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Skyline Lonewolf
Ancient Exiles.
253
|
Posted - 2015.05.08 17:28:00 -
[1] - Quote
Wasn't IWS supposed to go ahead and collect sniper feedback as CCP Rattati stated in a post a month or two back? Don't know if he did, but I'll go from where we left off. From what I recall, when 1.8 dropped, range was nerfed 200m+ on multiple SR's in an effort to bring snipers closer to the battle and to see more variant usage. It was effective in doing that. At the same time, however, on some maps (old and new), domination objectives were placed indoors or surrounded by cover. That seems counter-intuitive, for one, as the point of having snipers covering objectives is for them to be able to provide suppression fire. On outdoor objective maps, we can still do it on some maps, just not at good angles.
Secondly, for being in the future, the farthest we can shoot is 400m. The range nerf was a bit much imo. At 400m maximum some targets become out of reach whereas 450m would be optimal, reason being, snipers can eliminate far away threats that are incoming toward objectives. Currently that can't be done as effectively since they don't register until the enemy is within 400m. I will note though that the reduced range can be adapted to on maps where sockets within the map provide enough elevation and cover. I emphasize the cover part because high ground alone makes you a sitting duck. I found some of these sockets and I thank CCP for not redling/timing out players the edges of the map to prevent us from having viable perches at these locations within the map.
Lastly, On the train map, there are viable rooftops and installations, but for the newer map with all the crates and everyone just camps inside by the objective, I feel there has to be some high ground sockets with cover placed on opposite ends of the ramps leading into the objective. The crates alone provide no cover. Though there is a clear line of sight from there into the ramp way and around the map, the main thing is installations can still hit you from there and doesn't make it a viable perch. The only one of note on that map is the bottom of the spire. I suggest adding higher perches or more cover. ADS obviously can always find us regardless of how high or how covered we are.
This is just my 2 ISK since 1.8 there was some sniper feedback but it was overlooked. We were supposed to have a discussion post 1.8 prior to the Hotfix that followed, but all that was added was bullet sniper bullet trails. In my eyes, every class and play style should be a viable option in this game as they are in others. Assaults should excel at assaulting, Medic/Logistics should excel at support roles, Heavies should excel at point defense, and Snipers/Scouts/Infiltrators should excel at suppression, counter-tactics, and hacking. Great ones are the X-factors, but not when their role is crippled by in-game mechanics.
I see you coming from a mile away.
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abdullah muzaffar
Random Gunz Rise Of Legion.
582
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Posted - 2015.05.10 13:42:00 -
[2] - Quote
What i would like is sll variants to have same range, and an even higher hs multiplier to kill that tanked sentinel in the redline with a thales. No sway when ads. Slightly bigger reticule and magnifixation, along with projectile size.
IJR took my soul. RIP 20/3/15 5:14
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Skyline Lonewolf
Ancient Exiles.
253
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Posted - 2015.05.10 14:46:00 -
[3] - Quote
abdullah muzaffar wrote:What i would like is sll variants to have same range, and an even higher hs multiplier to kill that tanked sentinel in the redline with a thales. No sway when ads. Slightly bigger reticule and magnifixation, along with projectile size.
I think the headshot multiplier is high enough. If someone is sniping in a sentinel suit, they are doing it wrong anyway. At SR proficiency 5, there still is an initial sway when crouched, however, it's reduced compared to if you didn't put any points in it. A bigger reticule I can understand, however, increased magnification would be beneficial if we had slightly more range (450m). As is, I personally can see targets just fine at 400m and beyond, but can't shoot at visible targets outside of the maximum.
I see you coming from a mile away.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10015
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Posted - 2015.05.10 14:55:00 -
[4] - Quote
Sniping is in a pretty awful state in PC, to say the least. The range nerf killed a lot of half-decent sniper spots and left a gap in how high-ground superiority is established. Snipers have to be so close to the frontlines to be able to snipe targets on higher locations within outposts that it puts far too much risk association due to objective proximity.
Point in case: Caldari Biomass Outpost. If you get this map what will likely happen is Commandos and Sentinels on the rooftops of the towers, mushroom building, and the semi-flat structure next to Alpha. It is nigh impossible to get them off once they're there because there are no areas to sniper from outside the objective more times than not, so the counter falls to a Dropship or Orbital Strike - both of which are unreliable because of Commando/Sentinel AV and Orbital strike frequency.
