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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Rattati
C C P C C P Alliance
7078
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Posted - 2014.09.15 09:25:00 -
[1] - Quote
Everyone,
here are the proposed numbers based off of the conversation in this thread: https://forums.dust514.com/default.aspx?g=posts&t=174966&find=unread
I encourage you to study them and also the ratios we are using to baseline some of the designs. No sniper rifle should be the best at all things, and all of them should have weaknesses.
Sniper Rifle Numbers
Please give us your feedback, thanks
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
3078
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Posted - 2014.09.15 10:16:00 -
[2] - Quote
I'm definitely going to stop rep tanking my gal fit... a headshot from any of these is instant death for any proto gal rep tank... even the militia sniper. That will let me survive two :)
supercalifragilisticexpialidocious
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idlerowl
Old-Type
12
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Posted - 2014.09.15 10:30:00 -
[3] - Quote
MIL sniper Rifle headshot 300%
Huumm... I think MIL sniper Rifle headshot unnecessary change
MIL sniper Rifle 194.50% headshot . It's enough |
shaman oga
Nexus Balusa Horizon
2815
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Posted - 2014.09.15 10:32:00 -
[4] - Quote
My only concern is zoom level, i trust you for the rest.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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The dark cloud
The Rainbow Effect
4108
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Posted - 2014.09.15 10:39:00 -
[5] - Quote
lol @ the rate of fire from the balacs sniper rifle in combination with the damage and clip size. And before any 1 asks: no you cant have any of those that i have in my assets. They gonna stay there all 25 of them.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Tyjus Vacca
The United Socialist Liberation Front
270
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Posted - 2014.09.15 10:42:00 -
[6] - 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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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
80
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Posted - 2014.09.15 10:59:00 -
[7] - Quote
^ tac is too high RATTATI. I'm a sniper so this is not biased. The standard snipes should be stronger than tac. I mean you can keep it but many will not like seeing all these kaalakiota tacs over ishukones and charges.
37 kills with nova knives
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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 11:02:00 -
[8] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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George Moros
RestlessSpirits
416
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Posted - 2014.09.15 11:44:00 -
[9] - Quote
@Rattati:
As far as I remember, the zoom magnification on (current) sniper rifles is (best to worst): tactical-normal-charge, not counting Thale's. Why is it that tactical SR, having the least amount of range still has the best zoom? I can understand your decision to bring tactical SR base damage closer to the normal variant (I believe 100m less range compensates for the buff), but I think the zoom levels should be in line with the range of the rifle.
Pulvereus ergo queritor.
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Silver Strike44
Fatal Absolution General Tso's Alliance
154
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Posted - 2014.09.15 13:30:00 -
[10] - Quote
I could be missing something here, but I believe someone miscalculated some of the proposed modded dps stats. I didnt do the math, but some of the protos seem way too high compared to advanced. Please take a look, if you wouldnt mind, and correct me if Im wrong.
Me: Donate to The Rammeh McRam House Charity.
Scrub: What's the cause?
Rammeh: I'm retarded.
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Extraneus Tenebrarum
CaUsE-4-CoNcErN
72
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Posted - 2014.09.15 14:03:00 -
[11] - Quote
ROF nerf on TACSr? Why? I need the speed to put enemies down fast enough at close range |
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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 14:05:00 -
[12] - Quote
Extraneus Tenebrarum wrote:ROF nerf on TACSr? Why? I need the speed to put enemies down fast enough at close range
Did you not see the huge dmg buff?
"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
270
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Posted - 2014.09.15 14:16:00 -
[13] - 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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Right-wing Extremist
Nos Nothi
1119
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Posted - 2014.09.15 15:02:00 -
[14] - Quote
I won't say I'm ecstatic about the ammo on the Charge - but you knew that from the other thread.
But now that I finally have a spreadsheet to look at, I can see myself using the Ishukone and the Kaalakiota more often in situational applications while the Charge will continue to be my bread-and-butter.
The Thale's needs to drop more often. I haven't seen one in months, and I lose 'em quick because I was rarely ever in the redline to begin with.
The thing that irks me most about the range nerfs, though, is that this isn't going to stop people from sniping from the red line - which was the stated impetus for it to begin with. And I'm sorry, Rattati, but saying "but did you see the massive damage buffs???" doesn't help because "Did you see the massive HP buffs???" We needed these damage buffs a long time ago.
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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Logi Bro
Brutor Vanguard Minmatar Republic
3355
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Posted - 2014.09.15 15:06:00 -
[15] - Quote
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.
SP Sinks? Fixed.
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Right-wing Extremist
Nos Nothi
1119
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Posted - 2014.09.15 15:11:00 -
[16] - Quote
Logi Bro wrote:90% open space with no cover. lol wut?
Stahp it, muh sides are kill
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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Tyjus Vacca
The United Socialist Liberation Front
270
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Posted - 2014.09.15 15:21:00 -
[17] - 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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Shley Ashes
Commando Perkone Caldari State
171
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Posted - 2014.09.15 15:22:00 -
[18] - Quote
Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted
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Logi Bro
Brutor Vanguard Minmatar Republic
3357
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Posted - 2014.09.15 15:26:00 -
[19] - Quote
Right-wing Extremist wrote:Logi Bro wrote:90% open space with no cover. lol wut? Stahp it, muh sides are kill
I bring up a valid complaint and you troll. I wonder if you are a biased sniper or not? Don't worry, no matter what I say, CCP is going to buff your crutch.
