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manboar thunder fist
Dead Man's Game RUST415
223
|
Posted - 2014.11.10 00:00:00 -
[61] - Quote
Force snipers to move outside redline and they are balanced.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Symbioticforks
Pure Evil. Capital Punishment.
880
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Posted - 2014.11.10 00:01:00 -
[62] - Quote
I'm all for it.
(even though killing red line snipers has made up large percentage of my kills.)
UNFORTUNATELY
the red line offers many great sniping spots
UNFORTUNATELY
map interiors often only have a couple or sometimes zero great sniping spots
Sniping Dust 514 (video series)
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Imp Smash
Molon Labe. General Tso's Alliance
337
|
Posted - 2014.11.10 00:03:00 -
[63] - Quote
Whether you like being a mobile sniper or an overwatch sniper -- I would think the changes are good for sniping. Not just because now snipers don't have the I can hit you you can't touch me playstyle anymore. But also because of the skill cap rewards. I don't mean SP -- I mean player skill. The better the sniper the more headshots he will get. Since snipers have a huge headshot multiplier now -- you can kill pretty much anything. If you kill someone in one shot then they won't know where you sniped from. Hence masking your location. Instead of staying hidden through broken mechanics they stay hidden through sniping ability.
So it seems to me that the new changes of - range but + headshot damage rewards skilled snipers.
I'm not a sniper though so I can only comment as one who is sniped. Sometimes I get in a match and the other team has a very good sniper who never misses his headshots. I go down a few times and can never find him. So I have to go avoid that part of the map for a bit o.O |
manboar thunder fist
Dead Man's Game RUST415
223
|
Posted - 2014.11.10 00:09:00 -
[64] - Quote
Just like in some maps vehicles are useless And in indoor maps assaults are weak And in outdoor maps heavies are weak And so on
Every role has its niche, just because it's the meat grinder map sometimes doesn't mean snipers should be op
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Reign Omega
T.H.I.R.D R.O.C.K
989
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Posted - 2014.11.10 00:17:00 -
[65] - Quote
Sniping is still the least risky of all playstyles. Maybe more risky than before but good, you all should have tons of isk saved up from hardly ever dying. I'm not a sniper per se, but I have proto rifles and its just a situational as the other barely ever die styles of play from before. When I'm in an ads, some matches I can fly around with impunity, some matches I can't enter the combat zone without eating ****. Sniping is kind of the same, some matches I can snipe away while eating chips with my off hand(I use kbm for sniping, forging, and tanks) and some matches every Tom **** and Harry balls is out to countersnipe me. It just means you have to have more variety in your sniping if you want to stay in the mix.
Mark a$$ tricks, and bags of dicks....
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Symbioticforks
Pure Evil. Capital Punishment.
880
|
Posted - 2014.11.10 00:20:00 -
[66] - Quote
Yeahh..
missing a headshot, will result in either..
a miss OR a body shot
in the case of a miss, they'll likely hear the bullet / see the trail or both. in the case of a body shot, they'll know for sure they're being targeted / possibly see the bullet trail
in either case targets will often jump around and move erratically like a fish out of water to avoid taking further damage until they make it to cover / cloak up. Headshots at long distances are hard to get on mobile targets. (anything over 250m) The bonus would have had almost no beneficial impact on red line snipers.
Skill cap rewards have been lowered. The headshot damage is so high, suit type means almost nothing for a sniper. There is almost no benefit to running prototype. The damage multiplier is so high on headshots someone can come back from any angle and if you're a fixed position sniper, they'll have the first shot on you. Which will almost certainly be lethal.
