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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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Lynn Beck
Delta Vanguard 6
2323
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Posted - 2014.12.08 01:03:00 -
[2] - Quote
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.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Michael Arck
6078
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Posted - 2014.12.08 01:04:00 -
[3] - Quote
How has this impacted you? Do you still snipe? Do you still make vids?
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Symbioticforks
Kinsho Swords Caldari State
948
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Posted - 2014.12.08 01:10:00 -
[4] - 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 -
[5] - 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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CCP Rattati
C C P C C P Alliance
12978
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Posted - 2014.12.08 02:27:00 -
[6] - Quote
Let's say you get a single attribute change. What is it?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Joel II X
Bacon with a bottle of Quafe
4954
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Posted - 2014.12.08 02:37:00 -
[7] - Quote
The Plasma Cannon does fine with only one.
I think it's fine with three. The only thing that bothers me is that the range might have been nerfed a bit TOO hard. I'd add 50m more, and that's it.
Hopefully, though, Rattati and company figure out how to kill MCC sniping. |
Symbioticforks
Kinsho Swords Caldari State
949
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Posted - 2014.12.08 02:38:00 -
[8] - 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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xavier zor
Molon Labe. General Tso's Alliance
326
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Posted - 2014.12.08 02:39:00 -
[9] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it?
i would do kick to a negative value for laughs.... a gun that kicks down lol
1.10 will kill stealthy scouts
time to respec into an assault :D
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Symbioticforks
Kinsho Swords Caldari State
950
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Posted - 2014.12.08 02:44:00 -
[10] - Quote
Switch sniping back to 1.7 mode?
That's one thing right?
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Everything Dies
Santa is coming...FOR BLOOD
1110
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Posted - 2014.12.08 02:50:00 -
[11] - Quote
Symbioticforks wrote:-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. This would also help scale back the militia / STD snipers from being over the top effective / just as good as proto.
I've tried bringing up this point several times already, glad to see I'm not the only one. The increased headshot multiplier -- which, theoretically, should have rewarded skill with a sniper rifle -- has instead made the basic/advanced/prototype tiers effectively meaningless. I have ZERO reason to use a more expensive version of an SR if the all-important headshot can take out 99% of players with the basic variant.
Mike Patton is the greatest singer in music. Proof
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Everything Dies
Santa is coming...FOR BLOOD
1110
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Posted - 2014.12.08 02:56:00 -
[12] - Quote
Hell, this what I stated in one of your previous threads on the matter:
Quote:Now, to the real heart of the matter:
1. Headshot bonus has effectively killed the existence for tiered sniper rifle skills; if a militia sniper can OHK all but a tanked-out heavy, what's the point in using anything stronger?
2. Almost all of the complaining about snipers essentially breaks down to how ridiculous the Thales was in comparison to all other variants; a well-placed Thales user was immune to everything except a fellow Thales user...who probably wasn't going to risk their own to try and hunt the other one down.
3. The damage bonus offered to Caldari Commandos only encourages the brick-tanked sniper that requires a headshot to kill; otherwise, you're just wasting bullets.
4. The recent changes made to map sockets (i.e. Manus Peak) further reduce the ability of a sniper to actively contribute to his side by playing point defense. Changes were made previously to make nodes less easy to target into, but the new map types have decided to enclose most everything inside of a building, leaving snipers with little else to do aside from try and pick off targets as they run across the map.
Solutions:
1. Reduce the headshot bonus. Implement actual differences between the sniper tiers/types. Tactical variant--weakest, but with the best zoom, giving you the best chance to land a headshot. High RoF but small clip. Standard variant--stronger than tactical and with better range, but slower RoF and less powerful zoom Specialist variant--damage between tactical and standard, but with the furthest range and weakest zoom Charge variant--highest damage, largest clip but with slowest RoF and shortest range. The Thales would be a faster-charging version Give them a range of 425, 450, 475 and 400, respectively.
2. See above. The Thales was so overpowered that it killed an entire style of play.
3. Tough one to fix thanks to the inherent damage bonus given to commandos. However, the reduction to headshot bonuses would make it feasible to get close enough to counter.