Ever look at a map before? The map, not the sockets. You know, those massive open wastelands that have a few empty spaces for sockets? And even when you are in a socket outpost, how many of those actually give you 360 degrees of cover? Other than the Gallente Research Facility, there are only a handful of sniper-proof rooms.
SP Sinks? Fixed.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2064
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Posted - 2014.09.15 15:31:00 -
[20] - Quote
Please also consider increasing fitting requirements. |
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Extraneus Tenebrarum
CaUsE-4-CoNcErN
72
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Posted - 2014.09.15 15:39:00 -
[21] - Quote
CCP Rattati wrote:Extraneus Tenebrarum wrote:ROF nerf on TACSr? Why? I need the speed to put enemies down fast enough at close range Did you not see the huge dmg buff?
Guess I'll see how it feels before complaining. |
Extraneus Tenebrarum
CaUsE-4-CoNcErN
72
|
Posted - 2014.09.15 15:41:00 -
[22] - Quote
Vulpes Dolosus wrote:Please also consider increasing fitting requirements.
I can barely fit it on my min scout :( |
Tyjus Vacca
The United Socialist Liberation Front
271
|
Posted - 2014.09.15 15:43:00 -
[23] - 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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Right-wing Extremist
Nos Nothi
1119
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Posted - 2014.09.15 15:48:00 -
[24] - Quote
Logi Bro wrote:Right-wing Extremist wrote:Logi Bro wrote:90% open space with no cover. lol wut? Stahp it, muh sides are kill I bring up a valid complaint and you troll. I wonder if you are a biased sniper or not? Don't worry, no matter what I say, CCP is going to buff your crutch. Ever look at a map before? The map, not the sockets. You know, those massive open wastelands that have a few empty spaces for sockets? And even when you are in a socket outpost, how many of those actually give you 360 degrees of cover? Other than the Gallente Research Facility, there are only a handful of sniper-proof rooms. You see this corp tag, mate?
I'm a scout.
I run the M-1/Series with either BK-42 and Ishukone knives or Ishukone knives and ADV Scrambler Pistol.
I don't run a cloak.
I don't get sniped.
90% open space with no cover? It's not THAT bad. Don't be lazy. You don't get to run from point A to point B in a straight line with no opposition without considering the possibility of ADS, HAV, LAV, gk.0 Sentinels with Rail Rifles, scouts brick tanked slayer scouts with shotguns and cloaks hunting for people trying to cross between the compound and the outside objectives, and yes, snipers.
If you think you're dying because "90% open space with no cover qq", that's not why you're dying.
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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Iron Wolf Saber
Den of Swords
16433
|
Posted - 2014.09.15 16:06:00 -
[25] - Quote
Shley Ashes wrote:Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted
at 300 meters rather use a forge gun.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 16:26:00 -
[26] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted at 300 meters rather use a forge gun.
How many redline forge gunners do you see? plus also it's a Heavy weapon, for heavy frames only, currently you see snipers in brick tanked frames in the redline very often, think of something to move them out of the redline.
so seeing as the numbers are the only thing you pulled from that make it 300m that drops off at 450m
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Logi Bro
Brutor Vanguard Minmatar Republic
3357
|
Posted - 2014.09.15 16:33:00 -
[27] - Quote
Right-wing Extremist wrote:
If you think you're dying because "90% open space with no cover qq", that's not why you're dying.
I don't recall ever saying that I die because of no cover. I just said there was a lack of cover.
As it happens, I die very rarely to snipers, but then again, snipers can't kill me in a single shot in most scenarios right now. As it stands, I can take a shot, know which direction to take cover from, and I will be mostly fine as long as I know what direction I am being shot from.
Can't do that in Delta. I'll be one-shotted, have no idea what direction it came from, and it will keep happening. Snipers still have enough range to shoot from the redline, they just won't be as far back in it. I don't want to have to dedicate every game to sniper hunting, especially when I am trying to run logistics.
On a side note, look at my name. Do you think that just because I have skilled into Galsents, Galmandos, Minsents, Minmandos, Galscouts, and Minassaults that I actually use them? Hell no, just because my name is Logi Bro, all I ever use is logistics. You can take that as a fact because it is in my name, just like I can tell what you do by looking at your corp tag.
SP Sinks? Fixed.
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Iron Wolf Saber
Den of Swords
16433
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Posted - 2014.09.15 16:33:00 -
[28] - Quote
Shley Ashes wrote:Iron Wolf Saber wrote:Shley Ashes wrote:Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted at 300 meters rather use a forge gun. How many redline forge gunners do you see? plus also it's a Heavy weapon, for heavy frames only, currently you see snipers in brick tanked frames in the redline very often, think of something to move them out of the redline. so seeing as the numbers are the only thing you pulled from that make it 300m that drops off at 450m
How many body shots does a forge gun need?
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 16:44:00 -
[29] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Iron Wolf Saber wrote:Shley Ashes wrote:Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted at 300 meters rather use a forge gun. How many redline forge gunners do you see? plus also it's a Heavy weapon, for heavy frames only, currently you see snipers in brick tanked frames in the redline very often, think of something to move them out of the redline. so seeing as the numbers are the only thing you pulled from that make it 300m that drops off at 450m How many body shots does a forge gun need?
Is that really going to be your point ? that the forge gun can one shot all but heavy frames with a body shot ?
