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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 22:19:00 -
[61] - Quote
Right-wing Extremist wrote: trollface.jpg or efg.gif?
At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle?
plz dont make me type out the math...... just plug it in your self with the 300% head shot bonus with the armor and shield efficacies. I did assume proficency 5 and calmando bonus but the std sniper(no dmg mods) OHKs heavy frames base HP
so commandos are good now O_o
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 22:20:00 -
[62] - Quote
Necalli XIBALBA wrote:Right-wing Extremist wrote:Tyjus Vacca wrote:appia no offense I usually agree with you on sniper related subjects , but have you done the math ?? std snipers can OHK heavies (mlt/std) and thats assuming they don't buff direct dmg...... snipers inherently have a huge advantage over forge gunners in head to head fire fights at almost all ranges and the added ability to OHK will make taking forges out easier
trollface.jpg or efg.gif? At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle? I can't even OHK a heavy with complex mods and Prof 5! Lmao
are you talking about currently or after hotfix ?
so commandos are good now O_o
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Iron Wolf Saber
Den of Swords
16390
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Posted - 2014.09.09 22:21:00 -
[63] - 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?
Under Proposed headshot damage changesand conditions you setup
3 proto damage mods, max prof, commando bonus.
1431.51 headshot damage raw before prof and armor vs shields factor 1574.70 headshot damage against armor before prof 1810.91 headshot damage against armor after prof 1288.39 headshot shield damage
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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SponkSponkSponk
The Southern Legion Final Resolution.
1068
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Posted - 2014.09.09 22:25:00 -
[64] - Quote
Right-wing Extremist wrote: 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.
That was probably me, and those were compact nanos :(
I've been on a Thales spree the last two days.
Wow.
The stopping power of a Thales is great (popping scouts, sure, but one-shitting a medium suit is eye opening), but the absolute best thing about the Thales is the zoom. I wouldn't even mind if it were changed to be 450m max range if the zoom were retained. Heck, the zoom is how I get more head shots :(
Oh well, I guess I best use them before they get nerfed.
Dust/Eve transfers
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LegacyofTable
36
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Posted - 2014.09.09 22:33:00 -
[65] - Quote
Not sure if I'm reading this correctly, but:
Tactical- Best zoom (outside thales), but gets the least range. Charged- Worst zoom, but gets the 2nd best range.
Just doesn't make sense to me. Unless you're changing each sniper's zoom to fit those ranges.
It will definitely change sniping either way though. Kinda wish that with these changes you would give us more perches outside the redline that aren't also in easy range of forge guns considering the range of current perches/hills.
Licensed Thales Hunter
Total Thales taken - 21
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 22:38:00 -
[66] - Quote
LegacyofTable wrote:Not sure if I'm reading this correctly, but:
Tactical- Best zoom (outside thales), but gets the least range. Charged- Worst zoom, but gets the 2nd best range.
Just doesn't make sense to me. Unless you're changing each sniper's zoom to fit those ranges.
It will definitely change sniping either way though. Kinda wish that with these changes you would give us more perches outside the redline that aren't also in easy range of forge guns considering the range of current perches/hills.
theyre changing the zooms not that they were all that different to begin with
so commandos are good now O_o
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Taipaen
Loose Cannon Security
23
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Posted - 2014.09.09 22:41:00 -
[67] - Quote
CCP Rattati wrote:All right, this may get interesting.
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
As a fan of mid-range sniping, I would like to see the Tactical Sniper get some sound suppression. Perhaps bring the shot volume down to just a bit louder than the TAR. Currently, it is far to easy to find enemy snipers who are trying to be a Rifleman based on the sound of the shot alone. If I hear that loud shot ring out while I'm sneaking around, the enemy sniper will usually die of SMG poisoning in short order.
Also, is it still out of the question to get a hip-fire reticule of some sort for Tactical SRs? I do not want to effectively hip fire a SR. I would just like to have some help quickly scoping in on a rapidly approaching target while dodging incoming fire.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 22:47:00 -
[68] - Quote
SponkSponkSponk wrote:That was probably me, and those were compact nanos :(. Nah, these nanos were normal size. No mistake, I was on one of the water cooler things, looking for him on the standard dummy spot in the red line under their MCC. When I saw this guy brazenly crouched inside the dome of his nanohive and verified his name as the Thale's sniper, I was like "are you effin kidding me? nobody's killed this guy yet!?!?"