The only role Snipers play in PC, at this point, is running a Thale's from the redline and semi-adequately guarding homebase.
You guys are like a broken record with this "CPM material" business xD Let it go
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Sgt Kirk
Fatal Absolution Negative-Feedback
10626
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Posted - 2015.05.10 15:03:00 -
[5] - Quote
IWS says a lot of things.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Skyline Lonewolf
Ancient Exiles.
253
|
Posted - 2015.05.11 01:01:00 -
[6] - Quote
Aeon Amadi wrote:Sniping is in a pretty awful state in PC, to say the least. The range nerf killed a lot of half-decent sniper spots and left a gap in how high-ground superiority is established. Snipers have to be so close to the frontlines to be able to snipe targets on higher locations within outposts that it puts far too much risk association due to objective proximity.
Point in case: Caldari Biomass Outpost. If you get this map what will likely happen is Commandos and Sentinels on the rooftops of the towers, mushroom building, and the semi-flat structure next to Alpha. It is nigh impossible to get them off once they're there because there are no areas to sniper from outside the objective more times than not, so the counter falls to a Dropship or Orbital Strike - both of which are unreliable because of Commando/Sentinel AV and Orbital strike frequency.
The only role Snipers play in PC, at this point, is running a Thale's from the redline and semi-adequately guarding homebase.
Yeah. It hasn't been viable for a while. If heavy FG's cover high ground, the splash damage is enough to cover an objective. Strafing combined with camping on hives make them tough to take out without an OB or DS drop to counter i.e. no need for sniper. Also, on home objectives, someone with a RR or a scout or two with RE's or any other weapon can easily hold home point.
On a side note, as an update, the "beer cans" or batteries on the crate map work pretty well as snipe spots - at least, in acquisition.
I see you coming from a mile away.
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
695
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Posted - 2015.07.16 10:06:00 -
[7] - Quote
Skyline Lonewolf wrote:Yeah. It hasn't been viable for a while. If heavy FG's cover high ground, the splash damage is enough to cover an objective. Strafing combined with camping on hives make them tough to take out without an OB or DS drop to counter i.e. no need for sniper. Also, on home objectives, someone with a RR or a scout or two with RE's or any other weapon can easily hold home point.
On a side note, as an update, the "beer cans" or batteries on the crate map work pretty well as snipe spots - at least, in acquisition.
Sniping is the least rewarding in terms of WP. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.16 10:12:00 -
[8] - Quote
Dewie Cheecham wrote:Skyline Lonewolf wrote:Yeah. It hasn't been viable for a while. If heavy FG's cover high ground, the splash damage is enough to cover an objective. Strafing combined with camping on hives make them tough to take out without an OB or DS drop to counter i.e. no need for sniper. Also, on home objectives, someone with a RR or a scout or two with RE's or any other weapon can easily hold home point.
On a side note, as an update, the "beer cans" or batteries on the crate map work pretty well as snipe spots - at least, in acquisition. Sniping is the least rewarding in terms of WP.
itd be cool if targets shot by a sniper rifle show up as "scanned" on the tacnet for a few seconds. then at least youd be contributing to the team somewhat |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.16 12:46:00 -
[9] - Quote
DeathwindRising wrote:Dewie Cheecham wrote:Skyline Lonewolf wrote:Yeah. It hasn't been viable for a while. If heavy FG's cover high ground, the splash damage is enough to cover an objective. Strafing combined with camping on hives make them tough to take out without an OB or DS drop to counter i.e. no need for sniper. Also, on home objectives, someone with a RR or a scout or two with RE's or any other weapon can easily hold home point.
