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Soraya Xel
Abandoned Privilege Top Men.
3907
|
Posted - 2014.10.03 01:07:00 -
[61] - Quote
Leanna Boghin wrote:BTW you can read the spreed sheets all you want for the numbers but nothing beats a good field testing of the changes that CCP makes to the game.
I agree. Hope you find a solution for your ailing PS3 soon!
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Leanna Boghin
Paradox Pride
473
|
Posted - 2014.10.03 01:51:00 -
[62] - Quote
Soraya Xel wrote:Leanna Boghin wrote:BTW you can read the spreed sheets all you want for the numbers but nothing beats a good field testing of the changes that CCP makes to the game. I agree. Hope you find a solution for your ailing PS3 soon! lol its not ailing its dead. Its about as useful as a paperweight. But thansk anyways hopefully i can find a cheap one at the local pawn (if the owner hasnt died that is guy is like 100 years old) otherwise im stuck with the xbox that doesnt have dust. Damn microsoft and their security can go straight to hell.
I snipe in the redline because i know it pisses you off
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Iron Wolf Saber
Den of Swords
17028
|
Posted - 2014.10.03 01:58:00 -
[63] - Quote
So far the feedback on the new rifles said we hit the nail on the end with the damage.
New Tactical Magazine Size is beloved.
Winged dots have mixed reactions
Circle dots on Tactical are not that well loved.
Rifle Ammo skill useless.
Charge Rifle ammo lamented at bit; players have adapted and learned to not burn thier shots all up.
Counter sniper behaviors are evolving
Newer long range sniper behaviors are also evolving.
Field sniping population is up and behaviors and new sniping spots in field are also constantly evolving and has not yet full settled down.
Fitting meta is also changing a bit too.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Leeroy Gannarsein
Legio DXIV
720
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Posted - 2014.10.03 02:14:00 -
[64] - Quote
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.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Leanna Boghin
Paradox Pride
473
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Posted - 2014.10.03 02:21:00 -
[65] - 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. What candidates? All i have seen is a few CPM and last i checked the voting period is long over so all those candidates are just regular people now (if they arent a CPM) And it would be nice to have them look over their "data" again and find more useful ways of nerfing things but i dont hold out much hope for CCP and the doing away of the super duper nerf hammer.
I snipe in the redline because i know it pisses you off
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1026
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Posted - 2014.10.03 07:48:00 -
[66] - Quote
Aeon Amadi wrote:
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.
Mmmmm... that old rendering distance was attached to a different rendering engine altogether. That engine was discarded when they found it was causing the older PS3 models to burn out.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Appia Nappia
1201
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Posted - 2014.10.03 08:26:00 -
[67] - Quote
Dovallis Martan JenusKoll wrote:Aeon Amadi wrote:
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.
Mmmmm... that old rendering distance was attached to a different rendering engine altogether. That engine was discarded when they found it was causing the older PS3 models to burn out.
Well, you see, CCP though you would rather have more textures on your weapons and dropsuits and buildings than actually render any of those things over 100m (remember Uprising 1.0 had a render distance of 100m, later after enough complaining was increased to 100m on a 2D-plane and took a **** ton of time before we could see 200m)
So very tired
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PROPHET HELLSCREAM
UNSVER UNITED
11
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Posted - 2014.10.03 10:19:00 -
[68] - Quote
Raptor Princess wrote:PROPHET HELLSCREAM wrote:Cpt McReady wrote:from my experience the changes made counter sniping harder. you have to move closer thus are easily spotted before you can actually counter snipe. . what? now is more harder to countersniping??? from my personal experience countersniping is easyer... rooftops, redline snipers, etc... the risk for going after someone on the redline now can be more rewarded because one HS kills... the risk of beeing kill is the same now and predelta. i`m having more fun now after delta... great hotfix!! I find it much harder. I had just started getting used to the old recticle, so I could quickly counter-snipe someone, but now it takes me a long time to line the shot up. It's mostly guess work and relying on the numbers, as I can't see the lines or dot go red if I'm on target. And snipers on rooftops can't always be counter sniped now due to the range nerf. Delta stole all my easy kills from me!
just keep using wingreticule you`ll find it usefull. For counter sniping the silence/range of the ishukone, and the buff on HS is a powerfull combination, i`m getting more kills then before... i may be killed once and a while but that is not an issue the fun of the hunt is priceless.
Hobby: Headshot on cloaked units
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6620
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Posted - 2014.10.03 23:48:00 -
[69] - 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.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Imp Smash
Molon Labe. General Tso's Alliance
242
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Posted - 2014.10.04 00:22:00 -
[70] - 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.