Have you missed the point ? because it would seem so
let me make it nice and simple because it seems to have evaded you,
Sniping from inside the redline needs to be addressed
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Tyjus Vacca
The United Socialist Liberation Front
271
|
Posted - 2014.09.15 16:52:00 -
[30] - 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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CommanderBolt
TerranProtossZerg
1593
|
Posted - 2014.09.15 16:57:00 -
[31] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Iron Wolf Saber wrote:Shley Ashes wrote:Giving the Sniper rifle any form of damage buff without resolving the "Redline Sniper" is just a terrible idea,
I know this is some form of sordid subject on the entire matter of sniping but fact is I shouldn't have to suicide into the redline in order to go after a sniper, I've played Dust for a very long time and I along with most of the remaining population can agree a sniper outside the redline is a rare sight (unless up high on some tall structure, worse of all being MCC sniping due to poor hit detection caused by invisible floating nothingness)
With more of these proposed changes you're giving me personally less reason to play, a small note about my own Dust experience, I used to use HAV's exclusively until 1.6 for the sole reason that I couldn't be sniped by a sniper rifle, I only had to worry about Redline rail tanks, however that issue was resolved when the Large Railgun had it's range reduced and so onto the main point.
Want that damage buff, drop the sniper rifle range down as low as 300m or 325m because that way if you want to snipe from the redline you can defend your redline but not in most cases the point will be out of range,
or give sniper rifles an actual range and an effective range like most other weapons have, let it have full damage up to 250m and then fall off out to 350m because the proposed 450m is still to far
TL:DR sniper rifle range still to far if redline not adjusted at 300 meters rather use a forge gun. How many redline forge gunners do you see? plus also it's a Heavy weapon, for heavy frames only, currently you see snipers in brick tanked frames in the redline very often, think of something to move them out of the redline. so seeing as the numbers are the only thing you pulled from that make it 300m that drops off at 450m How many body shots does a forge gun need?
You may also want to consider, how hard is it for a Forge to hit a moving target at 300~ meters range..... trust me even if you are an ACE with the Forge, its pretty hard!
Now if that target is standing completely still its as easy as taking candy from a baby but the same applies if you are trying to snipe them I am sure.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 16:58:00 -
[32] - Quote
Tyjus Vacca wrote: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 ??
That's because this point since day dot of Dust's release has never been resolved, I tell you what I want, I want people to spawn in and then move out of the redline and engage the enemy with as much risk as the other people on the battlefield.
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.
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Right-wing Extremist
Nos Nothi
1120
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Posted - 2014.09.15 17:03:00 -
[33] - Quote
Logi Bro wrote:[quote=Right-wing Extremist]On a side note, look at my name. Do you think that just because I have skilled into Galsents, Galmandos, Minsents, Minmandos, Galscouts, and Minassaults that I actually use them? Hell no, just because my name is Logi Bro, all I ever use is logistics. You can take that as a fact because it is in my name, just like I can tell what you do by looking at your corp tag. One does not simply join Nos Nothi.
@Rattati: Can we get the sound guys to implement a soundbyte of "BOOM! Headshot!" to play whenever a sniper rifle headshots you? I mean for the victim to hear it. I'm satisfied with the gong sound that plays when I get a headshot kill, but I'd really like people like Logi Bro here to have their nose rubbed in it when a sniper headshots them.
Can you at least ask around at the office? Appreciate it!
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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Tyjus Vacca
The United Socialist Liberation Front
271
|
Posted - 2014.09.15 17:07:00 -
[34] - 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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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 17:27:00 -
[35] - Quote
Tyjus Vacca wrote: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
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.
So there's a few counters to vehicles as you can see by the examples given.
However to counter a sniper sat in the redline you're saying I have to use the same tactic "Counter snipe" him/her ?
You kind of know something is in a bad place when people tell you to use the same tactic to counter it.
This is genuine concern.
on a complete side note,
why not use this balance pass as a time to introduce a Standard and Advanced variant of the Charged Sniper rifle variant for the newer players to experience (not that there are many I guess)
There's only two things in Dust I have a problem with, Redline snipers and shotgun cloaked scouts I'd also like to point out I'm not against the damage changes at all just the from the redline situation
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Snake Sellors
Hellstorm Inc General Tso's Alliance
457
|
Posted - 2014.09.15 17:39:00 -
[36] - Quote
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 quite like the looks of these changes.. I won't know til I try them though.
To the general player base. Please be patient with me, I will have to take my charge into a few pubs to get a feel for it. So If you see me proto stomping with my charge it's either in response to protostompers or just that I'm practicing.
@ shley Ashley. This won't fix redlining issues for the simple fact that redlining isn't a synonym for sniping. I've been saying it for a while now the red line is a separate issue. Think it through. If you reduced the range to 100m would it get rid of snipers in the red line? Or would they carry on regardless, or change to an fg?
There will always be people willing to abuse any system. And it's not only snipers.
@ logi bro. Seems to me as though you are saying that you wanted snipers to stay where they? were because they were a joke. Ie a proto sniper rifle couldn't kill a scout..
Don't forget that the proto variants shouldn't really get brought into pubs in delta. At least not religiously. In fact rattati I would suggest increasing the isk cost of proto sniper rifles?
(i don't want to see the swing of the nerd bat because of proto spam.)
To the guy saying the tac will be op... People have been saying they want snipers to play as marksmen. This is the basis of a rifle to do it with. It has to hit fast and or its just not worth using over the scr or tac ar. Don't forget there will still be sway.
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 17:51:00 -
[37] - Quote
Snake Sellors wrote:
@ shley This won't fix redlining issues for the simple fact that redlining isn't a synonym for sniping. I've been saying it for a while now the red line is a separate issue. Think it through. If you reduced the range to 100m would it get rid of snipers in the red line? Or would they carry on regardless, or change to an fg?
There will always be people willing to abuse any system. And it's not only snipers.