4. Snipers need to be given the ability to scout and "mark" the opponent on an individual basis. One player at a time could be "tagged" and highlighted on the Tacnet--regardless of profile--with investment in the sniper class resulting in an increased duration of the tag. Snipers would then be rewarded with intel kill assist WP if the target is killed while tagged. This would eliminate the need for the bullet trails to give away a sniper's position as they can be tagged up to 500 meters away, further than any SR can reach. This would allow for a team to coordinate a counter strategy to neutralize the sniper.
Mike Patton is the greatest singer in music. Proof
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Vitantur Nothus
Nos Nothi
1040
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Posted - 2014.12.08 02:57:00 -
[13] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it? Increase clip size
(also, the center dot is wee 'bit too small now IMHO) |
Iron Wolf Saber
Den of Swords
17993
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Posted - 2014.12.08 02:59:00 -
[14] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1235
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Posted - 2014.12.08 03:08:00 -
[15] - 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.
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. |
Symbioticforks
Kinsho Swords Caldari State
951
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Posted - 2014.12.08 03:11:00 -
[16] - 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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Thumb Green
Raymond James Corp
1886
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Posted - 2014.12.08 03:14:00 -
[17] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it? The range. I'd change them all back to what they used to be. The range nerf was meant to draw snipers out of the redline but all it did was make it harder to counter-snipe those in the redline or even on some towers outside of the redline because of the angle required to actually hit the sniper instead of the invisible pieces of the building they're on.
[RYJC]
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Thumb Green
Raymond James Corp
1887
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Posted - 2014.12.08 03:22:00 -
[18] - Quote
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.
[RYJC]
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Symbioticforks
Kinsho Swords Caldari State
951
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Posted - 2014.12.08 03:23:00 -
[19] - 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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Hakyou Brutor
Titans of Phoenix
1796
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Posted - 2014.12.08 03:24:00 -
[20] - Quote
If I got to change one aspect of the sniper rifle it would be to fix the horrible hit detection. 1/3 the time I shoot people I get a blue shield and no damage, fix it.
Knight Soiaire = my bae
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Symbioticforks
Kinsho Swords Caldari State
953
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Posted - 2014.12.08 03:34:00 -
[21] - 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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Iron Wolf Saber
Den of Swords
17993
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Posted - 2014.12.08 04:12:00 -
[22] - Quote
I don't hate it; it was just superiorly used well abnormally over standard and tactical variants combined including thales before patch.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Thumb Green
Raymond James Corp
1887
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Posted - 2014.12.08 04:26:00 -
[23] - Quote
Iron Wolf Saber wrote:I don't hate it; it was just superiorly used well abnormally over standard and tactical variants combined including thales before patch. That's because it was the only one worth using that most people were willing to lose.
[RYJC]
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Symbioticforks
Kinsho Swords Caldari State
954
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Posted - 2014.12.08 04:32:00 -
[24] - 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 -
[25] - 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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Tesfa Alem
Death by Disassociation
509
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Posted - 2014.12.08 06:57:00 -
[26] - Quote
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 mulitple targets? Use a tactical sniper rifle.
You want to cover mulitple oibjectives? 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 adress your signature, its good you don't do it anymore. Dust needs less redline campers.
Redline for Thee, but no Redline for Me.
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4lbert Wesker
WESKER S.T.A.R.S
10
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Posted - 2014.12.08 07:07:00 -
[27] - Quote
Look at these useless sniper users...I would be ashamed myself by revealing that I use sniper...
I punched camel once,and it meows at me
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Jebus McKing
Jebus Hates Scans
1231
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Posted - 2014.12.08 07:19:00 -
[28] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it? All sniper rifles should have a max range of 300m and they should malfunction while in the redline.
You have been scanned
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Sclompton Face-Smasher
uptown456
154
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Posted - 2014.12.08 07:26:00 -
[29] - Quote
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.
Playstyle: Scout~Passionate In-bred Sniper~Support~Enemy finder
Weapon: Pro SG~SR~SMG~NK~ScR
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MINA Longstrike
Kirjuun Heiian
1739
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Posted - 2014.12.08 08:03:00 -
[30] - Quote
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.
There's a number of big problems with the sniper rifle and one single change isn't going to fix them. 1) Map design 2) Twitching 3) inability to reliably defend oneself 4) zoom.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
Tyjus Vacca
The United Socialist Liberation Front
294
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Sergeant Sazu
Kitties of Doom
221
|
Posted - 2014.12.08 20:48:00 -
[61] - Quote
I could go on and on about this entire subject.
