it in your self with the 300% head shot bonus with the armor and shield efficacies. I did assume proficency 5 and calmando bonus but the std sniper(no dmg mods) OHKs heavy frames base HP Ah. You were talking post hotfix. I was talking current meta. Thought you were defending the nerf by saying it's OP as it is, OHKing heavies. Misunderstanding.
Appia's still right and you're still wrong though
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 23:00:00 -
[16] - Quote
Tyjus Vacca wrote:nano hives Read the thread.
Nanohives give away your position, promoting the use of compacts, more easily concealed behind terrain features.
Compacts are also very limited. They don't give you much. We're have a meta right now where we can't OHK anything that even attempts a tank, not even a light frame with plates. We're being given a new meta where we can kill, but only with headshots. So we have to go for the headshot. So we'll miss much more frequently. So we'll run out of ammo more frequently. So our compact nanohives will be exhausted sooner. And unlike regular hives, you can only carry one at a time. So only the top 1% of snipers in the game who can consistently tag the headshot on sprinting, zigzagging and bunnyhopping targets will maintain kill numbers like what they have now while middle-ground snipers will very likely see a marked decrease. Bad snipers will probably give it up, but I guess that's the intent here anyway.
Why is this so difficult for people to understand?
EDIT: There's an idea, Rattati! Buff the compact nanohive, let us carry 2 instead of just 1. Maybe add an ADV variant of it that lets us carry 2. And 3 at PRO.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 00:55:00 -
[17] - Quote
Tyjus Vacca wrote:Badly placed nano hives give up your position ..... just hide them, but I do like the Idea of meta lvls for compact nano hives Here, since you're too lazy to read the thread before you start running your jib.
Right-wing Extremist wrote:Fox Gaden wrote:Yeah, most people donGÇÖt get 15 kills before having to find more ammo with the Burst HMG either. Potential kills and Expected kills are not the same thing.
When I sniped I used a standard NanoHive much of the time, unless I had fitting issues, but I placed it about 20m behind my position behind a ridge or wall so it would not give away my position.
Are you saying you expect to be able to sit in the same spot for the entire game without moving?
You seem to have read me as saying I'm sitting on top of my compact. On Line Harvest, I have sat between the humps on top of Charlie, looked toward the south end of the map at the ridge in the enemy red line, and seen the huge bloom of a nanohive. I look through the scope and find that this hive is behind the ridge. I should not be able to see it at all. Yet, when not aiming through the scope, I see it plain as day. Remarking this as an odd rendering glitch, I went back to the scope and within moments found my target, a sniper in a gk.0 Logi something like 40m from the nanohive.
I use compacts because I don't want to be caught out like that by an enemy sniper, FGer, Rail Tank or Assault Dropship. I see "well hidden" nanohives ALL THE TIME, from far across the map, because for some reason CCP decided that those can render at 500m but the actual terrain can't.
"Look over there! Is that a nanohive or an uplink? I dunno, lemme look through the scope! Huh, that's weird. All I see is rocky landscape. Lemme put the scope down... yes, there it is again! I know I'm not crazy! I'd better track along that ridge with the scope and see what I can spy with my little eye.
Oh, look! A sniper!
+50
If he'd been using a compact, I wouldn't have noticed the much smaller shining dome of effect from so far away. Maybe that'll teach him not to be so brazen."