On a side note, as an update, the "beer cans" or batteries on the crate map work pretty well as snipe spots - at least, in acquisition. Sniping is the least rewarding in terms of WP. itd be cool if targets shot by a sniper rifle show up as "scanned" on the tacnet for a few seconds. then at least youd be contributing to the team somewhat
Would be neat to share targets sighted under scope with squad. Being able to paint hostiles from an overwatch position would be pretty awesome.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1
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Posted - 2015.07.18 03:02:00 -
[10] - Quote
id like to see a dedicated sniper rifle sensitivity setting that isnt linked to other weapons in the controls portion of the settings just for ease of use, variable zoom or increased zoom to actually be able to see and hit people, and the scope sway just needs to go. its an outdated mechanic that has plagued sniper rifles in fps for a decade now and the best sniping game of the last decade is undeniably battlefield bad company 2, which is noteworthy because it completely lacks scope sway and bf3 ruined it by adding it back in with the bipod mechanic which is basically the same thing as having to crouch and be immobile while scoped in. it just doesnt work and it never has and its time shooters just get rid of scope sway all together. i doubt a clone in a state of the art battlesuit with servos and stabilizers and all this built into the suit would still have asthma and not be able to aim clearly unless hes crouched on the ground. its just silly lol.
if sniper rifles have scope sway all guns should require the same crouching to aim and have a stable scope, or no weapons should have it and just get rid of it in pursuit of making the snipers more fun, useful, and easy to use.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.07.18 10:57:00 -
[11] - Quote
I'm pretty much against range buffs, just let's snipers hide in the red line even more than they constantly do.
As much as decent snipers comment how how they use the weapon, the majority of players that do are trying to just farm kills from the red line.
variable scope might make sniper in work at different ranges rather than extremely far.
I'm cool with removing most sway. would help with using the tactical sniper at various ranges. snipes at medium range are too immobilised to be effective.
I do pose the million isk question, why not run a caldari commando with a sniper and a rail rifle? find a good sniping spot, shoot, move on when it gets hot.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Akekya Rah
13
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Posted - 2015.07.18 13:39:00 -
[12] - Quote
I think the only thing wrong with sniping right now is the scope sway. The range is fine. It brought snipers out of the red-line.
If range is the problem your doing it wrong. I don't mean that disrespectfully. Future-Sniper-Rifles should be able to reach further than 400m I completely agree. But this is a game based on Risk/Reward. Sniping before the range nerf, the only risks you faced was ticking off that shotgun scout and he came looking for you, or another sniper/forgegun-sniper. Now snipers have to be creative, and be at least decent at concealing their positions.
I ran across 2 good snipers yesterday. One went 14/2 sniping from OUR redline into our uplink-farm the other went 10/0 sniping from the side of the map where I've never seen a sniper sit before. Both got creative, both ended up around 700~ wp or so. (Neither was a heavy- im so proud )
I do agree a little love should be given to some maps, to promote sniping, but most of it is just how much sway there is when you first ADS.
Disclaimer: This is an opinion :D. Dont Hate. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
696
|
Posted - 2015.07.18 19:06:00 -
[13] - Quote
IMO sniper rifles are very badly implemented right now.
Headshot multipliers are a bit silly, considering that the main input method for this game is an analog stick with a rather large deadzone. There is no fun or satisfaction in that, especially as you also have sway to consider and can't move at all while attacking a target. So you work both against a game mechanic, as well as the physical properties of your input device.
Just buffing the damage doesn't work, because it would be the whole Rail Rifle situation from a few patches back, just even worse. Death from nowhere, with no way to retaliate.
Personally, I'd say that there are two options - Either you add more skill to sniping (Really, hitting with hitscan weapons has nothing to do with proper sniping) or you make it more of a support option.
For the former, I would suggest a ballistic trajectory. Make it like a PLC, but focused on infantry at long ranges. Hard to hit, but damn satisfying. You wouldn't even need sway in that case, instead using a charge-up or maybe strong recoil. Make the projectile flashy, so that a sniper can be located properly and needs to keep moving. Much more fun than waiting for the sway to end and then hoping that no one runs up to you with a gun while you are waiting for enemies to render. Suddenly, EWAR would be much more involved for a sniper. You would constantly be scanning ahead to avoid enemy encounters and make sure that no one is on your tail.
For the latter, snipers should gain support WP (e.g. more WP for kill assists), as well as beneficial effects like the aforementioned "spotting". A sniper rifle could be focused on inhibiting enemies instead of killing them outright, which would give the weapon an actual role and make encounters between snipers and ordinary players much less frustrating for both sides. Maybe even allow snipers to destroy equipment with an AoE.
