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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
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Posted - 2014.10.02 00:36:00 -
[1] - Quote
Okay, so back from my little hiatus (I dunno why, maybe because I have a new job and can actually afford my masochistic tendencies).
Why was the sniper rifle range changed, exactly..? Game already has a favor toward high ground mechanics; whereas other games give you options (Planetside 2 has jetpacks, Destiny has levitation abilities, Battlefield 2: Special Forces has grappling hooks) Dust 514 you're left with... Well. Dropships, Orbital Strikes, and Sniper Rifles.
So, imagine my surprise when I try to counter rampant rooftop gameplay in a domination map with a sniper rifle only to discover that it's got a max range of 350m. Which is literally saying that legitimate sniper play like Grid H-9 to the Outpost is now invalidated.
Considering that I was gone and didn't read any of the discussions, I can only imagine it went something like this:
CCP: "How about we increase the damage to compensate for the increased TTK that's been going on since 1.8?" Player A: "Waaah, redline snipers." CCP: "How about reduced range?" Player A: "Ship it. **** the consequences." SymbioticFork and other legitimate snipers: "This is the dumbest decision that I could have ever witnessed."
I said it at least a dozen times before I left in just about every complaint thread imaginable: Redline sniping is an issue with map design and gamemode progression, it's not the fault of the sniper rifle itself. Sniper Rifles were never a problem during Closed Beta///Crater Lake because there was forward momentum in the game-mode and while I realize that that will never happen because development for Dust 514 is now against our religion, I still think it was a dumb idea to reduce the anti-rooftop counters to Orbital Strikes (now harder due to WP increase) and Dropships without providing something else in return.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
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Posted - 2014.10.02 00:48:00 -
[2] - Quote
Iron Wolf Saber wrote:Uhm with these new rifles roofs are the worst spot to be.
IWS shitting out anecdotal evidence again.
Sure, I'd buy that, if you could actually get any sort of coverage on them. See, some of the legitimate snipers would actually use the high ground to snipe the drop-uplink off the roof or even kill people that -aren't- on the very edge. With this range change you might as well just ditch the rifle, grab a forge gun, and don the zoom function on your television. Or, even better, get a television/monitor with a built in crosshair.
With the range change there aren't any areas for legitimate snipers to get an edge on the opposition when they take the high ground. It further incentivizes height play and if you actually tried out the sniper rifle in any sort of organized play you'd realize what I'm talking about.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
|
Posted - 2014.10.02 01:19:00 -
[3] - Quote
hfderrtgvcd wrote:They increased the damage and headshot multiplier significantly but reduced the range to compensate.
I'd have stuck with the old stats. More worthwhile to have longer range and the ability to suppress units on the rooftops/kill their equipment then to outright kill them and not be able to actively get them off the roof.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
|
Posted - 2014.10.02 01:32:00 -
[4] - Quote
Iron Wolf Saber wrote:Aeon Amadi wrote:hfderrtgvcd wrote:They increased the damage and headshot multiplier significantly but reduced the range to compensate. I'd have stuck with the old stats. More worthwhile to have longer range and the ability to suppress units on the rooftops/kill their equipment then to outright kill them and not be able to actively get them off the roof. So you want sniper rifles that cannot kill a heavy with two+ magazines?
Sure. I consider removing the nanohives/drop-uplink and starving him out of ammo more of a priority than outright killing the guy and letting him and his logi support to continue to respawn. If the goal wasn't to kill redline sniping then what was the goal, exactly..? A "trade-off" between damage and range? Why not leave an option for the longer range and reduced damage..?
EDIT: There's a lot of advantages to removing the equipment first as it kills their ability to replenish armor/ammo, reduces incoming spawns, and a lot of times they'll never know what's going on or where the rounds are coming from because they aren't receiving damage and thereby getting a directional indicator as to where the damage is coming from. I'd sooner kill off the equipment than do any damage to them (unless I knew they could drop more).
