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Victor Moody Stahl
Amarr Templars Amarr Empire
102
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Posted - 2014.11.10 07:01:00 -
[91] - Quote
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?
Buff Logis | Nerf Scouts
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Skyline Lonewolf
Ancient Exiles.
51
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Posted - 2014.11.10 08:35:00 -
[92] - Quote
Iron Wolf Saber:
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.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Iron Wolf Saber
Den of Swords
17676
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Posted - 2014.11.10 09:06:00 -
[93] - 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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Iron Wolf Saber
Den of Swords
17676
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Posted - 2014.11.10 09:08:00 -
[94] - 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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Zatara Rought
Fatal Absolution General Tso's Alliance
4373
|
Posted - 2014.11.10 19:50:00 -
[95] - Quote
I have probably about 4k kills with sniper rifles.
Did not know that made me the most experienced sniper serving on the CPM.
But comparing my experience to others on the CPM is not worthwhile because my sample size is just waaaay higher than anyone else's.
I have more kills than Cross, Soraya, IWS, and Dennie combined.
Meaning that I have more experience using almost every weapon in the game in comparison.
I wish that meant something other than bragging rights, but alas experience does not net you a monopoly on good ideas.
I still wish you just penalized people shooting into or out of the redline.
Like a 80% reduced efficiency damage...in or out.
Redlined? At least you take 20% damage while you mount a push...
Sure snipers need more places to snipe from for perch sniping while not in the redline perhaps, but I still would like to see redline shooting to get nerfed.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Cass Caul
1524
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Posted - 2014.11.10 20:17:00 -
[96] - Quote
Zatara Rought wrote:I have probably about 4k kills with sniper rifles. Did not know that made me the most experienced sniper serving on the CPM. But comparing my experience to others on the CPM is not worthwhile because my sample size is just waaaay higher than anyone else's. I have more kills than Cross, Soraya, IWS, and Dennie combined. Meaning that I have more experience using almost every weapon in the game in comparison. I wish that meant something other than bragging rights, but alas experience does not net you a monopoly on good ideas. I still wish you just penalized people shooting into or out of the redline. Like a 80% reduced efficiency damage...in or out. Redlined? At least you take 20% damage while you mount a push... Sure snipers need more places to snipe from for perch sniping while not in the redline perhaps, but I still would like to see redline shooting to get nerfed.
So that pretty much sums it up. The CPM has either majority or unanimous consensus that as long as red-line sniping exists, the Sniper Rifle isn't allowed to be a competitive weapon.
There was a reason the second PC team I was on fielded 2-3 snipers per match. But rotating null cannons and increased HP pretty much put a stop to that. Considering 2 snipers in a match was something we did while corpmates, zatara.
On Hiatus.
This is my smartphone alt
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Everything Dies
FUNNY NAME GOES HERE
1071
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Posted - 2014.11.10 20:29:00 -
[97] - 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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Iron Wolf Saber
Den of Swords
17687
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Posted - 2014.11.10 23:03:00 -
[98] - 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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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castba
Holdfast Syndicate Amarr Empire
636
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Posted - 2014.11.10 23:35:00 -
[99] - 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. Correction, sniping has been turned into a role that requires mobility.
Camp in one spot too long and reds will come after you, usually quite effectively.
"When everything is OP, nothing is" - CCP Ratatti
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manboar thunder fist
xTHExKKKx
235
|
Posted - 2014.11.10 23:40:00 -
[100] - Quote
Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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Delta- bye bye ads, bye bye scr
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Atiim
Heaven's Lost Property
13594
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Posted - 2014.11.10 23:41:00 -
[101] - Quote
manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives. Those aren't Snipers, they're AFKers outside of the MCC who's character just so happens to be holding a Sniper Rifle.
The 1st Matari Commando
-HAND
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manboar thunder fist
xTHExKKKx
235
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Posted - 2014.11.10 23:44:00 -
[102] - Quote
You mean aim assist is so op those afkers just seem to go 20-0 every match with damn op tactical snipers?! Wow thanks atiim you enlightened me :)
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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Atiim
Heaven's Lost Property
13594
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Posted - 2014.11.10 23:47:00 -
[103] - Quote
manboar thunder fist wrote:You mean aim assist is so op those afkers just seem to go 20-0 every match with damn op tactical snipers?! Wow thanks atiim you enlightened me :) If a Sniper goes 20/0 you and your team are either garbage, or he's a better player than everyone on your team combined.
Given how most Snipers I know either speced out of them or quit, it's most likely the former.
The 1st Matari Commando
-HAND
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manboar thunder fist
xTHExKKKx
236
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Posted - 2014.11.10 23:50:00 -
[104] - Quote
Atiim you're an op minmando roof camper so you wouldn't know though. Do you even dust bro? 50% of the team is noobs, 30% is amateurs and the remainder win the game.
