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Aeon Amadi
Chimera Core
7777
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Posted - 2015.01.13 00:36:00 -
[1] - Quote
No-one liked the Uprising 1.0 gun-play mechanics because weapons did -ZERO- damage beyond their intended range and this is exactly why the Sniper Rifles suck right now. We got a nice head-shot multiplier (yay) that we can't really use because the zoom on the rifle sucks (boo) and the hit detection is a travesty (boo). In return higher head-shot damage, we got reduced ranges (boo), and because of that we do zero damage outside of those reduced ranges.
Reasons why this is dumb: 1) All your target has to do is backpedal out of your range, then you can't do damage to them. 2) Effectively reduces the amount of tactical locations a sniper can snipe from, further adding to his 'uselessness to the team'. 3) Scope zoom isn't optimal for the ranges these rifles are meant to engage. 4) Range inconsistency between variations forces counter snipers to use certain variants. 5) Range inconsistency between variations forces snipers to not be able to defend themselves from counter snipers using certain variants. 6) Longer range on the Charge Sniper Rifle and higher damage means it's the only one showing up on the killfeed. 7) Rash of forum posts from people who know nothing about sniping but hate being killed by them and still think they're OP.
Since we've a resurgence of more Sniper hatred on the forums, I figured I'd weigh in with a proposal to actually make them good.
A) Keep the stupid ranges on the rifles (Tactical < Vanilla < Charge). B) Make it their Optimal Range. C) Add in infinite absolute range, just like every other weapon in this game. D) Balance accordingly.
This would mean that: - Snipers can shoot each other with variation-based results. - Sniper Rifle gunplay mechanics more familiar to every other weapon (helps new players!) - No more backpedaling for sniper rifle immunity. - More locations for more variants = more fire support for the team. - Redline sniping still discouraged due to lower damages at range - Greater variety in the sniper rifles in the killfeed (no more just seeing 'Charge Sniper Rifle'). - Downside: Probably more non-sniper threads about snipers being OP.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7780
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Posted - 2015.01.13 00:57:00 -
[2] - Quote
axis alpha wrote:They are more than decent.
Said no Sniper Specialist since 1.9.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7782
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Posted - 2015.01.13 01:13:00 -
[3] - Quote
Fire of Prometheus wrote:let me hop on and give it a whirl..ill edit this once i have reached a conclusion
Start with the Tactical and work your way up.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7782
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Posted - 2015.01.13 01:22:00 -
[4] - Quote
Fizzer XCIV wrote:Absolute range isn't infinite on any weapons but Large Missile Turrets, and I think they might have even changed that...
For Rifles and Laser it is 250m. Plasma Cannon and Swarms is 300m. Those are the ones I know off the top of my head, bit all weapons have a finite absolute range.
Miscommunication on my end. Relative to their optimal range. So if an Assault Rifle has a 40m optimal and 250m absolute, Sniper Rifle would justifiably have infinite absolute range with 'x' optimal to allow for falloff.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7784
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Posted - 2015.01.13 01:37:00 -
[5] - Quote
Fizzer XCIV wrote:Aeon Amadi wrote:Fizzer XCIV wrote:Absolute range isn't infinite on any weapons but Large Missile Turrets, and I think they might have even changed that...
For Rifles and Laser it is 250m. Plasma Cannon and Swarms is 300m. Those are the ones I know off the top of my head, bit all weapons have a finite absolute range. Miscommunication on my end. Relative to their optimal range. So if an Assault Rifle has a 40m optimal and 250m absolute, Sniper Rifle would justifiably have infinite absolute range with 'x' optimal to allow for falloff. Well, it probably wouldn't scale like an AR with like 2500m absolutes. But I'm for giving snipers a 500m absolute so they can plink at a longer range. I am really wary of extending the ranges they can effectively kill at, though. Unless something a bit more, elegant, is done to address redline sniping, I'm kinda against extending their range in any way.
Redline sniping is a circumstance of game mode mechanics and is rather unique to certain maps/game-modes. Ambush does not have this problem for obvious reasons. Domination does, but in a much less impactful way than Skirmish.
Skirmish 1.0 did not have this issue because of progressive movement of attackers in a forward manner.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7791
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Posted - 2015.01.13 04:59:00 -
[6] - Quote
Timtron Victory wrote:How is 473m on a Thale a bad range? I know a map that is about 300m wide. The range argument is ridiculous. Sniping doesnt mean that you sit on one spot for 20 mins. There are more than one objective to camp against. Snipers just dont want to deal with risk.
Says the guy that wants the range to be 50m lol. The range argument is -not- ridiculous because there are maps that are far greater than 300m. Skim Junction by itself is 300m from the MCC just to the first objective. The "snipers don't want to deal with risk" is inversely appropriate as well. If the range is decreased than one could easily say that the snipers' targets don't want to deal with risk.