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6596
|
Posted - 2014.10.02 01:43:00 -
[5] - Quote
Maken Tosch wrote:Aeon Amadi wrote:Iron Wolf Saber wrote:Aeon Amadi wrote:hfderrtgvcd wrote:They increased the damage and headshot multiplier significantly but reduced the range to compensate. I'd have stuck with the old stats. More worthwhile to have longer range and the ability to suppress units on the rooftops/kill their equipment then to outright kill them and not be able to actively get them off the roof. So you want sniper rifles that cannot kill a heavy with two+ magazines? Sure. I consider removing the nanohives/drop-uplink and starving him out of ammo more of a priority than outright killing the guy and letting him and his logi support to continue to respawn. If the goal wasn't to kill redline sniping then what was the goal, exactly..? A "trade-off" between damage and range? Why not leave an option for the longer range and reduced damage..? I'm sorry, but if I ever decided to become a sniper and invest a couple of million SP on those things, then the least I expect to be able to do is OHK a heavy with a sniper shot to the head with a high-alpha sniper shot.
Sure, but do so as a -sniper-. An M16 now has longer effective range than a Sniper Rifle in Dust 514. I don't understand why there couldn't have just been a high damage/low range variant added on that could have made everyone happy.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6598
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Posted - 2014.10.02 03:02:00 -
[6] - Quote
Iron Wolf Saber wrote:Aeon Amadi wrote: Sure, but do so as a -sniper-. An M16 now has longer effective range than a Sniper Rifle in Dust 514. I don't understand why there couldn't have just been a high damage/low range variant added on that could have made everyone happy.
An M16 has a longer effective range than every weapon in Dust 514 (and many many many other games) Your point? Also Fiction vs Science Fiction vs Non-fiction.
It was an amusing reference. And please try to combat the actual evidence I provided instead of cherry picking the easiest thing you can respond to because you've yet to say anything that actually provides good reasoning for this change. Seriously, IWS, being a forum troll isn't winning you any points, you're not and never will be The Mittani or Two Step so please stop trying.
EDIT: While you're at it, why don't you do something useful for a change and go tell CCP you had this awesome idea for more weapon variants. If this really wasn't about redline sniping it wouldn't be so painfully obvious to assume where CCP Rattati stands on the issue with these - three - posts just from typing in 'redline' in the search bar.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6599
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Posted - 2014.10.02 03:53:00 -
[7] - Quote
PARKOUR PRACTIONER wrote:Welcome back. And since this seems like a good idea. How about, the regular rifles have high damage but reduced range, and the TACTICAL variants have low damage higher range. Cause buffing and nerfing everything THE SAME WAY across EVERY variant solves nothing.
What do you think Aeon?
Mostly just talking about the sniper rifle, here. Don't really give much ***** about the other rifles at the moment - they seem fine now that the Combat Rifle has it's damage profile re-evaluated.
The Sniper Rifle on the other hand -does- need an ultra long range option, even if it is lower damage than what we currently have. That or CCP can sit down and spent a bunch of time giving us jet packs or grappling hooks or something to get up on the rooftops, but we all know that's never going to happen so I don't understand the adversity of having a longer range sniper rifle for any reason other than 'herp derp redline but not redline' arguments.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
|
Posted - 2014.10.02 05:43:00 -
[8] - Quote
Iron Wolf Saber wrote:Large Railgun Turret 300m Forge Gun 300m Baseline Sniper 450m M-16 Effective 600m Your quip does little to prove a point of your statement. m-16 has longer range than every weapon in this game. So what? Maybe we should bring in m-16 in the game; make it so that it would do damage m-16s would do against durabide tritanium armor, isogenetic gel ceramic padding and ion shields complete with a defense suit that can detect incomming shots and does its best to try to deflect them in a very similar manner the http://en.wikipedia.org/wiki/Trophy_(countermeasure) Also https://forums.dust514.com/default.aspx?g=posts&t=176726Also just because CCP Rattati has numbers and plays the game as much as anyone else here it is still the CPM's job to try to keep his point of views informed, give context to the numbers and his experiences, and keeping on track on making this game better. Letting him change numbers unabated completely would have made him no better that some of your more notoriously bad at balancing devs we have had experienced before. Luckily CCP Rattati does talk to the community and does talk to the CPM. Also it remains ultimately CCP's game. If they want to nerf sniper range they're going to nerf it; and worse thing hurting the counter argument cases if numbers of sales; kills; deaths and usage are proving the changes were doing much more good than harm bringing them much closer to all the other weapons.