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.
928
|
Posted - 2014.11.11 00:50:00 -
[105] - Quote
Iron Wolf Saber wrote: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.
The executioner style Charge is seriously stupid.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
928
|
Posted - 2014.11.11 00:51:00 -
[106] - Quote
Atiim wrote:manboar thunder fist wrote:You mean aim assist is so op those afkers just seem to go 20-0 every match with damn op tactical snipers?! Wow thanks atiim you enlightened me :) If a Sniper goes 20/0 you and your team are either garbage, or he's a better player than everyone on your team combined. Given how most Snipers I know either speced out of them or quit, it's most likely the former.
Dedicated Snipers don't exist any more.
It's not a role worth specializing into, and the job of a sniper is easily filled by a Forge Gun / ADS.
Sniping Dust 514 (video series)
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Cass Caul
1526
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Posted - 2014.11.11 00:52:00 -
[107] - Quote
manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives.
I liked the old Manus Peak red-line. It's the reason Symb and I can talk about 700m+ kills. That map used to be Huuuuge.
On Hiatus.
This is my smartphone alt
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Cass Caul
1526
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Posted - 2014.11.11 00:53:00 -
[108] - Quote
manboar thunder fist wrote:You mean aim assist is so op those afkers just seem to go 20-0 every match with damn op tactical snipers?! Wow thanks atiim you enlightened me :)
. . . um, wow, the ignorance is palpable.
The Sniper Rifle does not have any form of aim assist and it never has.
On Hiatus.
This is my smartphone alt
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Symbioticforks
Pure Evil. Capital Punishment.
928
|
Posted - 2014.11.11 00:54:00 -
[109] - Quote
manboar thunder fist wrote:Atiim you're an op minmando roof camper so you wouldn't know though. Do you even dust bro? 50% of the team is noobs, 30% is amateurs and the remainder win the game.
Suits don't matter when MLT / STD sniper rifles do just as well as prototype.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
928
|
Posted - 2014.11.11 00:55:00 -
[110] - Quote
Cass Caul wrote:manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives. I liked the old Manus Peak red-line. It's the reason Symb and I can talk about 700m+ kills. That map used to be Huuuuge.
And every good squad had a sniper in it. You needed it for recon on large maps.
Sniping Dust 514 (video series)
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Cass Caul
1526
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Posted - 2014.11.11 00:57:00 -
[111] - Quote
Symbioticforks wrote:Iron Wolf Saber wrote: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. The executioner style Charge is seriously stupid.
It wouldn't be nearly as stupid if: You could increase precision by strafing without resetting the sway animation Hit detection worked 100% of the time Small map assessts such as boxes and railings/fences were always rendered all players rendered regardless of if they are scanned, regardless of distance from you, regardless of line of sight. There were actually places to go where a sniper could get line of sight on where heavy foot-trafic exists outside 100m
On Hiatus.
This is my smartphone alt
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Cass Caul
1526
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Posted - 2014.11.11 00:59:00 -
[112] - Quote
Symbioticforks wrote:Cass Caul wrote:manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives. I liked the old Manus Peak red-line. It's the reason Symb and I can talk about 700m+ kills. That map used to be Huuuuge. And every good squad had a sniper in it. You needed it for recon on large maps.
Squad? No. Not when squads were 4 man teams. Having 4 snipers was detrimental to the team, as 2 would be skilled if lucky.
Back when Corp Battles were a thing, every team had a sniper on it as well. I loved corp battles, I would get so many kills sniping when you could actually see your opponents before your squad, on the ground, that's closer could
On Hiatus.
This is my smartphone alt
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manboar thunder fist
xTHExKKKx
239
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Posted - 2014.11.11 01:00:00 -
[113] - Quote
Cass Caul wrote:manboar thunder fist wrote:You mean aim assist is so op those afkers just seem to go 20-0 every match with damn op tactical snipers?! Wow thanks atiim you enlightened me :) . . . um, wow, the ignorance is palpable. The Sniper Rifle does not have any form of aim assist and it never has.
Do you even sarcasm bro?
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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Zatara Rought
Fatal Absolution General Tso's Alliance
4375
|
Posted - 2014.11.11 01:05:00 -
[114] - Quote
Cass Caul wrote:Symbioticforks wrote:Cass Caul wrote:manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives. I liked the old Manus Peak red-line. It's the reason Symb and I can talk about 700m+ kills. That map used to be Huuuuge. And every good squad had a sniper in it. You needed it for recon on large maps. Squad? No. Not when squads were 4 man teams. Having 4 snipers was detrimental to the team, as 2 would be skilled if lucky. Back when Corp Battles were a thing, every team had a sniper on it as well. I loved corp battles, I would get so many kills sniping when you could actually see your opponents before your squad, on the ground, that's closer could
Just because in chrome i was specced sniper didn't mean i used it.