No criticism meant for that guy, or you for that matter if you snipe from that spot. It's damned ballsy. o7
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 22:49:00 -
[69] - Quote
Iron Wolf Saber wrote:Right-wing Extremist wrote:Tyjus Vacca wrote:appia no offense I usually agree with you on sniper related subjects , but have you done the math ?? std snipers can OHK heavies (mlt/std) and thats assuming they don't buff direct dmg...... snipers inherently have a huge advantage over forge gunners in head to head fire fights at almost all ranges and the added ability to OHK will make taking forges out easier
trollface.jpg or efg.gif? At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle? Under Proposed headshot damage changesand conditions you setup 3 proto damage mods, max prof, commando bonus. 1431.51 headshot damage raw before prof and armor vs shields factor 1574.70 headshot damage against armor before prof 1810.91 headshot damage against armor after prof 1288.39 headshot shield damage That's with Charge after hotfix as it stands, if I'm understanding you correctly?
If so... I'll eat a 200m range nerf for the power to actually kill heavies with my Charge SR. Sure. That ammo capacity nerf is bloody draconian, though.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1054
|
Posted - 2014.09.09 22:53:00 -
[70] - Quote
Tyjus Vacca wrote:Right-wing Extremist wrote: trollface.jpg or efg.gif?
At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle?
plz dont make me type out the math...... just plug it in your self with the 300% head shot bonus with the armor and shield efficacies. I did assume proficency 5 and calmando bonus but the std sniper(no dmg mods) OHKs heavy frames base HP Ah. You were talking post hotfix. I was talking current meta. Thought you were defending the nerf by saying it's OP as it is, OHKing heavies. Misunderstanding.
Appia's still right and you're still wrong though
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.09 22:54:00 -
[71] - Quote
Right-wing Extremist wrote:Iron Wolf Saber wrote:Right-wing Extremist wrote:Tyjus Vacca wrote:appia no offense I usually agree with you on sniper related subjects , but have you done the math ?? std snipers can OHK heavies (mlt/std) and thats assuming they don't buff direct dmg...... snipers inherently have a huge advantage over forge gunners in head to head fire fights at almost all ranges and the added ability to OHK will make taking forges out easier
trollface.jpg or efg.gif? At Prof 3 with the Charge and 3 complex damage mods on a 'Neo' ck.0 commando at CalMando level 3, you don't OHK a militia heavy on a headshot - you're not even close enough to OHK for me to buy doing this at Prof 5 with CalMando 5. Where the hell are you OHK'ing heavies with the STD sniper rifle? Under Proposed headshot damage changesand conditions you setup 3 proto damage mods, max prof, commando bonus. 1431.51 headshot damage raw before prof and armor vs shields factor 1574.70 headshot damage against armor before prof 1810.91 headshot damage against armor after prof 1288.39 headshot shield damage That's with Charge after hotfix as it stands, if I'm understanding you correctly? If so... I'll eat a 200m range nerf for the power to actually kill heavies with my Charge SR. Sure. That ammo capacity nerf is bloody draconian, though. nano hives
so commandos are good now O_o
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Right-wing Extremist
Nos Nothi
1054
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Posted - 2014.09.09 23:00:00 -
[72] - Quote
Tyjus Vacca wrote:nano hives Read the thread.
Nanohives give away your position, promoting the use of compacts, more easily concealed behind terrain features.
Compacts are also very limited. They don't give you much. We're have a meta right now where we can't OHK anything that even attempts a tank, not even a light frame with plates. We're being given a new meta where we can kill, but only with headshots. So we have to go for the headshot. So we'll miss much more frequently. So we'll run out of ammo more frequently. So our compact nanohives will be exhausted sooner. And unlike regular hives, you can only carry one at a time. So only the top 1% of snipers in the game who can consistently tag the headshot on sprinting, zigzagging and bunnyhopping targets will maintain kill numbers like what they have now while middle-ground snipers will very likely see a marked decrease. Bad snipers will probably give it up, but I guess that's the intent here anyway.
Why is this so difficult for people to understand?
EDIT: There's an idea, Rattati! Buff the compact nanohive, let us carry 2 instead of just 1. Maybe add an ADV variant of it that lets us carry 2. And 3 at PRO.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Ash Taiga
Vortex State Empire
5
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Posted - 2014.09.09 23:08:00 -
[73] - Quote
I don't post that much but if it's possible for you guys to check my sniper kills or favorite weapon per match you'd know i'm a 100% sniper main unless i run with my corp who i've only been with for about a month or so.
