Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Amanda Strikeforce
1
|
Posted - 2014.12.08 22:14:00 -
[1] - Quote
Ever since hot-fix Delta the sniper rifles have been broken do to the fact that the headshot multiplier on all rifles had been significantly increased to the same percentage (300%), and the range on certain variants had been drastically reduced. Symbioticforks recently made a lot of good points about these issues in this thread ( https://forums.dust514.com/default.aspx?g=posts&m=2503036#post2503036 ).
Here are some of the problems with the current build...
- You can OHK (one hit kill) any dropsuit in the game with a sniper starter-fitting/militia sniper rifle; this is not fair for dedicated snipers because it breaks the Meta system.
- Dedicated Snipers (who spent millions of SP, and ISK into proto sniper rifles) should not be one-hit killed by players with a starter/militia sniper rifles so easily.
- It makes dedicated snipers investment seem worthless, especially when a player (who is not even skilled into the weapon) can drop them so easily.
- There is currently no incentive to skill into advanced or prototype sniper rifles. This would explain why I always get counter-sniped by a sniper with a starter-fitting/militia sniper rifle.
- There is currently no Meta game between snipers anymore. Before Delta, you could survive the first shot from a counter-sniper, and be able to return fire (turning it into a sniper battle). Now itGÇÖs GÇ£you one shot me, I one shot you,GÇ¥ which makes it unfun snipe.
- Why would you skill into an Ishukone sniper rifle and pay more ISK when you can use a sniper starter-fitting/militia sniper rifle to get the job done?
- I would also like to bring up the Charge Sniper Rifle. According to Symbioticforks, the Charge Sniper Rifle, and even the officer variant that was named after him has been rendered obsolete do to its range nerf and clip size.
Solutions
1) Make the militia sniper rifle inferior to the advanced, and prototype sniper rifles. This would give players an incentive to skill into better rifles.
2) The militia sniper rifle should have a large scope sway after every shot, the shortest range of all the non-tactical sniper rifles and the lowest headshot multiplier.
3) Increase the range of the Charge Sniper Rifle, and the officer variant to the same range as the Ishukone Sniper Rifle.
4) Restore the clip size on the non-tactical sniper rifles back to where it was (5 rounds).
5) The headshot multiplier should be based off the tier level of the sniper rifle, like for example the officer variant (Thale's TAR-07) should have the highest headshot multiplier.
oh by the way...I'm a dude, Amanda Strikeforce is just a character I made up :)
|
Amanda Strikeforce
1
|
Posted - 2014.12.08 22:17:00 -
[2] - Quote
The technical data should look like thisGǪ
Militia Sniper Rifle Damage: keep the current base damage! Effective Range: 350m Headshot Multiplier: 50% Clip Size: 3 Other Details: It should have a large scope sway after each shot, and require 4 headshots to quickly take down a prototype heavy/commando!
Standard Sniper Rifle Damage: keep the current base damage! Effective Range: 380m Headshot Multiplier: 80% Clip Size: 3 Other Details: It should require 3 headshots to quickly take down a prototype heavy/commando!
NT-511 Sniper Rifle Damage: keep the current base damage! Effective Range: 400m Headshot Multiplier: 100% Clip Size: 4 Other Details: It should only require 3 headshots to quickly take down a prototype heavy/commando!
C27-N Specialist Sniper Rifle Damage: keep the current base damage! Effective Range: 420m Headshot Multiplier: 120% Clip Size: 4 Other Details: It should require 3 headshots to quickly take down a prototype heavy/commando!
Ishukone Sniper Rifle Damage: keep the current base damage! Effective Range: 430m Headshot Multiplier: 130% Clip Size: 5 Other Details: It should require 2 headshots to quickly take down a prototype heavy/commando!
Charge Sniper Rifle Damage: keep the current base damage! Effective Range: 430m Headshot Multiplier: 250% Clip Size: 5 Other Details: It should only require 1 headshot to instantly kill a prototype heavy/commando!
Thale's TAR-07 Sniper Rifle Damage: keep the current base damage! Effective Range: 450m Headshot Multiplier: 300% Clip Size: 5 Other Details: It should only require 1 headshot to instantly kill a prototype heavy/commando!
what do you guys think about this?
oh by the way...I'm a dude, Amanda Strikeforce is just a character I made up :)
|
TheEnd762
SVER True Blood Public.Disorder.
675
|
Posted - 2014.12.08 23:31:00 -
[3] - Quote
Good ideas, but very few will agree with you because "hurr durr I can't just mow down a sniper with my AR/HMG. OP! Nerf now!" |
Amanda Strikeforce
3
|
Posted - 2014.12.08 23:35:00 -
[4] - Quote
TheEnd762 wrote:Good ideas, but very few will agree with you because "hurr durr I can't just mow down a sniper with my AR/HMG. OP! Nerf now!" Thanks for the bump
oh by the way...I'm a dude, Amanda Strikeforce is just a character I made up :)
|
Somebuddy
ARMYDOGS
1
|
Posted - 2014.12.08 23:46:00 -
[5] - Quote
You have good points there, but if I choose to use a weapon I am over qualified to use to put some redberries to shame, some of that should still be based on my skill and time I put into that tree. Not on the quality of weapon alone. |
Somebuddy
ARMYDOGS
1
|
Posted - 2014.12.08 23:54:00 -
[6] - Quote
TheEnd762 wrote:Good ideas, but very few will agree with you because "hurr durr I can't just mow down a sniper with my AR/HMG. OP! Nerf now!"
once we are targeting our field of vision changes, if we don't keep an eye on our passive even a heavy can sneak up right behind us. OP... oh please.... |
Raptor Princess
ALLOTEC INC
102
|
Posted - 2014.12.09 08:21:00 -
[7] - Quote
I like the headshot multiplier because now I can actually kill heavies with one shot (using an nt-511). It used to take 3 shots minimum, so I would always be left with kill assists, because they'd run away and someone else would finish them off. A headshot from a sniper at that level should almost always kill, in my opinion. 3 shots with the current ROF is too many. 2 to kill a proto sentinel at advanced, and 1 at proto level would be much better.
I'd also like to see (hear) that dreadful charge sniper rifle noise changed. I have to mute my game if I use it (so I never do) because it makes me feel ill. It also reduces the ability to hear a shotty scout running up behind you (which is already hard enough to counter!) |
|
|
|
Pages: 1 :: [one page] |