Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Keeriam Miray
R 0 N 1 N
345
|
Posted - 2014.09.10 22:02:00 -
[121] - Quote
Soraya Xel wrote: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.
Zoom alows only for better aiming, current zoom lvl alow normal aiming with fair chances for headshots max at 200-250m, beyond 250-300m you barely can see head of zig-zaging infantry. Problem with Thale's is terribad designed maps that was created with no ability of sniping role in mind. New maps & fixes to maps (with removing or blocking ways) only proves that. Players scared to use that very rare weapon, bad game machanics forcing & alows them for brick tanking medium & heavy suits making them immune for counter-sniping. Forcing sniper haters for kamikadze style that alows cheap & unfair revenge.
Snipers should be mosty vulnerable for counter-snipers which make sense & logical. Problem with redline snipers is screen scanning that alows highliting anything within range of weapon (600m) and through solid objects at wide angles, making way too easily for finding and tracking targets. That one of the biggest problem in Dust: - screen scanning - shared squad vision Shared squad vision should be availible only by active scanners.
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
|
Necalli XIBALBA
Crows Assassins
3
|
Posted - 2014.09.10 23:30:00 -
[122] - 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.
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.
They don't care over at CCP! It's their way or the highway! |
Meee One
Hello Kitty Logistics
1122
|
Posted - 2014.09.11 03:01:00 -
[123] - Quote
The changes look good. From the little i've tried the current sniper mechanics.
But what about those domination maps that are extremely small,but have large redline zones?
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
|
Iron Wolf Saber
Den of Swords
16404
|
Posted - 2014.09.11 03:34:00 -
[124] - 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.
Dunno the tactical seems to rely more on its RoF from what I am seeing.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
|
Jathniel
G I A N T
1162
|
Posted - 2014.09.11 03:47:00 -
[125] - 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!
Psh... these are basically MY recommendations... minus the sway balances. No credit is ever given. lol
You say, you're not touching stability, sway, nor accuracy... that may be fine and dandy with the normal and charge sniper, but if you bring the tactical sniper up close as a dmr, with a higher rof, and you DO NOT add a proper recoil penalty... it WILL become the next FOTM.
I guarantee it.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
Jathniel
G I A N T
1162
|
Posted - 2014.09.11 03:50:00 -
[126] - Quote
Iron Wolf Saber wrote: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. Dunno the tactical seems to rely more on its RoF from what I am seeing.
The tactical is going to be the new favorite.
We can say "shut up about the sway" as much as we want, but if it is going to be a weapon suitable for closer ranges with higher rate of fire. It will need a damage nerf, and a proper kick penalty.
I'd say bring it's rof and damage more in line with the bolt pistol. It will need to have good recoil behind every shot to prevent it from becoming fotm.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
Jathniel
G I A N T
1162
|
Posted - 2014.09.11 03:58:00 -
[127] - 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.
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.
Ranges will be fine for the most part. You'll still have SOME redline snipers on some maps.
But actual sniper-play isn't going to be hurt very much by the new ranges.
The tactical is definitely going to be the new favorite. I am *SUPER* scared that the tactical sniper will be the next FOTM. Like, HELLA scared.
An out-of-control sniper rifle would be far nastier than ANY OP weapon that we have EVER had.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
George Moros
RestlessSpirits
415
|
Posted - 2014.09.11 05:06:00 -
[128] - Quote
Snake Sellors wrote: 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.
As I understood Rattati's input, Charge doesn't receive any base damage buff. But maybe I'm wrong. Anyway, I think we should be very careful with the OHK doctrine here. If the charge (or any sniper) will allow for OHKs of some fancy proto assaults or even heavies, I think you'll see a new avalanche of rage against snipers. You have to understand that the primary cause of sniper hate is not that snipers are OP. It's the fact that snipers kill "out of the blue", and you "can't fight back".
Snake Sellors wrote: @ 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.
If you make the ammo skill give you 1 shot per point, won't that be unfair to tactical sniper users?