And if you think a sniper's job is to camp objectives then you've already shown the extent of your bias toward snipers in general.
Vitantur Nothus wrote:Aeon Amadi wrote: - No more backpedaling for sniper rifle immunity.
Backpedaling (walking backwards) confers immunity to nova knives and, to a lesser degree, shotguns. How does this apply to sniper rifle range?
Try not to think as just a Scout and consider the maximum range of a Tactical Sniper Rifle and you might learn a thing or two.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7799
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Posted - 2015.01.13 07:24:00 -
[7] - Quote
Jathniel wrote:You're fighting a losing battle, Aeon.
Almost every other shooter, a sniper has a place and is both hated and valued.
Here it doesn't exist, on merit of whining. God forbid these voices have a place in any potential future iterations of this game.
Losing battles are my specialty if you haven't guessed yet x3
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Aeon Amadi
Chimera Core
7804
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Posted - 2015.01.13 17:27:00 -
[8] - Quote
Ripley Riley wrote:In their current form, snipers are a waste of a teammate. Even if the sniper rifle were to receive a buff this would remain the case. When/if Eve: Legion gets released, and if that game features open maps without redlines, then sniping needs to be polished into a real role.
Until then, it can die a painful death.
TL;DR - unfit that sniper rifle and come help your team win.
Alternative: How about you turn your headset on and listen for when your sniper calls out troop movements. Tells you what lanes he's covering so that you can move without getting annihilated. Or god forbid, tell him where the droplinks are on the roof so that he can dispose of them (something I do remarkably well).
Sniper is -NOT- a "slayer tool". It's fire support, equipment disposal, and the best intel tool outside of Active Scanner ranges. Snipers are the reason you're able to walk up on an outside objective and say that it's undefended. Snipers are the reason the enemy team doesn't have rooftop control. Snipers are the reason you're not about to fellate the barrel of a Blaster Tank just over the ridge in front of you. Snipers are the reason you're able to go toe-to-toe with that HMG Sentinel. Snipers are the reason you didn't get knifed in the back of the skull by a scout.
Breakin Stuff wrote:Any increase to sniper range should include proposals to make it so no less than two non sniper weapons can kill said sniper in those roosts without suicide redline runs.
Anything less is unacceptable.
There is no excuse for the only counter to a sniper being another sniper.
No more of that easy kdr farming bullsh*t.
Again, Sniper =/= Redline Farmer. There is a significant difference and there are other options available for you to take out enemy snipers, especially now with dynamic war barge strikes. If that doesn't work, try a forge gun. Or an ADS with a small missile turret. Or a Railgun tank. There are plenty of tools available to you.
Monkey MAC wrote:I'm not neccesairily comfartable with giving Snipers infinite absolute range.
The whole point for other weapons to have absolute range, is because most of those weapons had short ranges so you would frequently do no damage on a target that could still do their optimal damage.
If memory serves the optimal range for Snipers is 300m and their effecitve is 500m, given that the majority of maps are 1Km or less in length, if your outside you effective range you shouldn't be able to hit that guy period.
There are plenty of spots in map that are easily accesable that you can snipe from, which is where the risk of Sniping comes from. If you find a good posistion most of your targets will be between 150-250m range, (coincidentaly at this range the zoom is quite pleaseant), but their is a chance someone flanking (such as scout) can take you out.
If you are atempting to shoot at enemies much further than 300m their is little to no risk. Hence no reward
That said snipers would benifit from a few modcons (tagger rounds, variable zoom, canted ironsights) to make Sniping more user friendly in the closer situations where they should be getting used.
Plenty of easily accessible spots, eh? Point me out some spots, that are within 300m, on These Three Maps
Ignore outposts, which are entirely dynamic and often have terrible sniping positions anyway.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7805
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Posted - 2015.01.13 17:31:00 -
[9] - Quote
Literally the only issue anyone has presented with Sniper Rifles in this thread are:
Can't kill him inside the redline.
Something that is not even the fault of the Sniper, is not unique to the Sniper, and only applies to certain game modes. It is a flaw in game mechanics, game mode, and map design. Please provide genuine arguments against the Sniper Rifle.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7805
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Posted - 2015.01.13 17:54:00 -
[10] - Quote
Vitantur Nothus wrote:Aeon Amadi wrote:Vitantur Nothus wrote: Backpedaling (walking backwards) confers immunity to nova knives and, to a lesser degree, shotguns. How does this apply to sniper rifle range?
Try not to think as just a Scout and consider the maximum range of a Tactical Sniper Rifle and you might learn a thing or two. I've sniped quite a 'bit, Aeon, and the Tactical is my favorite of the three. I've truly no idea what it is you're talking about. Backpedaling out of sniper rifle range? One can only assume that you were opening up at the extent of your maximum range, but surely there's more to it than that. Seems a "problem" easily solved by simply taking a few steps forward or repositioning for better vantage. Not to say the sniper rifle is without issues, but backpedaling?
