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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
206
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Posted - 2014.09.25 14:34:00 -
[31] - Quote
HOWDIDHEKILLME wrote:Crimson Cerberes wrote:HOWDIDHEKILLME wrote:Saw this coming. With 150m more range than any other weapon redline snipers will rarely fear redline counter snipers now, and besides still being out of range forge gunners will just be snipe fodder while tanks/ads won't even bother with them since they cant be killed by them and will do more good focusing on the hotspots.
Sniping is a problem that will will never be solved or balanced. I'd rather fight a proto cloaked scout with a basic logi than deal with a redline sniper.
Here is a btter question, and probably a good original topic if someone wants to ask it. Does anyone have a problem with snipers in ambush? I would bet that the answer is no. If that is the case, then you know exactly what the problem is, and the problem is the redline, not snipers. I made a impossible fix suggestion once... Cut damage going in and out of the redline by 50% making staying there lame promoting getting out and hunting the enemy redline dangerous to the point of stupied. And I've never seen snipers in ambush.G£în+Å Dude ******* hell yeah great suggestion remake the thread
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
206
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Posted - 2014.09.25 14:37:00 -
[32] - Quote
TheD1CK wrote:Redline Snipers.... LMFAO
With the changes there is only on time a redline sniper is a danger to the opposition, And that is when the opposition push into the enemy side of map... GOOD
This makes redline snipers a threat to infantry zerging the redline.. GOOD
I have been running a MinCommando to test it out and sniping is awesome TY Rattati! Snipers are now in a position where it's either find a risky vantage point, or camp and kill nothing. And as for Sniper Vs Sniper fights.. much <3.. they are now intense engagements as both Snipers can deal enough DMG to OHK headshot each other, rewards mobile sniping
Some mercs really enjoy the challenge of sniping in the 100m-200m area the new changes make it viable to risk your ass doing so.. while removing the redline campers from 'most' games.
Please do not judge balance by what you saw in Public fights
One skilled proto sniper will go 50/0 Vs MLT grade opponents EZ. I know this i get
Except the Thales ..on man us peak I had a wonderful fight vs snipers yesterday it was brutal I was running lr the only guy that got me was 341 m away using a Thales ..The other snipers had to get closer and thus were either avoidable or kill able ...
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
208
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Posted - 2014.09.25 14:40:00 -
[33] - Quote
Iron Wolf Saber wrote:because blow the 300 meter range the forge gun becomes the superior option and nerfing the forge gun any further mechanically to get rid of its advantage compromises their ability to av.
There are other ways to reduce the range of the sniper rifle though without a straight up nerf to their absolute range.
I am more than willing to advocate nerfing the zoom to help curb the desired effect.
I know that the other options is to screw with the damage over its distance curve so that at max distances you're hitting around a hypothetical 50% less damage while the ideal ranges can be below 300 meters. This however will take time to evaluate what those fall off distances can be how steep the curve could be and the like.
One thing I am noticing right now is the fewer number of heavy suits outside the calmando sniping and the number of mobile snipers increasing. It is also nice to see a smattering of all three rifles on the field so they seemed to be balanced against each other and should keep near to the current relative relationships with each other. How about makes dmg coming through the redline cut by 50% this forces them to leave or deal moronic dmg..howdidthattaste had that idea they can be as far away as they want but if they are somewhere an enemy can't reach ie they're redline dmg is lost
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Leadfoot10
Molon Labe. General Tso's Alliance
1536
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Posted - 2014.09.25 15:00:00 -
[34] - Quote
Alejandro Guerra B wrote:you're wrong and I'm sniper played all day today and these modifications leave obsolete sniper, the reason is simple, the distance is very short, and everyone sees you, and you die by rookies, besides these at ground and you can not see anyone that hinders all the sniper to death
And now you know what it's like to be a target of a sniper.
I have no empathy for you or any sniper. You've had a practically zero risk game to play for more than a year now, so you'll pardon me if I'm not crying over the fact that you're now vulnerable if you leave the redline,...like everything else in this game.
If I were you, I'd be happy with the headshot bonuses and damage buffs and not QQing over having to leave the relative safety of the redline to get kills.
