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Thread Statistics | Show CCP posts - 8 post(s) |
Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.15 23:09:00 -
[1] - Quote
Snake Sellors wrote:Hey rattati, Thanks for raising the charge ammo up to 18. Any thoughts on the sniper ammo skill? I think this means that a charge user at level 5 gets an extra 2.7 bullets. I doubt that I can fire 0.7 of a bullet.. unless the last one is a blank. Lol
I would love an answer on this at well Rattatti. I mentioned it a couple times on the previous thread but I'm guessing they were overlooked or missed. on the Ammo proficiency for other weapons, it makes sense to do the %'s as they are. 15% of 300 rounds is 45 rounds. 15% of 1000 rounds is 150. Those are substantial. However, with how quickly Snipers go through ammo (and the misses that are going to happen due to people trying for headshots more frequently), 2 rounds isn't worth it.
I proposed in that thread that for levels 1-3 ammo proficiency, it should be 1 extra round, then ammo proficiency 4 & 5 should be 2 extra rounds. For the Sniper rifle, that is 2 clips + 1. With the 18 baseline, it would give us exactly what the Charge has now: 25. That means if someone skills into it, they will have an advantage over those who haven't skilled into it. Make it worth our while to invest that precious SP.
A second topic that was brought up that you haven't addressed is the Nanohive depletion rate. Sniper Rifles, for the amount of rounds they are "drawing" from the nanohive, deplete them exceptionally fast. Since all SR's other than Tactical are going to have the same or less total rounds, and the likely chance or more misses, can we get a change to depletion rate so a nanohive doesn't deplete as fast for Sniper Rifles. I believe I should be able to at least reload my supply from 0 completely 2 1/2 to 3 times before it goes. For a Charge, that is a total of 54 rounds. Since Sniper rifles will be viable again after Delta, in a Skirmish match when someone has overwatch of 2 or 3 Null cannons, it is entirely possible for a sniper to go through that many.
I may be shooting myself in the foot here, but I do understand that the likelihood of a Sniper being able to stay in one place long enough to go through that many rounds without getting killed or having to move to a different location are basically moot. However, I do know of a couple little cubby holes on certain maps I can sit in for an entire match and never be noticed (before anyone says it, they are all at least 50 meters outside the redline.) So it would be nice to be able to keep myself supplied without having to run multiple hives.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.15 23:12:00 -
[2] - Quote
hfderrtgvcd wrote: No one enjoys getting killed before they can even react
Oh, liked cloaked scouts with Shotguns and Nova Knives? I'm pretty sure it's annoying as hell when I spawn in, take 2 steps, and then get knifed in the back and insta-ganked by someone who is just waiting for people to spawn in so he can uncloak (if he even has to, I still haven't seen where that has been fixed sufficiently) and stab me.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.16 00:05:00 -
[3] - Quote
CCP Rattati wrote: That all said and done,
A few of you, the tacSR still has sway so you have to skill up properly for it to work, but again, we will be keeping an eye out for it being OP.
The % based ammo, I agree, we won't be able to fix that now, but the skill should be like the MD and PLC, add "one" shot to ammo
The nanohive, again, it's possible to change the nanohive depletion, but you have way more potential damage per nanohive in Delta than Charlie. Please take that into account.
Personally, love the changes overall. As to your points here.
: the TacSR is not going to be as much of an issue as most are thinking. As you stated, there is still sway. Quick scoping isn't going to be as easy as some of the haters are thinking. They are taking the most serious range nerf as well, with the lowest DPS per shot
% based ammo, thank you for an answer. That answers my question perfectly. The MD and PLC idea are definitely in line with my thoughts.
Nanohives: Yes, we are going to have more potential damage, agreed. I'm salivating at the thought of breaking my Charge out once this hotfix hits and seeing what kind of damage I can do with it. I will wait until after I've field tested to launch any complaints (which mine were not, just questions).