Holy **** you're really beat up over this M16 thing man, did the military touch you as a child?
And yet, still nothing that brings a counter argument to needing longer ranges to counter rooftop gameplay and equipment disposal. But feel free to keep quoting random wikipedia topics that have nothing to do with anything if it makes you feel better.
EDIT: Here, I'll make it painfully clear since you've still somehow missed it: What is your contradictory viewpoints toward having a sniper rifle variant that retains it's pre-'rebalance' 600m range and -20 damage?
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
|
Posted - 2014.10.02 06:04:00 -
[9] - Quote
Operative 1125 Lokaas wrote:Aeon Amadi wrote:hfderrtgvcd wrote:They increased the damage and headshot multiplier significantly but reduced the range to compensate. I'd have stuck with the old stats. More worthwhile to have longer range and the ability to suppress units on the rooftops/kill their equipment then to outright kill them and not be able to actively get them off the roof. But Aeon, destroy uplinks you say? Why that's just so useless. You know it's all about the kills and capping objectives. Tactical planning means nothing in this game versus just mindlessly throwing suits at the opposition in order to promote "bravery" over "cowardice". Really, where are your priorities? Everyone knows a video game is where you're supposed to show your "manhood".
Clearly. That's why Destiny worked out so well, right?
Yanno, I remember seeing a BF3 video where a dude was sniping people with a slugshot shotgun from 1200 meters away....
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
|
Posted - 2014.10.02 08:08:00 -
[10] - Quote
Breakin Stuff wrote:If realistic weapon ranges eere a thing we would get epic bitching that made chromosome "we want closer fights, ranges are too long, I can't dodge an HMG and exploit hit detection avoidance because wobble strafing at long range is an idiot move!" Bitching seem like a polite critique.
Didn't realize arbitrarily mentioning a real life weapon as a sarcastic conveyance was going to cause so many damned problems.
Point is: I'd personally (and I'd imagine others as well) would like a long range weapon. Not a mid-range weapon that kinda sorta feels like a long range weapon except whenever the person knows how far away you are and takes two steps back to negate any incoming damage because Sniper Rifles have no effective/optimal/absolute range.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
|
Posted - 2014.10.02 10:02:00 -
[11] - Quote
Kevall Longstride wrote:Welcome back Aeon.
The sniper rebalance was born from the fact that as a weapon class, they remained the only weapon to have not been touched in anyway since the game launch. With the sidearm and rifles rebalancing also being done in delta (fairly successfully from the feedback we've got) it would've been somewhat remiss to not look at the snipers as well.
There was some serious map and range analysis with the snipers, something that hadn't been done in that level of detail for quite a while. Well known and successful snipers were polled an questioned as to their favourite snipe points and tactics. A large number of such points and tactics had nothing to do redlining either.
What was found is that on some of the maps the power projection of snipers from these favoured snipe points was, put simply, excessive.
Now, as you, me and virtually everyone else has pointed out, this is more to do with poor map design than anything else but any changes required to fix that will need to be part of a client patch rather than server side. Believe me, such map changes are going to be top of the list if such a chance comes.
So a reduction in sniper range was thought, a decent compromise. It forces snipers to come more into the battlefield and give non snipers a chance to counter them with something other than another Thale. To compensate for the range nerf, they were all given a fairly hefty damage increase to keep in line with the increases ehp of suits since the games launch and given a significant headshot multiplier to reward skilful play.
