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Thread Statistics | Show CCP posts - 8 post(s) |
HOWDIDHEKILLME
Dying to Reload
532
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Posted - 2014.09.15 23:08:00 -
[61] - Quote
Always said " I'd never touch a sniper rifle... If I did I'd never be able to get the smell of pis and fear off my clone " .... If these are the final numbers you'll be able to smell me from the opposing redline lol.
Lonewolf till I die
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Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.15 23:09:00 -
[62] - 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 -
[63] - 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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CCP Rattati
C C P C C P Alliance
7136
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Posted - 2014.09.15 23:31:00 -
[64] - Quote
So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed.
Appia, instead of focusing on range, why not rejoice in being able to be headshot for effect and really turn the tide in a battle.
Headshotting from a far range does take skill, whether you admit it or not, with that power you need to be exposed to retaliation. The fact is that most of us just take the bullet, and respawn, never trying to take that sniper down. It isn't like that scout or heavy that just took you down with a shotgun in the back or hmg in the face, you go looking for them in your immediate vicinity with vengeance on your mind and you are on your toes. If I get shot from 500 m with a Thale's, my only recourse would be to spend a Thale's, and for 99% of us, that's not an option, as I don't have one.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.16 00:05:00 -
[65] - 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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CCP Rattati
C C P C C P Alliance
7146
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Posted - 2014.09.16 00:12:00 -
[66] - Quote
Thokk Nightshade wrote: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?
No change planned for charge time, 2.1 seconds I believe
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MrShooter01
Storm Wind Strikeforce Caldari State
831
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Posted - 2014.09.16 00:31:00 -
[67] - Quote
Question about the scope zoom: If I'm reading this right, the tacticals are keeping their current enhanced zoom, but they will have the lowest effective range of all the rifles. Wouldn't it make more sense to give the hotfix delta tactical sniper rifles the weaker zoom level regular sniper rifles currently use, and give the hotfix delta sniper rifles the enhanced zoom that tactical sniper rifles currently have?
It would be easier to acquire targets with the slightly wider field of view the standard zoom level provides, which sounds like it would be better for fighting at a few hundred meters with the tactical rifle.
Then the hotfix delta sniper rifle would have a bit more of an edge at long range combat with better zoom borrowed from the current tactical sniper. |
Thokk Nightshade
KNIGHTZ OF THE ROUND
495
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Posted - 2014.09.16 00:38:00 -
[68] - 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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Tyjus Vacca
The United Socialist Liberation Front
281
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Posted - 2014.09.16 00:54:00 -
[69] - 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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CCP Rattati
C C P C C P Alliance
7163
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Posted - 2014.09.16 01:48:00 -
[70] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tyjus Vacca
The United Socialist Liberation Front
281
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Posted - 2014.09.16 02:21:00 -
[71] - 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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Atiim
12174
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Posted - 2014.09.16 02:49:00 -
[72] - Quote
Vulpes Dolosus wrote:Please also consider increasing fitting requirements. The fitting requirements are at 93 CPU / 15 PG.
When you consider the fact that Profile Dampeners & Damage Amplifiers are also CPU intensive, making a good SR fit can be very difficult without a reasonable investment into Core Skills.
I see no problem with their fitting requirements.
The 1st Matari Commando
-HAND
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2066
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Posted - 2014.09.16 03:10:00 -
[73] - Quote
Atiim wrote:Vulpes Dolosus wrote:Please also consider increasing fitting requirements. The fitting requirements are at 93 CPU / 15 PG. When you consider the fact that Profile Dampeners & Damage Amplifiers are also CPU intensive, making a good SR fit can be very difficult without a reasonable investment into Core Skills. I see no problem with their fitting requirements. Who puts damps and amps on a sniper suit? That won't help since everyone in a 25m radius can hear you shoot and will probably LoS scan you anyway. And since I'm assuming you're in a scout suit, you won't be getting may kills with your side arm either considering you're using all your slots for damage and EWar mods.