Pulvereus ergo queritor.
|
George Moros
RestlessSpirits
415
|
Posted - 2014.09.11 06:03:00 -
[129] - Quote
Iron Wolf Saber wrote:George Moros wrote:
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.
Dunno the tactical seems to rely more on its RoF from what I am seeing.
Yes, possible. However, even the proposed tactical has it's headshot bonus increased. Everything in the proposed changes seem to shout "go for the headshot".
Look, I don't know how much experience you have in sniping (quite possibly, more than me), but I'm gonna say this anyway: In practice, it is extremely difficult to get reliable headshots (unless you're on some tower, more/less directly above your targets). You may get lucky with headshots in pubs, where you can probably find more noobs who will stand still for longer periods of time, but in PC (which is supposed to be the yardstick for any serious balancing) I doubt that anyone won't constantly wiggle around. Especially when they'll know that a headshot can OHK even their tanked-out proto suit. I worry that snipers will remain a "serious threat" only in pubs and, as far as "real utility" goes, they'll fall in the same category as plasma cannons or ion pistols. Especially when their range gets reduced, and they are forced out of the redline (at least, to some extent). When snipers start to be executed by shotgun scouts in frequent numbers, and once they realize they don't get much more efficiency for the risks they now have to "suffer", I worry that we may witness the death of the role.
But maybe, I'm just plain wrong.
Pulvereus ergo queritor.
|
Ronan Elsword
Opus Arcana Covert Intervention
294
|
Posted - 2014.09.11 07:28:00 -
[130] - Quote
I'll definitely try all the variants out, but I think in the end I'll stick with my Tactical though.
Ode to the days before AA Hipfire was better than ads
|
|
PROPHET HELLSCREAM
UNSVER UNITED
8
|
Posted - 2014.09.11 09:52:00 -
[131] - Quote
George Moros wrote:Iron Wolf Saber wrote:George Moros wrote:
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.
Dunno the tactical seems to rely more on its RoF from what I am seeing. Yes, possible. However, even the proposed tactical has it's headshot bonus increased. Everything in the proposed changes seem to shout "go for the headshot". Look, I don't know how much experience you have in sniping (quite possibly, more than me), but I'm gonna say this anyway: In practice, it is extremely difficult to get reliable headshots (unless you're on some tower, more/less directly above your targets). You may get lucky with headshots in pubs, where you can probably find more noobs who will stand still for longer periods of time, but in PC (which is supposed to be the yardstick for any serious balancing) I doubt that anyone won't constantly wiggle around. Especially when they'll know that a headshot can OHK even their tanked-out proto suit. I worry that snipers will remain a "serious threat" only in pubs and, as far as "real utility" goes, they'll fall in the same category as plasma cannons or ion pistols. Especially when their range gets reduced, and they are forced out of the redline (at least, to some extent). When snipers start to be executed by shotgun scouts in frequent numbers, and once they realize they don't get much more efficiency for the risks they now have to "suffer", I worry that we may witness the death of the role. But maybe, I'm just plain wrong.
You`re wrong ... and when in the fire i just need that buff on damage... all the other specs of the TAC SR can be the same. For some maps less shots to be detected the better!
Hobby: Headshot on cloaked units
|
Snake Sellors
Hellstorm Inc General Tso's Alliance
449
|
Posted - 2014.09.11 12:04:00 -
[132] - Quote
George Moros wrote:Snake Sellors wrote: 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.
As I understood Rattati's input, Charge doesn't receive any base damage buff. But maybe I'm wrong. Anyway, I think we should be very careful with the OHK doctrine here. If the charge (or any sniper) will allow for OHKs of some fancy proto assaults or even heavies, I think you'll see a new avalanche of rage against snipers. You have to understand that the primary cause of sniper hate is not that snipers are OP. It's the fact that snipers kill "out of the blue", and you "can't fight back". Snake Sellors wrote: @ 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.
If you make the ammo skill give you 1 shot per point, won't that be unfair to tactical sniper users?