This change is great......for non snipers. The range reduction without buffing base damage is too overwhelming even for a really skilled sniper. Headshots are so incredibly difficult on a moving target and we will be so much closer now. The charge already had a huge drawback in that if you missed or didn't get the kill, the target had a nice window to find cover or escape, plus now they will know your location. Now it only has 3 rounds which in my opinion will make this gun almost unusable at 450 range. Because of the reduced range it actually matters if you can OHK somebody. If you can't, they will know where you are and you will actually be reachable now. Basically the charged was double nerfed because now you can only miss 1 body shot in between an already long charge time or else you will definitely lose the kill and that's on non tank armored medium suits and below. If you had significantly buffed it's base damage it'd be a different story but as of now it has the same damage , lower range, less rounds and overall ammo capacity.
I think you have placed too much of the balancing on headshots. The vibe im getting from CCP at the moment is: "All the nerfs will be ok as long as we buff headshot damage". It's like you have 4-5 nerfs and then added 1 buff to compensate and this is all on the first hotfix for them. I know a lot of people who claim to snipe very often think this is a really good change but coming from someone who truly snipes in 90% of their matches i think you will see a lot less snipers or just see redline snipers who can only start racking up kills when their team is being redlined and the enemy is so aggressive they are close enough to hit from the redline. We need only a slight headshot modifier and a little more base damage for this to still be viable for the actual snipers in this game at closer range. |
Taipaen
Loose Cannon Security
23
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Posted - 2014.09.09 23:11:00 -
[74] - Quote
Fox Gaden wrote: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.
I've done this quite a bit, just not much in the past few months. The extra danger and challenge of battlefield sniping is what makes it fun for me. I've had quite a few targets return fire with a combat or rail rifle if the first shot didn't kill them. The pay-off is knowing the recently deceased target is looking at a death screen and wondering how the heck a sniper got THAT close to him.
BTW, I liked your sniper guides, Fox. Very helpful when during my early days. |
Zindorak
1.U.P
888
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Posted - 2014.09.09 23:14:00 -
[75] - Quote
Um what are the current ranges?
Pokemon master!
I suck at Tekken lol
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S-PANZA
Expert Intervention Caldari State
66
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Posted - 2014.09.09 23:32:00 -
[76] - Quote
Zindorak wrote:Um what are the current ranges?
If your not reading the entire thread...make an effort to read post #1.
Edit: right now theyre 600m. |
Iron Wolf Saber
Den of Swords
16393
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Posted - 2014.09.10 00:03:00 -
[77] - Quote
Right-wing Extremist wrote:
That's with Charge after hotfix as it stands, if I'm understanding you correctly?
If so... I'll eat a 200m range nerf for the power to actually kill heavies with my Charge SR. Sure. That ammo capacity nerf is bloody draconian, though.
Charge under purposed on headshot damage
Charge also does 517.4 body shot against armor under maximum conditions before resistances are applied and 409.1 neutral/raw damage
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Miokai Zahou
WarRavens Capital Punishment.
387
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Posted - 2014.09.10 00:13:00 -
[78] - Quote
I'm sorry but as a sniper this is going to be very bad 'fix' for us considering you are basically turning a long range weapon into a over glorified long rifle.
If you want to encourage urban snipering then you will need to and these features into delta:
- reduce swaying while standing - remove swaying while crouch zoomed - increase sniper damage by 10/15% at the least (not thales) - tactical sniper needs to have the sound it makes decreased (encourages actually urban sniping)
Everything else seems fair ONLY if you actually introduce a buff to sniper rifles... All I see is a lot of nerfs and almost impossible head shot bonuses while trying to be 'up close and personal'.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.10 00:22:00 -
[79] - Quote
Right-wing Extremist wrote:Tyjus Vacca wrote:nano hives Read the thread. Nanohives give away your position, promoting the use of compacts, more easily concealed behind terrain features. Compacts are also very limited. They don't give you much. We're have a meta right now where we can't OHK anything that even attempts a tank, not even a light frame with plates. We're being given a new meta where we can kill, but only with headshots. So we have to go for the headshot. So we'll miss much more frequently. So we'll run out of ammo more frequently. So our compact nanohives will be exhausted sooner. And unlike regular hives, you can only carry one at a time. So only the top 1% of snipers in the game who can consistently tag the headshot on sprinting, zigzagging and bunnyhopping targets will maintain kill numbers like what they have now while middle-ground snipers will very likely see a marked decrease. Bad snipers will probably give it up, but I guess that's the intent here anyway. Why is this so difficult for people to understand? EDIT: There's an idea, Rattati! Buff the compact nanohive, let us carry 2 instead of just 1. Maybe add an ADV variant of it that lets us carry 2. And 3 at PRO.