It seemed to work pretty well for HAV's that use to sit in the redline with a railgun glass cannon, now they are alot fewer
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Tyjus Vacca
The United Socialist Liberation Front
272
|
Posted - 2014.09.15 17:56:00 -
[38] - 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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Iron Wolf Saber
Den of Swords
16433
|
Posted - 2014.09.15 18:04:00 -
[39] - Quote
Shley Ashes wrote:
How many body shots does a forge gun need?
Is that really going to be your point ? that the forge gun can one shot all but heavy frames with a body shot ?
Have you missed the point ? because it would seem so
let me make it nice and simple because it seems to have evaded you,
Sniping from inside the redline needs to be addressed
[/quote]
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Tyjus Vacca
The United Socialist Liberation Front
272
|
Posted - 2014.09.15 18:12:00 -
[40] - 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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Iron Wolf Saber
Den of Swords
16434
|
Posted - 2014.09.15 18:14:00 -
[41] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 18:17:00 -
[42] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:
How many body shots does a forge gun need?
Is that really going to be your point ? that the forge gun can one shot all but heavy frames with a body shot ? Have you missed the point ? because it would seem so let me make it nice and simple because it seems to have evaded you, Sniping from inside the redline needs to be addressed
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. [/quote]
All well and good, CommanderBolt makes a very good point though sniping a moving target with a forge gun at 300m isn't easy and to be fair if you can successfully do this with 50% of your shots then fair play to you.
So why not 300m optimal, 450m dropped off for normal variant ? with values adjusted in a similar fashion, basically means if you're in the redline you are going to get a damage decrease but if you move out the redline you'll actually hit the correct damage.
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Appia Vibbia
3787
|
Posted - 2014.09.15 18:19:00 -
[43] - Quote
You can still snipe from one red line to another red line on Ashland Skirmish and Domination using the Tactical You can still snipe from one red line to another on Manus Peak Domination.
Red line sniping is simple. All you have to really to is play enough to know where the line is on your side and move back beyond the optimal range of any of the 4 main Rifles. 50m back with something to hide behind once you start taking damage and you're survivability is just as high as the kid that's sitting 500m back there on Line Harvest Domination or where the MCC used to be for Manus Peak.
The changes to range are just highly evident that neither Rattati nor any of the CPM he's been talking to have never tried using just the sniper rifle for an entire day. Hell, try only using the sniper rifle for an entire week, allowances for a second light weapon via a commando suit.
The change to range is just nerfing the viability of the weapon. The bigger the map the more that hurts. Skim Junction, Spine Crescent, Boarder Gulch *skirmish* and Impact Ridge.
While maps like Iron Delta, Ashland aren't going to change. It's not going to stop red line sniping because the maps are too small.
Impact Ridge *domination* isn't going to change. The Sniper Rifle is useless anywhere on the map except in the red line or right next to the point where rail tanks like to hang out
Changing the range just puts the Sniper RIfle into Swarm Launcher category. People hate on it because "it's easy to use" yet its use is completely situational. I can take my Shotgun, Laser Rifle, Mass Driver, Plasma Cannon, Assault Rifle, Combat Rifle, Rail Rifle, Scrambler Rifle and use them on any map. Inside an outpost or surface installation or any of the plentiful rolling hills throughout the maps and use them for a whole map. A Forge Gun and HMG can be used for a whole game though they need support in either the form of nanohives & repair tool or an LAV.
Long gone are the days when Symbioticforks, Gem Cutter, and myself have sniped simultaneously with devastating effect.
But Symbitoicforks already pointed this out, that it's only a situational weapon, you don't care.
Tyjus can support this all he likes, but he's still going to get just as many sniper rifle kills from within 50m as from without, and those total kills will still be eclipsed by nova knives, HMG or any of his other weapons.
@ the kid who thinks forge gunning is hard, it's not. So long as they render getting a body shot with a forge is just as easy with a sniper rifle. 5 shots in the clip? You're lucky if 4 of those deal damage to a stationary target, most likely only 3 are going to register.
The Sniper Rifle is relegated to Swarm Launcher territory. You still don't want one on your team but if no one else is skilled into a better suited weapon than it's going to be good enough for a small duration of the match.
Additionally, I strongly advise that you DO NOT increase the base damage on the STD variants. STD vs STD their numbers are balanced. I'd hope you tone down the power on the ADV so that progression is more useful because as it stands it's in the same boat as the Shotgun, wherein the small percentage doesn't have much baring on number of shots to kill.
Whatever. Range nerfs; straw, camel.
Personal Theme Song
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Tyjus Vacca
The United Socialist Liberation Front
272
|
Posted - 2014.09.15 18:20:00 -
[44] - 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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Iron Wolf Saber
Den of Swords
16434
|
Posted - 2014.09.15 18:20:00 -
[45] - Quote
Shley Ashes wrote:Iron Wolf Saber wrote:Shley Ashes wrote:
How many body shots does a forge gun need?
Is that really going to be your point ? that the forge gun can one shot all but heavy frames with a body shot ? Have you missed the point ? because it would seem so let me make it nice and simple because it seems to have evaded you, Sniping from inside the redline needs to be addressedAnyone 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. All well and good, CommanderBolt makes a very good point though sniping a moving target with a forge gun at 300m isn't easy and to be fair if you can successfully do this with 50% of your shots then fair play to you. So why not 300m optimal, 450m dropped off for normal variant ? with values adjusted in a similar fashion, basically means if you're in the redline you are going to get a damage decrease but if you move out the redline you'll actually hit the correct damage.