Take a few steps forward right off the edge of that cliff. Or out of cover. Orrrr into plain sight. Repositioning to a better vantage that could be covered by enemy fire, or require the use of a highly visible vehicle to get to.
Try using the Tactical Sniper Rifle in Iron Delta and get back to me.
Petra 222 SoM wrote:Sniping could have great potential, but the current iteration of this game really seems to make them counter productive to your team.
Why would players that take this team oriented game seriously want the role with the least risk and least contribution to the team, to be buffed more...
If you are asking for buffs than you should probably propose some ideas to make your role less a a kdr pad and more of a contributor.
Doesn't a sniper hiding so far in the recline that the only counter is another sniper, just scream selfish coward? Why would we want more of this?
Just think if that many more people were sniping in the hills how skirmish would play out. It would ruin the pace of the game.
We already have a problem getting blueberrys to work towards objectives, thats why we added a new wp mechanic.
I could be wrong but how would this help the game at all?
Read the other comments in the discussion (or god forbid the points mentioned in the OP) and you'll (maybe) understand.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7805
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Posted - 2015.01.13 17:55:00 -
[11] - Quote
New proposal: Institute a hard cap on all weapon ranges. No more absolute/effective range, just optimal. No damage after that.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7807
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Posted - 2015.01.13 21:02:00 -
[12] - Quote
Bringing to light This map where ground spawn isn't in the redline and is camped frequently but no-one seems to have an issue with winning.
Also, this thrown together chart to illustrate an example of the mechanics being proposed. No that these are just spitballed numbers because I know you guys like to instantly assume that people who actually snipe wants sniper rifles to be OP. My apologies for the sand. Given current scope functionality, landing a headshot at those ranges is incredibly skill intensive, so body shots would likely be shrugged off anyway.
(Do yourself a favor and suggest numbers instead of being a kitten and just saying "no" because a sniper touched you once)
Sleepy Shadow wrote:
Sorry, but this is a silly statement. For me to backpedal from a sniper I would have to know exactly where and how far away that sniper is from me and thatGÇÖs almost impossible. I cannot point my AR towards a sniper and see how far they are so people who backpedal from a sniper most likely do it by accident. You can backpedal from a scout as you can see them flailing their arms in front of you but not from a sniper. When IGÇÖm hit by a sniper round I seek cover. If said cover happens to be just outside the sniperGÇÖs range then lucky me.
Quote: A little like I have no chance against anyone who wields an ScR or RR when IGÇÖm using a shotgun? I usually try and find cover in those cases, any reason why a sniper cannot do that? If they are in the open, isnGÇÖt that just bad positioning? And if the only counter to a sniper is another sniper then I call fair game.
Comparing apples to oranges. A shotgun is a CQC weapon that requires fast movement and reaction times with roughly an "aim it over there" mentality when aiming. A sniper rifle requires you be crouched and holding perfectly still, completely focused, with no ability to see your surroundings while zoomed. Even still, the Shotgun does have an optimal and effective range where it can still engage outside of it's optimal range at a lower damage. The sniper rifle does not. The "backpedaling" issue (which I know the scouts love to contribute as being an issue largely unique to them) comes into play with counter-sniping. If I know my target has a tactical sniper rifle, I just field a vanilla rifle and peck him off 100m outside of his max range and watch him squirm due to not being able to fire back. It's really stupid gameplay for both sides.
The Sniper Rifle is the only hitscan weapon that does not have range outside of their optimal. I really don't think it's too terrible to ask for a Tactical Sniper Rifle to do 40% damage at 500m but clearly I must be proposing the end of the world because then people could shoot - not necessarily kill, just shoot - from the redline and clearly that is bad juju (even though they are already capable of doing this with 450m ranges....)
Quote: I select my rifle depending on the location of the sniper and their fit, not their distance. And the only reason I have sniper rifles unlocked with proficiency is to counter snipers. Wish I could have used that SP elsewhere.
Admitting that you only snipe to kill other snipers while stating that the ranges are fine is like being a Heavy and saying heavies are fine against Logis because you run the Heavy to counter the Logis but wish you could spend the SP somewhere else. You then later on say that the only way to counter a sniper is with another sniper, even though there are a bunch of legitimate snipers (not counter snipers) who would tell you otherwise.
Quote: I see KaalakiotaGÇÖs and IshukoneGÇÖs (or their lesser variants) more than I do Charged. Can you ask CCP for some definitive numbers?
Countering hyperbole with anecdotal evidence. Dropping that standpoint just because I know it'll never go anywhere.
Quote:
Most people hate being killed by something that is either very hard to counter or to avoid. Snipers sitting in the red line are hard to counter and on some maps to avoid. Snipers sitting atop towers are hard to counter and on some maps to avoid. Most of the time the only counter to a sniper is another sniper and how many times has it been discussed that nothing should be countered by itself only?