Anyway, snipers are currently in line with virtually every other proto light weapon (Duvoll AR: 90/13, Freedom MD: 93/14, Kaalakiota RR: 84/17 Wiyrikomi SL: 90/13). They need an increase in fitting to make them either fit gank (damage mods) or tank (extenders/plates) on even proto fits.
In the future, I hope scouts can get a fitting bonus to snipers (and shotguns) since that's technically their clich+¬ role, but we'll see I guess. |
Atiim
12179
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Posted - 2014.09.16 03:23:00 -
[74] - Quote
Vulpes Dolosus wrote: Who puts damps and amps on a sniper suit? That won't help since everyone in a 25m radius can hear you shoot and will probably LoS scan you anyway. And since I'm assuming you're in a scout suit, you won't be getting may Skills with your side arm either considering you're using all your slots for damage and EWar mods.
A Profile Dampener ensures that you won't be scanned by vehicles, making it harder for drive-by Sentiels or ADSs to find you. This is imperative for any Sniper who isn't using a Caldari Commando, I am not in a Scout suit (though I do snipe with a Min or Cal-Scout on occasions).
As for Damage Amplifiers, I challenge you to find me one dedicated Sniper who doesn't use them. Surely even people who doesn't snipe (one could come to that conclusion due to your lack of knowledge on modules and how the effect Snipers) knows that Snipers use Damage Amps.
Vulpes Dolosus wrote:Anyway, snipers are currently in line with virtually every other proto light weapon And how is this in any way a problem? It was to my knowledge that these buffs are meant to bring them in line with other Light Weapons, correct?
Vulpes Dolosus wrote:(Duvolle AR: 90/13, Freedom MD: 93/14, Kaalakiota RR: 84/17 Wiyrikomi SL: 90/13). They need an increase in fitting to make them either fit gank (damage mods) or tank (extenders/plates) on even proto fits. The limitations of their Dropsuit should be the deciding factor in how much tank or gank they're allowed to fit. When literally no other role in DUST has to choose between the two (well, besides AV), I fail to see why Snipers should.
Vulpes Dolosus wrote:In the future, I hope scouts can get a fitting bonus to snipers (and shotguns) since that's technically their clich+¬ role, but we'll see I guess. A recon Dropsuit sounds nice, but wouldn't fit because we only have one racial Sniper Rifle.
The 1st Matari Commando
-HAND
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Thokk Nightshade
KNIGHTZ OF THE ROUND
497
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Posted - 2014.09.16 03:25:00 -
[75] - 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 -
[76] - 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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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2067
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Posted - 2014.09.16 04:20:00 -
[77] - Quote
Atiim wrote:Vulpes Dolosus wrote: Who puts damps and amps on a sniper suit? That won't help since everyone in a 25m radius can hear you shoot and will probably LoS scan you anyway. And since I'm assuming you're in a scout suit, you won't be getting may Skills with your side arm either considering you're using all your slots for damage and EWar mods.