Useless, cowardly snipers. |
Leadfoot10
Molon Labe. General Tso's Alliance
1536
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Posted - 2014.09.25 15:03:00 -
[35] - Quote
Maiden selena MORTIMOR wrote:How about makes dmg coming through the redline cut by 50% this forces them to leave or deal moronic dmg..howdidthattaste had that idea they can be as far away as they want but if they are somewhere an enemy can't reach ie they're redline dmg is lost
+1000
Alas, that sounds like a client side change and I wonder out loud, if that's possible at this point. |
John ShepardIII
Murphys-Law
652
|
Posted - 2014.09.25 15:06:00 -
[36] - Quote
HOWDIDHEKILLME wrote:Here's an idea... Hey ads pilots wipe them tears and go kill all those snipers. I swear I saw thale's on the kill feed. Lol since when could you just talk to all your blue berries and they do something that you ask??? That's right I didn't think so
The True Shepard.
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PROPHET HELLSCREAM
UNSVER UNITED
10
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Posted - 2014.09.25 15:07:00 -
[37] - Quote
Maiden selena MORTIMOR wrote:Iron Wolf Saber wrote:because blow the 300 meter range the forge gun becomes the superior option and nerfing the forge gun any further mechanically to get rid of its advantage compromises their ability to av.
There are other ways to reduce the range of the sniper rifle though without a straight up nerf to their absolute range.
I am more than willing to advocate nerfing the zoom to help curb the desired effect.
I know that the other options is to screw with the damage over its distance curve so that at max distances you're hitting around a hypothetical 50% less damage while the ideal ranges can be below 300 meters. This however will take time to evaluate what those fall off distances can be how steep the curve could be and the like.
One thing I am noticing right now is the fewer number of heavy suits outside the calmando sniping and the number of mobile snipers increasing. It is also nice to see a smattering of all three rifles on the field so they seemed to be balanced against each other and should keep near to the current relative relationships with each other. How about makes dmg coming through the redline cut by 50% this forces them to leave or deal moronic dmg..howdidthattaste had that idea they can be as far away as they want but if they are somewhere an enemy can't reach ie they're redline dmg is lost
Even then there will be something wrong with the snipers...
Hobby: Headshot on cloaked units
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Mex-0
420 smoke alot
60
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Posted - 2014.09.25 15:11:00 -
[38] - Quote
It really doesn't matter for most infantry who can actually play well. If you're standing out in the open shooting without moving... well that's kind of your fault.
I don't use OP weapons, I AM OP.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
488
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Posted - 2014.09.25 15:30:00 -
[39] - Quote
oh my..
if only there had been some of the snipers in dust warning the community that reducing the range would make red line snipers safer because the counter sniper would be in more danger...
oh.. wait.
i did. so did symbiotic.
and if only somebody had pointed out that those who snipe from the red line either do it for viewpoint or safety.
or that the latter type would still play that way if they had a range of 100m..
as for 4 snipers going 54/0 i see no problem. that means on average they killed 13.5 people each and didn't get hunted. now if they were using the charge rifle that means they killed 13 people and assisted once, out of a possible 63 kills. so they could of missed, or had detection issues, or not had enough targets/time for their other 50 shots.
I also said that it wouldn't matter what changes were made to snipers because players just hate snipers and believe that they shouldn't be a part of the game.
well done community.
you never fail to disappoint. |
Mex-0
420 smoke alot
60
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Posted - 2014.09.25 15:33:00 -
[40] - Quote
What about frontline sniping? maybe if the scope sway was decreased just a tiny bit, people would actually be able to quick scope... except then redliners would have easier kills.
Dedicated Scout and Scrambler Rifle Specialist.
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Vesta Opalus
Kang Lo Holding
36
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Posted - 2014.09.25 15:39:00 -
[41] - Quote
My opinion on the sniper changes:
I think the changes were a step in the right direction, I like how each rifle now has its own role and is good in its own way.
Sniper zooms still suck. I think they should increase charge and normal rifle zoom since these rifles are intended to be used at longer ranges. Its difficult to identify the head on enemy models from even 300m away, much less 450, the zoom is inadequate for half the weapons effective range.
I dont think this patch is going to change the redline sniping "problem" in any real way (and I want to make it clear that I dont really think its a problem, there are plenty of ways to stop or avoid snipers in the redline to minimize their effectiveness). The root issue causing redline sniping is that snipers stay in the redline because its the only place they can actually use the sniper rifle without making themselves absurdly vulnerable.
