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Aeon Amadi
Negative-Feedback. Negative-Feedback
10210
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Posted - 2015.05.15 01:40:00 -
[61] - Quote
Oswald Rehnquist wrote:Aeon Amadi wrote:Oswald Rehnquist wrote:Kain Spero wrote:
I actually think this would be a dramatic way to improve the sniper role and how it plays out in the game. Even 250 to 300m the sniper rifle would outrange 90% of the weapons on the field while still being far enough away from the fight to encourage tactical play.
The extreme ranges of the current sniper rifle tend to encourage bad habits that are further exacerbated by the redline design.
Which is why I support it the change the sniper rifle as that is an easier fix, I also agree with the 250-300 effective range. Aeon Amadi wrote: Comparing weapon ranges isn't the problem, it's trying to snipe from any sort of vantage point what so ever. 300m might sound cheeky because you use a shorter range rifle and you want to get back at the sniper but imagine what it's like to try to cover an outside objective from an outpost.
There's not many sniper spots as it is ever since the -last- range nerf and I don't think you guys are considering (rather, I don't think you even care) what it'll be like if there's -another- range nerf.
Correct, but it would help in the role of the "rolling sniper". Essentially instead of an awesome vantage point, you get awesome positioning on your enemy which is effective with the "trench warfare" that frequently occurs. It is absolutely no different than a using the LR. Most of my sniper kills this way were in about the 150-300 range. Plenty of opportunity to find targets in this manner without being dependent on map vantage points. Its also more fun and dynamic than vantage point sitting. To have the SR designed more around this role would make it even better. Anecdotal evidence does not facilitate a global change. Glad it works for you. Doesn't work for everyone. What I said is no more anecdotal than your claim that opportunities cannot arise unless the sniper has massive range due to snipers only working with bird eye view vantage points as inferred from your response to shortening its range for more stopping power and stability. Currently the SR does not fill the role I suggested particularly well due to low stability/power. If it did "worked" as we were describing it, then we would not be advocating any changes, would we? So lets not resort to cheap talking points. Clearly we are talking about repurposing the SR, in which case we can argue how we want to repurpose it (and people can disagree with it). The fact that I can give a demonstration in where it could be made stronger is not anecdotal in the slightest, we are talking theoretical here not current mechanics. The reason for our argument is to bring the SR into the fold within Dust's culture, because as it stands, Dust's player base has zero desire to help the SR at all due to the perceived "zero risk", and is willing to hurt players who participate in the play style. Sniping is currently useless due to this relationship. So this is what we were trying to rectify.
Actually, there's a significant difference because with your proposal the only thing that could possibly happen is the -reduction- in potential sniping spots. Whereas, if the range stays the same, what few sniper perches are left are unchanged. I'm not saying that "Well, I can do 'x, y, and z' in 'a, b, and c' range so clearly the right way to go is to nerf the range because I'm setting the standard".
No, opportunities -cannot arise- if we -reduce the means by which they could arise-, that much is a solid fact. More opportunities -may- arise but considering they -haven't yet- constitutes a precedent that they likely won't and reducing the range isn't going to suddenly start encouraging people to "get closer to the action" it's just going to make them stop using the sniper rifle all together.
How do I know? Because that's exactly what happened the last time the range was reduced. You don't see Symbiotic Fork and Gem Cutter taking people out with extreme efficiency anymore, those guys are gone. Hell, Symbioticforks left after the last sniper range nerf. When your specialists are taking off, the role is effectively destroyed. I think the only other dedicated sniper I can even think of that's still around is Skyline Lonewolf and I'm pretty sure he doesn't actively snipe that much anymore.
EDIT: One more thing I want to point out is that the last time this happened it didn't do anything but -FURTHER ENCOURAGE- redline sniping because it made it harder for counter-snipers to effectively remove them from play without putting themselves at extreme risks. But that's been brought up dozens of times and it always falls on deaf ears, so, whatever.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Oswald Rehnquist
1535
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Posted - 2015.05.15 03:08:00 -
[62] - Quote
If you think you can get CCP increase the range. I have no arguments against that if you think you can do that. Or if you think you can get CCP to buff the sniper overall while maintaining range, that would be good as that truly would be more opportunities.
That being the case, I honestly don't think anybody would take that suggestion seriously.
Aeon Amadi wrote:with your proposal the only thing that could possibly happen is the -reduction- in potential sniping spots.
Yeah I don't doubt that, you don't design maps for 450+ range sitting spots when you don't have a 450+ range weapon. There aren't even many now but with the shorter range plus more stability and power you'd have more numerous smaller spots to choose from, as it is with the laser rifle, so the SR becomes less map dependent, just like the LR.
Aeon Amadi wrote:No, opportunities -cannot arise- if we -reduce the means by which they could arise-, that much is a solid fact
This is a disingenuous statement. If we solely were advocating just a removal of range, then yes this statement would absolutely be true. But for an increase in stopping power and stability, then new opportunities arise in lieu of the ones loss by range. Clearly if we had a ScR that had 150 effective range and 5000 damage per charge shot, that would offer a lot of (broken) opportunity. So clearly there is a power / range scale. Our argument is to slide that scale in proportion to whats given up.
Aeon Amadi wrote:How do I know? Because that's exactly what happened the last time the range was reduced.
Again, your basing your argument off a complete nerf vs a trade off which we are suggesting. When something is nerfed absolutely, it will absolutely decrease in utility. Results will vary if you buff one aspect but nerf another. While you may disagree with the suggestion, your example of how you know is comparing apples to oranges.
And just for the record, I enjoyed the game as a non sniper before the sniper nerf. About half the team were snipers, but that was more interesting than what we currently have where 90% of the team uses a front line rifle. You had to take cover more and it made battles interesting as a shotgunner at the time (before the sp reset). So your ideal for more range is not what I'm against specifically.
My main critique is one of practically with achieving a SR buff without some take away. If you think you get CCP moving without anything being giving up then that's great. I just don't think its going to happen without something to get people to back off of a SR buff.
Below 28 dB
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10211
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Posted - 2015.05.15 04:03:00 -
[63] - Quote
Oswald Rehnquist wrote:Aeon Amadi wrote:How do I know? Because that's exactly what happened the last time the range was reduced. Again, your basing your argument off a complete nerf vs a trade off which we are suggesting. When something is nerfed absolutely, it will absolutely decrease in utility. Results will vary if you buff one aspect but nerf another. While you may disagree with the suggestion, your example of how you know is comparing apples to oranges. And just for the record, I enjoyed the game as a non sniper before the sniper nerf. About half the team were snipers, but that was more interesting than what we currently have where 90% of the team uses a front line rifle. You had to take cover more and it made battles interesting as a shotgunner at the time (before the sp reset). So your ideal for more range is not what I'm against specifically. My main critique is one of practically with achieving a SR buff without some take away. If you think you get CCP moving without anything being giving up then that's great. I just don't think its going to happen without something to get people to back off of a SR buff.
There was a trade-off. Less range for higher headshot damage, new reticles, etc. That didn't make the situation any better it just knocked out a lot of would-be snipers who were trying it out to see if it was worth using (pro-tip, it's not). Sniper Rifles are like Scouts suits, they're absolutely worthless early on and the higher in progression you get the more viable they are until you get to the Thale's which was OP because of a scope (lol, I still think that notion is hilarious).
The sniper rifle needs to act like a sniper rifle. It needs to hit reliably (something it doesn't because hit detection gets reaaaal screwy past a certain range), it needs to hit hard, and it needs to hit from far away. Nerfing the range for -any- kind of trade-off is going to reduce the usability of the weapon because it just way too freaggin hard to use as it is.
The only way I'd -ever- except -yet another- range nerf is if you don't have scope sway from standing up, maybe even while moving. A "rolling sniper" needs to be mobile and that's nigh impossible when you have to find an area with which you can get a clear shot off with relative safety because as much as the community would ***** that it's low risk, it's anything but when you have to rely on a sidearm to defend yourself and very rarely ever have first shot. Further more, you can't be a "rolling sniper" when you're constantly having to fiddle with the sway while standing and having to wait for it to go away while crouching, leaving you a sitting duck.
