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Thread Statistics | Show CCP posts - 1 post(s) |
DDx77
Random Gunz Rise Of Legion.
323
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Posted - 2015.07.07 19:44:00 -
[61] - Quote
Everytime I see a sniper in the kill feed or I get picked off myself, my first thought is "good they are a man down"
You are better of dual wielding bolt pistols in a starter fit than boring yourself to death sitting in the redline
What might help is having wildly different variants of rifles that focus on supporting your team. Such as:
A scanner rifle that does almost no damage but puts the target on tacnet
An AV sniper rifle ( tank killer and AA variant)
A mass driver buckshot rifle ( damage similar to the sleek grenade and 6m splash.) Projectile and flux variants. Cannot hipfire |
Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.07.07 20:15:00 -
[62] - Quote
CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. They have more than enough zoom for their range already.
If anything, increasing zoom would make them too awkward to use.
The anti-tunnel snake taskforce has assembled
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Vesta Opalus
Ostrakon Agency Gallente Federation
860
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Posted - 2015.07.07 20:17:00 -
[63] - Quote
Scheneighnay McBob wrote:CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. They have more than enough zoom for their range already. If anything, increasing zoom would make them too awkward to use.
?
At longer ranges the current zoom is entirely inadequate, and is far too powerful for shorter (~100m and less) ranges.
The zoom is only good at around 100-200 meters, then starts to suffer beyond then, gradually becoming almost entirely worthless at the limits of the rifle range. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.07 20:50:00 -
[64] - Quote
DeadlyAztec11 wrote:Dovallis Martan JenusKoll wrote:DeadlyAztec11 wrote:
Right now Sniping is obsolete.
What do you mean "right now"? It's never really been capable of engagements. Mostly you just fire at a target, and hope that they slide one pixel in the right direction to get a hit. Sniper Rifles used to be able to attack from a farther range and therefore the spectrum of their effectiveness used to be greater. Now many old sight lines are too narrow to be effective from. Snipers used to be protectors of objectives and guardians against heavies and Assaults. CCP changed many of the maps to eliminate many lines od sight and people tend to travel in vehicles to avoid snipers now. The reasons I used to use a Sniper Rifle are diminishing.
You also forgot that when the reticule was changed... the area for hit was also reduced. The hit zone used to be about 2.5x as wide as what we have now. Makes it easier to kill a head-glitcher, but harder to hit a moving target.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Tyjus Vacca
Valor Coalition
348
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Posted - 2015.07.07 21:08:00 -
[65] - Quote
CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback.
Zoom is fine with the current range limitations if you reduce sway by like another 25-50% and snipers will be fine
sniper changes !!? O_o
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shaman oga
Dead Man's Game
4
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Posted - 2015.07.07 21:17:00 -
[66] - Quote
Sway have to go when aiming, keep it while not ads to make no scope difficult. Zoom buff is always a good thing.
More than other things, sniper rifle shoud have its own sensitivity settings, it's kinda annoying having to change settings to snipe and change them again to use every other weapon.
Regressed to blueberry level.
Join Ashlander Tribes on ESO.
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saxonmish
T.H.I.R.D R.O.C.K
1
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Posted - 2015.07.07 22:48:00 -
[67] - Quote
https://www.youtube.com/watch?v=TMATEqNXIjo
you just aint using it right, camping 300m away is just wrong
SAXON ON A MISH - My Youtube Channel :)
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Russel Mendoza
Klandatu
199
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Posted - 2015.07.07 23:26:00 -
[68] - Quote
Ccp is obviously against snipers. They nerf the goddamn sniper rifles. Thay introduce moods to maps tl make it even harder to snipe. They change map design to greater degrade the chance of sniping.
I get it you dont like snipers ccp.
Loud and clear.
Why did you put it in the game in the first place.
I'm the biggest Dustard in the universe!!!
Summoning technique "Gorgon no jutsu"
Vehicle request accepted.
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Jenni Welsh
Reincarnation Incorporated
18
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Posted - 2015.07.08 01:10:00 -
[69] - Quote
xavier zor II wrote:Rattati wanted this to be a tactical game, maybe why they made sniping only useful in certain situations.
Yeah, the problem is that many of the other weapons aren't as tactical (like he was saying)... Case in point, if I had to choose a weapon to counter a sniper I would probably choose the rail rifle (it also has a decent zoom, range, stability while mobile, etc.) unless he was at an enormous range in which case forge gun all the way... Point is that the sniper rifle is the only tactical weapon still left in the game, and it is tactical to the 9th degree, that doesn't make it tactical... that makes it stupid (and I am saying this as an avid sniper in this game (we either need a boost to stats, or more preferably what was suggested that we be able to walk and aim at the same time (this doesn't make it less tactical, it actually makes it more but in a functional way like the forge gun which BTW could also use an aim function for smaller movements while aiming especially for the breach).
