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Iron Wolf Saber
Den of Swords
17656
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Posted - 2014.11.08 11:40:00 -
[1] - Quote
Symbioticforks wrote:Breakin Stuff..
Sniper vs Sniper (gun game) is a thing. Welcome to Dust 514 for the past several years.
You want instant gratification? Dust 514 may not be the game for you!
(when someone is really far away from you and not moving, but you wish to interact with said player.. guess what you have to do?)
Snipers have been nerfed time after time since launch. Can you not acknowledge this?
The role has now been reduced and simplified into something less than it was before.
600m range was about the only thing that separated a sniper rifle from a forge gun.
Snipers were mostly untouched since like... 1.0 please run your fact checker again.
Also please remove yourself from the 50 damage at 600+ meter camp please; seriously that's how bad some of these snipers want their range back. They seemingly don't care if it takes their entire ammo stock to kill people.
CPM 1
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Iron Wolf Saber
Den of Swords
17666
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Posted - 2014.11.09 09:58:00 -
[2] - Quote
TBH I havent heard of a single mechanic that would fix the 'redline' issue
CPM 1
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Iron Wolf Saber
Den of Swords
17667
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Posted - 2014.11.09 15:01:00 -
[3] - Quote
Symbioticforks wrote:TBH since you were the guy spearheading sniper rifle changes.
How many kills do you have from sniping? You know first hand knowledge on the subject. (just guess)
edit: How many kills in the current build post sniper rifle changes?
edit: I'm not trying to antagonize you so much as to get a grip on your experience level concerning the changes you had implemented.
In dust 514?
I say at least 10%
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Iron Wolf Saber
Den of Swords
17673
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Posted - 2014.11.10 06:19:00 -
[4] - Quote
Symbioticforks wrote: The base damage increase isn't really noticeable.
Before Delta I mag dumped into a heavy and didn't come close to killing him. This no longer happens in post delta.
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Iron Wolf Saber
Den of Swords
17673
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Posted - 2014.11.10 06:22:00 -
[5] - Quote
Symbioticforks wrote:The guy who took the lead on snipers isn't even a sniper.. (or an active player)
Can you imagine the uproar if a popular role such as Scouts / Heavies / Tanks was handled by someone with no intimate knowledge of those roles? I feel entitled to be upset, about the changes and the guy who suggested them.
I try to avoid sniping in the red line, there are drop ship only accessible locations in highly contested areas I would much rather frequent. Even from these locations however, enemy red line snipers with the new range nerf are immune. They're just too far away.
I told Judge Rham that a range reduction would promote red line sniping instead of fixing it. I bet on the wrong horse however. I needed to be emailing the guy with 7,000 kills instead. What the ****.
Uhm hello, CPM work takes quite a bit out of your play time and for me that involves doing a bunch of things ingame that have nothing to with killing other players generally. Just about everything else.
I mean I been told by other snipers that liked the old system that the headshot damage was negligible.
Which is it?
Also I did not generate the number I advised on them with input on both sides of the debate. Case in point the originally proposed by CCP Body Damage was exceptionally so high they would have been oneshotting scouts and mediums even regardless of tank and had to get it downed down significantly enough. CCP did set stronger goals that would have been without proper justification hard to argue otherwise. For example there was not one good reason why the range needed to stay 600 meters (whose excuses are shared with the 1200 meter necessity camp) Not enough to outweigh the map scores of good sniping spots.
And if Vehicles are such a concern maybe we should bring back the KK Anti-material sniper rifle (I remember losing dropships to that horrible monster)
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Iron Wolf Saber
Den of Swords
17673
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Posted - 2014.11.10 06:48:00 -
[6] - Quote
Everything Dies wrote: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.
1. Problem 1 is very valid.
2. This issue is moot now as thales is inline with the standard variant of rifles. Balacs inline with tacticals and symbs with charged.
3. A damage fitted cal mando has very difficult time surviving two body shots from lesser sniper fits, and if the calmando has the charge rifle the ishukone outranges him enough to get enough of an immunity to either force his head down or have him risk it long enough for you to fill him with holes. The calmando and commandos in general may be in need for tweaks but logistics are ranking higher on issues they're dealing with and the equipment logistics are supposed to be using. God forbid some GDer complains about killer bees again though.
4. The range reduction changes/changing ALOT of sniper behaviors, the idea of a choke point involving less of doorways and capture points these days. It may take some time before the behavior completely shifts about and figures new ways of application but maps while are troublesome to sniper design I don't think we are returning to ever allowing snipers to have 'easy targets' though. Yeah it sucks but I already found a few new good camping spots with the range reduction.
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. Specialist Prefix name generally means lower fittings from standard deflection at a cost so that goes that idea.
Overall range buff is not off the table; just going to be a slightly harder fight and not every rifle may get to enjoy it. Just don't expect returns to 500+ meters unless something miraculous happens.
Commando Damage is causing other issues elsewhere but they're lower priority
I wish for a tag laser of sorts too... This would take some serious effort to find out feasibility and how to do this. Would love 'overwatch' WP+ for long range scouts.
CPM 1
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Iron Wolf Saber
Den of Swords
17676
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Posted - 2014.11.10 09:06:00 -
[7] - 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.
Would setting min charge to 0 be more favorable of a fix? (ala scrambler rifle)
Mind you that this current getup is keeping in mind other things that may screw with how things are depending on how Game Design wants to move forward.
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Iron Wolf Saber
Den of Swords
17676
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Posted - 2014.11.10 09:08:00 -
[8] - Quote
Victor Moody Stahl wrote:Iron Wolf Saber wrote:And if Vehicles are such a concern maybe we should bring back the KK Anti-material sniper rifle (I remember losing dropships to that horrible monster) Saw this, decided to chime in. THERE WAS AN ANTI-MATERIAL SNIPER RIFLE IN DUST?! Can we have something like it back? Not really full-on damage, but say, 50% efficiency on vehicles for the sniper rifles?
Closed Beta; shot down Dropships and LAVs you HAD to hit weak spots to do significant amount of damage to cause that threat and it was only good on wounded vehicles.
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Iron Wolf Saber
Den of Swords
17687
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Posted - 2014.11.10 23:03:00 -
[9] - Quote
Everything Dies wrote: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...
I disagree, the Charge Rifle ability to just about nearly guaranteed to put down almost ANY suit warrants disfavorable stats.
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