Basically, make it anything but "sit like a duck and hope people run into your crosshair, occasionally change positions and hope the level design doesn't punish you" and "meh, someone is killing me from nowhere, what a *****" for snipers and non-snipers respectively. |
Louis Domi
Tugastroy Evil Syndicate Alliance.
1
|
Posted - 2015.07.18 19:57:00 -
[14] - Quote
Tesfa Alem wrote:I'm pretty much against range buffs, just let's snipers hide in the red line even more than they constantly do.
As much as decent snipers comment how how they use the weapon, the majority of players that do are trying to just farm kills from the red line.
variable scope might make sniper in work at different ranges rather than extremely far.
I'm cool with removing most sway. would help with using the tactical sniper at various ranges. snipes at medium range are too immobilised to be effective.
I do pose the million isk question, why not run a caldari commando with a sniper and a rail rifle? find a good sniping spot, shoot, move on when it gets hot.
Sniping on commando... Nope just cant do it
Delt for CPM2
Breaking For CPM2
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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.18 20:15:00 -
[15] - Quote
Sole Fenychs wrote:IMO sniper rifles are very badly implemented right now.
Headshot multipliers are a bit silly, considering that the main input method for this game is an analog stick with a rather large deadzone. There is no fun or satisfaction in that, especially as you also have sway to consider and can't move at all while attacking a target. So you work both against a game mechanic, as well as the physical properties of your input device.
Just buffing the damage doesn't work, because it would be the whole Rail Rifle situation from a few patches back, just even worse. Death from nowhere, with no way to retaliate.
Personally, I'd say that there are two options - Either you add more skill to sniping (Really, hitting with hitscan weapons has nothing to do with proper sniping) or you make it more of a support option.
For the former, I would suggest a ballistic trajectory. Make it like a PLC, but focused on infantry at long ranges. Hard to hit, but damn satisfying. You wouldn't even need sway in that case, instead using a charge-up or maybe strong recoil. Make the projectile flashy, so that a sniper can be located properly and needs to keep moving. Much more fun than waiting for the sway to end and then hoping that no one runs up to you with a gun while you are waiting for enemies to render. Suddenly, EWAR would be much more involved for a sniper. You would constantly be scanning ahead to avoid enemy encounters and make sure that no one is on your tail.
For the latter, snipers should gain support WP (e.g. more WP for kill assists), as well as beneficial effects like the aforementioned "spotting". A sniper rifle could be focused on inhibiting enemies instead of killing them outright, which would give the weapon an actual role and make encounters between snipers and ordinary players much less frustrating for both sides. Maybe even allow snipers to destroy equipment with an AoE.
Basically, make it anything but "sit like a duck and hope people run into your crosshair, occasionally change positions and hope the level design doesn't punish you" and "meh, someone is killing me from nowhere, what a *****" for snipers and non-snipers respectively. Do the more skill one! Please :D I love me some bullet drop **** hitscan. Ofcourse with the lag thats gonna be hell...
Delt for CPM2
Breaking For CPM2
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
247
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Posted - 2015.07.18 20:22:00 -
[16] - Quote
BTW, did you know? If you simply equip an SR, you seem to actually lose ISK at the end of the game, getting over 1k and getting 200k+ with any CQC weapon, afterward's, with the CQC weapon, obtain 1k again ( or try to), then switch to an SR. You'll get 50% less. Just my personal experience.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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TheEnd762
SVER True Blood RUST415
793
|
Posted - 2015.07.18 22:49:00 -
[17] - Quote
No bullet drop ever. It wouldn't make it take more skill. It would be an annoying luck game.
But let's be honest, that's what sniper-haters want. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
697
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Posted - 2015.07.19 09:04:00 -
[18] - Quote
TheEnd762 wrote:No bullet drop ever. It wouldn't make it take more skill. It would be an annoying luck game.
But let's be honest, that's what sniper-haters want. Then suggest something else.