Were the changes perfect? Of course not, they were a product of unfortunate compromise. Were they needed? Absolutely. There isn't another class of weapon in the game that was so dominated by one particular varient of that class ie the Thale, than snipers. We need a broader range of varient use than was being seen before delta, in all weapon classes and it's my belief that simply looking at the kill feed in a match post delta, will tell you that delta has achieved that.
Sure, that's all well and good - I'm not disputing that the current sniper rifles didn't immediately fulfill their intended job of being a high damage option at a long range, making them a worthy suppression tool in the right hands. Now, as far as 'hefty damage' increase goes, I'd argue that since the Ishukone Sniper Rifle only received +20 damage as far as I'm aware. The only real trade-off that happened was the increase in headshot damage which I have found to be very appealing.
However.
While the high damage/low range solution did it's job, there's now a gap in the ultra-long range tactical viability that can no longer be fulfilled in the game that could have been more elegantly handled than cutting off 150-250 meters off of the rifles. At those ranges, I'd argue that it becomes even harder to hit targets due to the sheer scale on the screen, so it's not like there was an exorbitant amount of deaths going on at 450+ meters. In fact, I'd like to see the data pulled on just how many deaths were actually occurring at those ranges for them to be considered an overarching problem.
EDIT: Of course, I'd like to see data pulled on virtually any of these discussions because other than a casual mention from a developer the term 'data' lacks a lot of substance. If it's one thing Eve devs have over Dust devs, it's showing charts and information as the basis for their reasoning as opposed to simply referencing it.
That being said, having a longer ranged/lower damage variant would only complement the goal of having a broader use of weapon variants.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6613
|
Posted - 2014.10.02 21:16:00 -
[12] - Quote
A big problem with the whole 'finding the sniper' bit is that there aren't that many places for a sniper to honestly be. These aren't new maps, there's nothing being "found" anymore - if a sniper is in a location I can give a 99% guarantee that he's going to be in a spot that has been used before. In fact, a great deal of the interior sniper positions (orbital artillery outpost for instance) are now walled off with invisible barriers preventing access because... I dunno, reasons.
Playing "find the sniper" is honestly not that big of an issue. If you're having problems finding them on the maps at this point then maybe you just don't play the game that much.
Line Harvest: On the mountains or building rooftops. Sometimes the pipes/warehouse roofs. Manus Peak: The only time I could ever justify a range reduction because South side had a direct line of sight with Objective Alpha from the start of the game. Ashland: Mountains on either side of the starting points, sometimes on the silos east/west, rarely on the pipeline.
And that's just off of memory. Suffice to say, bringing up 'can't find the sniper' as a complaint is just as much anecdotal evidence as saying that you -can- find them. Some people just don't have Spatial Awareness 5. Still not a good enough reason, to me, to slam-hammer the range the way it was.
EDIT: Another thing; try just casually dragging your reticle over where you think they'll be without being zoomed in. Their chevron will light up like a ******* christmas tree regardless of the range.
Iron Wolf Saber wrote:
I am glad the changes made its way into delta because the pre-delta complaints where getting more so on my nerves than the current and much smaller post-delta handful.
