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Thread Statistics | Show CCP posts - 12 post(s) |
Snake Sellors
Hellstorm Inc General Tso's Alliance
446
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Posted - 2014.09.09 20:51:00 -
[1] - Quote
CCP Rattati wrote:All right, this may get interesting.
First let me thank the CPM, Barbershop, dedicated snipers and Iron Wolf Saber for a lot of feedback and information gathering. In the end, it's going to be CCP, that makes the most informed decision we can, so please don't blame them for the bad things, and pat them on the back for the good things.
The intent is to bring snipers closer to the battle, and specifically not have to rely on countersniping a Thale's with a Thale's. Boosting headshot damage modifiers will reward skilled snipers, and make countersniping and heavy take-downs way more feasible.
We think these are moderate proposals and are intended to be buffs to the role, but will also increase the risk of the sniper, and that is intended. We want there to be a proper range progression from novaknife to sniper rifle, and a place on the battle field for each range bracket.
Now to the design goals/intent. Please try to frame your feedback so it is relative to these roles.
Sniper Rifle - the Suppressor, enough firepower to line up enough bodyshots to suppress, kill stragglers and countersnipe
Highest range, medium clip and medium ammo, sustainable dps High damage - High headshot modifier 300% (from 196%) New Effective range - 450 Reticule - New Sniper reticule based on Plasma cannon
Charged Sniper Rifle - the Executioner, one shot-one kill type
Trades range and ROF for alpha damage, high headshot multiplier and highest native damage, smallest clip and ammo High damage - Very high headshot modifier 350% (from 196%) New Effective Range - 400 Reticule - New Sniper reticule based on Plasma cannon
Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR)
High damage - high headshot modifier - 250% (from 196%) Main change - Increased ROF, clip size and ammo, direct damage New Effective Range - 350 Reticule - the current circle to allow shorter range engagements and snap shots
Keeping all ranges well out of Forge gun ranges and retaining enough range to be effective.
The Thale's zoom and range will be adjusted properly to fit thes design goals, ie. the zoom will be adapted and the current zoom reduced.
We do not want to touch stability, sway, nor accuracy in this pass, so please refrain from posting such comments.
Please try to keep this civil and constructive, and to the point. There will be no ranting tolerated here, we have had enough in recent threads. Talk about the points, what we missed, what we did right and do not project what you think other people or CCP know or think about snipers. Just your personal feedback.
Thanks!
i'm impressed.
thank you for not going crazy with the range nerfs.
liking the new tactical approach for the tac rifles, i thought they should've been that set up all along. but the sway will need to end faster, maybe not go altogether but certainly be shorter. (probably in future hfs)
Really not sure about the charge rifle changes (only the bad ones) it's going to have: less rate of fire. less bullets in clip less ammo reserves less range. compared to the other rifles.
the only bonus it gains is higher damage.
i can see it becoming unusable for extended periods due to the less range, all other snipers will be able to sit just outside of your range and fire at will without fear of being killed by you.
the ammo isn't a huge problem Although it does mean that your maximum ammo in a round will be 45 in a calmando... it was 81. it's almost 50% (assuming a double ammo hive) However could you PLEASE take a look at the sniper tree ammo skill. because this will make that skill even worse. it's now a % of 15!!
and also keeping the charge time whilst making it less range than the others.. means that in the "sniper duels" that occur the other sniper can fire twice before your second shot.
Is this a case of trying to push it out of pubs? if so it could work due to the not taking snipers into pc bit (you would need to become a real threat before the other team get a sniper out)
Any thoughts on increasing sniper usefulness? i.e tagging, clone terminating head shots, etc
loving the headshot damages. looking forward to the new ret so far, so good
Overall i'm quite happy, and glad to see the gentle approach. looking forward to getting to grips with them. any news on when?
"we've had enough of that on recent threads"
I'll bet..
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Snake Sellors
Hellstorm Inc General Tso's Alliance
447
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Posted - 2014.09.10 21:01:00 -
[2] - 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.
easy there mate, i happen to like the charge as the type of rifle it falls into....
i can almost make do with a lower range given the extra damage to both both base and headshot, i do not want it to become a specific to one or the other, in this proposal it's the sniper style weapon. one shot one kill.
@ rattati please do make the adjustments to nano hives for sniper rifles.
is there any chance of adjusting the ammo skill.. 1 shot per point? only those willing to spend serious sp get extra 5, everyone else might skill to level 3.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
449
|
Posted - 2014.09.11 12:04:00 -
[3] - Quote
George Moros wrote:Snake Sellors wrote: easy there mate, i happen to like the charge as the type of rifle it falls into....
i can almost make do with a lower range given the extra damage to both both base and headshot, i do not want it to become a specific to one or the other, in this proposal it's the sniper style weapon. one shot one kill.
As I understood Rattati's input, Charge doesn't receive any base damage buff. But maybe I'm wrong. Anyway, I think we should be very careful with the OHK doctrine here. If the charge (or any sniper) will allow for OHKs of some fancy proto assaults or even heavies, I think you'll see a new avalanche of rage against snipers. You have to understand that the primary cause of sniper hate is not that snipers are OP. It's the fact that snipers kill "out of the blue", and you "can't fight back". Snake Sellors wrote: @ rattati please do make the adjustments to nano hives for sniper rifles.
is there any chance of adjusting the ammo skill.. 1 shot per point? only those willing to spend serious sp get extra 5, everyone else might skill to level 3.
If you make the ammo skill give you 1 shot per point, won't that be unfair to tactical sniper users?
I doubt it would.. they will already have more ammo and bigger clips. Not to mention that they can also skill into that and get their extra 5 bullets. And as I expect it would effect reserves then it wouldn't be game breaking. Something needs to be done about the skill at the moment it gives 15% at level 5. 15% of 15 is two bullets. Not really worth the cost in sp.
As for the charge being unable to counter. It has less range the standard variants, less fire rate, less ammo capacity, less clip capacity and requires charging between shots. The out of the blue bit, all snipers will be able to do that. Even that tac it will fire five rounds faster than a charge will shoot 2. From 300m away.
Last I saw of the details based damage is going up on all of them, it's just a matter of how much that separates the various weapons |
Snake Sellors
Hellstorm Inc General Tso's Alliance
453
|
Posted - 2014.09.12 16:33:00 -
[4] - Quote
CCP Rattati wrote:PROPHET HELLSCREAM wrote:Iron Wolf Saber wrote: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. Now i don`t understand some things here... but isn`t the base damaged be the same as they are now? if only the headshots are buffed the charged rilfe will have limitations... targets are not still... the relation between clip size and rof don`t limits the use of the charged? Today i prefer the ishukone or kalakyota over the charged... if the headshots are the only thing buffed i will continue to prefer the ishukone... ps: what about the noise of the charged... can`t do anything about it...?? I will post numbers over the weekend
Yay... gimme, gimme, gimme.
any more thoughts on the ammo skill or the nano hive changes?
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