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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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Drecain Midular
Molon Labe. General Tso's Alliance
33
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Posted - 2015.01.13 00:45:00 -
[2] - Quote
No. Snipers suck right now= working as intended. Same as for veichles. Move along. |
Operative 1174 Uuali
Y.A.M.A.H
298
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Posted - 2015.01.13 00:49:00 -
[3] - Quote
Drecain Midular wrote:No. Snipers suck right now= working as intended. Same as for veichles. Move along.
Valid point. Let's just make everything suck then because someone doesn't like that playstyle and call the whole thing off. I'm waiting for this game to completely die GÇô aren't you?
I'm better than laser focused; I'm hybrid focused.
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1683
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Posted - 2015.01.13 00:49:00 -
[4] - Quote
Typical , the type of attitude that has gotten this game so far as of yet .
Doubts are like flies and should be treated as such and crushed .
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axis alpha
Namtar Elite Gallente Federation
464
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Posted - 2015.01.13 00:55:00 -
[5] - Quote
They are more than decent.
I cut you up so bad.... You gonna wish I no cut you up so bad.
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Aeon Amadi
Chimera Core
7780
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Posted - 2015.01.13 00:57:00 -
[6] - 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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LUGMOS
Quafe Premium
1487
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Posted - 2015.01.13 01:00:00 -
[7] - Quote
axis alpha wrote:They are more than decent. You're kidding... Right?
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Fire of Prometheus
Alpha Response Command
5332
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Posted - 2015.01.13 01:08:00 -
[8] - Quote
let me hop on and give it a whirl..ill edit this once i have reached a conclusion
King of Commandos - And Dust's #1 best dressed merc.
Destiny name - FireofPrometheus
PSN- jcptmo8055
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Buwaro Draemon
WarRavens Capital Punishment.
744
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Posted - 2015.01.13 01:12:00 -
[9] - Quote
Redline snipers are the bane of sniper specialists.
But this is more a map flaw than in game mechanics.
Changes to Damage mods!
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Aeon Amadi
Chimera Core
7782
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Posted - 2015.01.13 01:13:00 -
[10] - 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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Fire of Prometheus
Alpha Response Command
5335
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Posted - 2015.01.13 01:14:00 -
[11] - Quote
Aeon Amadi wrote: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. aight, tactical it is...my ol reliable :p
King of Commandos - And Dust's #1 best dressed merc.
Destiny name - FireofPrometheus
PSN- jcptmo8055
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2150
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Posted - 2015.01.13 01:15:00 -
[12] - Quote
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.
Home at Last <3
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Raptor Princess
ALLOTEC INC
124
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Posted - 2015.01.13 01:18:00 -
[13] - Quote
I haven't seen many people using the csr in matches I've played since Christmas. It's mostly the NT-511 and Ishukone, and more Covenants since the packs were released. |
Aeon Amadi
Chimera Core
7782
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Posted - 2015.01.13 01:22:00 -
[14] - 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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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2152
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Posted - 2015.01.13 01:25:00 -
[15] - Quote
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.
Home at Last <3
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Aeon Amadi
Chimera Core
7784
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Posted - 2015.01.13 01:37:00 -
[16] - 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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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2156
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Posted - 2015.01.13 01:43:00 -
[17] - Quote
Aeon Amadi wrote: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.
I don't really think the same... Redline sniping happened in MAG as well. I know because I was one, my AGVK saw many 900m kills from behind a rock by spawn with a bipod. And it definitely had forward movement for attackers. Domination matches were the best for Redline Sniping. Especially Raven Dom, that ship was a feast.
Redline Sniping is a byproduct of a broken risk vs reward system for redlines. Not game modes. If there is a way for people to get easynkills without much or any risk to themselves they will abuse it.
Home at Last <3
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Iron Wolf Saber
Den of Swords
18276
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Posted - 2015.01.13 01:46:00 -
[18] - Quote
So do you purpose forge guns should also lose damage over range or the plasma cannon?
