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Thread Statistics | Show CCP posts - 12 post(s) |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1719
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Posted - 2014.09.10 01:24:00 -
[91] - Quote
CCP Rattati wrote: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. Awesome, thanks. Hope you do remove the sway while standing for tac snipers. My Commando cko will thank you immensely. :)
Shoot Scout with yes.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2302
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Posted - 2014.09.10 02:20:00 -
[92] - Quote
Right-wing Extremist 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...
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. Great idea!
Maybe make it even give a small clip size bonus so that it'd be viable with other weapons as well
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2302
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Posted - 2014.09.10 02:22:00 -
[93] - Quote
Anmol Singh wrote: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. Disagree. All i hit is head shots lol
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.10 02:23:00 -
[94] - Quote
Right-wing Extremist wrote: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.
if you cant hit him just move out of his range.....he literally has no chance of hitting you past 250 meters....and if your crouched of course hes gonna hit you try strafing
sniper changes !!? O_o
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1719
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Posted - 2014.09.10 02:50:00 -
[95] - Quote
Tyjus Vacca wrote:Right-wing Extremist wrote: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. if you cant hit him just move out of his range.....he literally has no chance of hitting you past 250 meters....and if your crouched of course hes gonna hit you try strafing You're not familiar with how sniper rifles work, are you?
Shoot Scout with yes.
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Appia Vibbia
3762
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Posted - 2014.09.10 03:01:00 -
[96] - Quote
Alena Ventrallis wrote: You're not familiar with how sniper rifles work, are you?
lol, Tyjus is just an excellent example of a player that hates camping. Regardless of having a significant impact on the game or not he'd rather run around and quick scope than run overwatch.
Most maps are limited on where you can actually get a good angle off, especially since they removed the ability to sit atop the obelisks, so any forge gun user sitting atop a flat surface is virtually untouchable now due to the distance away any locations that are close to level with a building they sit on.
Personal Theme Song
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.10 03:35:00 -
[97] - Quote
Appia Vibbia wrote:Alena Ventrallis wrote: You're not familiar with how sniper rifles work, are you?
lol, Tyjus is just an excellent example of a player that hates camping. Regardless of having a significant impact on the game or not he'd rather run around and quick scope than run overwatch. Most maps are limited on where you can actually get a good angle off, especially since they removed the ability to sit atop the obelisks, so any forge gun user sitting atop a flat surface is virtually untouchable now due to the distance away any locations that are close to level with a building they sit on.
but thats how you beat forges you have to be aggressive... or just out-range them
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
267
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Posted - 2014.09.10 03:37:00 -
[98] - Quote
Alena Ventrallis wrote: You're not familiar with how sniper rifles work, are you?
they shoot people with alot of dmg.... thats about all I need to know
sniper changes !!? O_o
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CCP Rattati
C C P C C P Alliance
6888
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Posted - 2014.09.10 04:35:00 -
[99] - Quote
Right-wing Extremist wrote: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).
Wouldn't a lower nanite consumption on sniper rifles also work?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Apocalyptic Destroyer
RestlessSpirits
124
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Posted - 2014.09.10 05:14:00 -
[100] - Quote
Overall, you must remember that the Thales must remain superior ! As it is an Officer weapon. Otherwise there would be no use for it and we would need another Officer Variant.
~R1P
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Soraya Xel
Abandoned Privilege Top Men.
3359
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Posted - 2014.09.10 05:42:00 -
[101] - Quote
Apocalyptic Destroyer wrote:Overall, you must remember that the Thales must remain superior ! As it is an Officer weapon. Otherwise there would be no use for it and we would need another Officer Variant.
It is still beastly at damage. The zoom level is game-breaking. Thale's could always be buffed in terms of clip, rate of fire, etc. But the zoom level has absolutely got to go. As someone largely pushing for sniper buffs, that is one nerf I strongly stand firm on.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Right-wing Extremist
Nos Nothi
1066
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Posted - 2014.09.10 06:16:00 -
[102] - Quote
Tyjus Vacca wrote:if you cant hit him just move out of his range.....he literally has no chance of hitting you past 250 meters....and if your crouched of course hes gonna hit you try strafing Now I know you're trolling. "Try strafing". With my sniper rifle. When I NEED consecutive headshots to kill him. Snipers don't have the luxury of strafing, you idiot.
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
1066
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Posted - 2014.09.10 06:26:00 -
[103] - Quote
CCP Rattati wrote:Right-wing Extremist wrote: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). Wouldn't a lower nanite consumption on sniper rifles also work? YES! I don't know what the numbers are on nanite consumption vs. nanite clusters in a hive. But right now, the compact hive gives me 26 founds and then 21 rounds if I use only my Charge SR. So, that's two full loads minus one clip, with the clip size of 5 and my skill level's 21 rounds in reserve to start. Altogether, with a compact hive and not running down to a supply depot, that's 73 shots total.
