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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Symbioticforks
Kinsho Swords Caldari State
946
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Posted - 2014.12.08 01:00:00 -
[1] - Quote
You can't do this now, not even close.
It's too bad they didn't let people keep pre-nerf variants.
Anyway, you need at least 5 bullets in a clip to make the gun viable.
Switching between multiple targets, you simply will never have enough bullets to multi-task your damage.
I would take the time to reload when there were only 3 bullets in the clip before. Now it starts with that many in the clip. Awful.
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Symbioticforks
Kinsho Swords Caldari State
948
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Posted - 2014.12.08 01:10:00 -
[2] - Quote
Lynn Beck wrote:Isnt that why you'd use your officer variant, then?
AFAIK, Charge was repurposed to be the single target dropper, what with super high base damage and headshot modifier.
You think they offered us BPO's of our officer variants?
I might still actively play Dust 514 if that were the case. (or even if they changed the clip size back to 5)
For the last time. I know what they did to the charge sniper rifle. It's limited capabilities make the gun borderline useless. It can't take down multiple targets, and you waste time going strictly for head shots with a limited magazine and delayed rate of fire. If you want to spend half the match reloading while maintaining a low score. This is the gun for you.
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Symbioticforks
Kinsho Swords Caldari State
949
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Posted - 2014.12.08 01:25:00 -
[3] - Quote
Michael Arck wrote:How has this impacted you? Do you still snipe? Do you still make vids?
I had several thousand Charge Sniper Rifles stockpiled.
The guns purpose has been changed completely , and the community certainly didn't ask for it.
The people who made the change were effectively taking shots in the dark at possible "good ideas" leaving it to us to playtest for balance. This is the feedback they'll get from me though. The change makes the gun borderline useless. Any intended improvement for snipers that came with the update is null and void. (for call of duty fans there was the silver lining of psuedo quickscoping tactical sniper rifles)
-headshot damage is too high (no counterplay / gungame between snipers) Militia / STD / ADV sniper rifles enjoy the full benefit of this extreme headshot damage making skilling up into prototype / proficiency unrewarding.
-range reduction should be scaled back to 600m to allow snipers to cover multiple objectives from multiple locations. The original range also allowed for snipers to kill vehicle pilots loading up to come and kill you. (since there's no way to shoot into cockpits) Sniper Self Defense Obviously the second drop ship was coming for me, but being able to snipe the first pilot probably stopped him from seeing me and he likely spawned inside the city instead. Fighting over and attempting to hold the high ground - while trying to remain hidden is a thing snipers do.
This isn't a fast paced shooter. One hit kills against heavies are stupid. (short of a forge gun or rail tank)
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Symbioticforks
Kinsho Swords Caldari State
949
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Posted - 2014.12.08 02:38:00 -
[4] - Quote
#1 BPO's for the officer weapons challenge winners.
(I would turn on my PS3, buy some APEX suits for fun, and put out more videos right now)
#2
Clip size change to 5 for the Charge Sniper Rifle (reloading the entire match makes you feel stuck with a bad weapon that's easist to change out of by falling to your death from a tower or allowing yourself to be killed)
-usually you would never buff something without taking something away, so let's take away the insane headshot damage opening up counterplay for sniper vs sniper, and giving heavies a chance in hell against a headshot.
#3
Increase range back to 500-600m. Sniper self defense is at an all time low. I can't reach pilots calling in vehicles from relative safety, I can't reach the red line snipers in the far back content to only snipe their closest objective, despite me being in a foward central located position risking more. They're still outside of my reach.
-usually you would never buff something without taking something away. so let's take away this stupid plasma cannon reticle and revert back to the original dot that made long distance headshots harder to obtain. (the dot was the size of your targets body, so you had to place the bottom central half of the dot on where you think their head is) No ultra long range easymode headshots.
sidenote: I now would bet you could implement the option for players to change / choose reticles. As a dedicated sniper, after 40,000 kills. The original dot was the best. I'll skip the detail on the why for right now. Also please give some of my videos a watch.
AND KNOW THAT SNIPING ISN'T WHAT IT USED TO BE, AND I DO NOT MEAN BETTER IN ANY WAY.
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Symbioticforks
Kinsho Swords Caldari State
950
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Posted - 2014.12.08 02:44:00 -
[5] - Quote
Switch sniping back to 1.7 mode?
That's one thing right?
