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Thread Statistics | Show CCP posts - 12 post(s) |
BL4CKST4R
La Muerte Eterna Dark Taboo
3049
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Posted - 2014.09.09 17:25:00 -
[31] - Quote
Right-wing Extremist wrote: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.
In which I said this promotes more eHP chasing I appreciate you proving my point
supercalifragilisticexpialidocious
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shaman oga
Nexus Balusa Horizon
2805
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Posted - 2014.09.09 17:38:00 -
[32] - Quote
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.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Right-wing Extremist
Nos Nothi
1040
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Posted - 2014.09.09 17:46:00 -
[33] - 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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Fox Gaden
Immortal Guides
4166
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Posted - 2014.09.09 17:46:00 -
[34] - Quote
Moonracer2000 wrote: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. They are increasing rate of fire, which increases potential DPS for the Tac SR. If they are looking the other way, take the time for a head shot, but if they are charging toward your, pump rounds into their chest as fast as it will fire.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Right-wing Extremist
Nos Nothi
1040
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Posted - 2014.09.09 17:51:00 -
[35] - 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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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:12:00 -
[36] - 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. Agreed. It is better to see how the head shot bonus buff, and the increased rate of fire on the Tac SR pan out first. Then we will have a better idea of how much base damage needs to be buffed in Echo.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:16:00 -
[37] - Quote
Vesta Opalus wrote: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. I used to do this in Chromosome and I even wrote a Guide on it. Correct me if I am wrong, but I donGÇÖt believe the saw has changed since Chromosome.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:28:00 -
[38] - Quote
Chief-Shotty wrote: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. Last time I used the Charged Sniper Rifle it would not fire unless it was charged at least two thirds of the way to full.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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S-PANZA
Expert Intervention Caldari State
61
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Posted - 2014.09.09 18:29:00 -
[39] - Quote
Some will like the reduction in range but Im sure it wont be snipers. I dont foresee snipers coming down from the hills .Youve only managed to reduced the amount of targets a sniper has and considerably weakened the ability to counter snipe by reducing range.
Snipers arent interested in moving closer to the battlefield. The longer range shots is what makes a sniper a sniper. I know this will fall on deaf ears and the range reduction is already set in stone but thats a snipers best asset...the long head shot.
On a different note... why do posters that claim not to snipe feel compelled to propose changes for a class they dont use. |
Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:30:00 -
[40] - Quote
BL4CKST4R wrote:Right-wing Extremist wrote: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. In which I said this promotes more eHP chasing I appreciate you proving my point Or you could just avoid standing still in your expensive Proto Suit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:33:00 -
[41] - Quote
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. In all my time Sniping I never had a Thale drop for me. Ignorance is bliss. I will not know what I am missing.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:44:00 -
[42] - Quote
Right-wing Extremist wrote: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. 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?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4167
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Posted - 2014.09.09 18:52:00 -
[43] - Quote
S-PANZA wrote: Some will like the reduction in range but Im sure it wont be snipers. I dont foresee snipers coming down from the hills .Youve only managed to reduced the amount of targets a sniper has and considerably weakened the ability to counter snipe by reducing range.
I agree that no Sniper is going to particularly like the range nerf, but you have to look at it as something you are giving up in exchange for the increased headshot bonus and other changes.
Besides, when people QQ about the Sniper buffs you can wave the range nerf at them to shut them up.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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George Moros
RestlessSpirits
413
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Posted - 2014.09.09 19:40:00 -
[44] - Quote
The proposed changes seem interesting. However, I will withhold any further judgment until I see definite numbers (especially base rifle damage). From the proposed ranges it seems that the days of snipers sitting still in one spot for most of the match are over.
With regard to that, here are my proposals / concerns:
1. I really hope that when HF delta hits TQ snipers will be able to be effective without the explicit need for proto sniper rifles and stacked complex damage mods. If they're forced to get closer, they should be able to use cheaper fits and still be good.
2. As I already mentioned, since sitting still in one place will not be a good tactic anymore, I propose the following change (if applicable): Scope sway is no longer applied when crouched, and is only present when standing, behaving in the same fashion the current sway is now while crouched. This will allow the sniper's better mobility. without the worry of the infamous "quickscoping".
Pulvereus ergo queritor.
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Appia Vibbia
3754
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Posted - 2014.09.09 19:48:00 -
[45] - Quote
1) Increased headshot values aren't enough to change the dynamic that requires snipers to stack damage mods to have an effective weapon. Every other weapon (less Swarms, Ion Pistol, and Flaylock Pistol) are all viable in their own rights and can be used effectively against people with higher level of SP investment than them. With post proposal values, the Sniper Rifle still needs 2 complex damage mods and proficiency 5 to carry any weight as a threat.