Thus eliminating any reason a sniper would have to obtain some of the better overwatch elevated spots.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
880
|
Posted - 2014.11.10 00:28:00 -
[67] - Quote
Reign Omega wrote:Sniping is still the least risky of all playstyles. Maybe more risky than before but good, you all should have tons of isk saved up from hardly ever dying. I'm not a sniper per se, but I have proto rifles and its just a situational as the other barely ever die styles of play from before. When I'm in an ads, some matches I can fly around with impunity, some matches I can't enter the combat zone without eating ****. Sniping is kind of the same, some matches I can snipe away while eating chips with my off hand(I use kbm for sniping, forging, and tanks) and some matches every Tom **** and Harry balls is out to countersnipe me. It just means you have to have more variety in your sniping if you want to stay in the mix.
You lost me at "you all should have tons of isk saved up from hardly ever dying"
To be a good sniper you had to run full proto in the past.
1 death cost me 87k? +dropship to get to a good sniping location 30k? (recall time is too high gives away position ditch the drop ship)
2 deaths meant I made zero ISK.
(between suicides, and eventually pissing people off enough to come get me.. making money from public matches wasn't easy if I was running full proto, the same as it is for anyone else.)
ISK is no longer a limiting factor in Dust 514. (especially for veteran players)
It's not a matter of ISK. It's the matter of skill it takes for one sniper to kill another. Which currently is ZERO.
Imagine if all light weapon engagements were determined by who saw who first? Would that be fun?
Again sniper vs sniper TTK "gun game" is non existent.
Sniping Dust 514 (video series)
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Reign Omega
T.H.I.R.D R.O.C.K
990
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Posted - 2014.11.10 00:36:00 -
[68] - Quote
Symbioticforks wrote:Reign Omega wrote:Sniping is still the least risky of all playstyles. Maybe more risky than before but good, you all should have tons of isk saved up from hardly ever dying. I'm not a sniper per se, but I have proto rifles and its just a situational as the other barely ever die styles of play from before. When I'm in an ads, some matches I can fly around with impunity, some matches I can't enter the combat zone without eating ****. Sniping is kind of the same, some matches I can snipe away while eating chips with my off hand(I use kbm for sniping, forging, and tanks) and some matches every Tom **** and Harry balls is out to countersnipe me. It just means you have to have more variety in your sniping if you want to stay in the mix. You lost me at "you all should have tons of isk saved up from hardly ever dying" To be a good sniper you had to run full proto in the past. 1 death cost me 87k? +dropship to get to a good sniping location 30k? (recall time is too high gives away position ditch the drop ship) 2 deaths meant I made zero ISK. (sniping the lowest war point role there is) (between suicides, and eventually pissing people off enough to come get me.. making money from public matches wasn't easy if I was running full proto, the same as it is for anyone else.) ISK is no longer a limiting factor in Dust 514. (especially for veteran players) It's not a matter of ISK. It's the matter of skill it takes for one sniper to kill another. Which currently is ZERO. Imagine if all light weapon engagements were determined by who saw who first? Would that be fun? Again sniper vs sniper TTK "gun game" is non existent.
Most engagement in this game period is based on that fact to be honest. I don't care at which point in my wording you became offended because the point is still valid. The isk comment was mainly a jab at how long and how interrupted snipers as a large group have been able to snipe with impunity with the only possible counters being: A suicide red line run A sniper with the best rifle in the game or the luck of having an angle on your position A warbarge strike that May or may not hit you
So now you have to worry about average Joe sniper being able to pop you because you stayed in one place too long? Join the club. I know you're some sort of respected sniper with videos and all that but, no, sorry it's not impossible to be a viable sniper it just requires the same thing other changes have required for other players, adapting your technique.
Mark a$$ tricks, and bags of dicks....
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Reign Omega
T.H.I.R.D R.O.C.K
991
|
Posted - 2014.11.10 00:41:00 -
[69] - Quote
Oh and btw I really like your officer rifle lol bravo.
Mark a$$ tricks, and bags of dicks....
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Vell0cet
Vengeance Unbound RISE of LEGION
2486
|
Posted - 2014.11.10 00:46:00 -
[70] - Quote
Sniping is more fun than ever. Put on a cloak, find a good spot, take out your target, cloak and reposition. If you stay mobile, the risk of being counter sniped is low, but you will need to watch your back and keep it sneaky. You have to really fight the temptation to linger in a really good spot with a good line of sight on a bunch of enemies.