A Profile Dampener ensures that you won't be scanned by vehicles, making it harder for drive-by Sentiels or ADSs to find you. This is imperative for any Sniper who isn't using a Caldari Commando, I am not in a Scout suit (though I do snipe with a Min or Cal-Scout on occasions). ADSs will LoS scan you regardless and no pilot worth their salt should ever use a scanner. Your other concerns are valid though so I'll give you that (perhaps when DSs become better they'll be used in similar fashion). Still, I think damage or HP mods should be considered for balancing fitting requirements rather than EWar mods.As for Damage Amplifiers, I challenge you to find me one dedicated Sniper who doesn't use them. Surely even people who doesn't snipe (one could come to that conclusion due to your lack of knowledge on modules and how the effect Snipers) knows that Snipers use Damage Amps. Where did I say snipers don't use damage mods? Damps = dampeners, if that's the confusion. I even said in the last sentence (pardon the typo btw) that all you're fitting is damage mods in the highs and EWar in the lows, and with a sniper as a primary and only your side arm, you won't stand much of a chance if someone finds you (maybe as a commando, but you're still at a disadvantage, and EWar won't help you much anyway because of your base stats and lack of slots)
Also effect(.n) > affect(.v)Vulpes Dolosus wrote:Anyway, snipers are currently in line with virtually every other proto light weapon And how is this in any way a problem? It was to my knowledge that these buffs are meant to bring them in line with other Light Weapons, correct? Actually it was to balance them with the defenses of their targets, not necessarily balance them with other weapons. Any weapon will win against a sniper, provided it can get into range, so there's really no comparison. Since we're balancing snipers against defenses, a sniper should have high attack and little defense (or moderate attack and moderate defense) since their targets have virtually no attack and moderate to high defense.Vulpes Dolosus wrote:(Duvolle AR: 90/13, Freedom MD: 93/14, Kaalakiota RR: 84/17 Wiyrikomi SL: 90/13). They need an increase in fitting to make them either fit gank (damage mods) or tank (extenders/plates) on even proto fits. The limitations of their Dropsuit should be the deciding factor in how much tank or gank they're allowed to fit. When literally no other role in DUST has to choose between the two (well, besides AV), I fail to see why Snipers should. Right, but as it is currently, I can fit a proto sniper and 2 damage mods on my 800hp STD heavy suit (which costs like 40k or something). I just feel that that is a bit imbalanced, I should only be able to just squeeze that on an ADV suit and comfortably on proto suits (risk/reward thing). Snipers aren't like other roles in the game, perhaps they should special consideration.
And quit humdrumming about AV. I consider you guys my arch nemeses, you should be proud of your role.Vulpes Dolosus wrote:In the future, I hope scouts can get a fitting bonus to snipers (and shotguns) since that's technically their clich+¬ role, but we'll see I guess. A recon Dropsuit sounds nice, but wouldn't fit because we only have one racial Sniper Rifle. Or perhaps just modifying the scouts. Replies in bold |
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CCP Rattati
C C P C C P Alliance
7178
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Posted - 2014.09.16 09:10:00 -
[78] - Quote
Zoom profiles were reversed, fixed so Snipers Rifles and Charged Sniper Rifles have the old Tactical zoom, the TacticalSR no has the old Sniper Rifle zoom.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2789
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Posted - 2014.09.16 10:02:00 -
[79] - Quote
Time to max out the Calmando.
Seriously, I'm going sniper hunting when the next hotfix drops.
There is going to be a sharp need for people who feel a need to remove snipers from play. I also like the fact that you wont be able to hang back in deep redline and zap people in tge center of the map.
Not liking what the damage boosts mean for my sentinel. Brick fits are probably be a lot more common soon for fatties.
Not that I believe heavy damage mods are worth a crap, but it's the principle of the thing. |
PROPHET HELLSCREAM
UNSVER UNITED
8
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Posted - 2014.09.16 10:34:00 -
[80] - Quote
CCP Rattati wrote:So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed.
Appia, instead of focusing on range, why not rejoice in being able to be headshot for effect and really turn the tide in a battle.
Headshotting from a far range does take skill, whether you admit it or not, with that power you need to be exposed to retaliation. The fact is that most of us just take the bullet, and respawn, never trying to take that sniper down. It isn't like that scout or heavy that just took you down with a shotgun in the back or hmg in the face, you go looking for them in your immediate vicinity with vengeance on your mind and you are on your toes. If I get shot from 500 m with a Thale's, my only recourse would be to spend a Thale's, and for 99% of us, that's not an option, as I don't have one.
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.
rattati thx for the numbers... seeing them now, i think i`m going to put down the tacSR... and bring up the charged saddly with that buzzing! for the tacSR, II`ll give it a try but i think that it won`t be an usuable weapon if her sway stays the same with this numbers... i have that skill up to max and know the difficulty to use it when in the fire in most maps and situations with this new range it wil be worst. details i leave to all of you, because for me, a dedicated sniper, that buff in headshot is enough the rest is bonus! I even think that the calmando thing sniping will be reduced. not ?
