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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Rattati
C C P C C P Alliance
6799
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Posted - 2014.09.09 13:47:00 -
[1] - Quote
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!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kevall Longstride
DUST University Ivy League
1645
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Posted - 2014.09.09 13:56:00 -
[2] - Quote
And please, no comments about getting settled in with some popco......
Dammit!!!!!
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1919
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Posted - 2014.09.09 13:56:00 -
[3] - Quote
not a sniper but these changes seem quit bold
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Right-wing Extremist
Nos Nothi
1038
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Posted - 2014.09.09 14:03:00 -
[4] - 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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CCP Rattati
C C P C C P Alliance
6801
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Posted - 2014.09.09 14:10:00 -
[5] - Quote
Right-wing Extremist wrote: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.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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PROPHET HELLSCREAM
UNSVER UNITED
8
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Posted - 2014.09.09 14:21:00 -
[6] - Quote
Hi Rattati,
1 -¦ quoting you : "... Boosting headshot damage modifiers will reward skilled snipers, and make countersniping and heavy take-downs way more feasible. ..."
personally this is the best part...
2-¦ the Tactical Sniper Rifle - Increased ROF, clip size and ammo, direct damage with the damage increased... is a good change for some maps!
3-¦ and sad... the use of the charged will keep hurting my head... or mute tv !
ps: whats the look of the reticule based on Plasma cannon...?
Hobby: Headshot on cloaked units
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SponkSponkSponk
The Southern Legion Final Resolution.
1067
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Posted - 2014.09.09 14:21:00 -
[7] - Quote
Does the charge have the actual charge-up game mechanic still?
Dust/Eve transfers
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CCP Rattati
C C P C C P Alliance
6806
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Posted - 2014.09.09 14:23:00 -
[8] - Quote
PROPHET HELLSCREAM wrote:Hi Rattati, 1 -¦ quoting you : "... Boosting headshot damage modifiers will reward skilled snipers, and make countersniping and heavy take-downs way more feasible. ..." personally this is the best part... 2-¦ the Tactical Sniper Rifle - Increased ROF, clip size and ammo, direct damage with the damage increased... is a good change for some maps! 3-¦ and sad... the use of the charged will keep hurting my head... or mute tv ! ps: whats the look of the reticule based on Plasma cannon...?
https://forums.dust514.com/default.aspx?g=posts&t=172372&find=unread
the third picture in the link above, I love it and so do a lot of snipers. It solves the problem of the dot being obscured by the target by having the two horizontal wings, and the bottom vertical line.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6806
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Posted - 2014.09.09 14:24:00 -
[9] - Quote
SponkSponkSponk wrote:Does the charge have the actual charge-up game mechanic still?
Yes, no behaviour changes except for new reticules and reduction of Thale's zoom.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2093
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Posted - 2014.09.09 14:30:00 -
[10] - Quote
Will the Tac be functioning as a DMR?
Please say the Tac will function as a DMR, I miss groundsniping
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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MrShooter01
Storm Wind Strikeforce Caldari State
816
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Posted - 2014.09.09 14:45:00 -
[11] - 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.
I love you
The days of seeing an enemy thale's in a pub match all but requiring me to do a suicide run with a dropship in the enemy redline are numbered, soon I can actually counter-snipe them with a normal sniper
Speaking of, the rest of the changes will encourage me to use my level 5 sniping skill for the first time in months, so that's pretty cool too
looking forward to making use of these new headshot multipliers
looking slightly less forward to having my other fits killed by an abundance of snipers but oh well the cost of progress |
a brackers
Molon Labe. General Tso's Alliance
44
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Posted - 2014.09.09 15:20:00 -
[12] - Quote
I might finally be able to at least fly a Dropship to within 200m now within the 20 seconds :)
Proto dropship pilot
The sandbox shooter
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CCP Rattati
C C P C C P Alliance
6813
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Posted - 2014.09.09 15:38:00 -
[13] - Quote
Alaika Arbosa wrote:Will the Tac be functioning as a DMR?
Please say the Tac will function as a DMR, I miss groundsniping
I think it may evolve into that, let's see how this urban tactical sniper works damage wise, and then we can look at sway and "stand and shoot". Soraya actually reprimanded me in skype just now, "it's not stand and shoot, just crouch and shoot" :)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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One Eyed King
Land of the BIind
3951
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Posted - 2014.09.09 15:52:00 -
[14] - Quote
I think this is a good start, but I think more adjustments will be needed before snipers are in a balanced place. I would rather you take this slow and steady approach than end up with greater imbalance however.
You can always tell a Millford Minja
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2095
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Posted - 2014.09.09 15:54:00 -
[15] - Quote
CCP Rattati wrote:Alaika Arbosa wrote:Will the Tac be functioning as a DMR?
Please say the Tac will function as a DMR, I miss groundsniping I think it may evolve into that, let's see how this urban tactical sniper works damage wise, and then we can look at sway and "stand and shoot". Soraya actually reprimanded me in skype just now, "it's not stand and shoot, just crouch and shoot" :) I haven't groundsniped since I had an HM90, I want to so bad it isn't even funny but it has never really been a serious option in Dust.
I hope you are right, I hope it does evolve into what I remember being so fun.
I can see it now, groundsniping logi, keeping my squad up and reddots at a distance.
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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Kevall Longstride
DUST University Ivy League
1648
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Posted - 2014.09.09 15:57:00 -
[16] - Quote
One Eyed King wrote:I think this is a good start, but I think more adjustments will be needed before snipers are in a balanced place. I would rather you take this slow and steady approach than end up with greater imbalance however.
