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Aeon Amadi
Chimera Core
7774
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Posted - 2015.01.12 22:29:00 -
[1] - Quote
Iron Wolf Saber wrote:I will agree sense of progression has been lost though and I am going to try to convince a scaling headshot damage bonus per tier leaving protos where they're at now.
Charge magazine I do not think will ever go back up to 5 shots again, 4's pushing it but that is highly risking putting the Standard or Tactical out of play again and I really don't want it to break it anywhere else
Range is not likely to change for any of the weapons.
Ammo Skill I have been asking for a change in to 2-3+ shots a level instead of the measly 5% which is about 6 shots
Damage of the charged was very considerate of at least giving scouts the opportunity to fit against a charge shot of a full proto maxi fit. While it is unreasonable for a scout to fit in such manner the option IS there.
I see you're still a proponent for further Sniper Rifle nerfs, not that I'm surprised.
Scaling headshot multiplier by tier is just dumb, imo... The damage variation between the tiers is minor at best and it really doesn't even matter because the entire premise of the nerfs was that the vocal minority wanted snipers to basically have to land consistent headshots on everything in order to kill it at the expense(?) of reduced range. Essentially, reducing functionality under the misguided pretense of 'better killing potential through higher skill'.
Now you're proposing that anyone who specs Sniper basically has to run Prototype if they want to kill anything at all or just watch the target shrug it off, if you can even hit it given the range reductions.
Question: What would scaling headshot damage do to give anything of value to the game besides a knee-jerk sense of progression by hamstringing the weapon even further..? How does one 'progress' when you're basically pulling them back a few steps to institute a sense of 'progression'?
Your sense of "progression" is also already skewed with the variations (which you still seem to support never changing) because now a player is practically forced to use a Charge Sniper Rifle to counter-snipe due to range differences. Not that it really matters because a lot of previously available tactical positions are gone with the range nerfs, meaning that those snipers are just going to be using Charge Snipers anyway.
You have so many players who -actually snipe- saying that the current mechanics are botch but instead of proposing solutions you're proposing further nerfs under the (incredibly) thin veil of benefit. Or perhaps I am - how did you put it on Skype - "going full ****** over sniping" again?
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7776
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Posted - 2015.01.12 23:24:00 -
[2] - Quote
Iron Wolf Saber wrote:Aeon Amadi wrote: Drama Flourish Garnish Would be more inclined to listen if you got the point.
If the 'point' were in any way clear or concise.
EDIT: Or did you mean if -I- got to the point? In which case, here: Your headshot scaling idea is a nerf. It is dumb. I gave reasons why.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.12 23:39:00 -
[3] - Quote
Iron Wolf Saber wrote:I will agree sense of progression has been lost though and I am going to try to convince a scaling headshot damage bonus per tier leaving protos where they're at now.
Aeon Amadi wrote:
Now you're proposing that anyone who specs Sniper basically has to run Prototype if they want to kill anything at all or just watch the target shrug it off, if you can even hit it given the range reductions.
Question: What would scaling headshot damage do to give anything of value to the game besides a knee-jerk sense of progression by hamstringing the weapon even further..? How does one 'progress' when you're basically pulling them back a few steps to institute a sense of 'progression'?
Headshot scaling multiplier with prototype being left alone means that one of two things happens:
STD and ADV get -higher- headshot multipliers (unlikely) STD and ADV get -lower- headshot multipliers (dumb for reasons of #UnnecessaryNerf and #WhyDoYouStillHateSnipers)
If it doesn't get any more clear than that I recommend the use of a dictionary.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.12 23:50:00 -
[4] - Quote
(Speaking to the community as a whole and not one person here)
Let me add that the entire reason people hated the weapon ranges pre-1.2 was because the weapons just -stopped- doing damage at all after their maximum range. The community was unanimous about that. However, we've actually -reverted back to that mentality- with sniper rifles exclusively because #Reasons.
If you're being shot at by a sniper with current mechanics, the safest thing to do is back pedal until you're out of the sniper's range. It's really just that simple. Sniper is either doing full damage or he's not doing full damage, there's no in between; there's no optimal or effective range. It's just absolute range.
Considering that you, you offer three different variations of sniper rifles to the players - each with different ranges - and then ask them which one they want to go with, but are then surprised when Charged Sniper Rifles dominate the kill-feed. The answer is obvious as to why, especially when considering the fact that snipers are just as much of a threat to each other as anything else; more-so even and thereby will be at a disadvantage if an enemy sniper can hit them outside of their range.
Include the factor that not all sniper rifles are able to snipe from all tactical locations and you have a recipe for the degradation of an entire weapon line. Good sniper locations are few and far between in the game right now, they don't offer much tactical control over certain maps and that's all the sniper rifle is really good for. If your only real control zone with a sniper rifle is a small stretch of low traffic land, you're considered useless to the team... but incidentally, we've now designed snipers to be useless BECAUSE players hate being hit by them in their optimal conditions.
It's a paradox that's never going to stop until someone realizes that a sniper rifle is a tactical asset to the game and balances accordingly instead of treating them as just some KDR padding slayer tool.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.12 23:59:00 -
[5] - Quote
Iron Wolf Saber wrote:Aeon Amadi wrote: STD and ADV get -lower- headshot multipliers (dumb for reasons of #UnnecessaryNerf and #WhyDoYouStillHateSnipers)
This is not a reason. This is drama.