What about swarms and large missiles?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Edau Skir2
Sebiestor Field Sappers Minmatar Republic
274
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Posted - 2015.01.13 01:56:00 -
[19] - Quote
Raptor Princess wrote:I haven't seen many people using the csr in matches I've played since Christmas. It's mostly the NT-511 and Ishukone, and more Covenants since the packs were released. There was a guy using a Csr next to me earlier whilst I was using my NTL-11. Poor guy, I went 11-0 with like 12 assists and he didn't get a single kill. Seeing a Csr user with 60 wp who went 0-0 is....wow. What a waste of sp!
Resident pasty smasher
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2157
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Posted - 2015.01.13 01:59:00 -
[20] - Quote
Edau Skir2 wrote:Raptor Princess wrote:I haven't seen many people using the csr in matches I've played since Christmas. It's mostly the NT-511 and Ishukone, and more Covenants since the packs were released. There was a guy using a Csr next to me earlier whilst I was using my NT-511. Poor guy, I went 11-0 with like 12 assists and he didn't get a single kill. Seeing a Csr user with 60 wp who went 0-0 is....wow. What a waste of sp! Uh. He sucked? I don't see how it would be possible to get 0 kills for an entire match with a Charged... Just shoot them in the head man! You're practically guaranteed a kill! I almost always get 10+ kills using a Militia Sniper. I just don't see how someone who has skilled all the way to Prototype cant even get a single kill with a Charged, unless they're terrible.
Home at Last <3
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Operative 1174 Uuali
Y.A.M.A.H
305
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Posted - 2015.01.13 03:45:00 -
[21] - Quote
Buwaro Draemon wrote:Redline snipers are the bane of sniper specialists.
But this is more a map flaw than in game mechanics.
What ppl don't seem to realize is that what is now the redline used to not be. CCP made the maps smaller. You used to have to go outside the redline to snipe.
Sue me if I stay at the same places I used to that now happen to be in the redline. Also, why would I want to go anywhere closer when now we have cloaked shotgun ninja scouts? The cloak still works well for getting a sniper. You can't snipe and keep watching for shotgunners. Or rather, why should you?
My cornflakes ain't gettin' soggy.
I'm better than laser focused; I'm hybrid focused.
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Tyjus Vacca
Crux Special Tasks Group Gallente Federation
314
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Posted - 2015.01.13 03:48:00 -
[22] - Quote
Iron Wolf Saber wrote:So do you purpose forge guns should also lose damage over range or the plasma cannon?
What about swarms and large missiles?
these are not hit scan weapons..... they have different mechanics
sniper changes !!? O_o
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Timtron Victory
Horizons' Edge
255
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Posted - 2015.01.13 03:49:00 -
[23] - Quote
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.
Dust Weekly Lottery
Proud Christian
Jesus Loves You
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Vitantur Nothus
Nos Nothi
1673
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Posted - 2015.01.13 03:51:00 -
[24] - Quote
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? |
Union118
Molon Labe. General Tso's Alliance
280
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Posted - 2015.01.13 03:53:00 -
[25] - Quote
Operative 1174 Uuali wrote:Drecain Midular wrote:No. Snipers suck right now= working as intended. Same as for veichles. Move along. Valid point. Let's just make everything suck then because someone doesn't like that playstyle and call the whole thing off. I'm waiting for this game to completely die GÇô aren't you? Ill be honest I wish the game died like yesterday. But while its on ill continue to put threads up to make people laugh, cry, and angry. Who knows I might even get a thread for valentines day and make another dating service thread.
Starter Fit Suits are OP :-)
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Joel II X
Bacon with a bottle of Quafe
5465
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Posted - 2015.01.13 04:06:00 -
[26] - Quote
Aeon Amadi wrote:axis alpha wrote:They are more than decent. Said no Sniper Specialist since 1.9. You must go against plenty of Thale's while inside your Starter Frontline... |
Aeon Amadi
Chimera Core
7791
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Posted - 2015.01.13 04:59:00 -
[27] - 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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Jathniel
G I A N T
1409
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Posted - 2015.01.13 06:56:00 -
[28] - Quote
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.
