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Appia Vibbia
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Posted - 2014.09.30 10:40:00 -
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Iron Wolf Saber wrote:Been playing with all three rifles lately and find them very useful in a variety of situations now, I have noticed there are many more scoot and move snipers these days and fewer of the heavy suit snipers.
Snipers still seem to have the bad case of the tunnel vision though stabbed another guy approaching from his front in a dash to stab him before time ran out.
Counter sniping is fun and feasible game of cat and mouse and it gets the heart pumping as your chances of taking them out are nearly as equal provided you find them first or they find you and who can line up the dots the fastest.
Overall the guns feel like they cannot suffer any additional real range nerfs because as many pointed out maps are a fault not the gun and this starts to begin playing into forge gun territory as a competitive gun which is a bit silly for it to. There are however ways to cut into that such as decreasing zoom further, or moving the max effective range so that maybe 300 meters you're getting 100% and 50% damage scale down at current max ranges and maybe reducing power projection in other ways though I do not look forward to doing those either.
Right now the damage is from what I am seeing so far from most folks spot on. Range is now the primary issue still. I now enjoy seeing all three rifle types on the kill feeds instead of the previous charge one before. So rifles are currently still not perfect for dust but they're much better and closer to needs of the game than ever before.
You stupid little ****. Further nerfs to range would only make it less useful. As it stands you had the ability to bring it up to par and make it useful in PC. Instead you supported a range nerf that only turned it from 0 people using it to maybe a single player pulling out a Thale's for a minute or two before they're no longer useful. Only that role is still outperformed by Assault Dropships making bombing runs to clear out equipment followed by another run to kill people or force them off a spot.
You can no longer be an effective counter sniper because the range nerf means you need to greatly expose yourself to vehicles, regular infantry, and the snipers you want to hit because they'll position themselves so you can only see them from certain angles.
BTW, decreased zoom helps snipers. At further distances, a reticle that hovers over a target will register a hit- assuming invisible terrain isn't obstructing the shot.
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Appia Vibbia
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Posted - 2014.09.30 10:49:00 -
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Mobius Kaethis wrote: Snipers, who are sitting in the redline have removed themselves from this equation. They don't have to take risks but they still have the potential to get rewarded, a fact that is extremely frustrating. Using the same weapon as the one that is killing you (ie if you want to kill a sniper you need to become a sniper) also forces the game to become too uni-dimensional. All playstyles should be part of the risk reward system.
The thing I hate most about red-line sniping is the simple fact that you can sit out in the open, in the most obvious of places, because no one can kill you there without great risk to themselves.
When shooting beyond the 300m range in the field of play, the game has existed for so long with so few maps, that real snipers need to be creative in where they shoot from.
You need to find a place with LoS on an important area, either a control point or an area that needs to be traversed. Or you need to find a spot where you can watch your squad mates and pick off any enemies that are trying to shoot them.
Not in the redline though. As long as you're 50m back then infantry need to come to you. You'll see them walking towards where you are. If someone tries to take an LAV to you. All you need to do is outlast them before the timer expires.
Though vehicle: stationary dropship with small rails, ADS, LAV with small rail, LAV driving up to them, Large Rail on a tank, or landing on top of someone with a dropship- those are much better counters to snipers in obvious locations than another sniper rifle.
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