Badly placed nano hives give up your position ..... just hide them, but I do like the Idea of meta lvls for compact nano hives
so commandos are good now O_o
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DarthMcFizzle
MOOSE-KNUCKLEz CLAN
115
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Posted - 2014.09.10 00:24:00 -
[80] - Quote
Fox Gaden wrote:In all my time Sniping I never had a Thale drop for me. Ignorance is bliss. I will not know what I am missing. Been sniping for over a year and have only gotten three, I know your feels.
Dibs on your isk
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.10 00:33:00 -
[81] - Quote
Right-wing Extremist wrote:Ah. You were talking post hotfix. I was talking current meta. Thought you were defending the nerf by saying it's OP as it is, OHKing heavies. Misunderstanding. Appia's still right and you're still wrong though
Idk forge guns force you to play very stationary, idc how good you are your gonna need to slow down to get an accurate shot off on infantry, plus they are really predictable you can literally see them charging...... I literately dance while their shooting and just pop shot them while they're charging , or just get out of range either one works......... p.s. I'm never wrong, except when I'm not right =P
so commandos are good now O_o
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 00:55:00 -
[82] - Quote
Tyjus Vacca wrote:Badly placed nano hives give up your position ..... just hide them, but I do like the Idea of meta lvls for compact nano hives Here, since you're too lazy to read the thread before you start running your jib.
Right-wing Extremist wrote:Fox Gaden wrote:Yeah, most people donGÇÖt get 15 kills before having to find more ammo with the Burst HMG either. Potential kills and Expected kills are not the same thing.
When I sniped I used a standard NanoHive much of the time, unless I had fitting issues, but I placed it about 20m behind my position behind a ridge or wall so it would not give away my position.
Are you saying you expect to be able to sit in the same spot for the entire game without moving?
You seem to have read me as saying I'm sitting on top of my compact. On Line Harvest, I have sat between the humps on top of Charlie, looked toward the south end of the map at the ridge in the enemy red line, and seen the huge bloom of a nanohive. I look through the scope and find that this hive is behind the ridge. I should not be able to see it at all. Yet, when not aiming through the scope, I see it plain as day. Remarking this as an odd rendering glitch, I went back to the scope and within moments found my target, a sniper in a gk.0 Logi something like 40m from the nanohive.
I use compacts because I don't want to be caught out like that by an enemy sniper, FGer, Rail Tank or Assault Dropship. I see "well hidden" nanohives ALL THE TIME, from far across the map, because for some reason CCP decided that those can render at 500m but the actual terrain can't.
"Look over there! Is that a nanohive or an uplink? I dunno, lemme look through the scope! Huh, that's weird. All I see is rocky landscape. Lemme put the scope down... yes, there it is again! I know I'm not crazy! I'd better track along that ridge with the scope and see what I can spy with my little eye.
Oh, look! A sniper!
+50
If he'd been using a compact, I wouldn't have noticed the much smaller shining dome of effect from so far away. Maybe that'll teach him not to be so brazen."
This dramatization brought to you by Pale-eye Enterprises, LLC.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:02:00 -
[83] - Quote
Tyjus Vacca wrote:Right-wing Extremist wrote:Ah. You were talking post hotfix. I was talking current meta. Thought you were defending the nerf by saying it's OP as it is, OHKing heavies. Misunderstanding. Appia's still right and you're still wrong though Idk forge guns force you to play very stationary, idc how good you are your gonna need to slow down to get an accurate shot off on infantry, plus they are really predictable you can literally see them charging...... I literately dance while their shooting and just pop shot them while they're charging , or just get out of range either one works......... p.s. I'm never wrong, except when I'm not right =P Every time I'm on top of a tower and I get forged, I'm crouched stationary (because I bloody well HAVE to be to try and catch the headshot) and the FGer is making figure eights with his DS3. He'll miss me twice before I finally tag the first headshot. Then he hits. Or he misses again and ducks behind something to reload and let his shield hp regen. Pops back out, figure 8, I try to tag a headshot again, what a surprise, that was just a bodyshot (or a miss altogether), blinded by the flash from the FG near-miss, much of my shield HP gone from splash damage - whew, that was close! I'd better kill this g-
Clone terminated. Some dude His corp Militia Forge Gun - 249m Remaining Shield - all of it :: Remaining Armor - most of it Damage dealt - enough to kill me 3 times over, on a body shot
Forge gunners can cry me a river. I've NEVER shot at a stationary FGer, except when I've killed them. Which is to say, the only FGer a sniper's going to beat in a duel is the one that DOES stand still like an idiot and LET the sniper headshot them 2 or 3 times. I haven't seen one of THOSE unicorns in a long, long time.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1719
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Posted - 2014.09.10 01:05:00 -
[84] - Quote
Confused on this part.