Best PvE idea ever!
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manboar thunder fist
Dead Man's Game RUST415
225
|
Posted - 2014.11.10 00:48:00 -
[71] - Quote
Indeed, today I went 27/0 in a commando With tac sniper in ambush at 130m range staying at the back of my team And went 33/2 in a basic min scout with tac sniper, defending points and pulling out my breach scp to deal with enemies that got too close
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Symbioticforks
Pure Evil. Capital Punishment.
890
|
Posted - 2014.11.10 00:52:00 -
[72] - Quote
Increased headshot damage certainly buffs the "quickscoping / close range" sniper. That's for sure.
6 bullets in a tactical clip, you can spam headshots for days.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
890
|
Posted - 2014.11.10 00:54:00 -
[73] - Quote
33/2 with a basic suit, and probably a basic sniper rifle.
Why would anyone want to go proto?
Sniping Dust 514 (video series)
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manboar thunder fist
Dead Man's Game RUST415
225
|
Posted - 2014.11.10 01:02:00 -
[74] - Quote
Need not want
The snipers are op without high meta gear usage and skills
A proto commando with a kaalakiota Is just not necessary to achieve great results Not even a militia heavy is as effective as a militia sniper
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Cass Caul
1510
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Posted - 2014.11.10 01:40:00 -
[75] - Quote
Lol, IWS has under 800 kills with a sniper rifle. Zatara is probably the next on the list with the most sniper rifle kills since Uprising 1.0, though . . . omg, I'm blanking on his in-game name. J.W. (are initials ok? wait, whatever http://dust514.com/community/cpm/ still has the names of everyone up. Jacob probably has the most kills total. Probably under 20k though and he said he dropped the weapon in the early days of Uprsing.
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.
EDIT: Soraya, that's who I was thinking of... lol says a lot when you know their name but can't remember their character name.
On Hiatus.
This is my smartphone alt
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Criteria Shipment
The Hundred Acre Hood
949
|
Posted - 2014.11.10 01:49:00 -
[76] - Quote
sabre prime wrote:Breakin Stuff wrote:So you have no problem with the fact that you can oneshot everyone else...
But if they oneshot you it's unfair.
Get out. I don't often respond like this. But you're stupid. How did you come up with that response from symbs original post? Edit: before anyone starts getting their knickers in a twist let me support symbs. In very simple terms, sniping has been turned into 'i headshot you, you headshot me'. Or 'I one shot you, you one shot me'. CCP went too far with the damage increases and the ridiculous headshot multipliers. They reduced and simplified the sniping role, instead of building on it's tactical usefulness. Yea, I use my bolt pistol and its too easy. First rule, take down the shields. Second, aim for the head. Profit |
DarthPlagueis TheWise
344
|
Posted - 2014.11.10 01:55:00 -
[77] - Quote
Symbioticforks wrote:
I know the FG sound is worse, but you're not scoped in and unable to see your surroundings so you can turn your volume down with no loss of combat awareness. Scoped in with a Sniper Rifle, you need to hear what's going on around you (unless you're totally fine with an ADS coming up behind you and blasting you to bits)
Low kill count games are't my thing, I try my best every game, I bring my best every game. Suicide sniping with reduced damage (not full proto) and a paper thin suit that lets anything destroy me on contact just isn't my thing either. I feel I've wasted my time if I can't average 20 kills a game in full proto. Especially against teams running advanced or militia gear. 20 kills is a great number against a team wearing prototype. Anyway, 8-15 kills on random targets of no important is just wasting time. I can't do it.
I hide behind my proto and my try hard proto team.
I'm sorry, what was that you said? I couldn't quite hear over the B.S.
i respect you as a sniper man but come on get over yourself. Im not gonna turn down my volume when i forge gun lmao
Bolas deploys tank in strategic location
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Everything Dies
FUNNY NAME GOES HERE
1063
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Posted - 2014.11.10 02:30:00 -
[78] - 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 -
[79] - 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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five times
Liverpool F.C.