Shrug* Why are you asking me I don't have the numbers anymore.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1745
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Posted - 2014.09.15 18:24:00 -
[46] - Quote
You need to flip the zoom for tacticals and regular sniper rifles. Seems like tacticals now have shorter range, but higher zoom.
Shoot Scout with yes.
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Shley Ashes
Commando Perkone Caldari State
171
|
Posted - 2014.09.15 18:38:00 -
[47] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Iron Wolf Saber wrote:Shley Ashes wrote:
How many body shots does a forge gun need?
Is that really going to be your point ? that the forge gun can one shot all but heavy frames with a body shot ? Have you missed the point ? because it would seem so let me make it nice and simple because it seems to have evaded you, Sniping from inside the redline needs to be addressedAnyone 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. All well and good, CommanderBolt makes a very good point though sniping a moving target with a forge gun at 300m isn't easy and to be fair if you can successfully do this with 50% of your shots then fair play to you. So why not 300m optimal, 450m dropped off for normal variant ? with values adjusted in a similar fashion, basically means if you're in the redline you are going to get a damage decrease but if you move out the redline you'll actually hit the correct damage. Shrug* Why are you asking me I don't have the numbers anymore.
I'm asking you because you're a current CPM member who's debating the range adjustment's I've suggested, however your lack of constructive debate leads me to think you're just on here trolling ? considering the numbers are on google docs and I thought this was what we elected you for and also what you put yourself forward to do, I digress off the topic at hand and for that I'm sorry but that entire line just means you don't give a monkeys uncle
and on that note I'm really done with this
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Iron Wolf Saber
Den of Swords
16434
|
Posted - 2014.09.15 18:39:00 -
[48] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Tyjus Vacca
The United Socialist Liberation Front
272
|
Posted - 2014.09.15 18:56:00 -
[49] - 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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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1285
|
Posted - 2014.09.15 19:57:00 -
[50] - Quote
Can we have examples of how the different reticules look like so we can have thoughts on them? Preferably screenshots with people at various distances.
And fire delay, you mean I can't shoot quicker than X between my shots even if I spam click fire?
/c
DUSTBoard
DUST Server Status
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Iron Wolf Saber
Den of Swords
16434
|
Posted - 2014.09.15 20:11:00 -
[51] - Quote
ChribbaX wrote:Can we have examples of how the different reticules look like so we can have thoughts on them? Preferably screenshots with people at various distances.
And fire delay, you mean I can't shoot quicker than X between my shots even if I spam click fire?
/c
https://forums.dust514.com/default.aspx?g=posts&t=172372&find=unread
purposed pictures of the new ones so far.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
|
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1285
|
Posted - 2014.09.15 20:28:00 -
[52] - Quote
Iron Wolf Saber wrote:ChribbaX wrote:Can we have examples of how the different reticules look like so we can have thoughts on them? Preferably screenshots with people at various distances.
And fire delay, you mean I can't shoot quicker than X between my shots even if I spam click fire?
/c https://forums.dust514.com/default.aspx?g=posts&t=172372&find=unreadpurposed pictures of the new ones so far. Thank you!
DUSTBoard
DUST Server Status
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hfderrtgvcd
400
|
Posted - 2014.09.15 20:35:00 -
[53] - Quote
These changes are quite literally going to ruin the game. In hotfix delta a militia sniper will do 690 daamage on a headshot. Let me repeat that. A militia sniper rifle, that every single player has access to, will do 690 damage on a headhsot. If these changes get put into play at least half of the team will be in the redline, all with sniper rifles. More importantly, the game will no longer be fun for non-snipers. No one enjoys getting killed before they can even react, and since you haven't changed the redline mechanics, they won't even be able to retaliate without losing their suit. Even if you ignore everyhting I wrote above, can you at least prevent snipers from sniping from the top of the MCC?
You can't fight in here! This is the war room.
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Right-wing Extremist
Nos Nothi
1126
|
Posted - 2014.09.15 20:53:00 -
[54] - Quote
hfderrtgvcd wrote:These changes are quite literally going to ruin the game. In hotfix delta a militia sniper will do 690 daamage on a headshot. Let me repeat that. A militia sniper rifle, that every single player has access to, will do 690 damage on a headhsot. If these changes get put into play at least half of the team will be in the redline, all with sniper rifles. More importantly, the game will no longer be fun for non-snipers. No one enjoys getting killed before they can even react, and since you haven't changed the redline mechanics, they won't even be able to retaliate without losing their suit. Even if you ignore everyhting I wrote above, can you at least prevent snipers from sniping from the top of the MCC? Before I say anything else, understand this: MCC sniping is lame. Redline sniping on maps that aren't so small the redline is the sniper's only viable option, is lame. About 30% of my gameplay is sniping, and most of the time I'm not in the redline. There's only one map I regularly snipe from the top of the MCC (Border Gulch Domination).
That said, if they can hit you, you can hit them. On the MCC, yes, there are only two counters (a sniper, or an ADS). In the redline on the ground, there are many. Sniper, ADS, Forge Gun, Rail Tank, skilled Plasma Cannon user, LAV railgun or missile turret from outside of the redline. Or, yes, suicide a cheap suit to go and kill the sniper.
It's not that hard to kill anyone anywhere. (except ADS - they're hard to kill, but hopefully Delta will fix that) The only one you need a sniper or ADS to kill is the MCC sniper, and that only because HAV/LAV rail turrets and forge guns don't reach that far.
EDIT: And I'm not even good at this stupid game.