Yeah, well we're all entitled to our (wrong) opinions. If you're still considering differing views as 'complaints' then maybe it was a bad idea to re-elect you for CPM.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6616
|
Posted - 2014.10.02 22:59:00 -
[13] - Quote
Soraya Xel wrote:Leanna Boghin wrote:So now your saying its the Thales fault the range got nerfed? Seems like a crap deal to snipers. I mean after all just reduce the zoom on Thales and problem solved. The Thale's just illustrates the point well. At the high end of range, 450-600m, snipers do not render on the client like they should. Leanna Boghin wrote: And another thing i know damn well no one from CCP or any of the CPMs talked to any of those players that constantly snipe on a regular basis because if they did they would have this information already and would have realized that a 350 m range nerf would have made sniping that much more USELESS. Also, the two snipers I received feedback from were Appia and Symbioticforks. Obviously not everyone got everything they wanted, but I definitely see where their feedback played in. A base damage buff was something I fought for largely based on their feedback. The headshot bonus buff should've been fairly close to the document I got. And one of the other things, is that the only sniper with a range of 350m is the Tactical, as far as I'm aware. The normal sniper should still be 450m according to the spreadsheet. Actually, that is kinda one of my peeves, I don't like the range disparity between the sniper rifles. I would've rather they all been the same, so snipers can always countersnipe the sniper aiming at them. Aeon Amadi wrote:A big problem with the whole 'finding the sniper' bit is that there aren't that many places for a sniper to honestly be. These aren't new maps, there's nothing being "found" anymore - if a sniper is in a location I can give a 99% guarantee that he's going to be in a spot that has been used before. In fact, a great deal of the interior sniper positions (orbital artillery outpost for instance) are now walled off with invisible barriers preventing access because... I dunno, reasons. There's a lot of "general directions" where the sniper could be anywhere from on the ground to on a building to on a tower, to on top of the MCC from the exact same direction. I'm sorry, but the inability to actually point your gun in the direction of a sniper, and have his chevron appear, like it used to, is crippling. And the problem particularly manifests at the extreme end of range. Because no, that doesn't work anymore actually, if they're far enough away.
As you mention in a later post, it was intentional and by design. Back in beta we had infinite draw distances that outlined players in blocky black non-sense that could be seen through the 'dust in the wind' sort of visual effects (SSAO was also visible). It's literally no different then the crippling issue of not being able to hear **** behind you because of an 'animation optimization' that was slated to be fixed but never was (dev's words, not mine).
So, tie it all into account and there is literally nothing here that is the fault of the sniper rifle. Redline is simple game mechanics, sniping perches are map design, and render distance is optimization. All of which paint a nice little picture for the up-and-close rough-and-tussle but we've been steadily draining options out of the game to accomodate for that for as long as anyone can remember.
IMO, kill the SSAO and bring back the draw distance. See what the performance looks like after that.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6620
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Posted - 2014.10.03 23:48:00 -
[14] - Quote
Leeroy Gannarsein wrote:This thread is amusing me.
Full of CPM and candidates.
Specifically, the amusing part is that I voted for all of you on my main.
lel.
Also, I agree wth Aeon insofar as I think a strategic variant (as opposed to tactical) would be nice, for battlefield control purposes.
I really don't see any reason not to have it if we're really married to this assumption that the range wasn't cut as an attempt to impact redline sniping. Sure, there's some rendering problems, but it's entirely by design - as much as LAVs blowing up for just barely being touched by a friendly tank.
People forget that they changed the draw distance to correlate with the weapon you're using, so looking around for a sniper whilst holding a shotgun - technically speaking - is foolhardy because you're not expected to be able to engage that target anyway. I don't assume to use that as evidence as to why the sniper rifle's range should be reduced or why we should -not- have an ultra-long range rifle variant available.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6620
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Posted - 2014.10.04 00:35:00 -
[15] - Quote
Imp Smash wrote:Aeon Amadi wrote:hfderrtgvcd wrote:They increased the damage and headshot multiplier significantly but reduced the range to compensate. I'd have stuck with the old stats. More worthwhile to have longer range and the ability to suppress units on the rooftops/kill their equipment then to outright kill them and not be able to actively get them off the roof. Gotta be honest man. Seems like you prefer long range low risk lower skilled sniping as opposed to high risk high skill high reward sniping from that statement.... TO be fair -- a super long range sniper is reasonable for me. And I understand your point about the map design and progression being a HUGE factor in redline sniping. However -- if we are all 100% honest with outselves -- snipers sit way in the back where they don't even render on other player's screens and can't be attacked by anything except another sniper. That's absolutely silly. The recent change put's sniper in much more peril -- especially given the aim steady mechanic in this game (i'd consider revising that...) but with the significant headshot damage increase it really makes sniping feel more like SNIPING. All of THAT being said -- im not sure the recent range nerf was right. I sometimes feel like snipers can't cover areas they should be able to cover EVEN when in the battlefield proper.