First and foremost you should petition that CCP move the red line back. So far back that nothing can be covered by snipers (or tanks) sitting in the red line. When this has been changed IGÇÖm sure more people are willing to discuss sniper changes in a civil manner.
As mentioned in previous posts, a half decent forge gunner... ADS... Railgun Tank... Warbarge strike... Any of these are great counters to Snipers and that's just inside the redline. Which, again, is unique to certain game-modes, certain maps, and is largely the only reason anyone has an issue with sniper rifles at all. Actual snipers don't have to depend on the redline to engage.
There's no sense in petitioning CCP to move the redline back because it'd likely never happen and we already have at least one map where the spawns aren't in the redline and they're camped with RE's and Shoguns. On the other hand, I still can't justify a large game change like that as opposed to simply letting a sniper rifle do it's kittening job.
It's really not that big of a change to suggest that a Sniper Rifle be able to kill a Drop Uplink at ranges longer than 450m or god forbid get an assist.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7809
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Posted - 2015.01.13 23:42:00 -
[13] - Quote
Sleepy Shadow wrote: Herp derp redline redline redline
Here. Have a video.
In the meantime, I'm going to log into Dust 514 and snipe. From the redline. All night.
Just. For. You.
Aeon's Links
I wouldn't do much good to anyone being on the CPM. Stop asking.
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Aeon Amadi
Chimera Core
7811
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Posted - 2015.01.14 01:01:00 -
[14] - Quote
Miles O'Rourke wrote:Sleepy Shadow wrote:Aeon Amadi wrote:Longer range on the Charge Sniper Rifle and higher damage means it's the only one showing up on the killfeed. I see KaalakiotaGÇÖs and IshukoneGÇÖs (or their lesser variants) more than I do Charged. Can you ask CCP for some definitive numbers? I was under the impression that Charged had the shortest range at 350m to balance it's high damage and higher headshot bonus. Other Sniper Rifles had something like 400m to 450m depending on variant.
Tactical: 350m Charge: 400m Vanilla: 450m
According to Protofits.
Aeon's Links
A CPM should have to play with their proposed changes for a week.
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Aeon Amadi
Chimera Core
7811
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Posted - 2015.01.14 01:25:00 -
[15] - Quote
Miles O'Rourke wrote:Aeon Amadi wrote:Miles O'Rourke wrote:Sleepy Shadow wrote:Aeon Amadi wrote:Longer range on the Charge Sniper Rifle and higher damage means it's the only one showing up on the killfeed. I see KaalakiotaGÇÖs and IshukoneGÇÖs (or their lesser variants) more than I do Charged. Can you ask CCP for some definitive numbers? I was under the impression that Charged had the shortest range at 350m to balance it's high damage and higher headshot bonus. Other Sniper Rifles had something like 400m to 450m depending on variant. Tactical: 350m Charge: 400m Vanilla: 450m According to Protofits. I've only ever had the hits register inside of 350m with the Charged. Odd.
Who knows at this point.
Aeon's Links
A CPM should have to play with their proposed changes for a week.
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Aeon Amadi
Chimera Core
7818
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Posted - 2015.01.14 05:48:00 -
[16] - Quote
Breakin Stuff wrote:Aeon Amadi wrote:Literally the only issue anyone has presented with Sniper Rifles in this thread are:
Can't kill him inside the redline.
Something that is not even the fault of the Sniper, is not unique to the Sniper, and only applies to certain game modes. It is a flaw in game mechanics, game mode, and map design. Please provide genuine arguments against the Sniper Rifle. Snipers in the redline used to be able to sit back so far from the redline they wouldn't even render while still being able to kill you. Sniper rifles still out range every other weapon in the game. The only difference is the redline tools have to roost close enough for people to get to the edge of the redline and actually use the forge to shoot back. If there was no redline snipers wouldn't be a problem. We'd just run you down. I've killed every sniper I have ever caught shooting me outside the redline. And given the constricted nature of the maps where snipers can easily thump from redline to redline (you outrange my forge gun in all cases with it's 320 meter absolute range) why the rippling f*ck do you need more range unless to enjoy immunity from retaliation in deep redline?
Your first mistake was automatically assuming that a range increase means that someone wants to shoot from the redline. As opposed to, say, getting an enemy foothold off of the rooftops in the outpost from grid G10, which you can't currently do with current range mechanics.
But what do I know, right? I actually use the sniper rifle, I wouldn't know what the hell I'm talking about.
But I really do thank guys like you for making those kind of accusations because now I'm liberated, I'm free to be...
-íLa l+¡nea roja artillero!
I am... La línea roja artillero..!
Tears collected from Redline sniping as of 01/13/2015 -:- 45
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