New clip size of Charge SR being 3, with 15 in reserve to start (base, dunno what it would be with my skills, probably 16?)
Eh... as I type this, it occurs to me that if nanite consumption is UNchanged, then the compact should still give me around the same total number of shots... I would just have to run to it more often. So on the one hand, there's a solid argument to be made against altering the nanite consumption. On the other hand, with such great emphasis being placed on headshots in HF Delta, it's inevitable that most of us are going to miss much, much more often -> more wasted ammo -> need more benefit from compact hives.
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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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
58
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Posted - 2014.09.10 06:51:00 -
[104] - Quote
I really like the new head shot multiplier nice work on that
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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shaman oga
Nexus Balusa Horizon
2808
|
Posted - 2014.09.10 08:29:00 -
[105] - 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. That is not true, render distance seems to be the same on all SR, the problem is that with non-Thale SR the zoom level is miserable and you can't see nothing.
Instead of nerf all zoom, CCP should buff all zoom and problem would be solved.
I don't care to shoot people at 600 meters but i would like to see them with a good magnification, afterall it's a sniper rifle not a DMR.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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George Moros
RestlessSpirits
413
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Posted - 2014.09.10 08:51:00 -
[106] - Quote
From what I could gather of Rattati's input, it seems to me that the charge variant is going to be the least used. Standard version has the best range and receives a damage buff, so I suppose it will be the most used variant for all tower and redline snipers (yes, redline snipers aren't going away after delta - if you believe the contrary you are sorely mistaken). The tactical variant may see some good use, especially on Cal. commandos in a RR + TacSR combo. The charge however, seems like the worst choice. No base damage buff, and with the new orientation towards headshot bonus, the charge is going to be the most difficult to use. If you miss with the charge, you will get the fewest chances to correct. Combine this with the fact that you can be outranged by the standard version, and you get a pretty lousy weapon.
With all that in mind, here's my (counter)proposal to Rattati's OP:
I believe that the new headshot orientation for SRs is not necessarily a bad move. However, I think that headshots shouldn't be the only option for successful sniping. Getting headshots may prove to be so difficult task that no amount of headshot damage bonus could compensate. And since there are three sniper rifle variants this could be remedied and also allow for several different approaches to sniping, making the role more versatile and customizable.
Therefore,
Sniper rifle: I think the proposed change seems a solid choice for the "headshot sniper". With the longest range, it would allow it's user most safety to go for those hard-to-get, but immensely rewarding headshots.
Tactical sniper: This could be the closest thing to a DMR, but it's currently not clear just how much ROF, clip size and ammo it will get. If it would be possible to eliminate sway while standing (still, of course), this could be a very interesting weapon. However, to differentiate it further from the standard SR, I think it should have even less range (300m), less headshot bonus (200%), but allow for less static gameplay and making quick successive shots. Sort of a TacAR on steroids.
Charge sniper: This one would be the "bodyshot sniper". By this I mean very small headshot bonus (if any at all), but massive base damage. By "massive" I mean being able to OHK any scout suit, and even poorly (or cheaply) tanked mediums. By no means should the charge SR be able to OHK proto, or even solidly tanked advanced mediums, and my proposed small (or non-existant) headshot bonus would be a guarantee for that. If this variant proves to be OP, or the next "redline favorite", it's range could be further nerfed to 350m, but I think it should retain it's massive base damage.
So, there you have it. Three very different sniper rifles, each allowing for a distinctive approach to sniping.
Whaddaya think?
P.S. I also think that the charge variant should be introduced at advanced level, not just proto.
Pulvereus ergo queritor.
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Tech De Ra
Electronic Sports League
764
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Posted - 2014.09.10 10:08:00 -
[107] - Quote
Quote:
YES! I don't know what the numbers are on nanite consumption vs. nanite clusters in a hive.
wpn_sniperrifle_ca_adv mTotalAmmoNanitesCost = 16
eqp_nanohive_std_compact mStoreOfNanites = 25
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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Iron Wolf Saber
Den of Swords
16404
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Posted - 2014.09.10 11:50:00 -
[108] - Quote
George Moros wrote:From what I could gather of Rattati's input, it seems to me that the charge variant is going to be the least used. Standard version has the best range and receives a damage buff, so I suppose it will be the most used variant for all tower and redline snipers (yes, redline snipers aren't going away after delta - if you believe the contrary you are sorely mistaken). The tactical variant may see some good use, especially on Cal. commandos in a RR + TacSR combo. The charge however, seems like the worst choice. No base damage buff, and with the new orientation towards headshot bonus, the charge is going to be the most difficult to use. If you miss with the charge, you will get the fewest chances to correct. Combine this with the fact that you can be outranged by the standard version, and you get a pretty lousy weapon.