Instead I'll just leave this here:
Why doesn't the Sniper Rifle have damage fall-off? It's not a shell or explosive round or whatever. Why is it exempt? I would much prefer that the range is returned to 600m, but have the damage go from 100% to 0% starting at 250-450m meters and ending at 600m.
[35.5m SP - Next skill: Skill Indecision 1]
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Everything Dies
Santa is coming...FOR BLOOD
1117
|
Posted - 2014.12.09 03:09:00 -
[62] - Quote
One major issue in all of this that is currently being overlooked is the simple fact that CCP has made the conscious decision to limit the effectiveness of sniping in general by forcing more and more fighting to occur in enclosed areas; changing the sniper rifles isn't going to do all that much if snipers can only hope to pick off the odd soldier running out in the open.
Again, something needs to be done to allow snipers to contribute to the team other than picking up the occasional kill.
Mike Patton is the greatest singer in music. Proof
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Sclompton Face-Smasher
uptown456
156
|
Posted - 2014.12.09 03:34:00 -
[63] - Quote
Kira Takizawa wrote: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. First hh?
Second yes I guess ( the hh thing) since haven't been playing but a basic should not in my opinion hs kill any suit above 800 armor. 2 shot for a full spec'd calmando with full trees for SR's with a basic SR. Though my thoughts conflict on a proto sniper taking any suit ehp wise, just rough estimate but, 850-900 armor based.
Three You ran with me most if not all of my clone growth so you and I know the pro cons of sniping and being sniped. (Still miss those 2-man sniper, shotty, nk games we had) Also as you stated and I stated on many posts map design is not one of the pluses CCP has for long range users and mostly thrives on CQC maps with enclosed spaces where most weapons are made for and CQC Scout, point-defense Heavy, assault and equipment/heal logi.
Four May be a personal question but do YOU find d-mods viable anymore because I feel they just take up that extra ehp you have now rather than before where when you fit them on you were out to slay no questions asked.
Five i'm a precision sniper style that runs as a mobile tact sniper style only when countering for those who may bring this up. Which also puts me in your "...keep on the move or change to a different variant of weapon if need be" guidelines. Tell me if i'm wrong though.
I also like the tiered idea too though i'm already maxed and won't get out of snipers at any point in my dust career.
Extra lol'd at the community getting worse by the day thinking "Why doesn't some of the others know this yet?"
Playstyle: Scout~Passionate In-bred Sniper~Support~Enemy finder
Weapon: Pro SG~SR~SMG~NK~ScR
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Bethhy
Ancient Exiles.
2597
|
Posted - 2014.12.09 03:56:00 -
[64] - Quote
Symbioticforks wrote: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 yes
Gotta love CCP Shanghai.
When almost anything in life has a high pitch whine.... It is broken as hell.
For a CCP Shanghai employee? "THAT'S THE PERFECT SOUND FOR OUR SNIPER RIFLE"
10 thousand angry arguments as girlfriends and wife's everywhere fight with their boyfriends and husbands over that "Annoying sound on the video game, like nails on a chalk board"
It's been like an amusing ongoing joke CCP played on the sniper community. |
Operative 1174 Uuali
The Unholy Legion Of DarkStar DARKSTAR ARMY
164
|
Posted - 2014.12.09 04:26:00 -
[65] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it?
i've got one thing although it encompasses several things therein.
Make the sniper rifle actually skill based.
Make the rifle dependent on a light suit variant and the sniper skills to be effective. Make it useless without the skills and weaker without the suit. Take away the mil sniper rifle's inherent ability. Without skills make the scope distance reduced to 100m, RoF reduced and sway increased.
I'm better than laser focused; I'm hybrid focused.
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Maken Tosch
DUST University Ivy League
10438
|
Posted - 2014.12.09 04:31:00 -
[66] - Quote
LOL
I like how Thor Odinson stole the sniper's first kill with a pair of Ishukone Nova Knives.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Symbioticforks
Kinsho Swords Caldari State
997
|
Posted - 2014.12.09 04:49:00 -
[67] - 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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Leadfoot10
Molon Labe. General Tso's Alliance
2507
|
Posted - 2014.12.09 05:22:00 -
[68] - Quote
Symb, You're among the best snipers I've ever seen in this game, but do you think that your owning over 2k of these rifles at last count still allow you to be objective in your analysis? |
Symbioticforks
Kinsho Swords Caldari State
997
|
Posted - 2014.12.09 05:26:00 -
[69] - 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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Heimdallr69
Nyain San General Tso's Alliance
3861
|
Posted - 2014.12.09 05:33:00 -
[70] - Quote
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.