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Symbioticforks
Kinsho Swords Caldari State
951
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Posted - 2014.12.08 03:11:00 -
[6] - Quote
Iron Wolf Saber wrote:CCP Rattati wrote:Let's say you get a single attribute change. What is it? For ammo skill +2 ammo per level (10 shots at 5) Overall for all snipers? scale the headshot bonus with tiers. For charge rifle? clip to 4 reserve ammo to match same number of full reloads.
You don't even snipe STOP IT!
get Zatara in here pronto. ask about Planetary Conquest and Snipers.
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Symbioticforks
Kinsho Swords Caldari State
951
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Posted - 2014.12.08 03:23:00 -
[7] - Quote
deezy dabest wrote:Symbioticforks wrote:You can't do this now, not even close.It's too bad they didn't let people keep pre-nerf variants. Anyway, you need at least 5 bullets in a clip to make the gun viable. Switching between multiple targets, you simply will never have enough bullets to multi-task your damage. I would take the time to reload when there were only 3 bullets in the clip before. Now it starts with that many in the clip. Awful. Isn't MCC sniping exactly what people were sick of? Maybe if you were closer to your target as CCP attempted to make the charge sniper rifle for you could hit more accurately and not need the extra bullets. Personally I would not care about MCC sniping if the person was not guarded by the MCC shields 80% of the time.
If you're elevated (i.e. rooftop / mountain / pylon) MCC snipers are sitting ducks. These were free kills for me. Notice in my video the second I started taking fire, I jumped off the MCC. Their angle of approach to kill me could be literally from anywhere in my frontal or side view. Movement speed on the MCC is decreased, and I snipe with low sensitivity so my turn rate is super slow as well.
It was my impression that people were sick of veterans.
with stockpiles of Thale's (most veterans are not snipers) because sniping has progressively become worse.
Sniping from the red line, because nobody wants to lose a Thale's.
anyone not in a prototype suit was getting destroyed.
HOWEVER IN PC - for a sniper to even be worth fielding a Thale's was required. (unless enemy team was mediocre to bad) not to mention equipment spam lag. Headshots were unreliable.
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Symbioticforks
Kinsho Swords Caldari State
953
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Posted - 2014.12.08 03:34:00 -
[8] - Quote
Thumb Green wrote:Symbioticforks wrote:Iron Wolf Saber wrote:CCP Rattati wrote:Let's say you get a single attribute change. What is it? For ammo skill +2 ammo per level (10 shots at 5) Overall for all snipers? scale the headshot bonus with tiers. For charge rifle? clip to 4 reserve ammo to match same number of full reloads. You don't even snipe STOP IT! get Zatara in here pronto. ask about Planetary Conquest and Snipers. He does have a point with "scale the headshot bonus with tiers" if the HS modifier is reset to what it used to be then a lot of people will go back to using Sentinels to snipe with which will make counter sniping them impracticable.
I just see red whenever he types anything about sniping. (I'm not alone in this)
Speaking of shots in the dark.. Hahaha
Tiered headshot bonuses sounds wonderful. (for sevreal reasons)
Aurum users wouldn't benefit from headshot bonuses without having skilled up into the sniper rifle. And if the overall headshot bonus is lowered with a compensating increased clip size for the charge sniper rifle +2.. I think this would promote extended sniper battles. Prevent one hit kill bullshit heavies have complained about. Require player skill for follow up shots.
I don't know why IWS hates the charge sniper rifle so much. It has delayed fire time, of course it hits harder. 5 bullets is the standard / borderline minimum a sniper needs in a clip to remain effective. (or even borderline effective) See low amounts of war points contributed by snipers everywhere.
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Symbioticforks
Kinsho Swords Caldari State
954
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Posted - 2014.12.08 04:32:00 -
[9] - Quote
What you see as a singular problem.. outperforming all the other sniper rifles
Snipers saw as a singular solution.. to all the other underperforming sniper rifles.
It outperforms a Thale's because you can afford to lose it. Take forward positions, and not get hunted the entire game by veterans looking to ruin your match with a Thale's loss. (blame your loot system before the gun type there) More powerful than an officer weapon because it's prototype and can afford to lose it. Take that same charge rifle to a PC match though, you're most certainly not going to be outperforming a Thale's when it counts.