With all that in mind, here's my (counter)proposal to Rattati's OP:
I believe that the new headshot orientation for SRs is not necessarily a bad move. However, I think that headshots shouldn't be the only option for successful sniping. Getting headshots may prove to be so difficult task that no amount of headshot damage bonus could compensate. And since there are three sniper rifle variants this could be remedied and also allow for several different approaches to sniping, making the role more versatile and customizable.
Therefore,
Sniper rifle: I think the proposed change seems a solid choice for the "headshot sniper". With the longest range, it would allow it's user most safety to go for those hard-to-get, but immensely rewarding headshots.
Tactical sniper: This could be the closest thing to a DMR, but it's currently not clear just how much ROF, clip size and ammo it will get. If it would be possible to eliminate sway while standing (still, of course), this could be a very interesting weapon. However, to differentiate it further from the standard SR, I think it should have even less range (300m), less headshot bonus (200%), but allow for less static gameplay and making quick successive shots. Sort of a TacAR on steroids.
Charge sniper: This one would be the "bodyshot sniper". By this I mean very small headshot bonus (if any at all), but massive base damage. By "massive" I mean being able to OHK any scout suit, and even poorly (or cheaply) tanked mediums. By no means should the charge SR be able to OHK proto, or even solidly tanked advanced mediums, and my proposed small (or non-existant) headshot bonus would be a guarantee for that. If this variant proves to be OP, or the next "redline favorite", it's range could be further nerfed to 350m, but I think it should retain it's massive base damage.
So, there you have it. Three very different sniper rifles, each allowing for a distinctive approach to sniping.
Whaddaya think?
P.S. I also think that the charge variant should be introduced at advanced level, not just proto.
Charge sniper is already the body shotter hence its attraction currently.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1790
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Posted - 2014.09.10 11:56:00 -
[109] - Quote
CCP Rattati wrote: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
These ranges mean they can still touch the objective from the redline on the majority of maps. So the only real change is to turn headshots into OHKs. Bear in mind that a lot of snipers put themselves on towers, so they get headshots for free. Who is going to bother to run ground infantry when they get OHKed at the drop of a hat?
Quote: 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.
So 'proper range progression' is:
Touching distance - OHK (charged nova knife) Short range - 1 or 2 shot kill (shotgun) Mid range - multishot kill with moderate initial DPS (most rifles) Long range - multishot kill with low initial DPS (laser rifle) Extra long range - OHK (charge sniper rifle)
Spot the outlier... |
Cat Merc
Onslaught Inc RISE of LEGION
12084
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Posted - 2014.09.10 11:59:00 -
[110] - Quote
Looks solid, waiting for the QQ once the patch is out, regardless of the side it is coming from.
Feline overlord of all humans - CAT MERC
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George Moros
RestlessSpirits
414
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Posted - 2014.09.10 12:05:00 -
[111] - Quote
Iron Wolf Saber wrote: Charge sniper is already the body shotter hence its attraction currently.
Current charge sniper has a range of 600m. Reducing the range to 400m (or even 350) will make the rifle lose much of it's "allure". Especially if it exists only in a 47k ISK proto variant (which I'm against). Also, body shotter or not, if you score a headshot with a (current) charge, you'll OHK almost everything but a heavy. This is not what I'm proposing.
I'm simply against the idea that all snipers should so heavily rely on headshots to be effective. AFAIC, standard variant could be made as a "body shotter", and charge as a "head shotter". As long as people have the option to choose what suits them best, this balancing of sniper rifles can only make the game better and more interesting.
Pulvereus ergo queritor.
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George Moros
RestlessSpirits
414
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Posted - 2014.09.10 12:46:00 -
[112] - Quote
Ryme Intrinseca wrote: So 'proper range progression' is:
Touching distance - OHK (charged nova knife) Short range - 1 or 2 shot kill (shotgun) Mid range - multishot kill with moderate initial DPS (most rifles) Long range - multishot kill with low initial DPS (laser rifle) Extra long range - OHK (charge sniper rifle)
Spot the outlier...
If only things were so simple as you try to make them be...
Pulvereus ergo queritor.