I doubt it would.. they will already have more ammo and bigger clips. Not to mention that they can also skill into that and get their extra 5 bullets. And as I expect it would effect reserves then it wouldn't be game breaking. Something needs to be done about the skill at the moment it gives 15% at level 5. 15% of 15 is two bullets. Not really worth the cost in sp.
As for the charge being unable to counter. It has less range the standard variants, less fire rate, less ammo capacity, less clip capacity and requires charging between shots. The out of the blue bit, all snipers will be able to do that. Even that tac it will fire five rounds faster than a charge will shoot 2. From 300m away.
Last I saw of the details based damage is going up on all of them, it's just a matter of how much that separates the various weapons |
zzZaXxx
Vengeance Unbound
500
|
Posted - 2014.09.11 13:44:00 -
[133] - Quote
Rattati, how did you land on 350, 400, 450 meters effective range? Can you help us visualize that? What's an example from one of the maps of a distance of 400m? Like between sockets. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2123
|
Posted - 2014.09.11 15:55:00 -
[134] - Quote
Admittedly, I haven't sniped regularly since Chromosome (this is because sniping the way I am used to has never existed in Dust and what I consider an acceptable substitute went away when Manus Peak became Manus Mesa). However, I want to contribute more to the discussion than I have already.
IMHO, all should have the same range and zoom.
Basic SRs Highest Damage Midrange RoF Lowest headshot multiplier
Charge Midrange Damage Slowest RoF Highest headshot multiplier
Tac Lowest Damage Highest RoF Midrange headshot multiplier
Thales should take the best in each category. I also think that there should be a version of each at each tier
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
|
One Eyed King
Land of the BIind
4027
|
Posted - 2014.09.11 16:31:00 -
[135] - Quote
Right-wing Extremist wrote: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. Tyjus is to sniping as Mr. Mustard or Mollerz is to knives.
I don't think he would troll you on this topic brother.
You can always tell a Millford Minja
|
The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
22
|
Posted - 2014.09.11 16:43:00 -
[136] - Quote
I'm pretty sure I'll be ignored or hated for saying this, with nothing in between, but here goes. If you want to eliminate redzone sniping, you should:
1) Increase the graphics fidelity at large distances (eliminate the "invisible hill bug"). 2) INCREASE the sniper's range to enable redzone-to-redzone countersniping.
The only attraction for redzone sniping now is that any potential counter snipers are exposing themselves to all of the other roles in the battlefield. If you make countersniping feasible you will also see the number of snipers dropping dramatically!!!
And before everyone starts hating, isn't it logical for a team that has 1 sniper to lose to one that has none? Besides, that's how it is now in game anyway...
However I must agree with the Thale's having the same zoom as everything else.
P.S. I have also come across this weird "bug" which I think has to do with how the distance ties in to what is displayed by the graphics. In "Line Harvest" (the one with the 6 tall towers), when I was on top of one of the towers I couldn't see a guy sniping from the edge of a tower opposite me, but when I dropped to the base of the tower (longer actual distance: pythagorean theorem) I could. I'm pretty sure it wasn't just me and that it is the actual behaviour of the game. Which, if it is, should be corrected.
P.S.2 I also agree to having a variant of every rifle at every tier. |
Appia Vibbia
3775
|
Posted - 2014.09.11 17:08:00 -
[137] - Quote
zzZaXxx wrote:Rattati, how did you land on 350, 400, 450 meters effective range? Can you help us visualize that? What's an example from one of the maps of a distance of 400m? Like between sockets.
Ashland, the map with the pipeline, from [E] to [D] is about 250m. From red-line to red-line is about 350m
Spine Crescent, the map with the bridge and 2 points near it and an outpost off to the side. From the Red-line to [A] is about 450m. Red line to red line is about 750m on the bridge side, 900 on the outpost side.
Fractrure Road, the map with a giant road and ridge dividing one side from another, the distance between each point on that map is about 350m [D] --> [A] --> [B] --> [C], red-line to red-line is about 1400m
*numbers rounded to the nearest 50
Personal Theme Song
|
Adipem Nothi
Nos Nothi
4842
|
Posted - 2014.09.11 17:51:00 -
[138] - Quote
The Minoan ManiacArchon wrote: And before everyone starts hating, isn't it logical for a team that has 1 sniper to lose to one that has none? Besides, that's how it is now in game anyway...