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
1854
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Posted - 2014.09.15 21:01:00 -
[55] - Quote
I really dont understand why you would put all this effort into balancing other light weapons and sidearms, then make all of it irrelevant by buffing SRs to such extreme damage levels. Ground-pounding infantry will uninstall en masse. |
HOWDIDHEKILLME
Dying to Reload
531
|
Posted - 2014.09.15 21:57:00 -
[56] - Quote
Personally I think damage should start falling off at 300m
Redline... Impossible I'm sure but 50% damage going in ( or inside ) 50% out. That might make attacking into or out of the red to irritating for bolth teams to be a problem. flame on
Lonewolf till I die
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Tesfa Alem
Death by Disassociation
195
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Posted - 2014.09.15 22:25:00 -
[57] - Quote
I'm just a part time proto tac sniper so take what i say with a grain of salt.
When i read about these changes i went a did a bit of sniping, with the range reduction it still allows to cover the point in domination from the redline and in some maps the nearly the entire area. I hate redline snipers as much as the next guy but i don't want sniper rifles to become glorified rail rifles. Also snipers wont be able to sit 200m back into thier red line. Its a good start which i hope is revisited in hotfix echo.
I've got no sympathy for the thales snipers though, its same as using any other officer weapon in a pub match, a balacs a gastuns or a krins, except your 600m away. You lose them all the time because you use a rare, very powerful weapon to pick off suits from as far back in the redline as the map would allow. That makes you a target.
I look forward to experimenting with the damage profiles, and i appreciate logibro and rattati taking in the feedback from the sniper community concerning the reticule. Looks pretty good.
On side note, IWS, i have no idea where you are going with your replies. x% of the position of people you have forged has zero to do with adressing redline sniping. I have never heard of people reacting to a sniper with "thats it i'm grabbing a forge gun" nor have i ever seen a forge gunner on the redline plugging away.
Something constuctive ought to be "within what parameters can we afford to reduce the redline sniping" or at the bare minimum "its something to look into with CCP and the CPM. I think this range reduction will help some on the larger maps, but not at all on the smaller ones has Appia rightfully pointed out. You need the range if your leaving the red line and sniping at a high point anyway. So I ask you as you are a CPM1 community rep, is there other options being looked into to stop redline sniping?
Redline for Thee, but no Redline for Me.
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manboar thunder fist
Dead Man's Game
121
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Posted - 2014.09.15 22:38:00 -
[58] - Quote
Wait what...dmg modded charge sniper rifle headshot does 1556 DMG?
DAFUQ I FOUND THE NEW FOTM
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2334
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Posted - 2014.09.15 22:40:00 -
[59] - Quote
Well, looks like my min-scout can't survive even a body shot from a charge unless i shove armor plates up its ass.... gonna be interesting losing a ton of suits to people in the redline.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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manboar thunder fist
Dead Man's Game
121
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Posted - 2014.09.15 22:42:00 -
[60] - Quote
mate your min scout can't even survive a body shot from a tactical the way every sniper runs it....
4 dmg mods, proficiency and armour bonus :)
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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HOWDIDHEKILLME
Dying to Reload
532
|
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.
-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-+-+-¦...
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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
|
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
|
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
|
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
|
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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saxonmish
Fatal Absolution General Tso's Alliance
461
|
Posted - 2014.09.16 18:26:00 -
[91] - Quote
well i know im gonna be a sniper from now on then :P the charge will do 1190 dam to a head shot without dam mods and prof Ohhhits gonna bee oooopppppp
SAXON ON A MISH - My Youtube Channel :)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4073
|
Posted - 2014.09.16 19:13:00 -
[92] - Quote
Adipem Nothi wrote: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 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.
+1. I haven't really feared snipers in almost a year.
I used to counter-snipe all the time, loved it. There's been no need in a long time.
(The godfather of tactical logistics)
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Mike De Luca
STOP TRYING TO RECRUIT ME
307
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Posted - 2014.09.16 19:39:00 -
[93] - Quote
saxonmish wrote:well i know im gonna be a sniper from now on then :P the charge will do 1190 dam to a head shot without dam mods and prof Ohhhits gonna bee oooopppppp no, you're op enough on your own. you need no further assistance lol
what i think of when charging fg
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1858
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Posted - 2014.09.16 19:49:00 -
[94] - Quote
Snake Sellors wrote: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. Obviously snipers will like having OP sniper rifles, the same way tankers liked having OP tanks in 1.7. But such obvious imbalances are absolutely terrible for the game as a whole. |
Right-wing Extremist
Nos Nothi
1139
|
Posted - 2014.09.16 19:51:00 -
[95] - Quote
Ryme Intrinseca wrote:Obviously snipers will like having OP sniper rifles, the same way tankers liked having OP tanks in 1.7. But such obvious imbalances are absolutely terrible for the game as a whole. You're just mad that standing still means death again.
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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Appia Vibbia
3792
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Posted - 2014.09.16 19:56:00 -
[96] - Quote
Adipem Nothi wrote: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 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.
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.
The headshot damage increase is basically just taking the sniper rifle from where is was in 1.0 and bringing it up to par with 1.8, Before Sentinels got an HP buff, or Assaults, or Armor Plates increased HP by 30 and halved movement penalties. If that was all you, Rattati, were doing that it would have been the same balancing DPS rifles got when you (CCP devs, not specifically Rattati) changed the damage on them to reflect continuity in TTK
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.
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.
Rattati, you say it makes it usable in PC. The change does not. It does not allow me to abandon my shotgun/combat rifle/scrambler rifle which are light weapons I can equip for an entire match. It means that if there is a particularly hard encampment I can whittle them down and then have to go back to using my other light weapons.