However, I can see the miss rate going up quite a bit as well because of the headshot multiplier. People are going to go for the headshot, which means more misses, which means possibly firing more at the same target than before. I know that futility should not be an excuse, but I can see this happening. With only 3 rounds in the Charge at the time, more reloading will be done which will allow people who are NOT headshot to have more times in between shots to hide and replentish.
*Side note* I haven't looked at it recently and I'm not by my PS3, what is the charge up time currently for the Charge SR? Is that being changed one way or the other, or is it staying the same?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.16 00:38:00 -
[4] - Quote
CCP Rattati wrote:Thokk Nightshade wrote:[quote=CCP Rattati] That all said and done,
*Side note* I haven't looked at it recently and I'm not by my PS3, what is the charge up time currently for the Charge SR? Is that being changed one way or the other, or is it staying the same? No change planned for charge time, 2.1 seconds I believe
Yeah, that is what the spreadsheet says. I just wasn't sure if that was an adjustment from the current or not since it was highlighted. Thank you for the clarification Rattati!
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
497
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Posted - 2014.09.16 03:25:00 -
[5] - Quote
I'm hoping after this weekend, if I do buy an Omega booster, I'll have enough SP to get Proto CalMando. Load up the damage mods and go headhunting (horrible pun intended). Since Commando is kind of the defacto Sniper suit as you can have 2 separate light weapons and it gets the 10% damage bonus to light weapons.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
497
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Posted - 2014.09.16 03:30:00 -
[6] - Quote
As to the damage mods, yes, I don't know of a single sniper who doesn't use them. It is probably more critical on an SR than any other firearm in the game.
I didn't realize how steep the stacking penalties were after the first 2 so I was running 3 complex damage mods and 2 enhanced on my proto Cal Logi ( I didn't realize at the time it was on Damage mods as a whole, not individual mods (I.E. Complex had stacking penalties and Enhanced had seperate stacking, so if I ran 2complex, 1 enhanced, 1 standard, I would only see the penalty on the 2nd Complex.)
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
498
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Posted - 2014.09.16 22:32:00 -
[7] - Quote
I am a fairly dedicated Sniper (prof 5, reload 5, etc. ). The one thing I can't seem to wrap my head around is people complaining about the range nerf. With the scopes on SR's (Old "dot" and the new "circle"), anything past about 300 Meters was a guessing game anyways. I would say since I really got back into Sniping after Charlie, over 50% of my kills with a Sniper Rifle are within 250-300 Meters. Several are in the 150-200 Meter range. That is using a Charge. So the range nerf, honestly, doesn't bother me in the least. If people are forced to at least get closer to the action, even if they are in the redline a Rail Rifle or Forge fun or an HMG with a LAV should be able to take out the offender without issue.
Personally, I am excited about the changes being made to Sniper Rifles in Delta. The fact my charge can theoretically do what it is supposed to do (OHK pretty much anything short of an absolutely tanked out Sentinel) is going to be a game changer.
To all of the people QQ'ing about Snipers being OP, if a Sniper is hitting body shots, even with a Charge it is still going to take 3 shots to take out a Sentinel. Since the Charge is only getting a 3 round magazine, every single shot has to hit. If not, the Sentinel will have plenty of time to find cover while we reload and completely heal. Then, it is back to the same thing. We better hope to either land all 3 shots or hit a headshot. On top of it, there are only 18 rounds total for the Charge so those rounds are going to go pretty quickly. And Rattatti stated he is unable to change how quickly Sniper Rifles deplete nanohives so those rounds are going to go pretty quickly.
Basically, what I'm stating/suggesting, how about we see how it plays out on the battlefield before everyone gets up in arms screaming and yelling about how TAC SR's and Charge SR's are going to be SOOOO OP and they are going to ruin the game and they are going to make people ragequit, etc. For all anyone knows, people are going to start running TAC SR's and have so many issues with sway they are going to get their arse handed to them so only those who want to take the time and effort to "gid gud" and make it viable are going to end up running it. The rest are going to go back to Rail rifles/Scrambler Rifles, etc because they don't like having to stop and stand still to line up a shot.
