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Thread Statistics | Show CCP posts - 8 post(s) |
Tyjus Vacca
The United Socialist Liberation Front
270
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Posted - 2014.09.15 10:42:00 -
[1] - Quote
the damage for the tactical is way too high...... while the damage for the std is a little lacking in progression among-st the tiers
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
270
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Posted - 2014.09.15 14:16:00 -
[2] - Quote
CCP Rattati wrote:you need 3-5 consecutive bodyshots for a medium, and some of those headshots to be able to kill a heavy
currently the tacSR is least powerful and we would like to bring them up to standard.
but the dmg for the proto tacSR is way too high...... the current tacSR suffers from a small clip size otherwise it would be better than the ChargeSR .... with these dmg buffs I could easily take out starter-fits in a bodyshot,... and its more like 2- 3 bodyshots for a med ......
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
270
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Posted - 2014.09.15 15:21:00 -
[3] - Quote
Logi Bro wrote:I can't look at these numbers without seeing Sniper 514.
I get that the charge rifle is supposed to be high damage, but you can kill 99% of suits in the game with a headshot. The other 1% will still be massively crippled after taking one of those hits. What's the point of using a high eHP sentinel suit if it will be instakilled regardless?
My logistsics suit already had survivability problems, but now any headshot from any sniper will instakill me.
And sniper rifles got these buffs because they lost 150-250m of range, that doesn't even solve the redline issue, it just makes it a bit harder for the redline snipers to find a good spot. This wouldn't be such a big problem to me if our maps weren't 90% open space with no cover.
to be fair headshots from sniper rifles are supposed to kill
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
271
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Posted - 2014.09.15 15:43:00 -
[4] - Quote
Is everyone going to ignore how obviously overpowered the Proto tacSR will become ..... yes it has 100m less range than the others ,but it has rifle DPS and with 6 shots in a clip....
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
271
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Posted - 2014.09.15 16:52:00 -
[5] - Quote
Shley Ashes wrote:
Sniping from inside the redline needs to be addressed
Im really getting tired of hearing this same point over and over again..... its like a broken record whenever anyone talks about fixing snipers in this game someone always has to bring up the redline ..... redline snipers never have an impact on any battles, they rarely break 5 kills, and are generally just unimportant...... Ive seen people with LR's,or RR, or even forges in the redline but no one ever complains about them.... they are already lowering SR range the problem has been addressed what more do you want ??
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
271
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Posted - 2014.09.15 17:07:00 -
[6] - Quote
Shley Ashes wrote:[quote=Tyjus Vacca]
Not in the redline with the only risk being another sniper or someone crazy enough to fly a dropship or drive a LAV into the redline to get you and suicide in the process.
why not.... the only way to counter vehicles is AV...... and trust me if SR's are buffed more people will be encouraged to counter snipe those useless stationary targets hiding in the redzone
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
272
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Posted - 2014.09.15 17:56:00 -
[7] - Quote
Shley Ashes wrote:
or bring in your own vehicle(HAV or ADS), or use a forge gun, or a swarm launcher, or plasma cannon, or av grenades, or remote explosives, jihad truck, or jump on an installation that's still standing, or a mixture of all the above. \
all or the counters you said were all AV.... if you need me to I can list all the counters to red line snipers..... Snipers,Dropships,Forges,Small Railgun Turrets,Large Railgun Turrets,PLC (lol I was hit at like 200m), and Suicidal kills ....on certain maps were Snipers are 100m in the redline you have LR's,RR's,ScRs,Tac AR's,CR's and of course Suicial Martyrs
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
272
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Posted - 2014.09.15 18:12:00 -
[8] - Quote
Iron Wolf Saber wrote:[\
Anyone who has done any serious amount of forge gunning against infantry would immediately tell you that the moment you bring snipers below the forge gun range is the moment you make sniper extinct. Of course these are the same forge snipers that are most unbothered by splash removal.
with how OP the new tacSR will be..... snipers will have nothing to fear from forges
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
272
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Posted - 2014.09.15 18:20:00 -
[9] - Quote
Iron Wolf Saber wrote:Tyjus Vacca wrote:Iron Wolf Saber wrote:[\
Anyone who has done any serious amount of forge gunning against infantry would immediately tell you that the moment you bring snipers below the forge gun range is the moment you make sniper extinct. Of course these are the same forge snipers that are most unbothered by splash removal.
with how OP the new tacSR will be..... snipers will have nothing to fear from forges Easy I already shot you by the time you stabilized. I can strafe without screwing my shot up (I actually do it to increase my accuracy as my controller is not that fine tuned) you can't.