Should go check out the video I have on Youtube where I wind up sniping the enemy team from just outside of -their- redline. My specialization is geared toward high-intensity CQC fighting (Gallente Commando/Assault, specifically). Sniping is just something I do when need be but it's always for suppression, equipment disposal, and high-value target killing; in that order. It's too much of a pain in the ass to have to get a Dropship or Orbital Strike on a roof top in PCs (at least it was when I was doing PCs) so sniping was always a go-to option. PCs in particular are a surefire victim of height play because every district has an outpost and unless it's the Gallente Research Lab, it's almost inevitably going to centralize around who has the height advantage.
EDIT: Another thing I forgot to mention was that having long range gives a better field of view over the scope of the battlefield, which a proper sniper will always utilize to relay troop movement to his team -long- before you will ever pick them up on active/passive scans.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6626
|
Posted - 2014.10.06 03:50:00 -
[16] - Quote
Jathniel wrote:Aeon Amadi wrote:Okay, so back from my little hiatus (I dunno why, maybe because I have a new job and can actually afford my masochistic tendencies). Why was the sniper rifle range changed, exactly..? Game already has a favor toward high ground mechanics; whereas other games give you options (Planetside 2 has jetpacks, Destiny has levitation abilities, Battlefield 2: Special Forces has grappling hooks) Dust 514 you're left with... Well. Dropships, Orbital Strikes, and Sniper Rifles. So, imagine my surprise when I try to counter rampant rooftop gameplay in a domination map with a sniper rifle only to discover that it's got a max range of 350m. Which is literally saying that legitimate sniper play like Grid H-9 to the Outpost is now invalidated. Considering that I was gone and didn't read any of the discussions, I can only imagine it went something like this: CCP: "How about we increase the damage to compensate for the increased TTK that's been going on since 1.8?" Player A: "Waaah, redline snipers." CCP: "How about reduced range?" Player A: "Ship it. **** the consequences." SymbioticFork and other legitimate snipers: "This is the dumbest decision that I could have ever witnessed." I said it at least a dozen times before I left in just about every complaint thread imaginable: Redline sniping is an issue with map design and gamemode progression, it's not the fault of the sniper rifle itself. Sniper Rifles were never a problem during Closed Beta///Crater Lake because there was forward momentum in the game-mode and while I realize that that will never happen because development for Dust 514 is now against our religion, I still think it was a dumb idea to reduce the anti-rooftop counters to Orbital Strikes (now harder due to WP increase) and Dropships without providing something else in return. Welcome back dude. On CCP's defense... Rattati and them didn't do so bad with this one. At least the Sniper Rifles put down a good bit easier. The Tactical is a nice little 6-shot demon, with better stability. The sights are mostly improved. Nice changes. I'm still not sniping anymore, though. Redline sniping is MOSTLY fixed with this little change. Players deep in the redline are hardly going to hit anything beyond their homepoint (depending on the map of course). But you still have them in the redline anyway. It was nice to see sniper rifles get their absolute first rebalance, EVER. They are more dangerous, and I still see them function decently in competent hands. It's sad that proper long range sniping is dead in this game, but at least if you do pick up a sniper rifle to take someone out, it will NOT let you down. The Charge sniper rifle got a massive base damage buff, and a crazy headshot bonus, so pesky Sentinel snipers can be killed. Calmando snipers hit very hard, naturally. All damage bonuses considered. The sniper rebalance is bittersweet. EDIT: Yes, the range was cut to curb redline sniping. Let no one convince you otherwise. Rendering wasn't a problem after you gave the game a few moments to load sprites and models at range.
I really want someone to pull a screenshot of what a target looks like at 550m so we can show the non-snipers just how hard it is to effectively land a headshot.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6767
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Posted - 2014.10.21 23:22:00 -
[17] - Quote
Iron Wolf Saber wrote:Symbioticforks wrote:Had a terrible scenario earlier today while playing Dust 514.