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. |
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6620
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Posted - 2014.10.04 00:35:00 -
[71] - 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.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Thurak1
Psygod9
1015
|
Posted - 2014.10.04 00:47:00 -
[72] - 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? YES :) |
Soraya Xel
Abandoned Privilege Top Men.
3935
|
Posted - 2014.10.04 00:51:00 -
[73] - Quote
Aeon Amadi wrote: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.
This is something I, at least, take into account. But when you get shot at with an AR or rail rifle or something, it's reasonable to expect you can look and see where the shot came from and try to go counter it. Or that at least somebody in your party might have a weapon that can locate that individual.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2253
|
Posted - 2014.10.04 03:57:00 -
[74] - Quote
Expect more of the same Aeon. As the list of obvious shoulda-been-done-two-years-ago balancing items get crossed off the 'to do' list we're left with trying to extract good game play from a broken client.
The contortions required to work around what CCP produced will grow ever more hideous. It's kinda reminding me of the Cruel Shoes.
PSN: RationalSpark
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
465
|
Posted - 2014.10.04 05:54:00 -
[75] - 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. just imagine the Caldari sniper rifle in Arma 3 with the efficient range off 12000 m |
Appia Nappia
1207
|
Posted - 2014.10.04 06:27:00 -
[76] - Quote
Soraya Xel wrote:Aeon Amadi wrote: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. This is something I, at least, take into account. But when you get shot at with an AR or rail rifle or something, it's reasonable to expect you can look and see where the shot came from and try to go counter it. Or that at least somebody in your party might have a weapon that can locate that individual.
LMAO, bro try running a minmatar scout suit with 2 complex kinetic catalyzers. You get the Gallente Research Facility or Communications Outpost. You can run along inside there and people just pop out of no where with rifles after they've killed you. Because shotgun/nova knives have a shorter render range than rifles and because Outpost have terrible time with rendering priority and Z-fighting.
So very tired
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PARKOUR PRACTIONER
Pure Evil.
1991
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Posted - 2014.10.04 06:43:00 -
[77] - Quote
Cass Caul wrote:Lol @ leanna, you think IWS is trolling. He's not trolling, he's just some socially ******** kid with problems falling in the autism spectum.
He legitimately thinks those terrible ideas are good ones.
The sniper rifle is the finest example of balancing a weapon for pub matches when everything else is balanced for PC.
Yeah cause all socially akward\autistic people are douchebags.
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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Jathniel
G I A N T
1169
|
Posted - 2014.10.04 09:53:00 -
[78] - Quote
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.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6626
|
Posted - 2014.10.06 03:50:00 -
[79] - 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.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Iron Wolf Saber
Den of Swords
17128
|
Posted - 2014.10.06 03:58:00 -
[80] - Quote
Faquira Bleuetta wrote: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. just imagine the Caldari sniper rifle in Arma 3 with the efficient range off 12000 m
We're going to need a GPS Scope for that one.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Assault Rifles =// Unlocked
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Symbioticforks
Pure Evil. Capital Punishment.
847
|
Posted - 2014.10.21 17:09:00 -
[81] - Quote
Iron Wolf Saber wrote:So far the feedback on the new rifles said we hit the nail on the end with the damage.
New Tactical Magazine Size is beloved.
Winged dots have mixed reactions
Circle dots on Tactical are not that well loved.
Rifle Ammo skill useless.
Charge Rifle ammo lamented at bit; players have adapted and learned to not burn thier shots all up.
Counter sniper behaviors are evolving
Newer long range sniper behaviors are also evolving.
Field sniping population is up and behaviors and new sniping spots in field are also constantly evolving and has not yet full settled down.
Fitting meta is also changing a bit too.
Range Subject has been a hot iron.
How much aurum do I have to buy to get body shot sniping back into the game?
With lag / framerate issues headshots are a luxury, especially in PC. Count the percentage of headshots, in this limited high end competitive game mode yielded from sniper rifles, and it will become clear the intended buff does next to nothing when it "really matters".
Limiting the charge sniper rifle clip size, effectively castrated this effective skillful gameplay, and replaced it with a "lucky bullet" mechanic.
Nobody wants to rely on a "lucky bullet" to hold down an objective.
Sniping Dust 514 (video series)
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Thor Odinson42
Molon Labe. General Tso's Alliance
5051
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Posted - 2014.10.21 17:15:00 -
[82] - Quote
Matches seem to be much more fun now that snipers had to come out of the redline. I'm actually shot by snipers more often and killed by them 100% more often with the current changes.
I believe the sniping that is happening is more effective overall. Perhaps it's less likely for a sniper to go without dying during a match, but that's okay in my opinion.
