Skyline Lonewolf
Ancient Exiles.
52
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Posted - 2014.11.11 10:16:00 -
[121] - Quote
Symbioticforks wrote:Iron Wolf Saber wrote:Everything Dies wrote:Skyline Lonewolf wrote:[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. 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.
Only in skilled hands it could. Keeping the clip at 5/25 was the magic medium imo. In my experience, the below average Charged SR user would pull ~10 kill games (redline), the average Charged SR user would pull 10-15 kill games; an above average player, 15-25, an elite (rare in this build) 25-30 consistently, and occasionally 30-40+. It all varied with enemy diffiiculty, enemy behavior, game mode, sniper skill, perch selection, situational and map awareness, and map type. That was pre-1.8 and only in pubs - including missed shots and ammo restocks/flying back to, or changing perches. That seems pretty balanced to me compared to how much rifle user kills people net. Now it doesn't seem like much of that matters since you've got trails coming out of your SR and can be easily tracked.
Setting the pre-charge to 0 would break the weapon if you mean reducing it's charge time. That's part of the learning curve and balance for the weapon, which has a trade off of being the main deterrent for people to not use the weapon. Most people I met that sniped hated the charge mechanic and its noise. I really don't know where you get your data from, cause if it's from the kill feed prior to 1.8, I've explained that above. Considering the other SR variants got buffs, I think this one should be reverted back to before 1.8, with some tweaks, and the suggested compromises. It's the only one that actually requires skill to use, even in this build, yet it took the biggest nerf. And while we're at it, go ahead and tell CCP to look at their data and see how many precision kills people have been getting using solely the Charged SR post 1.8. I'm willing to bet not even 1/3 of most peoples' kills per match are head shots.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Symbioticforks
Pure Evil. Capital Punishment.
931
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Posted - 2014.11.12 23:39:00 -
[125] - Quote
You know sniping is terrible when even I refuse to do it.
I state this as fact. Sniping has gone from useful to useless over the past several years in Dust 514. I've sniped since release, for over 40,000-45,000 kills. As conditions have declined for snipers it's taken more effort and skill to perform well. I can make this claim.
Eventually people picked up sniping as a excuse to use Thale's. This created some problems as many veteran players had stockpiles of 50-100 of them and their abuse became somewhat common in public matches. However the stats of the weapon were right on par for what was needed for PC matches. As a dedicated sniper this was upsetting.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil. Capital Punishment.
933
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Posted - 2014.11.13 00:12:00 -
[126] - Quote
Extended Ranges (upwards of 600m) is a defining characteristic for sniper rifles.
between cloaks / cover / interior buildings / vehicles / excessive amounts of health
The range was acceptable with previous damage levels, and still not game breaking or unfair.
- sometimes the best target was 400-550m away (the guy loading up a dropship that is surely coming to kill you)
- sometimes the the best way to kill a red line sniper is with another sniper (central elevated position > red line head glitching)
- sometimes contested objectives shift and calling in a drop ship every time this happens is unreasonable for perch snipers. (good spots have been made useless because they don't cover enough ground to help protect multiple objectives)
Conisder, nothing was given / updated for snipers to help deal with..
reduced proficiency (15% increased damage to just 15% increased damage against armor) reduced complex light damage mods (from 10% to 5% to now 7% with stacking penalties) increased HIGH/LOW slot suit loadouts for additional EHP (see new scouts / redesigned assaults) increased armor plates (remember when those got buffed?) increased heavy EHP with RESISTANCES (another possible 15% damage loss)
This created a disparity, too little damage attempting to deal with too much health. Normalization at the cost of range (effectiveness) was not a favorable trade. Snipers were supposed to get slightly better from the update with little to no "role reduction". This was supposed to be a buff, not a REDESIGN.
Sniping Dust 514 (video series)
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