I like my bullet drop on the PLC and I'd love to be able to actually do stuff as a sniper. Sniper rifle was my first maxed weapon and is really ******* obnoxious for both users and victims. |
TheEnd762
SVER True Blood RUST415
793
|
Posted - 2015.07.19 10:40:00 -
[19] - Quote
I suggest a range/zoom fidelity buff, remove sway, reintroduce perches to maps, then perma-IPban anyone who uses the words "sniper" and "redline" in the same post. |
Vesta Opalus
Ostrakon Agency Gallente Federation
887
|
Posted - 2015.07.19 17:39:00 -
[20] - Quote
Skyline Lonewolf wrote:abdullah muzaffar wrote:What i would like is sll variants to have same range, and an even higher hs multiplier to kill that tanked sentinel in the redline with a thales. No sway when ads. Slightly bigger reticule and magnifixation, along with projectile size. I think the headshot multiplier is high enough. If someone is sniping in a sentinel suit, they are doing it wrong anyway. At SR proficiency 5, there still is an initial sway when crouched, however, it's reduced compared to if you didn't put any points in it. A bigger reticule I can understand, however, increased magnification would be beneficial if we had slightly more range (450m). As is, I personally can see targets just fine at 400m and beyond, but can't shoot at visible targets outside of the maximum.
Its decent, but I think the charge sniper rifle at least needs to be a one headshot kill on any suit regardless of how many extenders and plates you stack (which it isnt). But thats just me. |
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Vesta Opalus
Ostrakon Agency Gallente Federation
887
|
Posted - 2015.07.19 17:41:00 -
[21] - Quote
Zan Azikuchi wrote:BTW, did you know? If you simply equip an SR, you seem to actually lose ISK at the end of the game, getting over 1k and getting 200k+ with any CQC weapon, afterward's, with the CQC weapon, obtain 1k again ( or try to), then switch to an SR. You'll get 50% less. Just my personal experience.
Your ISK reward doesnt just depend on your own score. |
DJINN Jecture
Templar of the Glowing Blade
425
|
Posted - 2015.07.19 18:08:00 -
[22] - Quote
Some of the recent changes that reduced sway with SR are pretty good but a Range buff of at least 100m on each SR is desirable. I may as well be using a 30-30 to shoot people on the map, its ridiculous.
This is pretty much the same input I gave last time we had a sniper input thread but yeah even using a top tier officer SR doesn't really produce results that are something I would call good as a sniper.
DJINN Jecture speaks for herself, a Closed Beta Vet, still playing Eve and Dust
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TheEnd762
SVER True Blood RUST415
793
|
Posted - 2015.07.20 07:18:00 -
[23] - Quote
Ignorant people think the range nerf got plinkers out of the redline. It didn't. It just made it harder for legit snipers to take them out. Good job, haters. |
Skyline Lonewolf
Ancient Exiles.
257
|
Posted - 2015.08.27 10:13:00 -
[24] - Quote
I've been sniping in games, on and offline since I was 13. I'm now 26. It's hard for me not to care about this play style as it's the one I most enjoy. Assaults don't really understand what it's like to be in our shoes full-time cause the majority of FPS are catered around them i.e. direct/indirect nerfs. We're usually the last class to get looked at, if at all. All I can say is thank you for keeping the discussion going, even if you don't play/snipe anymore in this game. Haven't been playing for months, again, even though I bought a PS3 for it. On to MGSV from ESO now for me. If anyone, Aeon Amadi would be the guy to revamp this class and net it more WP from support funcions, map socket revamp, or weapon tweaks as he is a CPM that actually snipes.
I see you coming from a mile away.
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KEROSIINI-TERO
The Rainbow Effect
2
|
Posted - 2015.08.27 23:17:00 -
[25] - Quote
Skyline Lonewolf wrote:. . . A bigger reticule I can understand, however, increased magnification would be beneficial if we had slightly more range (450m). As is, I personally can see targets just fine at 400m and beyond, but can't shoot at visible targets outside of the maximum. . .
I guess you are a symb user? Let's get first a medium detail straight: 450m is the max range for basic line of sniper rifles, into which the symb fork does not belong to.
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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Skyline Lonewolf
Ancient Exiles.
