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Skyline Lonewolf
Ancient Exiles.
75
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Posted - 2014.12.08 08:46:00 -
[31] - Quote
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.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Middas Betancore
Fatal Absolution
273
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Posted - 2014.12.08 09:04:00 -
[32] - Quote
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
Just 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
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
Tac rifle is perfect GG
Scope types are good, if you can do it, variable zoom on charge and std variants
"Deploy the gas, we'll burn what's left"- Redacted
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five times
Liverpool F.C.
46
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Posted - 2014.12.08 09:12:00 -
[33] - Quote
Just to clarify
Charge has 400m range Tactical has 350m range Standard has 450m range
also, I have killed more redline officer snipers since the change, you just got to take a risk,
leave the range and headshot as it is, because officer snipers have to come out to a somewhat risky position to get some kills, and if body shotted they don't stick around for an exchange, they run back to supply depot, or wait for match to finish from a safe place |
Symbioticforks
Kinsho Swords Caldari State
967
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Posted - 2014.12.08 09:48:00 -
[34] - 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 -
[35] - 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 -
[36] - 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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Nothing Certain
Bioshock Rejects
1359
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Posted - 2014.12.08 10:20:00 -
[37] - Quote
4lbert Wesker wrote:Look at these useless sniper users...I would be ashamed myself by revealing that I use sniper...
If you are capable of shame, maybe you should talk to your corp. about cheating by blatantly boosting.
Because, that's why.
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Kira Takizawa
KILL-EM-QUICK RISE of LEGION
238
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Posted - 2014.12.08 10:58:00 -
[38] - Quote
Sclompton Face-Smasher wrote:Tesfa Alem wrote:Take a good look guys this is a classic example of your Typical Redline scrub...i could smell the redline on you even before i clicked on the link. Which confirmed my suspicions.
You want 600M coverage to snipe at all of the objectives from the redline.
You want more shots so you don't have to leave your redline spot.
You want to engage multiple targets? Use a tactical sniper rifle.
You want to cover multiple objectives? You had better get mobile.
If i can manage to get double digit sniper kills outside of the redline, you can too. Grab a kal tac, Gallente scout and do something useful.
To address your signature, its good you don't do it anymore. Dust needs less redline campers. While redline aside, it seems that your a one playstyle sniper user (take that lightly as your may just be another tear farm) that just so happens to follow the flock of that style (COD) and see everything else as red? What about the MAG sniper that was patient and actually waits for important times to shoot or exact points or areas you want to deny the enemy even walking through? The game name leaves my head but it was a PS2 game where the sniper class was that literal GLASS CANNON that you shoot you kill but had horrible defense, armor, or vision but in exchange had better "ears", radar, or trap capabilities? THIS was all in one game I swear but forgot the name. I hope you're one of those meat shields running on the ground that gets shot and says "That damn sniper!" while he laughs at your corpse and shoots twice more for the blatant ignorance of other playstyles than yours.
I'd have to actually agree with Tesfa on this one Sclomp Snipers were a problem before this rediculousness you call a buff/fix now it's even more outrageous maybe due to the map layout or just plain laziness from mercs but I still see plenty of redline snipers still.. Especially in the video above.. If this guy is complaining that CSR isn't viable change your playstyle until they fix it. What is this COD style you talk of.. Hh is it the sniping of today where you don't need to spec into SR much or at all and pretty much kill anything with a HS?
I get what Sym is talking about but there does need to be a middle ground as CSR is the one of the strongest SR in-game but this community is getting worse by the day.. I used to be a dedicated sniper and I know the SR was broken before and after buff..
As Joel said a few meters could be added as well as the HS multiplier can be tiered but right now also dmg mods might also be a problem still but that's a whole other story.
And even then I've sniped a bit lately before I specced out of snipers but for me to be forced to get a HS or die isn't my cup of tea I want to have old school sniper battles but not this "let's see who can get HS first"
Like I told you and many others even though my rage and hatred for snipers(or any weapon for that matter) one have to be versatile keep on the move or change to a different variant of weapon if need be. |
postapo wastelander
Bacon with a bottle of Quafe
774
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Posted - 2014.12.08 12:55:00 -
[39] - Quote
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.
I just read article with orig.post and first thing in my mind was..
Clip
X
Mag
sorry ;p
"We build from rust"
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DAMIOS82
WarRavens Capital Punishment.
143
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Posted - 2014.12.08 14:34:00 -
[40] - Quote
I don't think less damage or decreased clip size is the problem, If they actually looked properly at the hit detection, since that's the game breaking part. |
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 14:39:00 -
[41] - 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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TYCHUS MAXWELL
The Fun Police
669
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Posted - 2014.12.08 15:29:00 -
[42] - Quote
Symbioticforks wrote: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.
If the strafing nerf goes through that should help somewhat, but absolutely the fact that players can instantly change momentum in any direction puts me off of them. Would be nice if it took suits a moment to start moving in another direction as if friction existed and players weren't weightless.
And I agree on the charged magazine being too small, it has to be charged up so I don't see how that alone wasn't a good trade off versus using a standard SR. Not too mention I'm almost positive the charged has a higher shield bonus than the standard. I think the standard is 270% right now on shields while the charged is 310% although I'm not sure on the charged's armor damage. Maybe its profile was switched as well in the sniper rifle changes? In my opinion, up the magazine back to 5 and it should be good again. Headshots sadly generally only occur between snipers, newberries, and dumb luck. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
226
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Posted - 2014.12.08 16:06:00 -
[43] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it?