If anything snipers were herded into using a Charge Sniper Rifle, the same way snipers were herded into using a Caldari Commando. (if you have the option for an additional +10% damage with an alpha strike weapon, you obviously turn that switch on given a choice)
You certainly brought the Tactical Sniper Rifle upto par, the Standard is still a bit weak on base damage, but a low clip size makes a Charge unusable. See the tactical variant with 3 in the clip from the previous build. It only served one purpose. (counter-sniping immobile targets) Much like the Charge Sniper Rifle now. It's become a specialty weapon with a focus that's too narrow to be desired for battlefield use.
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Symbioticforks
Kinsho Swords Caldari State
954
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Posted - 2014.12.08 04:36:00 -
[10] - Quote
Also to help throw off your statistics..
There was a pricing error with the Charge Sniper Rifle immediately after you upgraded it to a Prototype weapon.
It was still selling for like 7,000 ISK instead of like 50,000 something ISK..
Anyone interested in sniping who was aware of this error bought thousands. Let's call it a lifetime supply.
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Symbioticforks
Kinsho Swords Caldari State
967
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Posted - 2014.12.08 09:48:00 -
[11] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Let's say you get a single attribute change. What is it? People ability to constantly keep twitching back and forth making long range, high damage precision weaponry functionally useless. I don't have huge issues with having to lead targets in other games, but in dust people can just keep sliding around non-stop.
And there it is.
"A good player knows they never have to stand still" - who's been saying that for years now? oh wait that's right.. me
This is exactly why clip size 3 is useless. The second you hit someone, because you missed their head or they see the bullet trail, they're flipping around like a fish out of water, good luck with follow up shots. And if your target has their back turned to you especially on heavies they have neck fat scaling up to the middle of their skull protecting against headshots.
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Symbioticforks
Kinsho Swords Caldari State
967
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Posted - 2014.12.08 09:57:00 -
[12] - Quote
Middas Betancore wrote:My thoughts on snipers Ppl are too twitchy to hit Charge rifle constant beeping actually puts me off using it Ranges seem ok I has max Calmando, I put a thales on it, kill one guy, 15 secs later im dead as he respawns in his redline and one headshot with std rifle on a sentinel so trueJust doesn't seem right...put me off sniping with max Calmando Now I just use a C-1 with my Covenant BPO A suggestion, nerf headshot multiplyer, raise base dmg Scale dmg/headshot bonus appropriately accross tiers This would be to affect that if ppl are too twitchy, body shots are still viable One headshot takedowns are restricted to high tier skilled snipers I liked headshots before the changes to sniping, just change it from 190% to like 220% at most since we received a base damage increase already
Charge Rifle gets 4 round mag, usual sound when charging, but has a double beep when fully charged then silence, fed up of it beeping in my ear as im trying to focus needs 5 but sound is annoying yesTac rifle is perfect GG yeah it's pretty good still niche but more doors have opened for itScope types are good, if you can do it, variable zoom on charge and std variants one can dream
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Symbioticforks
Kinsho Swords Caldari State
967
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Posted - 2014.12.08 10:10:00 -
[13] - Quote
Skyline Lonewolf wrote:Much respect to you Symbs for keeping the issues about the Charged SR alive. It's not in a good state and it's my hope that it gets another pass in the future, sooner than later. If I were to change anything, in order of priority, I'd revert the clip size back to 5. Even with a nano hive, you go through ammo pretty quick since the change to 3/18, but the more pressing issue about having 3 shots in the Charge per clip is having to reload. That doesn't fly with this gun and heavily tanked mobile targets. The second thing would be range. I'm sure 600m wouldn't satisfy all these Rifle514 players, so something around 400m+ would be the way to go. It's really limited in what it can cover at 350m for a prototype weapon. In regards to tiering, yes headshot multipliers should be tiered based on SR tier. It just makes sense to make it more rewarding to use a higher tier SR, yet at the same time it's more costly should you get sniped. Also, I'm convinced IWS doesn't snipe enough to know what he's talking about based on the stats you looked up previously lol. I would be at 40K+ snipes had I not stopped playing this game over half a year ago. From one of Uprising's top snipers to another, o7 Symbs. Someday we might be bothered to log back in. I don't imagine anything Legion-related will be ready to be discussed till next Fall (if it's even green lit), but that's where my hope lies for this game.
Thanks man! Happy to see you on here with some support for the issue. I haven't asked anyone to jump on the forums yet to give some opinions (and by anyone I mean snipers)
If sniping is remotely viable, as a full time position. (give or take a few maps, working around gallente installations) I play Dust 514.
If sniping is the way it is now, where I spend most of the match reloading, with a short range sniper rifle, with a terrible reticle, not to mention bullet trails, fog map, and cloaks. That's when I refuse to play Dust 514.