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Keeriam Miray
R 0 N 1 N
345
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Posted - 2014.09.10 12:56:00 -
[113] - Quote
i know for sure 2 things:
1 - there still be immune for counter-sniping redline sumo-snipers 2 - without changes to maps, there isn't way to somehow balance sniping
CCP Rattati wrote:We are also increasing normal damage on tactical and normal snipers.
Iron Wolf Saber wrote: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
So those numbers are invalid for Charge right? Also calmando is not a sniper suit, it's just only suits that has extra bonuses dor SR.
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Tech De Ra
Electronic Sports League
765
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Posted - 2014.09.10 15:23:00 -
[114] - Quote
Quote:Also calmando is not a sniper suit, it's just only suits that has extra bonuses for SR.
So what you're saying is, the calmando makes a high damage long range weapon even higher damage
So it can be used as a sniper suit
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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Keeriam Miray
R 0 N 1 N
345
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Posted - 2014.09.10 17:11:00 -
[115] - Quote
Tech De Ra wrote:Quote:Also calmando is not a sniper suit, it's just only suits that has extra bonuses for SR. So what you're saying is, the calmando makes a high damage long range weapon even higher damage So it can be used as a sniper suit
As a sniper tank suit, more HP, more dmg, faster reload speed, ability to defend himself. Simply CCP forcing to skill into certain suits or weapons to be viable at chosen role. Forcing players into godmode combo of sumo sniper + lav, we will see that alot after Delta, wannabe sniper tourists with very few kills.
Like Appia said, forge gun sniping + lav is more viable as sniper, counter sniper, AV & more rewarding than using any sniper rifle with any suit.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2223
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Posted - 2014.09.10 17:45:00 -
[116] - Quote
Liking what the proposals do for the midrange sniper game.
Snipers will still be able to operate from within the redline, but also will become much more vulnerable to scramblers, rails, minja, SG scouts, DS and FG heavies.
This is a worthy attempt to bring relevance and engagement to the sniper role, but we're really being pushed around by the game mechanics here. These proposals would be very different if there was no redline - we're being forced to twist snipers into something they're not.
PSN: RationalSpark
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Soraya Xel
Abandoned Privilege Top Men.
3375
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Posted - 2014.09.10 19:38:00 -
[117] - Quote
shaman oga wrote:Instead of nerf all zoom, CCP should buff all zoom and problem would be solved.
No, because with the buffed zoom, all snipers would be impossible to find except by other snipers. That's the problem with the Thale's zoom. It allows Thale's to effectively snipe from way too far out.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1720
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Posted - 2014.09.10 19:57:00 -
[118] - Quote
Soraya Xel wrote:shaman oga wrote:Instead of nerf all zoom, CCP should buff all zoom and problem would be solved. No, because with the buffed zoom, all snipers would be impossible to find except by other snipers. That's the problem with the Thale's zoom. It allows Thale's to effectively snipe from way too far out. Not the problem at all. The problem is snipers have too much range, and the Thale's zoom can use more of this range than the other rifles, because of the zoom. In other words, since all snipers have 600m range, all snipers are therefore equal in terms of how far away they can kill. However, the Thale's can kill from farther away easier because of it's zoom. But the zoom does not magically give it more range than the other snipers, it simply can take better advantage of that range.
If we cut range down to 400m, it doesn't matter how much zoom the Thale's has, the shots will only go 400m.
Shoot Scout with yes.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
447
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Posted - 2014.09.10 21:01:00 -
[119] - Quote
George Moros wrote:Iron Wolf Saber wrote: Charge sniper is already the body shotter hence its attraction currently.
Current charge sniper has a range of 600m. Reducing the range to 400m (or even 350) will make the rifle lose much of it's "allure". Especially if it exists only in a 47k ISK proto variant (which I'm against). Also, body shotter or not, if you score a headshot with a (current) charge, you'll OHK almost everything but a heavy. This is not what I'm proposing. I'm simply against the idea that all snipers should so heavily rely on headshots to be effective. AFAIC, standard variant could be made as a "body shotter", and charge as a "head shotter". As long as people have the option to choose what suits them best, this balancing of sniper rifles can only make the game better and more interesting.
easy there mate, i happen to like the charge as the type of rifle it falls into....
i can almost make do with a lower range given the extra damage to both both base and headshot, i do not want it to become a specific to one or the other, in this proposal it's the sniper style weapon. one shot one kill.
@ rattati please do make the adjustments to nano hives for sniper rifles.
is there any chance of adjusting the ammo skill.. 1 shot per point? only those willing to spend serious sp get extra 5, everyone else might skill to level 3.
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Zindorak
1.U.P
892
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Posted - 2014.09.10 21:22:00 -
[120] - Quote
S-PANZA wrote: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. Ok thanks
Pokemon master!
I suck at Tekken lol
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