Remove sniper sway on tactical entirely so its possible to use it effectively in the 100-200m ranges the weapon is intended to be used in..
Increase scope zoom on charge rifle so its possible to get a head shot without getting lucky in the 300-400m ranges the weapon is intended to be used in.
Also whatever you do please dont make heavy redline snipers immune to death again. Headshots from charge rifles should kill anything, and I dont want to go back to a system that rewarded hp stacking over skill. |
Symbioticforks
Kinsho Swords Caldari State
971
|
Posted - 2014.12.08 16:13:00 -
[44] - 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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Aidualc
LATINOS KILLERS CORP Dark Taboo
16
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Posted - 2014.12.08 16:19:00 -
[45] - Quote
lol ... a scrub sobbing because camping from the MCC will not be posible again...
The best monday morning ever ! :D |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
227
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Posted - 2014.12.08 16:21:00 -
[46] - Quote
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.
If they were too stupid to move after the second shot they deserved to die, and if they weren't near cover they also deserved to die.
If you want to make vehicle driver tier arguments let me clarify: heavy snipers were immune to death UNLESS THEY WERE ********. |
Tyjus Vacca
The United Socialist Liberation Front
294
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Posted - 2014.12.08 16:24:00 -
[47] - Quote
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
sniper changes !!? O_o
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Symbioticforks
Kinsho Swords Caldari State
971
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Posted - 2014.12.08 16:24:00 -
[48] - 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 -
[49] - 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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Tyjus Vacca
The United Socialist Liberation Front
294
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Posted - 2014.12.08 16:27:00 -
[50] - Quote
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
sniper changes !!? O_o
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Symbioticforks
Kinsho Swords Caldari State
972
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Posted - 2014.12.08 16:29:00 -
[51] - 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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Skyline Lonewolf
Ancient Exiles.
76
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Posted - 2014.12.08 17:01:00 -
[52] - Quote
Aidualc wrote:lol ... a scrub sobbing because camping from the MCC will not be posible again...
The best monday morning ever ! :D
hey, remember when LKC would que sync doms everyday, run around in fotm and fat suits, and id still have more kills than their top slayers combined? no? cause i do. best time ever.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Symbioticforks
Kinsho Swords Caldari State
976
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Posted - 2014.12.08 17:06:00 -
[53] - 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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
228
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Posted - 2014.12.08 17:30:00 -
[54] - Quote
Symbioticforks wrote: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.
I agree they arent very effective in general (most redline sniping isnt), but its just silly that hp stacking was so effective against sniper rifles, and one of the main problems with sniper rifles before the current changes were put into place.
I much prefer the current system where a headshot (at least on the charge rifle) means what you are shooting is dead, no ifs ands or buts. Otherwise everyone just HP stacks their snipers because it was easily the best thing you could do. I dont know about you but I, for one, was tired of all the shitstain heavy snipers sitting silhouetted against the sky, obvious to everyone who looked their way, being nearly immune to being killed unless you got a friend to line up simultaneous headshots which wouldnt always headshot because the old reticles were freaking aweful.
Its just like above where you complain about the commando dmg buff making the cal commando the go to sniper suit, only before it was heavy suits because of hp stacking making it so you had to headshot them consistently over 3-5 seconds of fire and hope they are so braindead they dont move.
And I dont necessarily think the cal commando is the best option if you arent redline sniping, generally when Im sniping in the field without a squad I will use a caldari scout for the scan avoidance, passive scans, and cloak. Sure if you're traveling with a squad and want to contribute some fire support cal commando is better, but then your sniper rifle becomes a secondary weapon since the rail rifle can handle the vast majority of what you will encounter, and do it faster and with less personal risk. |
Symbioticforks
Kinsho Swords Caldari State
981
|
Posted - 2014.12.08 17:45:00 -
[55] - 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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
229
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Posted - 2014.12.08 17:57:00 -
[56] - Quote
Symbioticforks wrote: 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.
If we're talking about PC viability, none of the sniper rifles have ever been up to snuff as long as Ive been playing. If we're talking normal matches, 5 bullets is clearly better, but I think the rifle is still much better off in the current version than the previous.
Symbioticforks wrote: 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.
And yet when people pulled out their thales, 9/10 times it was a heavy suit using it. And they were very difficult to kill without suicide diving with an HMG.
But if generally usability is what people go for, logi is better, yes. I used to use a Gal Logi myself for redline fit.
And as to the frontline sniper... is that a joke? It may have been the most common fit, but it certainly wasn't the best, quite the opposite. |
Symbioticforks
Kinsho Swords Caldari State
986
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Posted - 2014.12.08 18:40:00 -
[57] - 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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
229
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Posted - 2014.12.08 19:07:00 -
[58] - Quote
Symbioticforks wrote: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.
And it does outperform other sniper rifles. Its just that now you cant put it on a suit that is in practice invincible to retaliation. |
Symbioticforks
Kinsho Swords Caldari State
986
|
Posted - 2014.12.08 19:12:00 -
[59] - 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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
229
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Posted - 2014.12.08 20:38:00 -
[60] - Quote
Symbioticforks wrote: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..
I thought that just after the patch, but I think the charge is better these days. Not really sure. |
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