I can't imagine they would fix enough about sniping to bring the old snipers back, but here's hoping. Cheers mate.
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 14:39:00 -
[14] - Quote
Video from original post.
After 22 minutes.. [DOMINATION]
116 sniper rounds fired - 28 sniper reloads - 7 additional reloads with combat rifle
41 kills, 5 assists (14 headshots 10% ratio to shots fired) furthest kill 290 meters.
Misses / Ammo / Actual Hit Percentage (averages 49%)
10/29 -65% 15/31 - 52% 7/16 - 56% 11/14 - 21% attempting to kill enemy head glitching from lower elevation 5/15 67% 4/6 33% 3/6 50%
Certainly there were missed shots because of the circle reticle. As an enemy could be inside the circle but not within your line of fire. I recall missing several times due to this awful sight.
SO WHY AM I OUTLINING THIS?
Now imagine the above but with a 3 round mag.. and that 50% miss ratio..
-there was maybe 2 headshots that failed to get the kill above -the entire battle fell within the current range of the charge sniper rifle (smallest map)
You would have to reload 9 more times with the sniper rifle minimum.With 1.5 misses per magazine, leaving you at best 2 bullets in a mag.. at worst 1 bullet in a mag will actually hit a target. You will probably reload anytime there isn't 3 in your mag. (think 40-50 reloads) Oh and did I mention dropping nano hives even earlier giving away your position, and removing you from interactive game play. It wasn't until after I dropped nano hives that I started taking counter fire. (as is usually the case)
Headshots aren't always practical. (see 10% ^ ) You've made the Charge Sniper Rifle into an impractical weapon.
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 16:13:00 -
[15] - Quote
Triple tactical head shot killed most of the heavy snipers in previous builds.
-followed by getting a heavy sniper into armor, with no armor repair left them as an easy target. -heavy suits offer a bigger hitbox (easier to spot + easier to scan + easier to hit + slow movement)
The tactical was the "head shot counter sniping rifle" You knew when someone was using the Tactical, they had it out for snipers.
Now with 6 bullets in the magazine, you can stick it to any sniper within 350m with them having no chance of survival.
Heavy red line snipers weren't immune to death. They were just immune to bad counter sniping.
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 16:24:00 -
[16] - Quote
Still.. red line heavy snipers were annoying at best..
Not very effective in general..
If they presented a problem, I would often move out of their line of sight to a different sniping platform and simply ignore them.
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 16:27:00 -
[17] - Quote
Tyjus Vacca wrote:Symbioticforks wrote:You can't do this now, not even close.It's too bad they didn't let people keep pre-nerf variants. Anyway, you need at least 5 bullets in a clip to make the gun viable. Switching between multiple targets, you simply will never have enough bullets to multi-task your damage. I would take the time to reload when there were only 3 bullets in the clip before. Now it starts with that many in the clip. Awful. They did change how the rifle works, but I wouldn't call it an overall nerf. they reduced range and clip size, but also increased zoom and dmg...... In all honesty the charge feels more in line with the other rifles, the only change I would make would be to increase the range which in all fairness need to be the highest and at least 500m the charge simply should not have 5 rounds in the clip it gives it too much dmg per clip compared to the other rifles and while it was not OP it was way better than the other sniper options
Did you not read the post at the top of the page?
If you remove the over the top headshot damage, putting the clip size back to 5 is fine. Especially when you're cutting off 200m from the original range of the gun.
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Symbioticforks
Kinsho Swords Caldari State
972
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Posted - 2014.12.08 16:29:00 -
[18] - Quote
Tyjus Vacca wrote:Symbioticforks wrote:Triple tactical head shot killed most of the heavy snipers in previous builds.
-followed by getting a heavy sniper into armor, with no armor repair left them as an easy target. -heavy suits offer a bigger hitbox (easier to spot + easier to scan + easier to hit + slow movement)
The tactical was the "head shot counter sniping rifle" You knew when someone was using the Tactical, they had it out for snipers.
Now with 6 bullets in the magazine, you can stick it to any sniper within 350m with them having no chance of survival.
Heavy red line snipers weren't immune to death. They were just immune to bad counter sniping. anyone with a pulse would move after the 2nd shot, while the tactical was the most effective at counter sniping it was still lacking
I've been triple headshot by a tactical countless times, because of lag. (and i have a great connection)
You're right though, generally you move after the second shot.. there's still a fair chance they pause and go for a body shot with the third bullet which can often times finish you off.
