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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
|
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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Iron Wolf Saber
Den of Swords
16990
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Posted - 2014.10.02 00:40:00 -
[2] - Quote
Uhm with these new rifles roofs are the worst spot to be.
Also you are making up wild assumptions of goals as well.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
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Posted - 2014.10.02 00:48:00 -
[3] - 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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LT SHANKS
Amarr Templars Amarr Empire
3555
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Posted - 2014.10.02 00:55:00 -
[4] - Quote
Welcome back!! |
hfderrtgvcd
603
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Posted - 2014.10.02 01:15:00 -
[5] - Quote
They increased the damage and headshot multiplier significantly but reduced the range to compensate.
You can't fight in here! This is the war room.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
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Posted - 2014.10.02 01:19:00 -
[6] - 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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Maken Tosch
DUST University Ivy League
9615
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Posted - 2014.10.02 01:21:00 -
[7] - Quote
I remember in Halo 3 you could snipe from one side of the map to the other and not suffer any diminished sniper damage over range. It was hilarious sniping the Hornet pilot out of his seat while I later reign hell down upon unsuspecting Spartans from the top of the mountain-side outpost in Valhalla. LOL
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Iron Wolf Saber
Den of Swords
16991
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Posted - 2014.10.02 01:25:00 -
[8] - Quote
Aeon Amadi wrote: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.
Have you even seriously tried the new rifles? I know there are a few snipers currently frustrated with the current ranges still as it makes counter sniping a bit more of a cat mouse and chicken game at that point.
Also getting snipers out of the redline wasn't a goal; if it was we be seeing ranges of 250 or less.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Iron Wolf Saber
Den of Swords
16991
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Posted - 2014.10.02 01:27:00 -
[9] - Quote
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?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
|
Posted - 2014.10.02 01:32:00 -
[10] - 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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Maken Tosch
DUST University Ivy League
9618
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Posted - 2014.10.02 01:38:00 -
[11] - Quote
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 is to be able to do is OHK a heavy with a sniper shot to the head with a high-alpha sniper shot.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6596
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Posted - 2014.10.02 01:43:00 -
[12] - 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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Iron Wolf Saber
Den of Swords
16992
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Posted - 2014.10.02 01:58:00 -
[13] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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One Eyed King
Land of the BIind
4552
|
Posted - 2014.10.02 02:43:00 -
[14] - Quote
Are you sure you didn't read through the discussion before posting? That was eerily accurate...
You can always tell a Millford Minja
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Atiim
12650
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Posted - 2014.10.02 02:53:00 -
[15] - Quote
Writing to confirm that practically every dedicated Sniper said that a range nerf would do jack $#!t to prevent redline Snipers, while punishing Tactical and Proactive ones.
Unfortunately, Snipers have fallen victim to quid pro quo. Which I find hilarious because when CCP knocked on the Barbershop door with that crap, everyone and their mothers, brothers, and granddaughters rallied against it (including Iron Wolf Saber).
Also,
inb4 Strawman inb4 Personal Agendas inb4 Association Fallacy inb4 Assumed Premises inb4 Anti-Sniper Extremists
The 1st Matari Commando
-HAND
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6598
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Posted - 2014.10.02 03:02:00 -
[16] - 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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PARKOUR PRACTIONER
Pure Evil.
1984
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Posted - 2014.10.02 03:14:00 -
[17] - Quote
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?
PSN Sil4ntChaozz
Slowly embracing my inner ninja. Im a decent ghost. And a decent menace.
Mk.0, Gk.0, & 'Sever' Scout
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Kalante Schiffer
YOU GOT OWNED BY A CHRONIC FAPPER
764
|
Posted - 2014.10.02 03:36:00 -
[18] - Quote
Aeon Amadi wrote: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. Thats the Asus VG248QE. Here. Just in case anyone wants to know. |
Aeon Amadi
Fatal Absolution General Tso's Alliance
6599
|
Posted - 2014.10.02 03:53:00 -
[19] - 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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Iron Wolf Saber
Den of Swords
16992
|
Posted - 2014.10.02 04:09:00 -
[20] - Quote
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=176726
Also 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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
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Posted - 2014.10.02 05:43:00 -
[21] - 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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Operative 1125 Lokaas
True Companion Planetary Requisitions
425
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Posted - 2014.10.02 05:51:00 -
[22] - Quote
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".
THIS IS THE VOICE OF RÁN
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
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Posted - 2014.10.02 06:04:00 -
[23] - 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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EmperoR AjnaS
King and Queens Peacekeepers of High-Sec
0
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Posted - 2014.10.02 06:10:00 -
[24] - Quote
The head shot multiplier is geat man...... 1 shot to kill almost all medium to light suits and good to counter snipe i guess the range nerf will also reduce mcc sniping which is good |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3342
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Posted - 2014.10.02 07:59:00 -
[25] - Quote
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. |
Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
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Posted - 2014.10.02 08:08:00 -
[26] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3342
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Posted - 2014.10.02 09:40:00 -
[27] - Quote
I am going to respond to your post in features and ideas because your statement highlights why we cannot achieve meaningful balance, weapon relevance and decent range usage.
The fact that I CAN consistently hit a human size target at 500m with an M-16 makes DUST feel like a slingshot fight.
It's why the HMG cannot be made into a suppression weapon, because ranges are so short that making it function that way will only accomplish making it utterly worthless. But if optimal was 600 it would be utterly lethal to 250 but become suppressive at 251-1000 meters because intentionally or not, CCP successfully replicated the firing profile of modern crew served machinegun.
The difference between hellish lethality and "suppression" on any weapon that isn't a splash weapon is your engagement ranges. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1855
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Posted - 2014.10.02 09:43:00 -
[28] - Quote
I personally have little opinion on sniper rifles as I barely ever use them and to be honest it seems that peoples opinions are divided on the [Extra damage] trade-off against [Reduced range] thing anyway.
What I will say though is that clearing equipment and uplinks from high places is the job of dropships. Specifically the ADS.
I do agree though that the problems in this game always seem to stem from the redline. The redline REALLY does need a tweaking regardless of how hard it may or may not be.
"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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Kevall Longstride
DUST University Ivy League
1713
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Posted - 2014.10.02 09:52:00 -
[29] - Quote
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.
CPM 1 member
CEO of DUST University
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
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Posted - 2014.10.02 10:02:00 -
[30] - 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.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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