Thokk Nightshade
KNIGHTZ OF THE ROUND
489
|
Posted - 2014.09.11 22:59:00 -
[1] - Quote
The range nerf? I'm fine with that. I'm never in the red line anyways. In fact I'm normally hiding in plain sight. I also love the other changes suggested on the whole. It makes Sniping more of a skill and will separate the wheat from the chaff really quickly.
The ONLY thing that I see as an issue has been brought up; the Charge magazine/ammo capacity. 3 Round Mags and a 15 round max capacity when headshots are going to be so pertinent seem like a little too large of a nerf. I'm O.K. with the 3 round mags, but why only 15 rounds total? As has been stated, that requires nanohives. Nanohives stand out like little beacons on the hillside/ground/building/etc. saying "there is a sniper nearby. Find him and kill him." I hide them, of course, but every once in a while I know I am able to see the pulsing even on the backside of a rock or hill. I love your suggestion of not having the Sniper Rifles be so thirsty in draining Nanohives. That way they last that little bit longer and give enough for an extra refill. Of course, I don't know how many Snipers are going to be in one place long enough to be able to use a single nanohive to reload that many times. I have a couple sweet spots on maps where I can get into a little cubby and sit there pretty much the entire match with an overwatch on the Objective in Dom and on multiple Objectives in Skirm, so I know it is possible.
I would propose a slight change to the suggested numbers for Charge; Give us 18 rounds instead of 15 (one extra 3 round mag isn't that big of a difference). The second thing that almost has to be NECESSARY would be to change the ammo capacity skill set on snipers. I'm sorry, but 2 rounds at level 5 (15%) is way to little for the amount of SP people have put into it. 17 rounds vs 15 isn't enough to justify it. My suggestion would be each Level 1-3 gives in Ammo Capacity skill gives 1 extra round and levels 4-5 give 2 extra rounds. With my suggestion, at level 5 the user gets a total of 7 extra rounds. That would put the Charge at 25 total rounds carried (with the base of 18 as I stated), which is right in line with where it is now and still give the Tac SR and other variants enough extra rounds to make it advantageous. This way the people who skill into Snipers will have a decided advantage over the FOTM chasers.
Thokk Kill. Thokk Crush. Thokk Smash.
|
Thokk Nightshade
KNIGHTZ OF THE ROUND
489
|
Posted - 2014.09.11 23:06:00 -
[2] - Quote
Symbioticforks wrote:Any serious sniper would no longer use the Charge Sniper Rifle is the clip size was reduced to 3.
It's nonsense, and ruins the gun.
Keep the headshot damage same as standard (they only increased the charge by 25%) for 2 additional bullets in IWS model.
The ability to be a one shot wonder on a headshot, when headshot damage is already being significantly increased is essentially
making the Charge Sniper Rifle, not worth using.
I defer to you when it comes to all things Sniper, but I have to ask. With rapid reload at 5, as long as we get an increased total amount of ammo carried, is the 3 round magazine going to be that much of a deterrent? You can get reloaded in about , what, 4 seconds or less? With the headshot bonus giving the ability to basically OHK anything on the field short of a fully tanked Amarr Sent, the need for the larger magazines shouldn't be quite as essential. What do you think of my proposal, but adding in a change to magazine capacity per skill level as well? Maybe level 3 gets 1 extra round and level 5 gets 2 extra rounds per magazine? That would mean those Snipers who have skilled into it get an extra advantage in addition to total ammo carried.
Thokk Kill. Thokk Crush. Thokk Smash.
|
Thokk Nightshade
KNIGHTZ OF THE ROUND
490
|
Posted - 2014.09.12 01:36:00 -
[3] - Quote
CCP Rattati wrote:Symbioticforks wrote:I know what I want to say, but how to say it..
Current Review : Charge Sniper Rifle
The most viable sniper rifle at consistently killing infantry if you're a rather accurate marksman. For those who miss more often or like a higher rate of fire the Ishukone (standard) sniper rifle is preferred. The Charge Sniper Rifle with the highest base damage rewards you with more damage for headshots. As it should because it's a charge to fire mechanic. You can still consistently kill players by going for body shots, usually at a rate of 2,3,4 for scout, assault, heavy. (prototype suits)
IWS Suggested : Charge Sniper Rifle
All in on headshots. You will be reloading 40% more than you currently do. Assuming you always wait until the rifle is empty to reload. In reality since it takes at least 2 shots to kill the weakest of suits with bodyshots, you will be reloading anytime the clip isn't full. (prototype) Having 3 bullets would afford you 1 miss. It used to be the most consistent sniper rifle, but no longer. You'll be wasting precious time missing on headshots all match. (Which are more of a bonus in reality, unless the target is stationary) Since partially obscured moving targets on uneven terrain is commonplace, this rifle is best suited to counter-sniping. Think of it like the new Tactical Sniper Sniper. Then think of the new Tactical Sniper Rifle as something closer to a quickscoping sniper rifle.
You're turning my favorite rifle, and many others into an abomination. For no reason. If you watch some my videos you'll see that often times I use my first shot to feel out my target. Think tracer round. I'm serious, a large amount of the time I miss my first shot on a somebody, the second shot however has an insanely high hit percentage compared to the first. Limiting the clip size to three makes this kind of shooting not worth the time it'll take me to constantly have to reload. Thus, making the rifle inferior at pretty much everything when compared to the standard variant. The one with 2 more bullets, close to the same headshot damage, and no charge time. I'll say it one last time, players won't be going for bodyshot kills with this gun at all. And the standard sniper rifle will suffer the same problem, headshot damage is increased, but bodyshot damage is still awful.
All of this combined will have players, including myself using sniper rifles as headshot only weapons (essentially)
That's boring. Inconsistent. Situational.
#nobodyaskedforthis #yourefired 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.
What about changes to the proficiency skill to give us more ammo capacity and/or a larger clip? 2 extra rounds at level 5 proficiency isn't exactly what I would call a good return on investment. I also want to reiterate my love of your idea to cut down on how quickly the SR's suck nanohives dry.
Thokk Kill. Thokk Crush. Thokk Smash.
|