Hobby: Headshot on cloaked units
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Keeriam Miray
R 0 N 1 N
348
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Posted - 2014.09.16 11:12:00 -
[81] - Quote
CCP Rattati wrote:If I get shot from 500 m with a Thale's, my only recourse would be to spend a Thale's, and for 99% of us, that's not an option, as I don't have one. ....
roughly: Charge - 322 x 2 = 644 (headshot or gtfo, mostly gtfo...) TAR-07 rof 50 - 355 dmg x 2 = 710 Proto Tac rof 100 - 195 x 2 = 390 x 2 = 780 (double headshot, because of rof), + lucky chance for third finishing shot. 780 > 710 (basic tac. sr dmg 177 x 4 = 708, almost TAR-07)
Kaalakiota SR is the most powerful SR for counter sniping & with high zoom (not for long now).
If you track my sniping data, i'm counter-sniping (including TAR-07 users, up to 3 per match) ONLY with Tactical, in range of 80m - 400m max, because max render range is 400m from low ground & it may take up to 2 sec to render target (for solo play).
You can have more render range (up to 1km) if in squad & target marked by squad leader, marking targets resulting in force rendering beyond weapon max range. Same if you sitting on very high vantage point, like MCC.
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Zindorak
1.U.P
907
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Posted - 2014.09.16 11:32:00 -
[82] - Quote
I haz 1 question. When do you think you guys will be ready to deploy Delta?
Pokemon master!
I suck at Tekken lol
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Right-wing Extremist
Nos Nothi
1130
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Posted - 2014.09.16 11:50:00 -
[83] - Quote
CCP Rattati wrote:If I get shot from 500 m with a Thale's, my only recourse would be to spend a Thale's, and for 99% of us, that's not an option, as I don't have one. I assume you don't have a:
Forge gun Rail tank LAV with rail or missile turret ADS Militia Suit w/shotgun or STD HMG and a LAV Charge, Ishukone or Kaalakiota SR
either?
I simply don't understand the intellectual laziness (at best, dishonesty at worst) of this "The only way to kill a sniper is a sniper" nonsense. From random forum QQers, I expect it. I don't expect that sort of rubbish from any of the dev team.
Maybe I'm just too used to EVE devs telling us for years if we want to counter something, we have to skill into its counter.
LAV with rail turret doesn't require any SP. Rail Sica doesn't require any SP. Militia forge gun doesn't require any SP. Militia suit with shotgun doesn't require any SP. Militia heavy suit with STD HMG requires very little SP - NO SP if you go for Republic STD HMG. The only counter to a sniper that requires any SP is the ADS or Proto sniper rifles.
But it's okay. All week, every time I headshot a heavy and he survives with under 200 hp remaining, I just keep telling myself "You're only 380m away. In a week or two, you're going to die."
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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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1855
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Posted - 2014.09.16 12:32:00 -
[84] - Quote
CCP Rattati wrote:So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed. It is OBVIOUS what will happen. A charge sniper with proficiency and damage mods (probably calmando as well) will headshot OHK essentially any suit. Bodyshots, which are basically a miss for a sniper, will still be doing 450+ damage per shot, so will OHK around half the suits in the field.
It is clear from the raw numbers what the effect on 'battlefield diversity' will be. I have 1.5 million saved up and was planning to get a proto assault suit with the extra SP from the Million Clone Challenge. I now realize that would just be a ridiculous waste of SP. Why get a suit that is only good as target practice? These numbers make it clear that SP spent on anything other than sniper rifles, suits for carrying sniper rifles, and vehicles is SP wasted.