I personally don't see this being the game changer the Cloak was/is. This is not going to be as easy as throwing a cloak on and becoming invisible and being able to sneak / instagank. That is why there are matches where we are seeing 6 or 7 people on one team running cloaked scouts going 14-1, 27-0, 33-4, 9-0, 11-2, etc. The SR takes more skill than people want to give credit for.
If we see a match where the killfeed is nothing but TAC SR, TAC SR, Charge SR, Tac SR, Charge SR, Combat Rifle, TAC SR, Charge SR, Charge SR, Rail Rifle, Charge SR, Rail Rifle, Charge SR, Tac SR..... THEN I will go ahead and buy in and say this is too much and may need to be nerfed. Until then, however, hold your horses people.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
498
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Posted - 2014.09.16 22:54:00 -
[8] - Quote
Snake Sellors wrote:Honestly,
i'm getting annoyed by all this don't touch snipers they will be o.p.
i call bs. for people who have been saying all year about snipers being cowards-you sure are doing alot of crying.
where's all this i'm brave because i run around the map that i've had to listen to all year?
they are no op. they are more or less where they used to be.. don't forget that snipers were not "nerfed" because of them being op and they were able to kill much better.. my charge rifle used to be able kill in pc matches!
they became the useless items they are now because they were in fact left alone.
the only real problem we will get now is: because a change to snipers is big news particularly when everybody already hates them* alot of players will now want to experiment with them and then come here to cry about how op they are. the thing is these players have been playing this game for years now with no interest in sniping. all you are going to achieve is ruining the game for a small amount of players who prefer to play as a sniper.
I have played as a sniper in dust since uprising 1.1 over a year now. I have put up with watching the only role i have an actual interest in get progressively worse with every single update. and i have still sniped. i have watched and replied to more players than i could possibly count on these forums that have said that: .snipers are useless- well now they will become usable again. .that as long as the red line snipers were addressed then a buff would be ok.- well now they won't be as far into the red line as before. .that the range on sniper rifles would need to be reduced if snipers wanted a buff- 600m down to 350, 400, 450 IS a range nerf .players have said how no sniper is any better than an afker. i've since seen the acceptance of ONE of us, and only because he actually used a capture card to PROVE it. it still did nothing to help their opinion of snipers.
we have had all of the changes that were asked in order to gain our damage increases... so stop telling us that we shouldn't get our target when we've accepted all of your requirements!
I have literally been pushed out of pc matches as snipers are completely useless in pc matches.
when the sniper rifles are fixed, i will be one of the few players that can say i was there throughout the trials. but i expect that players will still say that i must be doing it to hide, or farm isk, or pad kdr, or some such.
Did you read my post right before yours? I think we said the same thing in two different ways.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
503
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Posted - 2014.09.17 03:20:00 -
[9] - Quote
ACT1ON BASTARD wrote:I dont get it how will the tac sniper stand and shoot if you didnt change sway?
And you get it. This is exactly what all the people complaining about the TacSR being OP seem to be forgetting. There is still going to be sway unless you stop and crouch. They will just be able to fire rounds off faster.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
506
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Posted - 2014.09.17 20:04:00 -
[10] - Quote
Iron Wolf Saber wrote:
Sway will not be changing this go around; if the tactical needs it still expect a follow-up.
So if it seems the Tac SR scope is still moving too much and needs a stabilizer, you will go in and remove the sway for just the Tac AR, basically making it a single shot, High Alpha damage, long Range Combat Rifle?
By that, I mean the scope will react the same as a Combat Rifle without the sway and everything, and you will be able to move while having scope up and you can shoot on the move?
Just wanting some clarification that I am in fact picking up what you're laying down. Because if that is the case, I could see some of the cries about OP coming to light. I'm a Sniper who knows how to use a Combat Rifle. Giving me the power of the SR with the scope of the CR? That would be absolutely vicious. I could see maybe cutting down on the scope sway while moving, but for the scope to completely lose sway, the person needs to stop walking.
Does anyone else have an opinion on this yay or nay?
Thokk Kill. Thokk Crush. Thokk Smash.
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