259
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Posted - 2015.08.28 00:29:00 -
[26] - Quote
KEROSIINI-TERO wrote:Skyline Lonewolf wrote:. . . A bigger reticule I can understand, however, increased magnification would be beneficial if we had slightly more range (450m). As is, I personally can see targets just fine at 400m and beyond, but can't shoot at visible targets outside of the maximum. . .
I guess you are a symb user? Let's get first a medium detail straight: 450m is the max range for basic line of sniper rifles, into which the symb fork does not belong to.
nope. i own them but don't use them often. Charged SR user.
I see you coming from a mile away.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.08.28 01:58:00 -
[27] - Quote
Very true that sniping is very dull in Dust.
Two major factors, both fixable.
1) The "optimal" range is absolute range, there is no falloff and there is no real optimal range. The fix would allow snipers shoot at far ranges, but at extreme ranges the damage isn't lethal anymore.
2) The sway, or the lack of it. The sway mechanic is idiotic, lazily designed and I'm willing the guess it's the placeholder from beta times. It's bad because the it is stupidly circular, and it doesn't interact with player controls. The worst thing is that when it settles, it is 100% stable. That is just plain stupid. The fix: - sway can be more predictable, meaning that if you just crouched, the gun makes a certain kind of nod (with small random element) - the sight should never be 100% stable. Even 99% would be good! - The sway should react to aim actions. If you jolt your aime quickly to the left, then aim should have 'mass' related move, and then countermove. - Maybe a mechanic for holding breath, or just simply that 3 to 20 seconds after stabilising the aim you have the best stability, after which it starts to deteriorate
and a bonus for a perfect world
3) lack of ballistics. Well, this one isn't necessary, and it would be a bastard to program, and maybe bad for PS3 computing taskload.
Thanks for all the supporters. 07
KERO-TRADER is my official Eve character for Dust trading.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
184
|
Posted - 2015.08.28 13:49:00 -
[28] - Quote
KEROSIINI-TERO wrote:Very true that sniping is very dull in Dust.
Two major factors, both fixable.
1) The "optimal" range is absolute range, there is no falloff and there is no real optimal range. The fix would allow snipers shoot at far ranges, but at extreme ranges the damage isn't lethal anymore.
2) The sway, or the lack of it. The sway mechanic is idiotic, lazily designed and I'm willing the guess it's the placeholder from beta times. It's bad because the it is stupidly circular, and it doesn't interact with player controls. The worst thing is that when it settles, it is 100% stable. That is just plain stupid. The fix: - sway can be more predictable, meaning that if you just crouched, the gun makes a certain kind of nod (with small random element) - the sight should never be 100% stable. Even 99% would be good! - The sway should react to aim actions. If you jolt your aime quickly to the left, then aim should have 'mass' related move, and then countermove. - Maybe a mechanic for holding breath, or just simply that 3 to 20 seconds after stabilising the aim you have the best stability, after which it starts to deteriorate
and a bonus for a perfect world
3) lack of ballistics. Well, this one isn't necessary, and it would be a bastard to program, and maybe bad for PS3 computing taskload. #1 is to just add realism where it is not needed.
#2 is just a bad idea. With no aim assist and only being able to use 50% of the thumb sticks to aim is challenging enough. Adding more natural sway would make the borderline obsolete SR to pure redline sniping only. Why would I risk a proto suit, mods, and SR on the field if the aiming mechanics were any worse than they already are?
#3 Not enough info.
The SR was had zero buffs since I started sniping and is suffering due to the HP and speed buffs this game has under went. Not to mention range and map nerfs. I could live with the range nerf, but CCP continues to block ok sniping spots by putting huge structures between them. Not to mention most newer maps are either huge walled complexes, or too small to be of much use.
When I look down my scope, all I see are dead people.
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Skyline Lonewolf
Ancient Exiles.
260
|
Posted - 2015.08.28 19:44:00 -
[29] - Quote
Samantha Hunyz wrote:KEROSIINI-TERO wrote:Very true that sniping is very dull in Dust.
Two major factors, both fixable.
1) The "optimal" range is absolute range, there is no falloff and there is no real optimal range. The fix would allow snipers shoot at far ranges, but at extreme ranges the damage isn't lethal anymore.