I went to the 2nd ring on the orbital bombardment, in the city on bridge map.
@ 375m away was the enemy supply depot..
meaning the rooftop there is 400m
meaning I can't cover the back area near the objective
meaning I can't cover their sniper covered hilltop next to their home point / red line
This was my first experience being choked by the new range nerf. I was very unhappy. Oh charge rifles are not meant for overwatch; they're designed to terminate known and located targets. Go with the ishukone (or thales) 450 meters higher ammo endurance comparatively nearly as lethal to most suits and much easier to place a round in one right after the other just don't trigger too early.
Blah. The range nerf was bad but having different ranges for different variants is even worse. I don't want to have to think, "Oh, damn it, this counter-sniper is using a different variant then me. I guess I'm just ****ed because I brought this one instead of the one he has."
The entire argument was that snipers were firing at people outside of their engagement ranges and now even other snipers are having that issue. It's an artificial limitation that just puts up a brand new barrier that wasn't necessary.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6768
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Posted - 2014.10.22 15:15:00 -
[18] - Quote
PROPHET HELLSCREAM wrote:Raptor Princess wrote:Can I request a tiny change for 1.9? In the weapon information, could the range be added under the 'Attributes' section? People who don't read the forums won't know the differences in ranges when they buy them for the first time. Yes this is true... it should be implemented... and again thx for delta, still and again, i think that kalakyota should be "reinvented (?)"...
Should be, but likely won't, because it'd likely require a client update. Even though it's something we should have had in the 'Show Info' since day one and many (MANY) players complained about it.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6771
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Posted - 2014.10.23 05:38:00 -
[19] - Quote
Raptor Princess wrote:Aeon Amadi wrote:PROPHET HELLSCREAM wrote:Raptor Princess wrote:Can I request a tiny change for 1.9? In the weapon information, could the range be added under the 'Attributes' section? People who don't read the forums won't know the differences in ranges when they buy them for the first time. Yes this is true... it should be implemented... and again thx for delta, still and again, i think that kalakyota should be "reinvented (?)"... Should be, but likely won't, because it'd likely require a client update. Even though it's something we should have had in the 'Show Info' since day one and many (MANY) players complained about it. Can't they do it in 1.9?
Severely doubt it. They're probably in the process of wrapping it up for final deployment already. Even then, it's not a high enough priority to likely be considered, unfortunately.
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== Description ==
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6772
|
Posted - 2014.10.23 15:26:00 -
[20] - Quote
Iron Wolf Saber wrote:-Snip-
So, let me get this straight...
If anyone says they actually liked the previous mechanics (range over damage) they're just making excuses..? And then you go on to say that it was mostly CCP's idea and the CPM just played an advisory role... Well, perhaps you should take into account what some of these excuse-makers are saying instead of shoe-horning them. That's entirely contrary to what your specialists are asking for. If you're playing the advisory role for just the one side then how is that in any way balanced..?
"Having such massive reach flattens the player's game out extremely catering to very few acceptable play methodologies while immensely increasing the counter player's frustration in being able to do anything about it. "
^^ This argument does not change with current ranges either. In fact, as I'll demonstrate below, the current ranges just made this argument even more profound. ^^
Look, I'll be blunt with you, the 'immunity' argument is just dumb when you consider these new ranges because of the fact that you've now provided immunity for snipers against other snipers with those ranges. It's a hypocritical argument to suggest that reducing the ranges from 600 to 450 meters will somehow stop this "immunity" because -even then- it's still got immunity from almost all other weapons, including the Large Railgun since it received it's range nerf.
What's worse is that the immunity argument is now exacerbated because, as previously mentioned, you would need to have a counter-sniper fitted with the exact same -variant- (let alone weapon) to properly engage and dispatch the problem sniper due to "immunity".
If anything the logical course of action would have been to flatten -all- of the sniper variants to a similar range so that they could properly engage one another.
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