CCP Rattati wrote:Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR)
CCP Rattati wrote:We do not want to touch stability, sway, nor accuracy in this pass, so please refrain from posting such comments.
Am I reading that tacs will be able to fire from standing, or am I simply misreading?
Shoot Scout with yes.
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:05:00 -
[85] - Quote
Iron Wolf Saber wrote:The varitey of other buffs presented are not going into effect until we see the effect of these changes to prevent making a god gun off the bat. After all lots of the changes will change player behavior and that cannot be predictively measured in numbers. What "other buffs"? Was there something in the Narrative thread that I missed? Because Rattati doesn't mention any buff beyond putting the headshot modifier where it should be in the OP of this thread. All he mentions are range and zoom nerfs. What are these 'variety of other buffs presented'?
EDIT: If I did in fact miss something, I'll go look for it - but nothing was linked to the barbershop so I might just not know that something better than the situation described here is on the table.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
894
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Posted - 2014.09.10 01:10:00 -
[86] - Quote
CCP Rattati wrote: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.
I don't know if you know this but the zoom in the game is terrible. Head shots are almost impossible with a DS3.
Sagaris lover!!!
Commando <3
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CCP Rattati
C C P C C P Alliance
6874
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Posted - 2014.09.10 01:12:00 -
[87] - Quote
Right-wing Extremist wrote:Iron Wolf Saber wrote:The varitey of other buffs presented are not going into effect until we see the effect of these changes to prevent making a god gun off the bat. After all lots of the changes will change player behavior and that cannot be predictively measured in numbers. What "other buffs"? Was there something in the Narrative thread that I missed? Because Rattati doesn't mention any buff beyond putting the headshot modifier where it should be in the OP of this thread. All he mentions are range and zoom nerfs. What are these 'variety of other buffs presented'? EDIT: If I did in fact miss something, I'll go look for it - but nothing was linked to the barbershop so I might just not know that something better than the situation described here is on the table.
In my OP and replies, we do mention sway and further changes.
We are also increasing normal damage on tactical and normal snipers.
"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
6874
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Posted - 2014.09.10 01:14:00 -
[88] - Quote
Alena Ventrallis wrote:Confused on this part. CCP Rattati wrote:Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR)
CCP Rattati wrote:We do not want to touch stability, sway, nor accuracy in this pass, so please refrain from posting such comments.
Am I reading that tacs will be able to fire from standing, or am I simply misreading?
You can still stand and shoot with max skills, at a somewhat good efficiency. In Delta it might be a little more of move, crouch and shoot to be honest. We want to see first how it pans out in Delta, collect data, and then maybe decrease sway on the TacSR to fit the role better.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Iron Wolf Saber
Den of Swords
16396
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Posted - 2014.09.10 01:15:00 -
[89] - Quote
Right-wing Extremist wrote:Iron Wolf Saber wrote:The varitey of other buffs presented are not going into effect until we see the effect of these changes to prevent making a god gun off the bat. After all lots of the changes will change player behavior and that cannot be predictively measured in numbers. What "other buffs"? Was there something in the Narrative thread that I missed? Because Rattati doesn't mention any buff beyond putting the headshot modifier where it should be in the OP of this thread. All he mentions are range and zoom nerfs. What are these 'variety of other buffs presented'? EDIT: If I did in fact miss something, I'll go look for it - but nothing was linked to the barbershop so I might just not know that something better than the situation described here is on the table.
The accuracy sway and base damage buff namely but like I said little at a time and not to much all at once.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Right-wing Extremist
Nos Nothi
1062
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Posted - 2014.09.10 01:16:00 -
[90] - Quote
CCP Rattati wrote:In my OP and replies, we do mention sway and further changes.
We are also increasing normal damage on tactical and normal snipers. Ah, so not JUST headshot damage (except on the Charge and Thale's). That's more reasonable. I failed to understand that from the OP - my apologies.
I hope you caught the suggestion about tiered Compact nanohives (my original suggestion was to allow ADV and PRO compacts to carry 2 and 3 hives respectively, but an increase in nanite clusters would be equally nice - one or the other, not both, I'm not trying to be greedy here).
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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