2) The sway, or the lack of it. The sway mechanic is idiotic, lazily designed and I'm willing the guess it's the placeholder from beta times. It's bad because the it is stupidly circular, and it doesn't interact with player controls. The worst thing is that when it settles, it is 100% stable. That is just plain stupid. The fix: - sway can be more predictable, meaning that if you just crouched, the gun makes a certain kind of nod (with small random element) - the sight should never be 100% stable. Even 99% would be good! - The sway should react to aim actions. If you jolt your aime quickly to the left, then aim should have 'mass' related move, and then countermove. - Maybe a mechanic for holding breath, or just simply that 3 to 20 seconds after stabilising the aim you have the best stability, after which it starts to deteriorate
and a bonus for a perfect world
3) lack of ballistics. Well, this one isn't necessary, and it would be a bastard to program, and maybe bad for PS3 computing taskload. #1 is to just add realism where it is not needed. #2 is just a bad idea. With no aim assist and only being able to use 50% of the thumb sticks to aim is challenging enough. Adding more natural sway would make the borderline obsolete SR to pure redline sniping only. Why would I risk a proto suit, mods, and SR on the field if the aiming mechanics were any worse than they already are? #3 Not enough info. The SR was had zero buffs since I started sniping and is suffering due to the HP and speed buffs this game has under went. Not to mention range and map nerfs. I could live with the range nerf, but CCP continues to block ok sniping spots by putting huge structures between them. Not to mention most newer maps are either huge walled complexes, or too small to be of much use.
Yep. Sounds like Kero's asking for unnecessary nerfs for a class that already underperforms.
1) We're in the future. Lore states these guns are supposed to be able to shoot bullets that travel from 1-2Km per second to hit their target. All CCP had to do was move the redline back farther and keep the range like DICE does with BF. That way people can still run up on you and kill you but a sniper still can cover the whole playing field. And yes they've done it for past gen games as well.
2) Can say the same thing about assault weapons and their lack of realistic recoil patterns, but no one bothers arguing when that's brought up. We are in the future afterall. They've probably developed ways to counter recoil found somewhere in the lore.
2) Sniping is not in a position where you need to add ballistics and bullet drop like you see in BF and other games. Core game mechanics like lag, shield, glitching, rendering, limited firing range, socket placement purposely placed to block sniper fire, indoor maps made for assaults, HP stacked suits, speed of strafing, etc. already hinder the class.
I see you coming from a mile away.
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TheEnd762
SVER True Blood RUST415
812
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Posted - 2015.08.28 23:47:00 -
[30] - Quote
Integrating sway and bullet drop under the guise of "realism" is really just asking for nerfs on a weapon/class that is already hurting. |
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Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.30 15:58:00 -
[31] - Quote
If you guys could consolidate a list of suggestions and send them to me in -ONE- e-mail at [email protected] that would be greatly appreciated. As some of you may have noticed with some of the threads the CPM has been making we're making an effort to hit some balancing pain points on some of the weapons and the Sniper Rifle was one that came up.
If there were anything that would make me regret running for CPM, it would be Domination.
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Skyline Lonewolf
Ancient Exiles.
263
|
Posted - 2015.08.31 04:44:00 -
[32] - Quote
Aeon Amadi wrote:If you guys could consolidate a list of suggestions and send them to me in -ONE- e-mail at [email protected] that would be greatly appreciated. As some of you may have noticed with some of the threads the CPM has been making we're making an effort to hit some balancing pain points on some of the weapons and the Sniper Rifle was one that came up.
You know Aeon I would do this, or Symbs if he was still around, but I'm afraid I might be playing MGSV by Tuesday. I'm sure what you're looking for has been mentioned in any of the sniping posts, has debated over and over again, and can be found by forum searching "Sniping/snipers". Also wouldn't hurt to make an Official CPM Sniper Rifle/Class Feedback thread to gather and collect suggestions again so they'd be all in one area. Who knows, you'll most likely to get past and current snipers to chime in on the post, if they're still around, along with everyone else. I'll be sure to chime in. To me, increasing head shot multipliers and decreasing range, without changing or improving core mechanics, did little to help, but further hinder the class for veterans and newbies to the class, for anyone but those with pinpoint accuracy. All I know is this class or weapon needs an overhaul, if not the map sockets, but hit me up if you ever wanna chat, buddy.