I find the opposite to be the case. The more bluedots sniping in Skirm or Dom, the more likely we are to lose a match.
Shoot scout with yes.
- Ripley Riley
|
Right-wing Extremist
Nos Nothi
1089
|
Posted - 2014.09.11 18:16:00 -
[139] - Quote
Adipem Nothi wrote:The Minoan ManiacArchon wrote: And before everyone starts hating, isn't it logical for a team that has 1 sniper to lose to one that has none? Besides, that's how it is now in game anyway...
I find the opposite to be the case. The more bluedots sniping in Skirm or Dom, the more likely we are to lose a match. 1 sniper > 6 snipers.
If you see an inordinate number of blueberries setting up to snipe at the very outset of a match, just hit the supply depot, switch to a frontline suit and leave battle. You already know how it's going to go.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
|
Super Sniper95
Remember MAG...
226
|
Posted - 2014.09.11 18:53:00 -
[140] - Quote
I like this changes, I agree with everything. But I think reducing Charge SR clip size its too rude, because you are reducing its ammo capacity already, thats enough.
Or you reduce its clip size retaining ammo capacity, or reduce ammo capacity retaining clip size.
CCP please don't reduce Sniper Rifle range. If you do it I will be sad...
|
|
voidfaction
Nos Nothi
517
|
Posted - 2014.09.11 20:06:00 -
[141] - Quote
The beauty of the range nerf. less viable in redline and towers with heavy suit means less snipers in a match.
Ill be pulling out my cal and gal scout sniper fittings much more after delta. THANK YOU CPP
All the changes are a buff in my eyes. Ammo nerf LOL. less shots needed to kill means less ammo needed. My problem is with less ammo my fast compact resupply and consume wont work as before (FULL sniper resupply and throw 1 nade to consume) CURSE YOU CPP. Now I might be able to get 2 FULL sniper resupplies out of 1 compact forcing me to hide them to get a 2nd use out of them. Can you make a compact hive that resupplies 1/2 of current but comes with 2 I can use with regular and charge sniper. I have a feeling the present compact is going to work great with the TAC. |
Mike De Luca
STOP TRYING TO RECRUIT ME
304
|
Posted - 2014.09.11 22:10:00 -
[142] - Quote
Probably gonna end up trading my charge for a regular sr, but overall I'm kinda liking it. Gonna hold off on final judgements until you have actual damage numbers in mind.
what i think of when charging fg
|
Symbioticforks
Pure Evil.
827
|
Posted - 2014.09.11 22:54:00 -
[143] - Quote
Any serious sniper would no longer use the Charge Sniper Rifle is the clip size was reduced to 3.
It's nonsense, and ruins the gun.
Keep the headshot damage same as standard (they only increased the charge by 25%) for 2 additional bullets in IWS model.
The ability to be a one shot wonder on a headshot, when headshot damage is already being significantly increased is essentially
making the Charge Sniper Rifle, not worth using.
Sniping Dust 514 (video series)
|
Thokk Nightshade
KNIGHTZ OF THE ROUND
489
|
Posted - 2014.09.11 22:59:00 -
[144] - Quote
The range nerf? I'm fine with that. I'm never in the red line anyways. In fact I'm normally hiding in plain sight. I also love the other changes suggested on the whole. It makes Sniping more of a skill and will separate the wheat from the chaff really quickly.
The ONLY thing that I see as an issue has been brought up; the Charge magazine/ammo capacity. 3 Round Mags and a 15 round max capacity when headshots are going to be so pertinent seem like a little too large of a nerf. I'm O.K. with the 3 round mags, but why only 15 rounds total? As has been stated, that requires nanohives. Nanohives stand out like little beacons on the hillside/ground/building/etc. saying "there is a sniper nearby. Find him and kill him." I hide them, of course, but every once in a while I know I am able to see the pulsing even on the backside of a rock or hill. I love your suggestion of not having the Sniper Rifles be so thirsty in draining Nanohives. That way they last that little bit longer and give enough for an extra refill. Of course, I don't know how many Snipers are going to be in one place long enough to be able to use a single nanohive to reload that many times. I have a couple sweet spots on maps where I can get into a little cubby and sit there pretty much the entire match with an overwatch on the Objective in Dom and on multiple Objectives in Skirm, so I know it is possible.