If you give someone a weapon where they have to stop, crouch, zoom in (reducing their field of view to a small fraction of what it normally is) and keep that position for ~3 seconds to stabilize the weapon, so that they can then shoot for 4+ seconds in the hopes of connecting with enough shots to kill someone, they are going to have to do all the above in a safe place where they can expect to not have a shotgun scout decloak 3 feet behind them and give them a bunch of additional buckshot sized assholes.
Until the insane amount of risk the sniper firing routine exposes snipers to is reduced in some way, they are going to continue to mitigate that risk by staying in places where they wont get creamed the second they try to use their gun. This is why you almost always see snipers sitting on rooftops or in the redline. This isnt rocket surgery, its simple cause and effect. It doesnt matter what you do with the weapon ranges or making the redline somehow filter bullets, or whatever. The end result of the sniper mechanics as they are now is that they will be used in the redline or they will not be used at all. |
Iron Wolf Saber
Den of Swords
16691
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Posted - 2014.09.25 18:52:00 -
[42] - Quote
How about anything involving the redline changing parameters of the game are out of the question for the time being?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
588
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Posted - 2014.09.25 19:04:00 -
[43] - Quote
Iron Wolf Saber wrote:How about anything involving the redline changing parameters of the game are out of the question for the time being? Should be pretty simple then, find the map with the shortest distance between the redline and the points in domination, set MAX sniper range to the edge of the redline to the point. Done.
Or if that is too short, Max 300m range with a fall-off. No one is sniping anyone from 300m with forge guns. Most I ever see is 200ms. Sure 300 may happen once in a blue moon, but from 300m you can't really even see a target with the forge.
If forge sniping from 300 m is a problem, make the reticule no longer turn red for infantry for forge guns.
"We are not ever going to respec weaponry and dropsuit command because the majority of our Aurum gear falls within those
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Michael Arck
5769
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Posted - 2014.09.25 19:05:00 -
[44] - Quote
Saw a couple of snipers within the heat of battle taking up spots and hitting me. I had no complaints whatsoever. Do what you do snipers, just don't camp the redline all day.
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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ak tak
Gallactic Security Force
0
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Posted - 2014.09.25 19:44:00 -
[45] - Quote
Mregomies wrote:David Spd wrote:Seems to me the biggest issue with sniping is map design. It's simply too easy for snipers to perch on a structure somewhere or sit on a hill out in BFE.
Couple of maps are notorious for that kind of stuff and CCP keeps tweaking the snipers, but the maps remain unchanged.
Since CCP seems downright unwilling to make client-side changes I doubt people will ever be truly safe from "redline sniping". What the **** you want us to do with sniperrifle????? run in burnzone and try hipfire reds??? c'mon! it's LONG RANGE WEAPON and that is why snipers sits in "safe" place! I know all the jobs in the battle since I have all classes. use cover if you are assault/logi, use logibro if you are heavy, use cloak and dampers if you are scout and if you are sniper... countersnipe. It's quite easy now to countersnipe. Even those heavysnipers fall down with 1 headshot. I have damped ck.0 scout to countersnipe and I can sit middle of the fight and search those snipers sitting somewhere. So please, stop QQ and find your job and spot in the field.
This is so true ! I also have all kinds of classes but focus on my sniper because it's what i like to do and feel that a well placed sniper can help the team immensely not only with counter sniping and helping clear/hold objectives but a good sniper can help communicate an overview of the battlefield to a squad or the whole team improving both offense and defense !
The range nerfing hurts us plenty as we are now force to site on top of the reds and as above mentioned if I wanted to hipshot then I would deploy as assault !
These changes to sniper are such a load of crap, If you don't like snipers get a good one in your team and use him for what he/she is: A LETHAL LONG RANGE F***ING KILLING MACHINE THAT CAN VIEW THE WHOLE BATTLEFIELD AND PROTECT YOU A** FROM OTHER SNIPERS !
There, i said it. |
ak tak
Gallactic Security Force
0
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Posted - 2014.09.25 19:49:00 -
[46] - Quote
Vesta Opalus wrote:My opinion on the sniper changes:
I think the changes were a step in the right direction, I like how each rifle now has its own role and is good in its own way.
Sniper zooms still suck. I think they should increase charge and normal rifle zoom since these rifles are intended to be used at longer ranges. Its difficult to identify the head on enemy models from even 300m away, much less 450, the zoom is inadequate for half the weapons effective range.