Dude, stop trolling, seriously. There is nothing dramatic about that. I'm telling you why your idea is bad.
Let me illustrate:
If the current headshot multipliers are: STD Headshot: 300% ADV Headshot: 300% Proto Headshot: 300%
And you want to change them to....: STD Headshot: 100% ADV Headshot: 200% Proto Headshot: 300%
300% - 200% = -100% 300% - 100% = -200%
This is not a good proposal. You are nerfing and reducing the lower tiers' functionality for the sake of hamstringed progression. In order to achieve a sense of progression, you are effectively reducing the overall capability of the lower tiered rifles when specialists are already telling you that the rifles are under-performing. There is no benefit to this suggestion at all and I have yet to receive an answer to the two questions that I've asked twice-fold.
What function does this proposal serve other than to further damage the balance of the weapon for the sake of progression?
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.13 00:00:00 -
[6] - Quote
Iron Wolf Saber wrote:Let me stop you right there
We're not playing uprising 1.0 anymore.
Yeah, we get that, so why are we using the same mechanics of Uprising 1.0 on the Sniper Rifles when they were unanimously considered bad..?
Do you understand what I'm trying to tell you?
Iron Wolf Saber wrote:Aeon Amadi wrote: STD and ADV get -higher- headshot multipliers (unlikely)
This is clearly not the path to go for the following reasons 1. It devalues higher level game play severely reducing the values of progression for a sense from a new player and old players who already progressed on the skill; does nothing to address the original complaint that is no or lesser of a reason to skill up the rifle at all as sway is not much of a factor unless you're playing around with the tactical. 2. It defies logic as to why a more advanced weapon in a normal tier progression would lose combat stats. No other weapon does this in the entire game. 3. Increasing the headshot multiplier would greatly devalue the use of damage mods. In many conditions the sniper rifle is a very powerful weapon in the correct circumstances and with the more recent armor nerf there is I am afraid no more maxi suits that can tank a maxi charge rifle let alone the officer one. 4. Because of the devaluation of damage mods the value of more HP mods would lead to more tankier snipers to which may be able to get their shield high enough that it would knock a larger number of countering suit fits off the table as they're no longer able to arm themselves sufficiently to deal with the issue anymore and thus has a cascade effect of further devaluing their SP investments and ultimately 5. Proto or go home mentality will set in again just no longer focusing on the rifle but the mods supporting it and with lower fitting penalties of the lower tier rifles the suit can easily afford to prototype everything else.
Would you -PLEASE- read what I posted in the context provided? There were plenty of context clues given in that post that you should have immediately assumed that I was not -suggesting- to increase headshot damage and that I was explaining that your proposal meant that there were two paths the proposal would include: 1) RAISING headshot damage 2) LOWERING headshot damage.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
|
Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.13 00:08:00 -
[7] - Quote
Iron Wolf Saber wrote:Aeon Amadi wrote:Iron Wolf Saber wrote:Let me stop you right there
We're not playing uprising 1.0 anymore. Yeah, we get that, so why are we using the same mechanics of Uprising 1.0 on the Sniper Rifles when they were unanimously considered bad..? Do you understand what I'm trying to tell you? I'll be honest No; I don't; too many distractions in your arguments; far too much reliance on me trying to read your mind.
Pull up a calculator and put in 300 - whatever number you want headshot multiplier to be.
Is it lower?
Then it's a nerf.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7854
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Posted - 2015.01.14 18:09:00 -
[8] - Quote
Skyline, what do you think of these ideas?
Note the suggestion for adding splash (0.5 - 1.0 meters) to help hit stationary equipment and perhaps even help with shoddy hit detection.
I am... La línea roja artillero..!
Tears collected from Redline sniping -:- 45
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Aeon Amadi
Chimera Core
7858
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Posted - 2015.01.14 18:49:00 -
[9] - Quote
demonkiller 12 wrote:I used to have a lot of fun with the tactical, worth specing back into?
Not really. Here's the current pros and cons:
Pros: - Less recoil than other rifles. - Faster fire rate. - Good headshot damage combined with fire rate makes it decent at killing soft targets. - Highest magazine count.
Cons: - Horrible reticle (laser rifle reticle) - Lower Zoom than other rifles (the zoom on the other rifles would better suit it's range) - Less range than other rifles - Lower damage - Same fitting cost as other rifles.
You have to understand that this thing was designed to be a long but not super long range rifle but it also took a lot of hits in the process. The fire rate and high mag count make it good for fast corrections but the low damage and range limits it's usability dramatically. There's nothing really like firing at a target and then seeing him turn around and run out of your optimal/max range (no falloff). 1m beyond 350m is all it takes and then your round just sort of phases into the nether.
The scope being lower than the other rifles also impacts it's usability, especially with the terrible reticle. At 200-350m your targets will be rather small so the laser rifle reticle will light up even if the shot will miss.
This is what a target looks like at 270m ith a normal scope. This is what your reticle looks like on the reduced zoom, Tactical Sniper Rifle.
The thing you have to understand is that the reticle will light up if any part of their body is within the circle, so at longer ranges, it can be very difficult to land a shot because you genuinely have no idea if the reticle is actually on them or not. It's best to try and imagine -where- the center dot is and aim with that than relying on the current reticle.
I am... La línea roja artillero..!
Tears collected from Redline sniping -:- 45
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