I would propose a slight change to the suggested numbers for Charge; Give us 18 rounds instead of 15 (one extra 3 round mag isn't that big of a difference). The second thing that almost has to be NECESSARY would be to change the ammo capacity skill set on snipers. I'm sorry, but 2 rounds at level 5 (15%) is way to little for the amount of SP people have put into it. 17 rounds vs 15 isn't enough to justify it. My suggestion would be each Level 1-3 gives in Ammo Capacity skill gives 1 extra round and levels 4-5 give 2 extra rounds. With my suggestion, at level 5 the user gets a total of 7 extra rounds. That would put the Charge at 25 total rounds carried (with the base of 18 as I stated), which is right in line with where it is now and still give the Tac SR and other variants enough extra rounds to make it advantageous. This way the people who skill into Snipers will have a decided advantage over the FOTM chasers.
Thokk Kill. Thokk Crush. Thokk Smash.
|
Thokk Nightshade
KNIGHTZ OF THE ROUND
489
|
Posted - 2014.09.11 23:06:00 -
[145] - Quote
Symbioticforks wrote:Any serious sniper would no longer use the Charge Sniper Rifle is the clip size was reduced to 3.
It's nonsense, and ruins the gun.
Keep the headshot damage same as standard (they only increased the charge by 25%) for 2 additional bullets in IWS model.
The ability to be a one shot wonder on a headshot, when headshot damage is already being significantly increased is essentially
making the Charge Sniper Rifle, not worth using.
I defer to you when it comes to all things Sniper, but I have to ask. With rapid reload at 5, as long as we get an increased total amount of ammo carried, is the 3 round magazine going to be that much of a deterrent? You can get reloaded in about , what, 4 seconds or less? With the headshot bonus giving the ability to basically OHK anything on the field short of a fully tanked Amarr Sent, the need for the larger magazines shouldn't be quite as essential. What do you think of my proposal, but adding in a change to magazine capacity per skill level as well? Maybe level 3 gets 1 extra round and level 5 gets 2 extra rounds per magazine? That would mean those Snipers who have skilled into it get an extra advantage in addition to total ammo carried.
Thokk Kill. Thokk Crush. Thokk Smash.
|
Symbioticforks
Pure Evil.
828
|
Posted - 2014.09.12 00:03:00 -
[146] - Quote
I know what I want to say, but how to say it..
Current Review : Charge Sniper Rifle
The most viable sniper rifle at consistently killing infantry if you're a rather accurate marksman. For those who miss more often or like a higher rate of fire the Ishukone (standard) sniper rifle is preferred. The Charge Sniper Rifle with the highest base damage rewards you with more damage for headshots. As it should because it's a charge to fire mechanic. You can skill consistently kill players by going for body shots, usually at a ratio of 2,3,4 for scout, assault, heavy. (prototype suits)
IWS Suggested : Charge Sniper Rifle
All in on headshots. You will be reloading 40% more than you currently do. Assuming you always wait until the rifle is empty to reload. In reality since it takes at least 2 shots to kill the weakest of suits with bodyshots, you will be reloading anytime the clip isn't full. (prototype) Having 3 bullets would afford you 1 miss. It used to be the most consistent sniper rifle, but no longer. You'll be wasting precious time missing on headshots all match. (Which are more of a bonus in reality, unless the target is stationary) Since partially obscured moving targets on uneven terrain is commonplace, this rifle is best suited to counter-sniping. Think of it like the new Tactical Sniper Sniper. Then think of the new Tactical Sniper Rifle as something closer to a quickscoping sniper rifle.