I guess some people are going to need to find something else to boost their KDR.
I wish my avatar was Minmatar.
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Symbioticforks
Pure Evil. Capital Punishment.
847
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Posted - 2014.10.21 17:16:00 -
[83] - Quote
Also BULLET TRAILS for sniper rifles?
Dust 514 is supposed to be team based gameplay, with communication.
Adding trails to sniper rifle rounds? After a handful of kills it should be rather obvious where someone is sniping from.
The complaint of not having enough good sniping locations wouldn't exist if this were not true.
This is the cry of a solo player seeking a revenge kill and in my opinion is garbage.
Sniping Dust 514 (video series)
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Ripley Riley
Incorruptibles
3985
|
Posted - 2014.10.21 17:22:00 -
[84] - Quote
Symbioticforks wrote:Dust 514 is supposed to be team based gameplay, with communication.
This is the cry of a solo player a¦á_a¦á
Okay, so I have to be in a squad and communicate, but you don't. Okay.
Sgt Kirk wrote:Can we just have all races sniper rifles please? Caldari - sniper rifle Amarr - laser rifle (?) Minmatar - precision rifle (unreleased) Gallente - ...
What were the Gallente going to get? I don't think I have ever heard of such a thing.
My advice to you, playa...
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Symbioticforks
Pure Evil. Capital Punishment.
847
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Posted - 2014.10.21 17:24:00 -
[85] - Quote
Snipers now render to everyone at MAXIMUM sniper rifle range now, yes?
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3800
|
Posted - 2014.10.21 17:26:00 -
[86] - Quote
Aeon Amadi wrote:Various things
Until we have the full maps and not tiny portions of the maps sniper rifles are TOO long range at 600m. the distances we are able to operate at are TINY.
Bluntly if we had better maps (and more players per match) I'd be howling to have all of the weapon ranges multiplied somewhere between x5 and x10.
all of them.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ripley Riley
Incorruptibles
3985
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Posted - 2014.10.21 17:27:00 -
[87] - Quote
Breakin Stuff wrote:Bluntly if we had better maps (and more players per match) I'd be howling to have all of the weapon ranges multiplied somewhere between x5 and x10.
all of them. Wouldn't that put the shotgun somewhere between 30m and 60m...? Plz no.
My advice to you, playa...
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Thor Odinson42
Molon Labe. General Tso's Alliance
5051
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Posted - 2014.10.21 17:28:00 -
[88] - Quote
Symbioticforks wrote:Also BULLET TRAILS for sniper rifles?
Dust 514 is supposed to be team based gameplay, with communication.
Adding trails to sniper rifle rounds? After a handful of kills it should be rather obvious where someone is sniping from.
The complaint of not having enough good sniping locations wouldn't exist if this were not true.
This is the cry of a solo player seeking a revenge kill and in my opinion is garbage.
Most players in matches don't do anything about vehicles. I can't imagine very many take the time to call in a dropship and hunt down a sniper based on bullet trails.
Sniping shouldn't be any more rewarding than it is now IMO. I'm very biased on the issue, but out of all the things that you'd want to incentivize in a FPS I think the least would be sniping.
Range warfare should be a thing, but fun is generated in CQC fighting.
I wish my avatar was Minmatar.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3800
|
Posted - 2014.10.21 17:29:00 -
[89] - Quote
Ripley Riley wrote:Breakin Stuff wrote:Bluntly if we had better maps (and more players per match) I'd be howling to have all of the weapon ranges multiplied somewhere between x5 and x10.
all of them. Wouldn't that put the shotgun somewhere between 30m and 60m...? Plz no.
when you have to cross 2 virtual kilometers to deliver the shot? Sh*t yeah!
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Symbioticforks
Pure Evil. Capital Punishment.
848
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Posted - 2014.10.21 17:29:00 -
[90] - Quote
Ripley Riley wrote:Symbioticforks wrote:Dust 514 is supposed to be team based gameplay, with communication.
This is the cry of a solo player a¦á_a¦á Okay, so I have to be in a squad and communicate, but you don't. Okay. Sgt Kirk wrote:Can we just have all races sniper rifles please? Caldari - sniper rifle Amarr - laser rifle (?) Minmatar - precision rifle (unreleased) Gallente - ... What were the Gallente going to get? I don't think I have ever heard of such a thing.
eh? Snipers need communication!
What's a sniper without a spotter(s)?
or in the case of dust,
A full squad of scouts with scanners..
NOT ALL THAT AMAZING.
Give a sniper constant scans and call outs on high priority targets, and they contribute a great deal.
(but not in terms of war points, that would be broken apparently)
Sniping Dust 514 (video series)
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