I can see you charging from half the map away and have Operations 5 so I can take pop shots at you while your charging plus I out range you and can just back up ..... the only time forges kill me is when I don't see them gunning for me ... any serious sniper doesn't take forges seriously
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
272
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Posted - 2014.09.15 18:56:00 -
[10] - Quote
Iron Wolf Saber wrote:Tyjus Vacca wrote:Iron Wolf Saber wrote:Tyjus Vacca wrote:Iron Wolf Saber wrote:[\
Anyone who has done any serious amount of forge gunning against infantry would immediately tell you that the moment you bring snipers below the forge gun range is the moment you make sniper extinct. Of course these are the same forge snipers that are most unbothered by splash removal.
with how OP the new tacSR will be..... snipers will have nothing to fear from forges Easy I already shot you by the time you stabilized. I can strafe without screwing my shot up (I actually do it to increase my accuracy as my controller is not that fine tuned) you can't. I can see you charging from half the map away and have Operations 5 so I can take pop shots at you while your charging plus I out range you and can just back up ..... the only time forges kill me is when I don't see them gunning for me ... any serious sniper doesn't take forges seriously Let's just say every sniper I ever forged since launch has never shot me or at me before I killed them. Last sniper to do so was BadFurry back in closed beta and forges back then had 600 meter range and scramblers reached excessively very far.
I could ruin that record if you'd like ...... but my point is still tacSR is gonna be unbelievably OP
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
281
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Posted - 2014.09.16 00:54:00 -
[11] - Quote
CCP Rattati wrote:
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. .
Honestly its just me saying it..... is everyone looking at the same numbers ??....... plz rattati before I become Fotm just switch out the dmg progressions for the tac and std variants ...... Ive been sniping since closed beta I know how this is gonna play out tacSR will be so OP "Im totally gonna use it too"
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
281
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Posted - 2014.09.16 02:21:00 -
[12] - Quote
CCP Rattati wrote:Yeah, dmg progression is too steep, somethin must have broke in the calcs, the % increase between steps s/b 5%, not 15%. Thanks for pressing the point.
IMHO you should try and keep tacSR dmg below 240 any higher and it starts to enter the "heavy hitter range" (or can OHK base health medframes)..... while the stdSR could use a little more dmg was thinking Ishukone should be at 270 or so but not really to big a deal headshot dmg is more important for the std Variant
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
287
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Posted - 2014.09.16 20:50:00 -
[13] - Quote
Quote:Indeed, See this is why I focus on Range. A proper, healthy sniper rifle should have been rewarding headshot damage with unrevivable kills in the frist place. Like it used to. With light weapon sharpshooter I had engaged in snipe-offs exceeding 650m in Chromo.
I'm not really for a range reduction in snipers they are supposed to be long range weapons, but at the same time the level of zoom offered by Sniper Rifles in dust is terrible....... lining up headshots past 300m is less about skill and more about waiting for the change in HUD efficacy from 100% to 175% which is fine for killing one person, but if you want to contribute to a team ,or be an effective sniper you have to either use a Thales or get closer
Quote:Alpha damage weapons get flamed because one is forced to take precautions to avoid them, rather than just run straight into them to compare HP and DPS.
This I find humorous people complaining how they won't have time to react and will just be instagibbed...... thats how its supposed to work I hit you in the head you die, I miss then I try again.... if you're just caught out in the open by a skilled sniper he is supposed to win, its like running up to a HMG Heavy and then complaining you lost.
Quote:Your nerf to range isn't a solution to red line sniping. If you really think it is then you've clearly never' used the weapon. So long as one team can take all the points in Skirm or have an overwhelming lead in Domination one team will be forced to spawn in their starting location while the other team moves as close to it as possible. That's the biggest cause for this imaginary problem that has no real effect on game play, outside of the times when a whole team is bored because there's nothing left to do except spawn kill.
Redline sniping is not a problem !!! at most its an annoyance.... just another form of camping
sniper changes !!? O_o
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Tyjus Vacca
The United Socialist Liberation Front
287
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Posted - 2014.09.16 20:53:00 -
[14] - Quote
Quote:Reduced range means reduced vantage points means reduced effectiveness.
Technically yes ,but at the same time no...... what I mean is the amount of players you were going to hit and kill past 400m is so minuscule its negligible.
Quote:Half the time someone will think they hit their target in the head, because of the server-side delay they will instead end up scoring a body shot. Again; Hit detection is so awful with the sniper rifle you're probably only going to get 3 of the 5 rounds from the regular variant off, you've got some extreme luck to get 4 shots to connect and some miraculous power to get all 5.
Idk about this one I feel like hit-detection has improved over all and its possible to hit someone it the head.... its just not currently worth it ,in most cases its faster to hit someone twice in the body than once in the head.... especially while strafing
Quote:The sniper rifle has no aim assist, which they'll be completely lost without, then they'll start to find out about the hit detection problems, and once that is through they'll finally start to see how crappy the aiming is and how silly the Aim Friction on the weapons are.
Trust me no one wants aim assist on sniper *shudder at the though*
Idk about you but I'd rather see how the range nerf plays out before saying its just automatically going to make snipers worthless..... I mean the tacSR is getting the biggest range nerf, but is still going to be the best SR ( soooo OP)
sniper changes !!? O_o
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