This dramatization brought to you by Pale-eye Enterprises, LLC.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:02:00 -
[18] - Quote
Tyjus Vacca wrote:Right-wing Extremist wrote:Ah. You were talking post hotfix. I was talking current meta. Thought you were defending the nerf by saying it's OP as it is, OHKing heavies. Misunderstanding. Appia's still right and you're still wrong though Idk forge guns force you to play very stationary, idc how good you are your gonna need to slow down to get an accurate shot off on infantry, plus they are really predictable you can literally see them charging...... I literately dance while their shooting and just pop shot them while they're charging , or just get out of range either one works......... p.s. I'm never wrong, except when I'm not right =P Every time I'm on top of a tower and I get forged, I'm crouched stationary (because I bloody well HAVE to be to try and catch the headshot) and the FGer is making figure eights with his DS3. He'll miss me twice before I finally tag the first headshot. Then he hits. Or he misses again and ducks behind something to reload and let his shield hp regen. Pops back out, figure 8, I try to tag a headshot again, what a surprise, that was just a bodyshot (or a miss altogether), blinded by the flash from the FG near-miss, much of my shield HP gone from splash damage - whew, that was close! I'd better kill this g-
Clone terminated. Some dude His corp Militia Forge Gun - 249m Remaining Shield - all of it :: Remaining Armor - most of it Damage dealt - enough to kill me 3 times over, on a body shot
Forge gunners can cry me a river. I've NEVER shot at a stationary FGer, except when I've killed them. Which is to say, the only FGer a sniper's going to beat in a duel is the one that DOES stand still like an idiot and LET the sniper headshot them 2 or 3 times. I haven't seen one of THOSE unicorns in a long, long time.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:05:00 -
[19] - Quote
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.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:16:00 -
[20] - Quote
CCP Rattati wrote:In my OP and replies, we do mention sway and further changes.
We are also increasing normal damage on tactical and normal snipers. Ah, so not JUST headshot damage (except on the Charge and Thale's). That's more reasonable. I failed to understand that from the OP - my apologies.
I hope you caught the suggestion about tiered Compact nanohives (my original suggestion was to allow ADV and PRO compacts to carry 2 and 3 hives respectively, but an increase in nanite clusters would be equally nice - one or the other, not both, I'm not trying to be greedy here).
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1066
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Posted - 2014.09.10 06:16:00 -
[21] - Quote
Tyjus Vacca wrote:if you cant hit him just move out of his range.....he literally has no chance of hitting you past 250 meters....and if your crouched of course hes gonna hit you try strafing Now I know you're trolling. "Try strafing". With my sniper rifle. When I NEED consecutive headshots to kill him. Snipers don't have the luxury of strafing, you idiot.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1066
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Posted - 2014.09.10 06:26:00 -
[22] - Quote
CCP Rattati wrote:Right-wing Extremist wrote:CCP Rattati wrote:In my OP and replies, we do mention sway and further changes.
We are also increasing normal damage on tactical and normal snipers. Ah, so not JUST headshot damage (except on the Charge and Thale's). That's more reasonable. I failed to understand that from the OP - my apologies. I hope you caught the suggestion about tiered Compact nanohives (my original suggestion was to allow ADV and PRO compacts to carry 2 and 3 hives respectively, but an increase in nanite clusters would be equally nice - one or the other, not both, I'm not trying to be greedy here). Wouldn't a lower nanite consumption on sniper rifles also work? YES! I don't know what the numbers are on nanite consumption vs. nanite clusters in a hive. But right now, the compact hive gives me 26 founds and then 21 rounds if I use only my Charge SR. So, that's two full loads minus one clip, with the clip size of 5 and my skill level's 21 rounds in reserve to start. Altogether, with a compact hive and not running down to a supply depot, that's 73 shots total.
New clip size of Charge SR being 3, with 15 in reserve to start (base, dunno what it would be with my skills, probably 16?)
Eh... as I type this, it occurs to me that if nanite consumption is UNchanged, then the compact should still give me around the same total number of shots... I would just have to run to it more often. So on the one hand, there's a solid argument to be made against altering the nanite consumption. On the other hand, with such great emphasis being placed on headshots in HF Delta, it's inevitable that most of us are going to miss much, much more often -> more wasted ammo -> need more benefit from compact hives.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1089
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Posted - 2014.09.11 18:16:00 -
[23] - Quote
Adipem Nothi wrote:The Minoan ManiacArchon wrote: And before everyone starts hating, isn't it logical for a team that has 1 sniper to lose to one that has none? Besides, that's how it is now in game anyway...
I find the opposite to be the case. The more bluedots sniping in Skirm or Dom, the more likely we are to lose a match. 1 sniper > 6 snipers.
If you see an inordinate number of blueberries setting up to snipe at the very outset of a match, just hit the supply depot, switch to a frontline suit and leave battle. You already know how it's going to go.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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