I dont think this patch is going to change the redline sniping "problem" in any real way (and I want to make it clear that I dont really think its a problem, there are plenty of ways to stop or avoid snipers in the redline to minimize their effectiveness). The root issue causing redline sniping is that snipers stay in the redline because its the only place they can actually use the sniper rifle without making themselves absurdly vulnerable.
If you give someone a weapon where they have to stop, crouch, zoom in (reducing their field of view to a small fraction of what it normally is) and keep that position for ~3 seconds to stabilize the weapon, so that they can then shoot for 4+ seconds in the hopes of connecting with enough shots to kill someone, they are going to have to do all the above in a safe place where they can expect to not have a shotgun scout decloak 3 feet behind them and give them a bunch of additional buckshot sized assholes.
Until the insane amount of risk the sniper firing routine exposes snipers to is reduced in some way, they are going to continue to mitigate that risk by staying in places where they wont get creamed the second they try to use their gun. This is why you almost always see snipers sitting on rooftops or in the redline. This isnt rocket surgery, its simple cause and effect. It doesnt matter what you do with the weapon ranges or making the redline somehow filter bullets, or whatever. The end result of the sniper mechanics as they are now is that they will be used in the redline or they will not be used at all.
Now that's a comment worth reading ! This is the truth, I believe most everyone complaining about snipers never sniped in DUST before as it is really almost impossible to survive truing to move through the battlefield never mind trying to fire from the frontline. I Spend thousands of ISK because of that single problem of not being able to really effectively fire without getting stomped in the frontline. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1767
|
Posted - 2014.09.25 20:00:00 -
[47] - Quote
Iron Wolf Saber wrote:How about anything involving the redline changing parameters of the game are out of the question for the time being?
Face stomp nerf sniper rifles out of exsistence.
New sniper rifle - Tac AR new variant with much small magazine, massively increased damage per bullet, increased zoom (aka decreased field of view while ADS) perameters changed to handle more like a snipe, decreased rate of fire of course etc...
Could also be done with any rifle, I just chose the Tac AR because of its scope design being similar to a sniper (more similar than the others at least I would say)
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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ak tak
Gallactic Security Force
0
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Posted - 2014.09.25 20:03:00 -
[48] - Quote
WTF, the way things are going , might as well make sniper rifles into bow and arrow with suction cup tips. |
Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
589
|
Posted - 2014.09.25 22:06:00 -
[49] - Quote
I think the biggest thing I want is to remove the extra layer of defense a redline sniper gets that EVERYONE else does not.
By being in the redline you get a 15 sec instakill defense. This means someone has to get to you within 15 seconds in the redline or they die. That is an INSANE advantage.
"We are not ever going to respec weaponry and dropsuit command because the majority of our Aurum gear falls within those
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Iron Wolf Saber
Den of Swords
16707
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Posted - 2014.09.25 22:07:00 -
[50] - Quote
Crimson Cerberes wrote:Iron Wolf Saber wrote:How about anything involving the redline changing parameters of the game are out of the question for the time being? Should be pretty simple then, find the map with the shortest distance between the redline and the points in domination, set MAX sniper range to the edge of the redline to the point. Done. Or if that is too short, Max 300m range with a fall-off. No one is sniping anyone from 300m with forge guns. Most I ever see is 200ms. Sure 300 may happen once in a blue moon, but from 300m you can't really even see a target with the forge. If forge sniping from 300 m is a problem, make the reticule no longer turn red for infantry for forge guns.
You forgot the divide by 2.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Kaze Eyrou
Molon Labe. General Tso's Alliance
666
|
Posted - 2014.09.25 22:18:00 -
[51] - Quote
HOWDIDHEKILLME wrote:Here's an idea... Hey ads pilots wipe them tears and go kill all those snipers. I swear I saw thale's on the kill feed. What do you think I did with my dropship?
I use an ADS with a scanner on it (because of derp-rendering), and come in with a Python. Try to tear up the redline snipers. Burn away.
I haven't gotten a chance to try this tactic yet with Delta and the extreme amount of changes in the situation (Commando with sniper and swarms. either the caldari or minmatar would be effective in this situation, caldari for extra stopping power on sniping, minmatar for that added damage boost to missiles, not to mention the AB, and swarms change). That's too many numbers too see if ADSing is still an effective hard counter to snipers.
But if they are starter fits, you bet I'll tear them up in my ADS. Even more so, if I see an enemy Thale's in the feed, I'm hunting him down.