Removed inappropriate content - CCP Logibro
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Symbioticforks
Kinsho Swords Caldari State
998
|
Posted - 2014.12.09 05:35:00 -
[71] - 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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Heimdallr69
Nyain San General Tso's Alliance
3861
|
Posted - 2014.12.09 05:39:00 -
[72] - Quote
Symbioticforks wrote: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. Must suck to only be good with 1 weapon
Removed inappropriate content - CCP Logibro
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Symbioticforks
Kinsho Swords Caldari State
998
|
Posted - 2014.12.09 05:56:00 -
[73] - 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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Heimdallr69
Nyain San General Tso's Alliance
3861
|
Posted - 2014.12.09 06:01:00 -
[74] - Quote
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.
Removed inappropriate content - CCP Logibro
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Protocake JR
USA Caucasians
1615
|
Posted - 2014.12.09 06:02:00 -
[75] - Quote
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. |
Symbioticforks
Kinsho Swords Caldari State
998
|
Posted - 2014.12.09 06:10:00 -
[76] - 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
|
Posted - 2014.12.09 06:17:00 -
[77] - 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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Iron Wolf Saber
Den of Swords
17996
|
Posted - 2014.12.09 06:46:00 -
[78] - Quote
I love the assumption the range reduction was to get snipers out the red lines.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Symbioticforks
Kinsho Swords Caldari State
998
|
Posted - 2014.12.09 06:50:00 -
[79] - 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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Iron Wolf Saber
Den of Swords
17996
|
Posted - 2014.12.09 06:52:00 -
[80] - Quote
Symbioticforks wrote: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.
Primary reason was called Counter Play.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Symbioticforks
Kinsho Swords Caldari State
999
|
Posted - 2014.12.09 06:54:00 -
[81] - Quote
Funny how counterplay seems more limited than ever.
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Protocake JR
USA Caucasians
1615
|
Posted - 2014.12.09 06:59:00 -
[82] - Quote
Iron Wolf Saber wrote:Symbioticforks wrote: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. Primary reason was called Counter Play.
Yep. |
Protocake JR
USA Caucasians
1615
|
Posted - 2014.12.09 07:00:00 -
[83] - Quote
Symbioticforks wrote:Funny how counterplay seems more limited than ever.
How? |
Thumb Green
Raymond James Corp
1899
|
Posted - 2014.12.09 07:11:00 -
[84] - Quote
Protocake JR wrote:Symbioticforks wrote:Funny how counterplay seems more limited than ever. How? It's now harder to (counter-)snipe redliners (to clarify, people in the redline) and rooftop campers.
[RYJC]
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Protocake JR
USA Caucasians
1615
|
Posted - 2014.12.09 07:17:00 -
[85] - Quote
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) |
Daddrobit
You Can Call Me Daddy
1164
|
Posted - 2014.12.09 07:32:00 -
[86] - Quote
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.
O.G. Pink Fluffy Bunny
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Vance Vyth
G0DS AM0NG MEN General Tso's Alliance
103
|
Posted - 2014.12.09 07:40:00 -
[87] - Quote
I'm a dedicated sniper, been sniping since ob... I'm on the fence with reverting back sniper range, I like the headshot damage, and sights on the tactical, I primary use tactical and original variant, the charge for me never did enough single burst damage to get the kill, and had to wait longer between.
now the charge isnt really worth running with a 3 clip, should up the clip mabye, also could change sights, why is tactical sights on charge never made much sense to me. idk.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö
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Thumb Green
Raymond James Corp
1899
|
Posted - 2014.12.09 07:44:00 -
[88] - Quote
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) Daddrobit, sums it up nicely but to add one thing. Sometimes getting within range puts you at the wrong angle to effectively snipe them if at all. There aren't that many decent spots within the thick of it that provide the proper angle to shoot them instead of the invisible pieces of the building or terrain they're on. Most of the time you're better off just crashing a dropship into them.