Reduced range means reduced vantage points means reduced effectiveness.
"OMG Those numbers are huge!" are the ones that don't expect alpha damage weapons to be contenders. There's no guarantee for a headshot. It's like they're looking at the numbers and saying "yes, every shot is going to be a headshot."
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.
You, Rattati, have clearly not put in any significant time with the weapon. There was one point in time where you had to shoot behind an enemy for it to hit. Currently, you have to lead your target slightly, not because there is any bullet travel time but because of visual delay in the location of dropsuits actually means they have moved further along than you screen displays.
it's laughable how people cry about having a sniper rifle having proper damage to headshots as being OP or FotM, when as Adipem Nothi said, that's what it was like in Chromosome and it didn't break the game then. The new bros that think they'll just drop a million or so SP into the weapon and instantly be incredible have no clue how awful the aiming is.
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.
Fun Fact: I met my current roommate because she and I were dueling with snipers in a corp battle
Personal Theme Song
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Appia Vibbia
3794
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Posted - 2014.09.16 20:18:00 -
[97] - Quote
BTW, I'm really saying that the change to range is an unreasonable nerf. The idea you use to justify it rarely has any effect on a game, other than being the reason the sniper's team lost. And even if it did have some sort of effect, it doesn't even help with the probelm
So here's my plan for these range nerfs: taking out my Gal-Logi with Wyirkomi triage, Ishukone Gauged, Allotek, and Ishukone Quantom nanohives, placing all 9 of them on top of each other 90m back in the redline, running to a supply depot and switching to my Gallente Sentinel- for that rail gun damage resistance- and sniping with the tactical sniper rifle. 220HP per second so other SR users need to fire at max speed rather than taking the time to aim, my giant pulsing blue bubble will give me enough cover so that they can't aim for the head before I line up a shot on them.
And i'll have them saying, "Did the reticle turn red? I can't tell, it's too bright to see it!"
^^^ You're not fixing that issue by reducing range.
Personal Theme Song
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1763
|
Posted - 2014.09.16 20:31:00 -
[98] - Quote
Speaking as a prof 5 sniper, the range reduction was to stop people being able to hit from redline to redline, especially in Dom's. Now redline sniping works if your team is being stomped, but if your team is stomping, you must leave the redline to get in on the party.
I think zoom will be the issue snipers face in delta. The TAC will have the shortest range and longest zoom
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Tyjus Vacca
The United Socialist Liberation Front
287
|
Posted - 2014.09.16 20:50:00 -
[99] - 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
|
Posted - 2014.09.16 20:53:00 -
[100] - 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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Appia Vibbia
3795
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Posted - 2014.09.16 21:28:00 -
[101] - Quote
Tyjus Vacca wrote: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. I don't snipe from within 400m. If I need to hit someone within that range then I'm going to rely on the forge. Yes there's a 100m game, but the lack of overwatch points usually mean I was going to sit in the same spot regardless with LoS on the same enemies.
Tyjus wrote: 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)
That was a quip at the people who think it's simple to aim it. It's a comment about the people that have never used the weapon expecting to have high level of skill using it right out of the game. Lone straglers or Scouts are a lot easier to pick off then that one logi in the middle of a crowd because of the Aim Friction, slowing you cursor down when you get near and are over the body.
Or how about this: Instead of changing multiple facets of the sniper rifle all at the same time, why not change just the damage (and clip size) And see what that has to do. Rather than throwing in three changes all at once, just reduce the number of effects to 2
Personal Theme Song
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Thokk Nightshade
KNIGHTZ OF THE ROUND
498
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Posted - 2014.09.16 22:32:00 -
[102] - 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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Snake Sellors
Hellstorm Inc General Tso's Alliance
467
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Posted - 2014.09.16 22:46:00 -
[103] - Quote
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. |
Thokk Nightshade
KNIGHTZ OF THE ROUND
498
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Posted - 2014.09.16 22:54:00 -
[104] - 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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ACT1ON BASTARD
Amarr Templars Amarr Empire
152
|
Posted - 2014.09.17 02:22:00 -
[105] - Quote
I dont get it how will the tac sniper stand and shoot if you didnt change sway? |
Thokk Nightshade
KNIGHTZ OF THE ROUND
503
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Posted - 2014.09.17 03:20:00 -
[106] - 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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ACT1ON BASTARD
Amarr Templars Amarr Empire
153
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Posted - 2014.09.17 03:25:00 -
[107] - Quote
Thokk Nightshade wrote: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. I was talking about what rattati said. Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR)
See stand and shoot, not sure what he meant by that. |
Iron Wolf Saber
Den of Swords
16448
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Posted - 2014.09.17 05:22:00 -
[108] - Quote
ACT1ON BASTARD wrote:Thokk Nightshade wrote: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. I was talking about what rattati said. Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR) See stand and shoot, not sure what he meant by that.
Sway will not be changing this go around; if the tactical needs it still expect a follow-up.