Agree with Sym. You wanted a squad to have the capacity to have a decent sniper.
I don't think he was suggesting battles needed 4 snipers.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Symbioticforks
Pure Evil. Capital Punishment.
928
|
Posted - 2014.11.11 01:06:00 -
[115] - Quote
I want the club sandwich, the cold mexican beer, I want a $10,000 a night hooker.
I also want..
the old Charge Sniper Rifle, (that could reasonably kill without excessive body shots, and required skill to operate, and fair headshot damage)
the old 600m Ranges, (because red line snipers have to die, because sometimes there's nothing to shoot at and I'm in a fixed position, becauase if my dot is bigger than your entire body and I'm wasting the time and effort lining up shots on you, perhaps I'm not as #winning as you think)
(compromise?)
500 Charge 500 Standard 350 Tactical
the headshot damage scaled back to reasonable levels supplemented with a base damage increase to increase overall time to kill for sniper rifles.
20% base damage increase with 25% increased headshot damage? The headshot should be a bonus, not a limiting factor to the usefulness of the sniper rifle. There aren't enough bullets in a clip to kill a heavy without a headshot as is.. feels terrible in use.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
928
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Posted - 2014.11.11 01:10:00 -
[116] - Quote
Cass Caul wrote:Symbioticforks wrote:Cass Caul wrote:manboar thunder fist wrote:Still get 90% of snipers in the redline with snipers since redlined were moved closer to objectives. I liked the old Manus Peak red-line. It's the reason Symb and I can talk about 700m+ kills. That map used to be Huuuuge. And every good squad had a sniper in it. You needed it for recon on large maps. Squad? No. Not when squads were 4 man teams. Having 4 snipers was detrimental to the team, as 2 would be skilled if lucky. Back when Corp Battles were a thing, every team had a sniper on it as well. I loved corp battles, I would get so many kills sniping when you could actually see your opponents before your squad, on the ground, that's closer could
Well there might be only 1-2 good squads per team.. the others were average or worse usually.
If you had 4 good squads, those snipers would also be good, you could afford it.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
928
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Posted - 2014.11.11 01:24:00 -
[117] - Quote
Zatara Rought wrote:I have probably about 4k kills with sniper rifles. Did not know that made me the most experienced sniper serving on the CPM. But comparing my experience to others on the CPM is not worthwhile because my sample size is just waaaay higher than anyone else's. I have more kills than Cross, Soraya, IWS, and Dennie combined. Meaning that I have more experience using almost every weapon in the game in comparison. I wish that meant something other than bragging rights, but alas experience does not net you a monopoly on good ideas. I still wish you just penalized people shooting into or out of the redline. Like a 80% reduced efficiency damage...in or out. Redlined? At least you take 20% damage while you mount a push... Sure snipers need more places to snipe from for perch sniping while not in the redline perhaps, but I still would like to see redline shooting to get nerfed.
It's clear to me you should have been put in charge of sniper rifles :)
You have experience with their use in competitive play, and what it would take to make them worth using.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
929
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Posted - 2014.11.11 01:33:00 -
[118] - Quote
Iron Wolf Saber wrote: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. The most amount of design leeway I got was my opinions with the tactical which saw to its improved field use. 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)
They had that number because of the range reduction.
50% range reduction for 50% increased damage. 1:1 ratio
They had that number because the community said..
- 1 shot to kill a scout (1 headshot)
- 2 shots to kill a medium (1 headshot)
- 3 shots to kill a heavy 1 headshot 1 bodyshot)
(Scale this up from STD vs STD to ADV vs ADV to PRO vs PRO , as to not have STD 1 shotting a PRO scout.)
as the way it should have always been!
Sniping Dust 514 (video series)
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Kayla Michael
Tactical Logistics and Cargo Northern Associates.
11
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Posted - 2014.11.11 01:47:00 -
[119] - Quote
What ever is done onto others will be done onto you and me. Lets make wise decisions, because in DUST 514 what goes around comes around. |
Victor Moody Stahl
Amarr Templars Amarr Empire
103
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Posted - 2014.11.11 06:16:00 -
[120] - Quote
As someone who only dabbled in sniping, both before and after the changes... I have to say I love the new Tac rifle far more than the old. The circle reticle is awesome, the higher capacity is significantly more appropriate to the weapon IMO, and overall it just feels better than it used to.
Buff Logis | Nerf Scouts
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