Retired
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Aeon Amadi
Chimera Core
7799
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Posted - 2015.01.13 07:24:00 -
[29] - 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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George Moros
RestlessSpirits
427
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Posted - 2015.01.13 09:49:00 -
[30] - Quote
Aeon Amadi wrote: A) Keep the stupid ranges on the rifles (Tactical < Vanilla < Charge).
Charge has the best range of all sniper variants? When did that happen? I've been absent from DUST for a while...
Pulvereus ergo queritor.
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Atiim
Titans of Phoenix
15027
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Posted - 2015.01.13 14:35:00 -
[31] - Quote
What we need is Variable Zoom.
The 1st Matari Commando
-HAND
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Ripley Riley
Incorruptibles
6593
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Posted - 2015.01.13 14:41:00 -
[32] - Quote
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.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6370
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Posted - 2015.01.13 14:43:00 -
[33] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Zindorak
Nyain Chan General Tso's Alliance
1629
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Posted - 2015.01.13 15:09:00 -
[34] - Quote
No i already get killed enough by the scrubby thing
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Monkey MAC
Rough Riders..
3594
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Posted - 2015.01.13 15:43:00 -
[35] - Quote
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.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Jack McReady
DUST University Ivy League
1774
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Posted - 2015.01.13 15:56:00 -
[36] - Quote
I tested sniper few days ago and did fine but the gist is, only on maps where I could get a clear shot. |
taxi bastard
Amarr Templars Amarr Empire
296
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Posted - 2015.01.13 16:13:00 -
[37] - Quote
i thought the sniper was pretty strong right now
dynamic sniping should be encouraged in a game like dust - not static sit and head glitch in the red line all battle.
ill be generous and say 5% of dust snipers are dynamic and follow the battle a bit behind the main line
95% sit in one place for the whole battle or may occasionally move |
Tweaksz
Titans of Phoenix VP Gaming Alliance
196
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Posted - 2015.01.13 16:18:00 -
[38] - Quote
taxi bastard wrote: i thought the sniper was pretty strong right now
dynamic sniping should be encouraged in a game like dust - not static sit and head glitch in the red line all battle.
ill be generous and say 5% of dust snipers are dynamic and follow the battle a bit behind the main line
95% sit in one place for the whole battle or may occasionally move
Ans they will almost always be using a sentinel with all extender and plates and maybe a complex damage mod.
Pill Popping Madness!
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Aeon Amadi
Chimera Core
7804
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Posted - 2015.01.13 17:27:00 -
[39] - 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 -
[40] - 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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Vitantur Nothus
Nos Nothi
1686
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Posted - 2015.01.13 17:32:00 -
[41] - Quote
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 variants. I've truly no idea what it is you're talking about. Backpedaling out of sniper rifle range? One might 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? |
Petra 222 SoM
Opus Arcana Covert Intervention
34
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Posted - 2015.01.13 17:45:00 -
[42] - Quote
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?
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Aeon Amadi
Chimera Core
7805
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Posted - 2015.01.13 17:54:00 -
[43] - 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
|
Posted - 2015.01.13 17:55:00 -
[44] - 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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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2178
|
Posted - 2015.01.13 18:20:00 -
[45] - Quote
Yay! We made him mad!
Keep in mind the only reason I'm actually against increasing their range is that there aren't other ways to curb redline snipers, currently. If there was some other way to strongly disencentivize the behavior, I would definitely say that the range should be increased. But until then, its the only way to alleviate the issue.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2178
|
Posted - 2015.01.13 18:31:00 -
[46] - Quote
If there was some mechanic that would apply a damage debuff that gets stronger the further away you are from the battle zone, I'd think a range buff would be reasonable. Probably only make it affect the really long range weapons like Forge Guns, Swarms, Snipers and Plasma Cannons, though. So that a team trying to push out of a redlined match with ARs doesn't have to be kicked while they are down.