2) I have a BPO LAV and an Ishukone Assault Forge Gun. This is far superior combo than a worthless Tac SR with 350m range
S-PANZA wrote: Some will like the reduction in range but Im sure it wont be snipers. I dont foresee snipers coming down from the hills .Youve only managed to reduced the amount of targets a sniper has and considerably weakened the ability to counter snipe by reducing range.
Snipers arent interested in moving closer to the battlefield. The longer range shots is what makes a sniper a sniper. I know this will fall on deaf ears and the range reduction is already set in stone but thats a snipers best asset...the long head shot.
This needed to be stressed.
Quote: On a different note... why do posters that claim not to snipe feel compelled to propose changes for a class they dont use.
Because it's an underused weapon, looking for opinions from people that don't use it and seeing what changes they would like to see for them to become interested in the weapon are important. However, most people know this and end up cleverly disguising their malcontent for whatever the subject is at hand and say thing that make other believe that certain changes would get them to use it.
Taken from Jathniel's thread [Inquiry] Sniper Rifles
Zatara Rought wrote:I actually watched symbiotic forks recent videos and I paid close attention to the ranges he used his rifle from. -Very- rarely did he go outside 400 meters..even when he was using a sniper from atop the MCC he was mostly shooting inside 300.
Perhaps only 10% of my shots are from outside 400m, and most maps I am quite safe in the redline shooting targets under 350m.
His MCC sniping video was on Manus Peak - Domination, the area of play on that map is under 300m^2. I'd be impressed by anyone using a Sniper Rifle that got a kill over 300m on that map & mode combo. I'm capable of taking out the majority of redline snipers there with the Forge Gun.
I've got proficiency 4 in Forge Guns and I always play in a squad. I either get a constant resupply of ammo because I've asked someone beforehand or I'm next to an uplink and ask for someone to drop me a hive after their next death. Or I just run around with Vipers and Blood Raider Sagas.
Unlike Symb, the only time I snipe from within 400m is when I'm squad'ing with him. If someone is within 300m I'm going to be more effective sniping with my Ishukone Assault Forge Gun. -Something I really like to stress, I am sniping infantry with the assault variant- Just yesterday a squadmate pulled out a Thale's to clear infantry off a high platform; I re-positioned myself with my forge gun and started killing people, with direct hits mind you, and at the end of the game I had more kills than him. WP too, because I could chase off any dropships that wanted to take me off my perch.
From my point of view, it's easier to hit someone with the Assault Forge Gun than it is to get a headshot with a Sniper Rifle. Ignoring the fact that the reticle change will stop the majority of the false positives, hit detection is still a huge issue for the weapon.
Reducing the range of the sniper rifles just made it a hell of a lot easier to drive around in an free LAV counter-sniping people with a forge gun, something guaranteed to kill any sniper in 1 hit.
All in all, sounds like you've never used the sniper rifle yourself and only pay attention to people whining about the weapon, feeling the need to nerf an under perfroming weapon because of complaints and throwing an insignificant change as "compensation."
Personal Theme Song
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Appia Vibbia
3756
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Posted - 2014.09.09 20:32:00 -
[46] - Quote
Additionally, I like creating more differences between the variants with different ranges and headshot multipliers, but without the addition of new maps or editing existing ones the Idea of changing the Tactical Sniper Rifle into what people are calling a "DMR" is better taken by the Scrambler Rifle because of the terrain advantages limiting sniping from the ground and the lack of defense a sniper rifle has from within optimal range of one of the 4 main rifles
Personal Theme Song
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Right-wing Extremist
Nos Nothi
1045
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Posted - 2014.09.09 20:34:00 -
[47] - 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 -
[48] - 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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Snake Sellors
Hellstorm Inc General Tso's Alliance
446
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Posted - 2014.09.09 20:51:00 -
[49] - 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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Soraya Xel
Abandoned Privilege Top Men.
3354
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Posted - 2014.09.09 21:10:00 -
[50] - Quote
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.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Right-wing Extremist
Nos Nothi
1048
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Posted - 2014.09.09 21:23:00 -
[51] - 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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Necalli XIBALBA
Crows Assassins
1
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Posted - 2014.09.09 21:25:00 -
[52] - Quote
Let's see what happens |
iKILLu osborne
Dead Man's Game
299
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Posted - 2014.09.09 21:28:00 -
[53] - Quote
i'm not a career sniper by any measure, howver considering the tacsr will be engaging in close ranges would it at all be possible to add a hipfire crosshair for it alone so that scouts (what sniper rifle was intended for) can have a fighting chance against a heavy that manages to close the distance between them?
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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sabre prime
Crux Special Tasks Group Gallente Federation
531
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Posted - 2014.09.09 21:41:00 -
[54] - 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" :)
http://en.wikipedia.org/wiki/Designated_marksman_rifle
Hi Rattati. I think you will have to adjust the stability and sway parameters for the Tactical sniper rifle if you want it to represent the urban "DMR" variant of the sniper role. The current scope mechanics will make it a frustrating experience. I think with this change the tactical sniper will give us an idea of what the minmatar precision rifle was intended to be?