Closed Beta Vet // Logi Bro // @KazeEyrou
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Alejandro Guerra B
Chatelain Rapid Response Gallente Federation
0
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Posted - 2014.09.25 23:46:00 -
[52] - Quote
Leadfoot10 wrote:Alejandro Guerra B wrote:you're wrong and I'm sniper played all day today and these modifications leave obsolete sniper, the reason is simple, the distance is very short, and everyone sees you, and you die by rookies, besides these at ground and you can not see anyone that hinders all the sniper to death And now you know what it's like to be a target of a sniper. I have no empathy for you or any sniper. You've had a practically zero risk game to play for more than a year now, so you'll pardon me if I'm not crying over the fact that you're now vulnerable if you leave the redline,...like everything else in this game. If I were you, I'd be happy with the headshot bonuses and damage buffs and not QQing over having to leave the relative safety of the redline to get kills. Useless, cowardly snipers.
apology but cowards you are not accepting a role, is like asking a war that did not use snipers, that's silly, to remember that it is a simulator, and skills is no favoritism. |
Alejandro Guerra B
Chatelain Rapid Response Gallente Federation
0
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Posted - 2014.09.25 23:49:00 -
[53] - Quote
Kaze Eyrou wrote:HOWDIDHEKILLME wrote:Here's an idea... Hey ads pilots wipe them tears and go kill all those snipers. I swear I saw thale's on the kill feed. What do you think I did with my dropship? I use an ADS with a scanner on it (because of derp-rendering), and come in with a Python. Try to tear up the redline snipers. Burn away. I haven't gotten a chance to try this tactic yet with Delta and the extreme amount of changes in the situation (Commando with sniper and swarms. either the caldari or minmatar would be effective in this situation, caldari for extra stopping power on sniping, minmatar for that added damage boost to missiles, not to mention the AB, and swarms change). That's too many numbers too see if ADSing is still an effective hard counter to snipers. But if they are starter fits, you bet I'll tear them up in my ADS. Even more so, if I see an enemy Thale's in the feed, I'm hunting him down.
I agree with you, the natural enemy sniper ship is peaking and shotgun, not one infantry |
Joel II X
Molon Labe. General Tso's Alliance
3616
|
Posted - 2014.09.26 01:13:00 -
[54] - Quote
Snipers can't snipe from the redline, anymore, unless you're over at home point.
When I was in Manus Peak Skirmish, I couldn't snipe from the hills behind C towards B because it's too far. Working as intended. May I say, I love the PLC Reticle, by the way.
Anywho, whomever complains about snipers are complete, and utter, scrubs. |
Right-wing Extremist
Nos Nothi
1319
|
Posted - 2014.09.26 01:15:00 -
[55] - Quote
Joel II X wrote:Anywho, whomever complains about snipers are complete, and utter, scrubs. You mean nothing's changed?
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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The Master Race
Immortal Guides
45
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Posted - 2014.09.26 11:22:00 -
[56] - Quote
If you are where you are suppose to be there is no ******* way to get hit into the whelps -50dkp
On second thought kills in the red zone trigger whelp attack.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
495
|
Posted - 2014.09.26 18:39:00 -
[57] - Quote
Crimson Cerberes wrote:Iron Wolf Saber wrote:How about anything involving the redline changing parameters of the game are out of the question for the time being? Should be pretty simple then, find the map with the shortest distance between the redline and the points in domination, set MAX sniper range to the edge of the redline to the point. Done. Or if that is too short, Max 300m range with a fall-off. No one is sniping anyone from 300m with forge guns. Most I ever see is 200ms. Sure 300 may happen once in a blue moon, but from 300m you can't really even see a target with the forge. If forge sniping from 300 m is a problem, make the reticule no longer turn red for infantry for forge guns.
so you would rather come on here and ruin the game for two types of player than try to deal with a few snipers.
well thought out. |
Leadfoot10
Molon Labe. General Tso's Alliance
1547
|
Posted - 2014.09.26 19:57:00 -
[58] - Quote
I thought these changes were to move the snipers onto the playing field?
I've seen only three snipers outside the redline, and they were dead before I could get to them to melee their sorry asses.
If anything, redlilne sniping is WORSE than it was pre-Delta, for those points that are within range of the redline sniping spots, as the TTK for targets has gone way down.
I suspect the issue of redline sniping will continue to linger until another alternative is found. |
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