I see you coming from a mile away.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
187
|
Posted - 2015.09.01 04:09:00 -
[33] - Quote
First off sniper hate addressed-
1. Sniper hater: " I has to change my suit to take on a sniper user with another sr!"
A) Reality: You have to change suits alot to take on all threats. SR haters complain about this too much, but leave out having to change suits for the following threats- AV for vehicles, heavies, CQC rifles for small maps, long range for open maps, and the list goes on. Everyone that is anyone has enough sp to fill all roles, so this anti sniper sentiment is outdated. so much to list here its a TL;DR
2. Sniper Hater: Redline cowards make 2 much omg OP! A) THEY MIGHT GET 5 KILLS MOST MAPS, AND ANY MORE IS YOUR FAULT. IF YOU EXPERIENCE THIS PROBLEM THAN SEE #1 A)AND REACT LIKE YOU WOULD FOR ANY OTHER THREAT!
I literally came in 1st 3 matches today firing no skill swarms at enemy vehicle than I can get going (on a good map) 10-2. I lose money trying to snipe with a skilled weapon that only can only use half of the aiming devices (analog sticks for those that are incompetent to comprehend) against a semi-******** team. 2 brain cells and the HP and speed gains since 1.4 nullifies all a snipers hard work.
3. Bullet drop: Not capable on this engine as told by CCP. Stop trying to nerf a class that can't already compete out of hate. BF and COD have aim assist (well all triple A games for that matter) , can strafe and quick scope. Dust sniping you have to be stationary, initial sway, crap sights, non ads no sight range, horribly slow TTK, etc...
I think I just BTFO of all normal sniper hate from this thread as well as any future threads. If you come wanting a serious engagement of conversation about balance for the SR now and have a real concern, please contribute. If your argument reflects any of my above literature, please refrain.
When I look down my scope, all I see are dead people.
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The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
26
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Posted - 2015.09.01 08:23:00 -
[34] - Quote
I've said this before and I'll say it again... You do not eliminate redline sniping by nerfing the range.
You do it by giving the sniper rifle unlimited range so they are vulnerable even in the redline by another sniper.
The only way to get rid of a sniper is by countersniping... I know, I've sniped a lot... |
Skyline Lonewolf
Ancient Exiles.
264
|
Posted - 2015.09.01 23:59:00 -
[35] - Quote
The Minoan ManiacArchon wrote:I've said this before and I'll say it again... You do not eliminate redline sniping by nerfing the range.
You do it by giving the sniper rifle unlimited range so they are vulnerable even in the redline by another sniper.
The only way to get rid of a sniper is by countersniping... I know, I've sniped a lot...
That's not the point in having balance, at least in terms of how the class interacts with the other classes as a whole. True, a counter-sniper is best suited for this job, but if we're going to get any range back, everyone else has to be able to kill us as well - even if it means sneaking up to our spot, coming in with a LAV or DS/ADS, etc. That's why I suggested moving the redline behind where snipers are known to snipe, while separating where the actual spawn locations are from this. That way we have our range, but are still vulnerable to anyone and everyone since we'd be within the playing field.
I see you coming from a mile away.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
188
|
Posted - 2015.09.02 02:37:00 -
[36] - Quote
Skyline Lonewolf wrote:The Minoan ManiacArchon wrote:I've said this before and I'll say it again... You do not eliminate redline sniping by nerfing the range.
You do it by giving the sniper rifle unlimited range so they are vulnerable even in the redline by another sniper.
The only way to get rid of a sniper is by countersniping... I know, I've sniped a lot... That's not the point in having balance, at least in terms of how the class interacts with the other classes as a whole. True, a counter-sniper is best suited for this job, but if we're going to get any range back, everyone else has to be able to kill us as well - even if it means sneaking up to our spot, coming in with a LAV or DS/ADS, etc. That's why I suggested moving the redline behind where snipers are known to snipe, while separating where the actual spawn locations are from this. That way we have our range, but are still vulnerable to anyone and everyone since we'd be within the playing field. I've been saying the same thing for at least a year now Sky, but have only seen the redline area expanded instead of reduced.
When I look down my scope, all I see are dead people.
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