Or maybe we could take pages from MAG's and Planetside's books. Spawn Rooms. Instead of spawning right on the ground, with only the redline to protect you, add safe spawning rooms and remove the redline altogether. Make these rooms VERY easy to defend, and VERY hard to camp. Place 2-3 of them on every map for each team. Remove the redline.
Home at Last <3
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Ripley Riley
Incorruptibles
6601
|
Posted - 2015.01.13 18:34:00 -
[47] - Quote
Aeon Amadi wrote:New proposal: Institute a hard cap on all weapon ranges. No more absolute/effective range, just optimal. No damage after that. If other weapons could allow you to sit in nice and cozy in the redline while you insta-blap mercs through a precision scope then you would have an argument.
Since they don't...
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Skyline Lonewolf
Ancient Exiles.
81
|
Posted - 2015.01.13 18:46:00 -
[48] - Quote
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?
see that's the problem with the assault player mentality. and dont get me wrong, i used to play assault scout as well on another char, but they don't seem to see the big picture. all your arguments revolve around skirmish, but there's also ambush and doms. you can slay to win or play the objective. additionally, people don't only like to play as a team. some of us prefer solo play and might even be the X-factor in a win or loss of a match. the big picture, however, is for the class and playstyle to be viable for PC play, not just pub play. all the crying on the forums about snipers comes from pubs in the red. you don't balance weapons and revolve competitive play around pubs and as Aeon stated before, that's map design not the weapon itself causing the issues. if they could fix those issues, even through adding more sockets, then we might have something.
A player or a squad of players farming the enemy redline, CRUs, red objectives, and uplinks is no less selfish than a sniper in the red. Stacked teams or even one good squad already ruin the pace of the game and make matches one-sided. one good sniper is all it takes to make (at least ambush and doms) it a game changer.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Sleepy Shadow
Qualified Scrub
223
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Posted - 2015.01.13 18:56:00 -
[49] - Quote
Aeon Amadi wrote:All your target has to do is backpedal out of your range, then you can't do damage to them.
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:Range inconsistency between variations forces counter snipers to use certain variants.
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.
Quote:Range inconsistency between variations forces snipers to not be able to defend themselves from counter snipers using certain variants.
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.
Quote: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?
Quote:Rash of forum posts from people who know nothing about sniping but hate being killed by them and still think they're OP.
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.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ. MAGIC!! Is the answer to all your questions
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Aeon Amadi
Chimera Core
7807
|
Posted - 2015.01.13 21:02:00 -
[50] - 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.
|
|
Sleepy Shadow
Qualified Scrub
223
|
Posted - 2015.01.13 23:32:00 -
[51] - Quote
Aeon Amadi wrote: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.
How is it stupid gameplay to kill someone with a gun that outranges theirs? Why should sniper rifles be any different to most guns in this game? RR users watch me squirm when they catch me out of my optimal with no cover. Hell, snipers watch me squirm if they have me in their sights and I have nowhere to run.
And if you know your target has a tactical rifle you have observed him from afar, you know his location and have made a plan on how to kill him. You most likely know his fit too, so you know how many shots it takes to down him. As far as IGÇÖm concerned, you earned that kill. You would prolly get the kill even if you walked inside his optimal. You know of him, he may not know of you.
Quote: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....)
Why do you need to shoot from the red line? Leave it if your target is out of range.
Quote: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.
My point of view is no less valid than someone who mainly uses sniper rifles. I am no less GÇ£legitimateGÇ¥ sniper no matter how much you wish it. I have no issues with the ranges because I do not sit in the red line.
According to you a Forge Gun, ADS, a Rail Tank and a Warbarge Strike are counters to snipers. Do you honestly find that reasonable? I need a tank, flying lessons and a massive SP/ISK investment or a six-man squad to take down a sniper!? Good grief.