As for 'a hotfix away from being changed', are you seriously telling me you expect people to keep playing for 2-3 months of getting OHKed from the redline several times every match? Nobody plays this game to be a victim. Ground-pounding infantry will AFK, and when they get sick of that, uninstall. They will not notice when the next hotfix comes out, they will have gone to other games. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
458
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Posted - 2014.09.16 13:11:00 -
[85] - Quote
Ryme Intrinseca wrote:CCP Rattati wrote:So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed. It is OBVIOUS what will happen. A charge sniper with proficiency and damage mods (probably calmando as well) will headshot OHK essentially any suit. Bodyshots, which are basically a miss for a sniper, will still be doing 450+ damage per shot, so will OHK around half the suits in the field. It is clear from the raw numbers what the effect on 'battlefield diversity' will be. I have 1.5 million saved up and was planning to get a proto assault suit with the extra SP from the Million Clone Challenge. I now realize that would just be a ridiculous waste of SP. Why get a suit that is only good as target practice? These numbers make it clear that SP spent on anything other than sniper rifles, suits for carrying sniper rifles, and vehicles is SP wasted. As for 'a hotfix away from being changed', are you seriously telling me you expect people to keep playing for 2-3 months of getting OHKed from the redline several times every match? Nobody plays this game to be a victim. Ground-pounding infantry will AFK, and when they get sick of that, uninstall. They will not notice when the next hotfix comes out, they will have gone to other games.
This kind of thing is making me laugh, snipers will be getting the nerf bat soon because of players like you.
the dedicated snipers will be able to take part in pc battles, etc. in delta. they won't always have to play proto in pubs anymore. everybody is looking at the proto stats.
if everybody is so afraid of the snipers in delta then they will have to start looking for them instead of ignoring them now. snipers are not hard to kill. they won't be so far back in those red lines that nothing can get them anymore.
tacs will be the ones being taken into battles now as marksmen type weapons.
every time there has been mention of changes to snipers it has been met with: as long as you do something about the red line it's fine. oh look... the community was lying what a suprise
you people are just trying to keep them as useless as they already are. they are supposed to do damage they're sniper rifles! it will be that all the run and gunners want to try sniping because it's new that will cause the problems here, i.e fotm chasers. aka the likes of you. i fully expect that these players will run full proto in pubs because they see it as an fotm opportunity.
to rattati, thanks for clarifying, please be wary of the fotm chaser effects when you get ready with the nerf bat.
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PROPHET HELLSCREAM
UNSVER UNITED
8
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Posted - 2014.09.16 14:15:00 -
[86] - Quote
Snake Sellors wrote:
if everybody is so afraid of the snipers in delta then they will have to start looking for them instead of ignoring them now. snipers are not hard to kill.
ssshhhh don`t reveal that secret!!!!!
Snake Sellors wrote: tacs will be the ones being taken into battles now as marksmen type weapons.
i don`t believe that is going to happen... after all it keeps to be a sniper rifle, with the crouch and the same value of sway. it may work as marksman under certain circunstances cause normally it won`t work. that`s my opinion today with any of the current weapons but i-¦ll give it a try after delta.
Date to release???
Hobby: Headshot on cloaked units
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Adipem Nothi
Nos Nothi
4908
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Posted - 2014.09.16 14:50:00 -
[87] - Quote
Ryme Intrinseca wrote:CCP Rattati wrote:So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed. It is OBVIOUS what will happen. A charge sniper with proficiency and damage mods (probably calmando as well) will headshot OHK essentially any suit. Bodyshots, which are basically a miss for a sniper, will still be doing 450+ damage per shot, so will OHK around half the suits in the field. It is clear from the raw numbers what the effect on 'battlefield diversity' will be. I have 1.5 million saved up and was planning to get a proto assault suit with the extra SP from the Million Clone Challenge. I now realize that would just be a ridiculous waste of SP. Why get a suit that is only good as target practice? These numbers make it clear that SP spent on anything other than sniper rifles, suits for carrying sniper rifles, and vehicles is SP wasted. As for 'a hotfix away from being changed', are you seriously telling me you expect people to keep playing for 2-3 months of getting OHKed from the redline several times every match? Nobody plays this game to be a victim. Ground-pounding infantry will AFK, and when they get sick of that, uninstall. They will not notice when the next hotfix comes out, they will have gone to other games.