We fully intend to take it slow and steady. This the first balance pass that snipers have had since the launch of the game so we want to get it right.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Right-wing Extremist
Nos Nothi
1038
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Posted - 2014.09.09 16:03:00 -
[17] - 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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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 16:08:00 -
[18] - 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!
wow great job Rattati best change Ive seen so far ...... I genuinely Impressed, these changes not only balance sniper rifles with other light weapon ,but you have gone as far as to balance the variants with each other +1
so commandos are good now O_o
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Soraya Xel
Abandoned Privilege Top Men.
3352
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Posted - 2014.09.09 16:19:00 -
[19] - Quote
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.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Vesta Opalus
Kang Lo Holding
26
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Posted - 2014.09.09 16:46:00 -
[20] - Quote
I like the proposed changes, however Im not sure you will ever see a sniper getting close (without intentionally yoloing himself into it) until you change sway.
Currently if Im at (for example) 100-150 meters or so, which is a pretty long engagement range for a sniper that isnt sitting on the redline or on some obscure hill, I have about 5 seconds or so at best before someone Im engaging can move into effective range and kick my ass. To add to that, to fire my weapon with any kind of accuracy, I have to stop my character, kneel down onto the ground, and zoom into ADS, and stand dead still for those 3-5 seconds + however long it takes me to kill or give up on killing my target. This means that if the guy Im shooting at (or anyone around me when I do my preshot routine) sees me, Im screwed big time.
Until the pre-fire routine is removed or drastically reduced, snipers will never want to enter the battlefield proper, because its just stupid to do so.
I know you dont intend to touch sway/stability/etc with this hotfix, but in the future just consider the above. And consider maybe changing the tactical into a very low sway rifle so we can actually use it with tactical movements to get a quick kill and move on, because the biggest achilles heel of a sniper in close range is that requirement to stop, drop, and die just to get an accurate shot off. |
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Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 16:48:00 -
[21] - 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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Finn Colman
Immortal Guides
43
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Posted - 2014.09.09 16:51:00 -
[22] - Quote
I haven't done much sniping since I started playing Dust (however it is the only weapon in which I have specialized, partially due to my poor management of skill points.) But I do still pull out my Sniper Rifle now and then.
I think these changes are definitely for the better of snipers, counter-snipers, and non-snipers. I'll be really happy to finally do more than just suppress a heavy suit sniper. |
Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 16:56:00 -
[23] - 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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Fox Gaden
Immortal Guides
4165
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Posted - 2014.09.09 17:05:00 -
[24] - Quote
As the author of the definitive Sniper Guides, I have read these proposed changes over very carefully, and I feel these changes when taken as a whole will put snipers in a much better place than they are now, without making them OP.
I am happy to see the Tactical Sniper rifle gain a place on the battlefield. The very limited clip size had made it virtually useless, particularly with HP creep. Increasing the Clip size and rate of fire will make this the ultimate Marksman rifle.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4165
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Posted - 2014.09.09 17:10:00 -
[25] - Quote
CCP Rattati wrote:Alaika Arbosa wrote:Will the Tac be functioning as a DMR?
Please say the Tac will function as a DMR, I miss groundsniping I think it may evolve into that, let's see how this urban tactical sniper works damage wise, and then we can look at sway and "stand and shoot". Soraya actually reprimanded me in skype just now, "it's not stand and shoot, just crouch and shoot" :) I used to do GÇ£Stand and ShootGÇ¥ short range sniping. With Operation 5 the sway is not that bad and can be compensated for at short range. With Op 5 you really only have to crouch when shooting more than 200m.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3048
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Posted - 2014.09.09 17:13:00 -
[26] - Quote
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.
supercalifragilisticexpialidocious
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Moonracer2000
Subdreddit Test Alliance Please Ignore
827
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Posted - 2014.09.09 17:17:00 -
[27] - Quote
With the TacSR, would it make sense to make that weapon more viable for body shots? It could have the highest base damage but a comparatively low headshot bonus to balance that out? Since it is for shorter range engagements it would make sense that it would be designed for reflex shots more so than precision. |
Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 17:19:00 -
[28] - 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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Fox Gaden
Immortal Guides
4165
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Posted - 2014.09.09 17:19:00 -
[29] - Quote
Right-wing Extremist wrote: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... 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
196
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Posted - 2014.09.09 17:20:00 -
[30] - Quote
Not a sniper but the thought of the tactical becoming a DMR would be awesome. I think the Tac sniper clip should contain 10 rounds at least if its doing short range work but enough to make 2-3 kill per clip if accurate. It may even need a bit aim assist since aiming with controller at short range means having to adjust for movement, then again im not a sniper. The sway would need to be fixed but we will see how it works currently.
I see the charged would become the one-shot kill-shot bolt-action rifle because of the High Alpha but slow RoF. Im kinda concerned about the performance of a charged sniper shot to the body at proto with stacked DMG mods.
If it does insane damage then the charge needs to have a mandatory charge cycle to prevent quick follow up shots. if the main focus of the charge is high alpha damage, else we will see a huge hard hit charge and then a tenth of a second later the quick follow up shot.(less damaging sure...but probably enough to finish most not all suits.......THIS SHOULD NOT HAPPEN.
One charge shot to the head....OK Two hard hits with a long 5-10 second interval between.....OK BUT NOT a big hit then suddenly a quick hit from that same rifle....NOT OK
Otherwise I look forward to the Future QQ of snipers as they join the cloak scout shotgun shenanigans we loath so much ATM. No longer will i import sniper tears from the red-line. I anticipate the taste of Fresh sniper QQ right from the source!
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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