Remember hotfixes are much faster iterations we can see where we screwed up easily after hotfix and make the needed adjustments to bring the rifles up to par or bring them back in line should this prove too much too quick.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1860
|
Posted - 2014.09.17 06:27:00 -
[109] - Quote
Right-wing Extremist wrote:Ryme Intrinseca wrote:Obviously snipers will like having OP sniper rifles, the same way tankers liked having OP tanks in 1.7. But such obvious imbalances are absolutely terrible for the game as a whole. You're just mad that standing still means death again. Definition of a sniper: someone who thinks 'if you arent constantly running in random directions youre just asking to die!' while sitting perfectly still for 15 minutes at a time |
ACT1ON BASTARD
Amarr Templars Amarr Empire
154
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Posted - 2014.09.17 07:17:00 -
[110] - Quote
Iron Wolf Saber wrote:ACT1ON BASTARD wrote:Thokk Nightshade wrote: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. I was talking about what rattati said. Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR) See stand and shoot, not sure what he meant by that. Sway will not be changing this go around; if the tactical needs it still expect a follow-up. Remember hotfixes are much faster iterations we can see where we screwed up easily after hotfix and make the needed adjustments to bring the rifles up to par or bring them back in line should this prove too much too quick. I think the tac should have an initial sway when you ads, but after the initial sway you can walk around, without it moving too much if you keep it on ads. I wouldnt see the point of being able to stand but not being able to move because sway. |
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Ananke Gaia
3
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Posted - 2014.09.17 07:22:00 -
[111] - Quote
Nerfing the range and FOV even more **** that. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
473
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Posted - 2014.09.17 15:37:00 -
[112] - Quote
ACT1ON BASTARD wrote:Thokk Nightshade wrote: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. I was talking about what rattati said. Tactical Sniper Rifle - the Rifleman, stand and shoot, and has enough ROF and damage output to effectively take down approaching enemies. (basically super TAR) See stand and shoot, not sure what he meant by that.
The reasoning is that at operation level five it is possible to compensate for sway at closer ranges where a slight dip in the scope won't matter as much. but don't expect it to be easy.
there will not be any adjustment to sway at all yet. this is why under 300 meters a forge is better, because they can still control their weapon whilst they strafe, a sniper can't.... even at operation 5.
the idea being that only snipers that have spent serious sp will be any good at it. and that taking small steps is the way forward given the massive job required to balance weapons that have been left alone since the start of uprising.
thokk, i think we were probably writing at the same time your post wasn't there when i started my post. |
Right-wing Extremist
Nos Nothi
1174
|
Posted - 2014.09.17 16:11:00 -
[113] - Quote
Ryme Intrinseca wrote:Right-wing Extremist wrote:Ryme Intrinseca wrote:Obviously snipers will like having OP sniper rifles, the same way tankers liked having OP tanks in 1.7. But such obvious imbalances are absolutely terrible for the game as a whole. You're just mad that standing still means death again. Definition of a sniper: someone who thinks 'if you arent constantly running in random directions youre just asking to die!' while sitting perfectly still for 15 minutes at a time So kill them, then. They're sitting still and once they've killed you - IF you're smart - you know exactly where they are. Protip: the range tells you their location.
EDIT: I can't remember the last time a sniper killed me and didn't die within the next 2 minutes. Except this one time, right at the end of a match. I was halfway to him, even saw him sitting on the top of the barn where he was hiding. but match ended with me still 80m away with my knives and scrambler pistol. Couldn't touch him :(
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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Thokk Nightshade
KNIGHTZ OF THE ROUND
506
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Posted - 2014.09.17 20:04:00 -
[114] - 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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Iron Wolf Saber
Den of Swords
16452
|
Posted - 2014.09.18 02:54:00 -
[115] - Quote
Thokk Nightshade wrote: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?
If needed I think the goal is to reduce the time to point (get on target) and allow max stability even while standing (crouching will still be faster)
We should never get to no scoping.
We should never get to snap shotting (scoping just right and pulling the trigger immediately to get cookies)
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Railgun =// Unlocked
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Atiim
12238
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Posted - 2014.09.18 03:05:00 -
[116] - Quote
Ryme Intrinseca wrote:Right-wing Extremist wrote:Ryme Intrinseca wrote:Obviously snipers will like having OP sniper rifles, the same way tankers liked having OP tanks in 1.7. But such obvious imbalances are absolutely terrible for the game as a whole. You're just mad that standing still means death again. Definition of a sniper: someone who thinks 'if you arent constantly running in random directions youre just asking to die!' while sitting perfectly still for 15 minutes at a time Any sniper standing in one place for 15min is just asking to get killed by a Shotgun.
The 1st Matari Commando
-HAND
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ebronian flacktoider
Pure Evil.
11
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Posted - 2014.09.18 08:28:00 -
[117] - Quote
So a nerf to range but a buff to damage. Seems plausable except for one thing. Blah blah blah redline sniper, blah, blah, blah. First 1.6 ruined tanks to a generic idiotic way, then rail tanks got the nerf for range (some maps still have the redline problem) then armor tanks got nerfed, then nerfed some more then the blasters got nerfed, now snipers cant be snipers and shoot from a good distance because people are moaning about it?? What about the six kin burst hmg that just tears anything apart or the rail rifle that tears anything apart at a longer distance or the shotgun that says 40 dam but does nearly a thousand with one shot, what about the scrambler rifle that tears things apart, or what about every god damn weapon in the game that just tears things apart. Swams are ******** now, forge guns are just annoying sitting ontop of a building in a 1200 armored suit, this is why people are leaving the game because of stupid ideas like this. What next? A partical heavy machine cannon? Why not fix things that are actually broken with this game? Like when it says estimated time to find a battle is actually close to it rather than it saying 38 seconds and waiting 5 minutes to get to a loading screen to hear that whiney females voice saying the match has lost then having to reboot my ps3 because it freezes in the loading screen of death? Keep the sniper range as it is. Keep the damage as it is stop fking around with stuff that doesnt need tampering with. |
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CCP Rattati
C C P C C P Alliance
7336
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Posted - 2014.09.18 10:38:00 -
[118] - Quote
Thanks everyone, we are using this feedback and keeping an eye out for any issues.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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