[RYJC]
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Raptor Princess
ALLOTEC INC
102
|
Posted - 2014.12.09 07:58:00 -
[89] - Quote
Operative 1174 Uuali wrote:CCP Rattati wrote:Let's say you get a single attribute change. What is it? i've got one thing although it encompasses several things therein. Make the sniper rifle actually skill based. Make the rifle dependent on a light suit variant and the sniper skills to be effective. Make it useless without the skills and weaker without the suit. Take away the mil sniper rifle's inherent ability. Without skills make the scope distance reduced to 100m, RoF reduced and sway increased.
This.
Sentinel snipers are a pain when on a rooftop. They head glitch and (if they have an ounce of sense) move as soon as you hit them til they repair and then pop out at a different angle so you need to switch positions to try again. It would be awesome to see the Cal scout have the bonus to sniper rifles rather than the commando, or a disadvantage to using a tanked suit.
It would also be nice to see less sway when you have proficiency 5, or a specific part of the skill tree to reduce it (to possibly make it viable to shoot while standing) |
Symbioticforks
Kinsho Swords Caldari State
999
|
Posted - 2014.12.09 08:17:00 -
[90] - 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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Kira Takizawa
KILL-EM-QUICK RISE of LEGION
238
|
Posted - 2014.12.09 08:54:00 -
[91] - Quote
Sclompton Face-Smasher wrote:Kira Takizawa wrote: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. First hh? Second yes I guess ( the hh thing) since haven't been playing but a basic should not in my opinion hs kill any suit above 800 armor. 2 shot for a full spec'd calmando with full trees for SR's with a basic SR. Though my thoughts conflict on a proto sniper taking any suit ehp wise, just rough estimate but, 850-900 armor based. Three You ran with me most if not all of my clone growth so you and I know the pro cons of sniping and being sniped. (Still miss those 2-man sniper, shotty, nk games we had) Also as you stated and I stated on many posts map design is not one of the pluses CCP has for long range users and mostly thrives on CQC maps with enclosed spaces where most weapons are made for and CQC Scout, point-defense Heavy, assault and equipment/heal logi. Four May be a personal question but do YOU find d-mods viable anymore because I feel they just take up that extra ehp you have now rather than before where when you fit them on you were out to slay no questions asked. Five i'm a precision sniper style that runs as a mobile tact sniper style only when countering for those who may bring this up. Which also puts me in your "...keep on the move or change to a different variant of weapon if need be" guidelines. Tell me if i'm wrong though. I also like the tiered idea too though i'm already maxed and won't get out of snipers at any point in my dust career. Extra lol'd at the community getting worse by the day thinking "Why doesn't some of the others know this yet?"
Calmando should be the only suit doing nearly 2k dmg and I've seen CQC snipers some that are really good at it even if it may not be viable it's still possible.
Dmg mods as a sniper... meh I guess but what's the point of dmg mods now that you can get OHK'd? Even with weapons such as knives, SG, ScR, etc I see no need for dmg mods other than to kill quickly so you can have more kills at the end of the day. (As I've specced out of dmg mods since prof 5 weapons are enough for me to get the job done)
And be what you may if I want you dead as a sniper I will find a way to make sure you'll never freely snipe in a match and if you don't change your playstyle I'll keep countering you.
But another "broken" gameplay mechanic is the fact some snipers have a tank next to them and if the first HS don't kill them (For those that tank a heavy and snipe) they'd get into their tank to regen health or to run which if a player finds one of those something needs to be done about them as well.
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Symbioticforks
Kinsho Swords Caldari State
1004
|
Posted - 2014.12.10 04:46:00 -
[92] - 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
|
Posted - 2014.12.10 04:48:00 -
[93] - 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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GLOBAL fils'de RAGE
Consolidated Dust
71
|
Posted - 2014.12.10 05:46:00 -
[94] - Quote
xavier zor wrote:CCP Rattati wrote:Let's say you get a single attribute change. What is it? i would do kick to a negative value for laughs.... a gun that kicks down lol
iron sights variant
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GLOBAL fils'de RAGE
Consolidated Dust
71
|
Posted - 2014.12.10 05:50:00 -
[95] - Quote
CCP Rattati wrote:Let's say you get a single attribute change. What is it?
iron sights variant |
Pisidon Gmen
Ivory Vanguard
40
|
Posted - 2014.12.10 08:38:00 -
[96] - Quote
sniper rifles did not need the nurff (range) or as big a buff to headshot
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