You're turning my favorite rifle, and many others into an abomination. For no reason. If you watch some my videos you'll see that often times I use my first shot to feel out my target. Think tracer round. I'm serious, a large amount of the time I miss my first shot on a somebody, the second shot however has an insanely high hit percentage compared to the first. Limiting the clip size to three makes this kind of shooting not worth the time it'll take me to constantly have to reload. Thus, making the rifle inferior at pretty much everything when compared to the standard variant. The one with 2 more bullets, close to the same headshot damage, and no charge time. I'll say it one last time, players won't be going for bodyshot kills with this gun at all. And the standard sniper rifle will suffer the same problem, headshot damage is increased, but bodyshot damage is still awful.
All of this combined will have players, including myself using sniper rifles as headshot only weapons (essentially)
That's boring. Inconsistent. Situational.
#nobodyaskedforthis #kindalikethenewSRcrosshair #yourefired
Sniping Dust 514 (video series)
|
|
CCP Rattati
C C P C C P Alliance
6954
|
Posted - 2014.09.12 00:45:00 -
[147] - Quote
Symbioticforks wrote:I know what I want to say, but how to say it..
Current Review : Charge Sniper Rifle
The most viable sniper rifle at consistently killing infantry if you're a rather accurate marksman. For those who miss more often or like a higher rate of fire the Ishukone (standard) sniper rifle is preferred. The Charge Sniper Rifle with the highest base damage rewards you with more damage for headshots. As it should because it's a charge to fire mechanic. You can still consistently kill players by going for body shots, usually at a rate of 2,3,4 for scout, assault, heavy. (prototype suits)
IWS Suggested : Charge Sniper Rifle
All in on headshots. You will be reloading 40% more than you currently do. Assuming you always wait until the rifle is empty to reload. In reality since it takes at least 2 shots to kill the weakest of suits with bodyshots, you will be reloading anytime the clip isn't full. (prototype) Having 3 bullets would afford you 1 miss. It used to be the most consistent sniper rifle, but no longer. You'll be wasting precious time missing on headshots all match. (Which are more of a bonus in reality, unless the target is stationary) Since partially obscured moving targets on uneven terrain is commonplace, this rifle is best suited to counter-sniping. Think of it like the new Tactical Sniper Sniper. Then think of the new Tactical Sniper Rifle as something closer to a quickscoping sniper rifle.
You're turning my favorite rifle, and many others into an abomination. For no reason. If you watch some my videos you'll see that often times I use my first shot to feel out my target. Think tracer round. I'm serious, a large amount of the time I miss my first shot on a somebody, the second shot however has an insanely high hit percentage compared to the first. Limiting the clip size to three makes this kind of shooting not worth the time it'll take me to constantly have to reload. Thus, making the rifle inferior at pretty much everything when compared to the standard variant. The one with 2 more bullets, close to the same headshot damage, and no charge time. I'll say it one last time, players won't be going for bodyshot kills with this gun at all. And the standard sniper rifle will suffer the same problem, headshot damage is increased, but bodyshot damage is still awful.
All of this combined will have players, including myself using sniper rifles as headshot only weapons (essentially)
That's boring. Inconsistent. Situational.
#nobodyaskedforthis #yourefired
First of all, these are CCP changes, not IWS. I personally made the 3 shot change from the suggested 4 because we are tracking multiple ratios, dmg/clip, head dmg/clip, dps/range and fully modded alphas and comparing against the other snipers. And honestly, a 4-3 clip goes from Fine to Abomination. If you want to OHK a Sentinel, you are trading that alpha for number of shots.
This is all debatable, but let's do it with less drama, and more facts. Not set in stone yet, but will be very soon.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Joel II X
Crux Special Tasks Group Gallente Federation
3373
|
Posted - 2014.09.12 01:02:00 -
[148] - 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. 15 max ammo? That's the only change I disapprove of.
Loving every change, but 15 max ammo? C'mon. 18 max ammo, please. That's 6 mags per rifle instead of 5.