24
|
Posted - 2014.11.10 02:36:00 -
[80] - Quote
CCP Keep the current rifles please,
but if you are going to listen to the more well known players and bring the old ones back then I propose that:
1) have both sets of rifles on the market, the old rifles with old damage/range and new rifles with new damage/range
2) keep the new stats on the officer rifles
3) triple the Isk cost of the older variants
4) tell every one that whines to funk off |
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Everything Dies
FUNNY NAME GOES HERE
1067
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Posted - 2014.11.10 02:57:00 -
[81] - 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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Symbioticforks
Pure Evil. Capital Punishment.
907
|
Posted - 2014.11.10 04:19:00 -
[82] - Quote
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 ****.
Sniping Dust 514 (video series)
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Joel II X
Bacon with a bottle of Quafe
4483
|
Posted - 2014.11.10 04:45:00 -
[83] - Quote
Stopped reading during the headshot complaints.
Um, that was the tradeoff for the range. It does massive damage if you manage to shoot a head. It's still a skill shot, and gun game thing. Why anyone should be able to tank a headshot from a sniper rifle in any game is beyond me. |
xavier zor
G0DS AM0NG MEN General Tso's Alliance
188
|
Posted - 2014.11.10 04:47:00 -
[84] - Quote
Joel II X wrote:Stopped reading during the headshot complaints.
Um, that was the tradeoff for the range. It does massive damage if you manage to shoot a head. It's still a skill shot, and gun game thing. Why anyone should be able to tank a headshot from a sniper rifle in any game is beyond me.
Joel, is it possible to get a plasma cannon headshot??
Highest plasma cannon kill: 132 metres
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
|
Posted - 2014.11.10 04:49:00 -
[85] - Quote
Joel II X wrote:Stopped reading during the headshot complaints.
Um, that was the tradeoff for the range. It does massive damage if you manage to shoot a head. It's still a skill shot, and gun game thing. Why anyone should be able to tank a headshot from a sniper rifle in any game is beyond me. Because unreachable snipers also want to be unkillable by the only thing with range to damage them.
(Yes, you know its true. The main consequence of the sniper buff, aside from making it possible to kill Heavies is that it is easier to counter snipe unreachable snipers.)
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Joel II X
Bacon with a bottle of Quafe
4483
|
Posted - 2014.11.10 04:52:00 -
[86] - Quote
xavier zor wrote:Joel II X wrote:Stopped reading during the headshot complaints.
Um, that was the tradeoff for the range. It does massive damage if you manage to shoot a head. It's still a skill shot, and gun game thing. Why anyone should be able to tank a headshot from a sniper rifle in any game is beyond me. Joel, is it possible to get a plasma cannon headshot?? Yes. It's been done before...
On a sniper. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
165
|
Posted - 2014.11.10 05:52:00 -
[87] - Quote
Lloyd Orfay wrote: Snipers have screwed this game for long enough, and same for scouts.
If you think snipers are even remotely close to scouts in terms of shitting up the game then you have some reality perception issues.
Snipers are absolutely crap and have very little impact on even pub matches, whereas scout spam is one of the most effective things in the game and you see it in every god damn PC.
Current state of snipers is that they still suck, though I do prefer the current sniper v. sniper dynamic, I really didnt like the heavy sniper being invincible unless brain dead before the current sniper rifles were put into place.
Buff snipers so people actually care about them beyond being annoyed. |
Iron Wolf Saber
Den of Swords
17673
|
Posted - 2014.11.10 06:19:00 -
[88] - 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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Iron Wolf Saber
Den of Swords
17673
|
Posted - 2014.11.10 06:22:00 -
[89] - 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)
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Iron Wolf Saber
Den of Swords
17673
|
Posted - 2014.11.10 06:48:00 -
[90] - 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
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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