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Symbioticforks
Kinsho Swords Caldari State
976
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Posted - 2014.12.08 17:06:00 -
[19] - Quote
They can't win at Dust 514, so I find little harm in letting the Hispanic / Latino corporations play pretend on the forums and talk ****. I even gave his post a "Like" haha.
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Symbioticforks
Kinsho Swords Caldari State
981
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Posted - 2014.12.08 17:45:00 -
[20] - Quote
14/16 headshots resulted in a kill from my video (see original post, or top of page 3)
The tradeoff for 2 bullets and 200m range isn't worth the 2 extra kills you might get in an extraordinary match.
I was hoping you might see that.
Heavy suits were not for good snipers in general.. It wasn't a serious problem, just annoying. They didn't even have nano hives.
Many of the best snipers were using Minmitar Assault / Caldari Logi for sniping
Damage Mods / Equipment / Compact Nanohives / Innate Armor Regen / Expanded High Slot Loadouts
The go to suit before wasn't the heavy suit. In reality it was the Frontline - Sniper. That was the most common sniper suit.
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Symbioticforks
Kinsho Swords Caldari State
986
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Posted - 2014.12.08 18:40:00 -
[21] - Quote
Yeah most common, not the best fit.
As for this heavy with a Thale's comment. Keeping in mind it's officer gear it should out peform the other sniper rifles. Allowing the user to be more troublesome. If a tactical sniper rifle wasn't the best counter-sniping solution. Pulling out your own Thale's certainly was.
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Symbioticforks
Kinsho Swords Caldari State
986
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Posted - 2014.12.08 19:12:00 -
[22] - Quote
I think the consensus was the standard sniper rifle was the best now..
1200 dmg on a headshot.. and enough bullets in a clip to spam fire hoping for one.. and if your inteded target doesn't die from a headshot you can easily kill them with a zero delay follow up body shot..
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Symbioticforks
Kinsho Swords Caldari State
997
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Posted - 2014.12.09 04:49:00 -
[23] - Quote
What do you say Rattati? Clip size 5 , 500m range, and scaling headshot damage (overall a lot lower though) and return the old reticle.
I know you asked for one thing..
so I'll put it in brackets
[ Clip size 5 , 500m range, and scaling headshot damage (overall a lot lower though) and return the old reticle]
see? 1 thing.
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Symbioticforks
Kinsho Swords Caldari State
997
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Posted - 2014.12.09 05:26:00 -
[24] - Quote
Yeah! I have around 500m isk from PC matches and pay checks. Thousands of drop ships / fitted suits.
Having a bunch of something doesn't really skew my analysis. I can have a bunch of anything at this point.
Charge Sniper Rifle is kinda my favorite thing. (mainly because it's the only one that's ever worked well enough besides a Thale's)
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Symbioticforks
Kinsho Swords Caldari State
998
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Posted - 2014.12.09 05:35:00 -
[25] - Quote
Heimdallr69 wrote:As someone with pro 5 in snipers I say no.. It's fine where it's at, want to increase the range? Make it so snipers can't shoot from inside their redline. You can still sit in your redline and see the objective in nearly all the Dom maps.
I have pro 5 in a bunch of things I'm not qualified to comment on.
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Symbioticforks
Kinsho Swords Caldari State
998
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Posted - 2014.12.09 05:56:00 -
[26] - Quote
Are you kidding me?
It stands to reason I might be better at sniping than you are at everything else combined in Dust 514. (considering I've been around forever and have no idea what guns you use, let alone who you are in Dust 514)
I'm not saying that though, not yet at least.
If I'm just "good" with a sniper rifle, I would someday like to be introduced to some of the better snipers in Dust 514. Maybe if I work hard enough at my craft I could even become a dedicated sniper and offer valuable / insightful opinions on the nuances of sniping to others.
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Symbioticforks
Kinsho Swords Caldari State
998
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Posted - 2014.12.09 06:10:00 -
[27] - Quote
Heimdallr69 wrote:Symbioticforks wrote:Are you kidding me?
It stands to reason I might be better at sniping than you are at everything else combined in Dust 514. (considering I've been around forever and have no idea what guns you use, let alone who you are in Dust 514)
I'm not saying that though, not yet at least.