Also, will the Charge be given more damage per shot/charge than the standard? It doesn't have a much higher headshot percentage, and with the less range, I expect it be used for body shots more often than not (one shot, one kill). |
Tyjus Vacca
The United Socialist Liberation Front
269
|
Posted - 2014.09.12 01:22:00 -
[149] - Quote
Symbioticforks wrote:Any serious sniper would no longer use the Charge Sniper Rifle if the clip size was reduced to 3.
It's nonsense, and ruins the gun.
Keep the headshot damage same as standard (they only increased the charge by 25%) for 2 additional bullets in IWS model. The ability to be a one shot wonder on a headshot, when headshot damage is already being significantly increased is essentially making the Charge Sniper Rifle, not worth using.
Idk the charge sniper rifle practically guarantees a one shot head shot and thats a pretty big deal in my book .....personally I will not be using the charge ( "I cant stand the buzzing") but it will be the best counter for snipers,forges, or heavies but Ill save my judgements till after the hotfix drops I would advise the same for you we all may be pleasantly suprised
sniper changes !!? O_o
|
Thokk Nightshade
KNIGHTZ OF THE ROUND
490
|
Posted - 2014.09.12 01:36:00 -
[150] - Quote
CCP Rattati wrote:Symbioticforks wrote:I know what I want to say, but how to say it..
Current Review : Charge Sniper Rifle
The most viable sniper rifle at consistently killing infantry if you're a rather accurate marksman. For those who miss more often or like a higher rate of fire the Ishukone (standard) sniper rifle is preferred. The Charge Sniper Rifle with the highest base damage rewards you with more damage for headshots. As it should because it's a charge to fire mechanic. You can still consistently kill players by going for body shots, usually at a rate of 2,3,4 for scout, assault, heavy. (prototype suits)
IWS Suggested : Charge Sniper Rifle
All in on headshots. You will be reloading 40% more than you currently do. Assuming you always wait until the rifle is empty to reload. In reality since it takes at least 2 shots to kill the weakest of suits with bodyshots, you will be reloading anytime the clip isn't full. (prototype) Having 3 bullets would afford you 1 miss. It used to be the most consistent sniper rifle, but no longer. You'll be wasting precious time missing on headshots all match. (Which are more of a bonus in reality, unless the target is stationary) Since partially obscured moving targets on uneven terrain is commonplace, this rifle is best suited to counter-sniping. Think of it like the new Tactical Sniper Sniper. Then think of the new Tactical Sniper Rifle as something closer to a quickscoping sniper rifle.
You're turning my favorite rifle, and many others into an abomination. For no reason. If you watch some my videos you'll see that often times I use my first shot to feel out my target. Think tracer round. I'm serious, a large amount of the time I miss my first shot on a somebody, the second shot however has an insanely high hit percentage compared to the first. Limiting the clip size to three makes this kind of shooting not worth the time it'll take me to constantly have to reload. Thus, making the rifle inferior at pretty much everything when compared to the standard variant. The one with 2 more bullets, close to the same headshot damage, and no charge time. I'll say it one last time, players won't be going for bodyshot kills with this gun at all. And the standard sniper rifle will suffer the same problem, headshot damage is increased, but bodyshot damage is still awful.
All of this combined will have players, including myself using sniper rifles as headshot only weapons (essentially)
That's boring. Inconsistent. Situational.
#nobodyaskedforthis #yourefired First of all, these are CCP changes, not IWS. I personally made the 3 shot change from the suggested 4 because we are tracking multiple ratios, dmg/clip, head dmg/clip, dps/range and fully modded alphas and comparing against the other snipers. And honestly, a 4-3 clip goes from Fine to Abomination. If you want to OHK a Sentinel, you are trading that alpha for number of shots. This is all debatable, but let's do it with less drama, and more facts. Not set in stone yet, but will be very soon.
What about changes to the proficiency skill to give us more ammo capacity and/or a larger clip? 2 extra rounds at level 5 proficiency isn't exactly what I would call a good return on investment. I also want to reiterate my love of your idea to cut down on how quickly the SR's suck nanohives dry.
Thokk Kill. Thokk Crush. Thokk Smash.
|
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |