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DJINN Jecture
Templar of the Glowing Blade
371
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Posted - 2015.05.16 17:29:00 -
[1] - Quote
CHICAGOCUBS noticed the same thing back in mid-late open beta. His solution was to snipe with a Forge gun.
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DJINN Jecture
Templar of the Glowing Blade
378
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Posted - 2015.05.18 16:37:00 -
[2] - Quote
The history of sniper sway in Dust is really colorful and is a result of much QQ from non snipers and snipers alike.
I realized we may have an issue so I went out and did some sniping tests. First test was to get up to high position and snipe down on targets running while adjusting in ADS to follow and lead. I got the impression that hitting a moving target was impossible or next to impossible anyways.
I agree the sway is way overdone on the sniper rifles. It needs to be toned down or the benefit of max sniping skills increased greatly. My skills in sniping are high enough to tame the snipe sway somewhat but they should be taming it more. In fact my belief is that adjusting my aim shouldn't cause my rifle to jig all over the screen but it does.
There are several ways to fix this, mostly taken from other game(s):
- Scopes, Bipods, Silencers and Muzzle brakes to improve control ability for snipers and other mercenaries*
- Adjust the code to limit the sway**
- Prone, Vault, and Cover options in movement***
*Attachments to weapons add customization key to generating more revenue in the AUR market as well as the Player market by adding more cost based on attachments to the weapons to improve control, range, damage and effectiveness for the player. If you want some idea of what this means download and play Ghost Recon Phantoms on Steam to see what these type of customizations can do for improving rifle performance.
**There is simply too much sway at any level of SP invested to make any sniper training worthwhile, the ION Pistol works better
***There have been many many threads about this over the last 4 years with good reason
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DJINN Jecture
Templar of the Glowing Blade
379
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Posted - 2015.05.19 05:42:00 -
[3] - Quote
Mobius Wyvern wrote:Remove sway and you get quick-scopers.
I'd rather have sway. As opposed to quick shot gunners?
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DJINN Jecture
Templar of the Glowing Blade
379
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Posted - 2015.05.19 05:46:00 -
[4] - Quote
Operative 1174 Uuali wrote:NINEinch WEAPON wrote:Yes if they remove the sway, my guess is you will be able to hip fire better in cqc. .. it will be op You can already do this by putting a dot in the middle of your screen with a marker. Nope, sniper needs to be a role made up of a combination of a light suit with bonuses, damage mods and more sp investment in the weapon with third tier skills in order to be respected and not end up being a go to for every Tom, ****, and Harry. Lol, I feel for people named D*ck. Your name gets filtered. I'm fairly certain that given I have taken many a target out with a Thale pre major sniper jig and sway patch that skill points have been invested on my part at least to compensate for a significant amount of sway, unfortunate for those less skilled than me. Still there seems to be a good deal more sway then what is really acceptable for some one fully competent in sniping.
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DJINN Jecture
Templar of the Glowing Blade
379
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Posted - 2015.05.19 10:37:00 -
[5] - Quote
Lahut K'mar wrote:DJINN Jecture wrote: Scopes Tactical vs vanilla. DJINN Jecture wrote: Bipods Cool idea actually. DJINN Jecture wrote: Silencers and Muzzle brakes It's a railgun, dude. DJINN Jecture wrote: Prone, Vault, and Cover options in movement*** SoonGäó Besides, it's been argued that prone would make sentinels OP, we've already got jumps and we can crouch.
Just regarding the jumps comment, Vaulting is different than Jumping. What this means is that there would be more ability to use terrain as a mobility assistance rather than just stuff to bump into such as going over a rail on a catwalk (without myofibs on a fatsuit) to drop onto an enemy. Jumping relies on upward motion from legs, vaulting requires manipulation of your arms and legs together to lift yourself over an obstacle.
In reference to the responses to my post above reyours:
These options for movement would be useful if the said attachments were added and yeah I know sniper rifles are rail rifles but the concept is there, please for the love of god tell me that there is more than one person on these forums who believes that some sort of present->future tech may actually be possible in Dust.
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DJINN Jecture
Templar of the Glowing Blade
379
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Posted - 2015.05.19 19:43:00 -
[6] - Quote
Cenvast Teg wrote:Seems to me the sway when initially bringing up the scope is needed to avoid 'run - scope - headshot' style quickscoping.
The sway when you are already crouched and scoped and trying to move to avoid return fire as you pick off a target is unfair, especially since the range nerf designed to bring snipers closer to the battle.
Would removing the latter and keeping the former help? Yes.
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DJINN Jecture
Templar of the Glowing Blade
379
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Posted - 2015.05.20 15:43:00 -
[7] - Quote
Lahut K'mar wrote:DJINN Jecture wrote: there would be more ability to use terrain as a mobility assistance rather than just stuff to bump into such as going over a rail on a catwalk (without myofibs on a fatsuit) to drop onto an enemy.
yeah I know sniper rifles are rail rifles but the concept is there, please for the love of god tell me that there is more than one person on these forums who believes that some sort of present->future tech may actually be possible in Dust.
Good point about the vaulting. It gets silly when a sentinel can't get over an ankle-high girder. As for the silencer and muzzle brake: Railguns can't be feasibly silenced. The only sound is the projectile itself and the only way to silence it it to reduce projectile speed, use better flechettes or remove the atmosphere. And an open railgun has no gas pressure. There might be other ways to reduce recoil, but a brake wouldn't help at all. I see your point, but raise you combat rifles, assault rifles, heavy machine guns and various pistols of all calibre.
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