IF the community wants a mobile sniper, I'm all for it, but they better be -MOBILE-
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Oswald Rehnquist
1536
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Posted - 2015.05.15 05:38:00 -
[64] - Quote
Aeon Amadi wrote:Oswald Rehnquist wrote:Aeon Amadi wrote:How do I know? Because that's exactly what happened the last time the range was reduced. Again, your basing your argument off a complete nerf vs a trade off which we are suggesting. When something is nerfed absolutely, it will absolutely decrease in utility. Results will vary if you buff one aspect but nerf another. While you may disagree with the suggestion, your example of how you know is comparing apples to oranges. And just for the record, I enjoyed the game as a non sniper before the sniper nerf. About half the team were snipers, but that was more interesting than what we currently have where 90% of the team uses a front line rifle. You had to take cover more and it made battles interesting as a shotgunner at the time (before the sp reset). So your ideal for more range is not what I'm against specifically. My main critique is one of practically with achieving a SR buff without some take away. If you think you get CCP moving without anything being giving up then that's great. I just don't think its going to happen without something to get people to back off of a SR buff. There was a trade-off. Less range for higher headshot damage, new reticles, etc. That didn't make the situation any better it just knocked out a lot of would-be snipers who were trying it out to see if it was worth using (pro-tip, it's not). Sniper Rifles are like Scouts suits, they're absolutely worthless early on and the higher in progression you get the more viable they are until you get to the Thale's which was OP because of a scope (lol, I still think that notion is hilarious). The sniper rifle needs to act like a sniper rifle. It needs to hit reliably (something it doesn't because hit detection gets reaaaal screwy past a certain range), it needs to hit hard, and it needs to hit from far away. Nerfing the range for -any- kind of trade-off is going to reduce the usability of the weapon because it just way too freaggin hard to use as it is. The only way I'd -ever- except -yet another- range nerf is if you don't have scope sway from standing up, maybe even while moving. A "rolling sniper" needs to be mobile and that's nigh impossible when you have to find an area with which you can get a clear shot off with relative safety because as much as the community would ***** that it's low risk, it's anything but when you have to rely on a sidearm to defend yourself and very rarely ever have first shot. Further more, you can't be a "rolling sniper" when you're constantly having to fiddle with the sway while standing and having to wait for it to go away while crouching, leaving you a sitting duck. IF the community wants a mobile sniper, I'm all for it, but they better be -MOBILE-
We are in agreement then, a traditional sniper makes the most sense, is awesome to have, but the community for whatever reason will not let this role exist in Dust. I enjoyed having to counter it, most apparently do not. Truth be told any real shooter should have the traditional perch sniper as well as a rolling sniper as two different weapons. The fact that dust doesn't have either one of those roles as effective playstyles is just plain sad. Again the goal was just to neuter the communities backlash should the SR conversation ever gets picked up by a dev. I'd take any way to make the sniper effective and more common place, I'm just betting on lower resistance to the rolling sniper proposal than the perch sniper.
Below 28 dB
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Vesta Opalus
Ostrakon Agency Gallente Federation
707
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Posted - 2015.05.15 06:51:00 -
[65] - Quote
Aeon Amadi wrote:When you're redlined by the enemy team and trying to support your squad moving up with sniper fire and a blue-dot decides you're the sole reason they're losing and wastes time by:
- Standing in front of you - Shooting in front of you with a high-flash weapon (ASCR) - Pushing you around with an LAV - Blowing said LAV up because he realizes it can hurt you despite there not being friendly fire - Calling in an LAV on top of you - Constantly throwing grenades next to you to cause camera shake - Realizing they can waste all your nanohives by constantly throwing grenades
For real, the precedent you guys have set for Snipers - even snipers that are actually trying to turn things around by supporting their team as they move up in an already red-lined match - is just disgusting. This community has put such a negative light on redline snipers that even when you're 5-capped, out-numbered, and out-classed you will STILL be the lowest of the low instead of a valuable asset to the team.
Literally all you have to do is tell a half-decent sniper where you're wanting to breach and they can force just about anyone guarding the area into cover, which means -you- can move up and stomp them. But, feel free to waste time by doing any of the listed things because clearly said sniper isn't doing anything useful.
Broke the first rule, dont respond to trolls |
cammando 007
Immortal Guides Learning Alliance
23
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Posted - 2015.05.15 06:53:00 -
[66] - Quote
Aeon Amadi wrote:huopiang wrote:That's hilarious.
Thanks for the tips, bro! Be sure not to hit the inertia dampeners on your way out of the MCC.
that was hilarious huopaing u might like they tip |
jane stalin
free dropships for newbs
292
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Posted - 2015.05.15 07:06:00 -
[67] - Quote
Aeon Amadi wrote:
Go run at a wall of infantry when you're redlined without sniper support and see how well that plays out for you.
Be sure to record it so we can laugh at how stupid you are for dying over and over again.
So I can run at a wall of infantry with a good sniper as support? I honestly don't know what it is like to be supported by a sniper. I looked at some sniper videos on youtube, they were not supporting anyone and their teams lost. |
Tyjus Vacca
Valor Coalition
332
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Posted - 2015.05.16 01:42:00 -
[68] - Quote
Dreis ShadowWeaver wrote:The OP suggests that he was only sniping in the first place BECAUSE he was redlined. Snipers are pretty much worthless. Anything a sniper can do (read: suppression), any other role/suit/weapon can do better.
Do you even acquisition bro ?! ......I can cover at least 1/3 of the nodes on and wreck enemy spawns.... and god forbid I bring out a Thales XD
sniper changes !!? O_o
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