If I'm just "good" with a sniper rifle, I would someday like to be introduced to some of the better snipers in Dust 514. Maybe if I work hard enough at my craft I could even become a dedicated sniper and offer valuable / insightful opinions on the nuances of sniping to others. The way you said it came off bad then. All I'm saying is the redline needs fixed before increasing the range, I personally don't think you need more than 3 bullets a clip but I always reload after 1 shot anyways.
I understand about reloading all the time, but a couple extra kills per match from headshots doesn't warrant 40% reduced clip size.
The red line is a separate issue that does not just effect snipers. a.k.a. a red herring
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Symbioticforks
Kinsho Swords Caldari State
998
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Posted - 2014.12.09 06:17:00 -
[28] - Quote
Protocake JR wrote:Neckbearding a weapon 24/7 does not make anyone more qualified to talk about an issue than anyone else.
Dedicated snipers are not the only people who get to voice their opinions because here are two sides to an engagement. Because of this, the player getting shot also gets a say.
All i'm concerned about is CCP reverting sniper range to what is was before. 350 meters is more than enough to outrange everyone and still find good vantage points and lines of sight. With this range, the sniper would be vulnerable to flankers (so carry a good backup).
600 meter snipers was an issue that I do not want to see return.
How can you say that 350m is enough? That makes no sense. One of the most common complaints from snipers is that there are not enough good sniping locations, followed by too much cover, needless railings and barricades, gallante anti-sniper maps. The further back a sniper sits, the less effective they are. It's not the focus so much as it is the option to contribute at extended ranges that snipers have been denied.
Snipers are still in the red line, intended fix did not occur. It's now harder than ever to deal with enemy red line snipers because they're out of range of the friendly snipers trying to kill them. (unless they take a suicidal approach from a lower position where head glitching becomes an immediate issue)
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Symbioticforks
Kinsho Swords Caldari State
998
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Posted - 2014.12.09 06:50:00 -
[29] - Quote
Iron Wolf Saber wrote:I love the assumption the range reduction was to get snipers out the red lines.
Someone working for CCP has a prefered range of engagement hard on. That's the primary reasoning.
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Symbioticforks
Kinsho Swords Caldari State
999
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Posted - 2014.12.09 06:54:00 -
[30] - Quote
Funny how counterplay seems more limited than ever.
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Symbioticforks
Kinsho Swords Caldari State
999
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Posted - 2014.12.09 08:17:00 -
[31] - Quote
Daddrobit wrote:Protocake JR wrote:Thumb Green wrote:Protocake JR wrote:Symbioticforks wrote:Funny how counterplay seems more limited than ever. How? It's now harder to (counter-)snipe redliners and rooftop campers. Counter sniping anybody has been easier than it has ever been. You just have to move within range, which isn't difficult at all. If for some reason you cannot get within range, then redliners and roofers wouldn't be a threat to you anyway. (But I don't see how anybody could fail to get within range) Because if you are within range of the redline sniper, then you yourself are nearly by their redline yourself in the thick of it fighting against not only the sniper you're trying to kill, but the general infantry on the field as well, things like shotgun scouts and heavies that even in a commando you really have zero defense against. It's like being AV where you don't receive wp for damage dealt, and you need to be a stationary target to use your weapon. It's not a fun, nor rewarding role to play.
Maps are bowl shaped most often, meaning the red line sniper is elevated. If you're trying to fire from a lower vantage point they have the ability to head glitch you. Unless you're running around on the ground taking bad vantage points, they're going to see you fly upto a tower and if you're a stationary target within range the advantage is all theirs.
A red line sniper can defend their home point (and almost cover mid map) with relative safety from counter snipers. Towers are often too far away to get shots in on enemy red line snipers.
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Symbioticforks
Kinsho Swords Caldari State
1004
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Posted - 2014.12.10 04:46:00 -
[32] - Quote
In the past on occasion a red line sniper might sit next to tank they've called in.
Usually it was a bad form of Thale's loss protection. (their position was obvious)
Within a certain period of time I'd have an orbital strike called in on them. (or)
Some veterans in my squad drooling at the chance to ruin this guys day, and they would.
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Symbioticforks
Kinsho Swords Caldari State
1004
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Posted - 2014.12.10 04:48:00 -
[33] - Quote
Protocake JR wrote:Neckbearding a weapon 24/7 does not make anyone more qualified to talk about an issue than anyone else.
Dedicated snipers are not the only people who get to voice their opinions because here are two sides to an engagement. Because of this, the player getting shot also gets a say.
Experience yields insight. Undeniable.
You're right though, even a blind squirrel can find a nut every once in awhile.
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