I don't buy it.
Sniper Rifle headshots killed people in Chromosome, and the game wasn't worse off for it. Somewhere along the way, player mentality seems to have shifted from "good shot" to "I deserve a chance to respond".
Who remembers when the click-click of cooking nade meant GTFO? When Sleepy Zan in the killfeed meant get your arse to cover? When everyone jumped to the sound of kickball and a Twin from behind meant certain demise?
We've willingly traded that thrill of Chrome combat for second and third chances in Uprising. Newbros continue to die without a moment's notice, but we veterans? We're entitled to three shotgun blasts to the back, two sniper rounds to the face, and free passes from perfectly cooked grenades.
Again, I don't buy it.
Shoot scout with yes.
- Ripley Riley
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Snake Sellors
Hellstorm Inc General Tso's Alliance
460
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Posted - 2014.09.16 16:12:00 -
[88] - Quote
PROPHET HELLSCREAM wrote:Snake Sellors wrote:
if everybody is so afraid of the snipers in delta then they will have to start looking for them instead of ignoring them now. snipers are not hard to kill.
ssshhhh don`t reveal that secret!!!!! Snake Sellors wrote: tacs will be the ones being taken into battles now as marksmen type weapons.
i don`t believe that is going to happen... after all it keeps to be a sniper rifle, with the crouch and the same value of sway. it may work as marksman under certain circunstances cause normally it won`t work. that`s my opinion today with any of the current weapons but i-¦ll give it a try after delta. Date to release???
lol. i will try to keep it under wraps now..
i will try it at least, the other day i did it for laughs with a logi bro and went 14-0 with my charge rifle on the "ace in the hole map" should be able to make it work, if not then a few more adjustments will be in order..
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Snake Sellors
Hellstorm Inc General Tso's Alliance
460
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Posted - 2014.09.16 16:18:00 -
[89] - Quote
Adipem Nothi wrote:[quote=Ryme Intrinseca][quote=CCP Rattati]
I don't buy it.
Sniper Rifle headshots killed people in Chromosome, and the game wasn't worse off for it. Somewhere along the way, player mentality seems to have shifted from "good shot!" to "I deserve a chance to respond".
Who remembers when the click-click of cooking nade meant GTFO? When Sleepy Zan in the killfeed meant get your arse to cover? When everyone jumped to the sound of kickball and a Twin from behind meant certain demise?
We've willingly traded that thrill of Chrome combat for the second and third chances of Uprising. Newbros continue to die without a moment's notice, but we veterans? We're entitled to three shotgun blasts to the back, two sniper rounds to the face, and free passes from perfectly cooked prototype grenades.
Again, I don't buy it.
Agreed.
players seem to be of the belief lately that snipers are supposed to be worse than bolt pistols..
i don't understand the apathy. if they become useful then maybe they should be wanted as an asset.
but then the mentality on dust lately also seems to be very "anti anything that kills me".
as you say it wasn't game breaking when they were useful before. |
George Moros
RestlessSpirits
417
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Posted - 2014.09.16 17:50:00 -
[90] - Quote
@Rattati:
I just checked the updated sniper rifle numbers. Specifically the "zoom fidelity" current and proposed values. I'm confused by the numbers. First of all, it seems that the lower value actually means better zoom (current value for Thale's is 8, all other rifles have 18). Second, I was pretty sure that current tactical variants have better zoom than other sniper rifles, but judging from the numbers, they all have the same zoom. Could you please clarify that. And finally, it seems that the proposed zoom of all non-officer sniper rifles will be increased? Is all that correct?
Pulvereus ergo queritor.
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