Forge gun works mostly when the sniper is out of the red line and not head-glitching on some mountain or rooftop. But even then, youGÇÖre asking someone to make a very specific fit to counter you. Heavy is slow and a very easy target to not only you but anyone on the enemy team. And donGÇÖt forget, FG has a shorter range than your sniper rifle and it doesn't work any better than sniping you.
Quote:Countering hyperbole with anecdotal evidence. Dropping that standpoint just because I know it'll never go anywhere.
How about using actual numbers to make a case instead of hyperbole? I strongly recommend it.
Quote: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.
So long as you can sit comfortably in the red line and kill people with very few counters, you cannot complain. You want to drop that link 451 metres away? Walk 1 metre closer to it.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ. MAGIC!! Is the answer to all your questions
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Aeon Amadi
Chimera Core
7809
|
Posted - 2015.01.13 23:42:00 -
[52] - 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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Tyjus Vacca
Crux Special Tasks Group Gallente Federation
314
|
Posted - 2015.01.13 23:52:00 -
[53] - Quote
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.
Have you tried shooting them.... with literally any weapon in the game that's how I counter snipers it works pretty well
sniper changes !!? O_o
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Miles O'Rourke
OSG Planetary Operations Covert Intervention
20
|
Posted - 2015.01.14 00:24:00 -
[54] - Quote
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.
I used to be a Squad Lead like you, but then I took a Thale's to the knee.
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Aeon Amadi
Chimera Core
7811
|
Posted - 2015.01.14 01:01:00 -
[55] - 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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Miles O'Rourke
OSG Planetary Operations Covert Intervention
20
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Posted - 2015.01.14 01:19:00 -
[56] - Quote
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.
I used to be a Squad Lead like you, but then I took a Thale's to the knee.
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Aeon Amadi
Chimera Core
7811
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Posted - 2015.01.14 01:25:00 -
[57] - 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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Breakin Stuff
Internal Error. Negative-Feedback
6395
|
Posted - 2015.01.14 04:14:00 -
[58] - Quote
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?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Mister Goo
Random Gunz RISE of LEGION
141
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Posted - 2015.01.14 05:43:00 -
[59] - 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.
Solution to ranges is to enlarge the map sizes to be 50 meters more than sniper rifle range. only draw back is having to get from spawn points to objectives :(
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Aeon Amadi
Chimera Core
7818
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Posted - 2015.01.14 05:48:00 -
[60] - 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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demonkiller 12
The Rainbow Effect
434
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Posted - 2015.01.14 07:41:00 -
[61] - Quote
I hope the minimitar sniper has a scope like that of the combat rifle <3 |
Sleepy Shadow
Qualified Scrub
224
|
Posted - 2015.01.14 07:42:00 -
[62] - Quote
Aeon Amadi wrote: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.
Wow, what a well thought out reply. Your thread can be summed up to:
WAAAAAAAAAAAAAAAAAAAAAAAAAA I cannot kill things everywhere from the safety of my red line.
You enjoy your day now.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ. MAGIC!! Is the answer to all your questions
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Skyline Lonewolf
Ancient Exiles.
84
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Posted - 2015.01.14 08:04:00 -
[63] - Quote
Aeon Amadi wrote: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.
i liked the video. good thing you had a HD capture card. it's probably the only video im featured in. we sniped as a team though with assaults in the city so there was competing kills. wasn't in the red though. other than that, kinda wish the match was longer lol.
I see you coming from a mile away. 18 KDR. Twittter: SkylineExplicit
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Breakin Stuff
Internal Error. Negative-Feedback
6399
|
Posted - 2015.01.14 08:07:00 -
[64] - Quote
Aeon Amadi wrote: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. EDIT: Rather, you can -NO LONGER- do as opposed to pre-Hotfix Delta in which you totally could and were completely in the playable area with which to be killed. 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!
if you can only point to one tactical example out of all of them then your argument is irrelevant.
Remove the redline and sure, you can have your range back. Because I'll be able to find the long range sh*tlords and burn them alive.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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