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Everything Dies
FUNNY NAME GOES HERE
1063
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Posted - 2014.11.10 02:30:00 -
[1] - Quote
Cass Caul wrote:Real glad they listened to player input. It's definitely best to listen to those that whine the most. And it's great that they've ignored how the range nerf has helped redline snipers.
BINGO.
Reduced range = enemy team now has to come out that much further to try and counter snipe the sniper in the redline. How many snipers are going to run into the thick of battle with nothing more than a sidearm as their only means of self-defense?
Mike Patton is the greatest singer in music. Proof
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Everything Dies
FUNNY NAME GOES HERE
1063
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Posted - 2014.11.10 02:33:00 -
[2] - Quote
Symbioticforks wrote:manboar thunder fist wrote:Unless every sniper can be reached by a light weapon other than a sniper they are OP and should be removed. No other play style has that high of a reward, kd/r advantage and damage potential without being vulnerable to anything but another sniper. Snipers require too much effort to remove, one has to travel hundreds of metres or call in a vehicle to eliminate a threat that does not offer any objective play tactical advantages. Snipers need a 250m max range. Don't QQ because no other suit is invulnerable like you to other play styles. It's true and you know it. What makes you think a Sniper is OP if there isn't another "light weapon" that can reach them? You're trolling at this point, either that or mentally deficient.
Looking at his sig, I'm leaning towards the latter. Calls out snipers because of how their suit is "invulnerable" to other play styles while his sig bemoans the loss of his God-mode ADS.
Mike Patton is the greatest singer in music. Proof
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Everything Dies
FUNNY NAME GOES HERE
1067
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Posted - 2014.11.10 02:57:00 -
[3] - Quote
Now, to the real heart of the matter:
1. Headshot bonus has effectively killed the existence for tiered sniper rifle skills; if a militia sniper can OHK all but a tanked-out heavy, what's the point in using anything stronger?
2. Almost all of the complaining about snipers essentially breaks down to how ridiculous the Thales was in comparison to all other variants; a well-placed Thales user was immune to everything except a fellow Thales user...who probably wasn't going to risk their own to try and hunt the other one down.
3. The damage bonus offered to Caldari Commandos only encourages the brick-tanked sniper that requires a headshot to kill; otherwise, you're just wasting bullets.
4. The recent changes made to map sockets (i.e. Manus Peak) further reduce the ability of a sniper to actively contribute to his side by playing point defense. Changes were made previously to make nodes less easy to target into, but the new map types have decided to enclose most everything inside of a building, leaving snipers with little else to do aside from try and pick off targets as they run across the map.
Solutions:
1. Reduce the headshot bonus. Implement actual differences between the sniper tiers/types. Tactical variant--weakest, but with the best zoom, giving you the best chance to land a headshot. High RoF but small clip. Standard variant--stronger than tactical and with better range, but slower RoF and less powerful zoom Specialist variant--damage between tactical and standard, but with the furthest range and weakest zoom Charge variant--highest damage, largest clip but with slowest RoF and shortest range. The Thales would be a faster-charging version Give them a range of 425, 450, 475 and 400, respectively.
2. See above. The Thales was so overpowered that it killed an entire style of play.
3. Tough one to fix thanks to the inherent damage bonus given to commandos. However, the reduction to headshot bonuses would make it feasible to get close enough to counter.
4. Snipers need to be given the ability to scout and "mark" the opponent on an individual basis. One player at a time could be "tagged" and highlighted on the Tacnet--regardless of profile--with investment in the sniper class resulting in an increased duration of the tag. Snipers would then be rewarded with intel kill assist WP if the target is killed while tagged. This would eliminate the need for the bullet trails to give away a sniper's position as they can be tagged up to 500 meters away, further than any SR can reach. This would allow for a team to coordinate a counter strategy to neutralize the sniper.
Mike Patton is the greatest singer in music. Proof
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Everything Dies
FUNNY NAME GOES HERE
1071
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Posted - 2014.11.10 20:29:00 -
[4] - Quote
Skyline Lonewolf wrote:Iron Wolf Saber wrote: Re: Solutions Headshot bonuses could be their scaled to encourage upgrading as a viable solution to that issue. Tactical as is I been getting very very very positive responses to as most of the emphasis is suppression and body shooting. Standards are a mixed bag as most of the folks I have been contact with are the older vets and none o the off GD folks. Though the few folks that are positive about say's its great for putting down other snipers. Charge is mostly untouched by anything positive because not many folks are skilled up to proto levels that I conversate with. Those that are are bitter I broke their favorite toy in general which was somewhat needed as thales and charge was the only two rifles you needed pre-delta.
My main complaint, other than the ones I already agree with from Symb's post, is CCP deliberately shitting on the Charged SR over favoritism. There was no reason that the most difficult to learn and use SR variant had to get a clip reduction AND major range reduction all for the sake of having the highest headshot multiplier. If you land a shot, you had to charge at least half a shot to do a follow-up shot if they don't die. With that, there's a reduction in damage, as opposed to a fully charged second shot. Coupled with its low RoF, smart targets don't stay still but move to cover. You do understand that, with the small base damage of most other SR variants, outside the Thale's, the Charged was the only real viable SR for both pub and PC play, correct? Anything else practically tickled targets, or, in the case of the tactical, was used for countersniping, especially if the targets were brick tanking. No other role than the sniper has to stack 3 damage mods, use a Calmando, and use a proto variant of their weapon of choice to compete. THAT's the main reason why you only saw this SR variant used. Now, you've defined other sniper variant uses, but at the same time sort of negated the Charged SR's headshot bonus, as a basic SR has a high enough multiplier to take out most suits (from what I've read). GG CCP. I've only logged on twice since 1.8 and 1.9 went live, mainly cause there's no point right now. Other than that, it's been collecting DUST.
Given the slow rate of fire/charge-up time on the charged version, would it be fair to give it the largest clip size? Maybe 8-10 shots? Seems like a reasonable trade-off to me...
Mike Patton is the greatest singer in music. Proof
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