Overall I really like the changes. But why not adjust the base damage across tiers instead of inflating the headshot bonuses? Things might get out of hand a little with these high bonuses.
Desperate attempt to get BPOs
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Appia Vibbia
3759
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Posted - 2014.09.09 21:49:00 -
[55] - Quote
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.
Personal Theme Song
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Right-wing Extremist
Nos Nothi
1050
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Posted - 2014.09.09 21:57:00 -
[56] - 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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Necalli XIBALBA
Crows Assassins
1
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Posted - 2014.09.09 21:57:00 -
[57] - Quote
You guys love shitting on all of us don't you. It seems like the only ones who get any love around here are Scouts. I guess I'll have to become an invisible scout and start shot gunning everyone in the back of the head from now on! Thanks CCP you're the best! |
Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 22:04:00 -
[58] - Quote
Appia Vibbia wrote:1) Increased headshot values aren't enough to change the dynamic that requires snipers to stack damage mods to have an effective weapon. Every other weapon (less Swarms, Ion Pistol, and Flaylock Pistol) are all viable in their own rights and can be used effectively against people with higher level of SP investment than them. With post proposal values, the Sniper Rifle still needs 2 complex damage mods and proficiency 5 to carry any weight as a threat. 2) I have a BPO LAV and an Ishukone Assault Forge Gun. This is far superior combo than a worthless Tac SR with 350m range S-PANZA wrote: Some will like the reduction in range but Im sure it wont be snipers. I dont foresee snipers coming down from the hills .Youve only managed to reduced the amount of targets a sniper has and considerably weakened the ability to counter snipe by reducing range.
Snipers arent interested in moving closer to the battlefield. The longer range shots is what makes a sniper a sniper. I know this will fall on deaf ears and the range reduction is already set in stone but thats a snipers best asset...the long head shot.
This needed to be stressed. Quote: On a different note... why do posters that claim not to snipe feel compelled to propose changes for a class they dont use.
Because it's an underused weapon, looking for opinions from people that don't use it and seeing what changes they would like to see for them to become interested in the weapon are important. However, most people know this and end up cleverly disguising their malcontent for whatever the subject is at hand and say thing that make other believe that certain changes would get them to use it.
Taken from Jathniel's thread [Inquiry] Sniper Rifles Zatara Rought wrote:I actually watched symbiotic forks recent videos and I paid close attention to the ranges he used his rifle from. -Very- rarely did he go outside 400 meters..even when he was using a sniper from atop the MCC he was mostly shooting inside 300.
Perhaps only 10% of my shots are from outside 400m, and most maps I am quite safe in the redline shooting targets under 350m. His MCC sniping video was on Manus Peak - Domination, the area of play on that map is under 300m^2. I'd be impressed by anyone using a Sniper Rifle that got a kill over 300m on that map & mode combo. I'm capable of taking out the majority of redline snipers there with the Forge Gun. I've got proficiency 4 in Forge Guns and I always play in a squad. I either get a constant resupply of ammo because I've asked someone beforehand or I'm next to an uplink and ask for someone to drop me a hive after their next death. Or I just run around with Vipers and Blood Raider Sagas. Unlike Symb, the only time I snipe from within 400m is when I'm squad'ing with him. If someone is within 300m I'm going to be more effective sniping with my Ishukone Assault Forge Gun. -Something I really like to stress, I am sniping infantry with the assault variant- Just yesterday a squadmate pulled out a Thale's to clear infantry off a high platform; I re-positioned myself with my forge gun and started killing people, with direct hits mind you, and at the end of the game I had more kills than him. WP too, because I could chase off any dropships that wanted to take me off my perch. From my point of view, it's easier to hit someone with the Assault Forge Gun than it is to get a headshot with a Sniper Rifle. Ignoring the fact that the reticle change will stop the majority of the false positives, hit detection is still a huge issue for the weapon. Reducing the range of the sniper rifles just made it a hell of a lot easier to drive around in an free LAV counter-sniping people with a forge gun, something guaranteed to kill any sniper in 1 hit. All in all, sounds like you've never used the sniper rifle yourself and only pay attention to people whining about the weapon, feeling the need to nerf an under perfroming weapon because of complaints and throwing an insignificant change as "compensation."
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.
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
so commandos are good now O_o
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Right-wing Extremist
Nos Nothi
1052
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Posted - 2014.09.09 22:08:00 -
[59] - 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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Necalli XIBALBA
Crows Assassins
1
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Posted - 2014.09.09 22:17:00 -
[60] - 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?
I can't even OHK a heavy with complex mods and Prof 5! Lmao |
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