Long story short, we need to be able to move for sniping to be functional again (too many players have caught on to the downsides of a sniper rifle and learned how to react accordingly... it's just too damn predictable). |
Jenni Welsh
Reincarnation Incorporated
18
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Posted - 2015.07.08 01:11:00 -
[70] - Quote
CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback.
If you do this you are going to need to increase range too. |
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Omega Nox
Consolidated Dust
108
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Posted - 2015.07.08 01:24:00 -
[71] - Quote
CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback.
Counter sniping is great sport!
I would add a "counter variant" it would have the range needed to counter-snipe ( reward ) , but have a scope that, because of high zoom renders it difficult to "HUNT" with ( risk )
after you figure this counter-sniping weapon out, you could then work on increasing sniper proficiency across the board.
Mordu's walking quafe mascot.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.08 01:25:00 -
[72] - Quote
The KTM DuKe wrote:CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. What about two sights? One for "CQC " sniping and one for long range, maybe snipers can start leave red line or have a role on the battlefield, dont know if this is possible though Or just put in variable zoom.
This is 10,000 plus years in the future. I should be able to zoom in at any integer I want within the limitations of the weapons sight.
Lucent Echelon Chat Channel is fixed
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Jenni Welsh
Reincarnation Incorporated
18
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Posted - 2015.07.08 01:34:00 -
[73] - Quote
Sgt Kirk wrote:The KTM DuKe wrote:CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. What about two sights? One for "CQC " sniping and one for long range, maybe snipers can start leave red line or have a role on the battlefield, dont know if this is possible though Or just put in variable zoom. This is 10,000 plus years in the future. I should be able to zoom in at any integer I want within the limitations of the weapons sight.
What he said. :) |
Jenni Welsh
Reincarnation Incorporated
18
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Posted - 2015.07.08 01:35:00 -
[74] - Quote
Jenni Welsh wrote:xavier zor II wrote:Rattati wanted this to be a tactical game, maybe why they made sniping only useful in certain situations. Yeah, the problem is that many of the other weapons aren't as tactical (like he was saying)... Case in point, if I had to choose a weapon to counter a sniper I would probably choose the rail rifle (it also has a decent zoom, range, stability while mobile, etc.) unless he was at an enormous range in which case forge gun all the way... Point is that the sniper rifle is the only tactical weapon still left in the game, and it is tactical to the 9th degree, that doesn't make it tactical... that makes it stupid (and I am saying this as an avid sniper in this game (we either need a boost to stats, or more preferably what was suggested that we be able to walk and aim at the same time (this doesn't make it less tactical, it actually makes it more but in a functional way like the forge gun which BTW could also use an aim function for smaller movements while aiming especially for the breach). Long story short, we need to be able to move for sniping to be functional again (too many players have caught on to the downsides of a sniper rifle and learned how to react accordingly... it's just too damn predictable).
Oh yeah... actually I would just use a tank with a railgun. lol :)
(Point even more valid.) |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
202
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Posted - 2015.07.08 01:44:00 -
[75] - Quote
DDx77 wrote:Everytime I see a sniper in the kill feed or I get picked off myself, my first thought is "good they are a man down"
You are better of dual wielding bolt pistols in a starter fit than boring yourself to death sitting in the redline
What might help is having wildly different variants of rifles that focus on supporting your team. Such as:
A scanner rifle that does almost no damage but puts the target on tacnet
An AV sniper rifle ( tank killer and AA variant)
A mass driver buckshot rifle ( damage similar to the sleek grenade and 6m splash.) Projectile and flux variants. Cannot hipfire
Or for every enemy you scan over the dot of your scope (scope turn's red), they are instantly tagged and seen on the mini map as a red dot regardless of their profile dampening, we rely too much on onboard computer's, eye's and ear's will always be our best allies in the fight.
As for the AV sniper rifle, maybe that would be better to use for the CSR, sure the gun can kill on a headshot but the sniper's will always be hunted down by vehicles, ADS', RGT's, BLT's, at least have 1 sniper rifle be good against vehicles as they are against infantry, like the Charge Sniper Rifle would be great with a x5 damage to vehicles (that's 340 x 5 making it 1700 per shot against vehicles, -10% in efficiency toward's would decrease damage amount). SR's need more role's, not just the anti infantry only role, in WW1 anti tank rifle's would destroy countless enemy vehicles (Russian PTRD as an example). Sniper's need AV role and need to give more tactical support for their allies (3D spotting), with those, we'll be able to see more usefulness to sniper's.
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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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.07.08 03:09:00 -
[76] - Quote
The best solution is weapon customization
Allow choices on different scopes altogether.
Official CPM Platform
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.08 03:21:00 -
[77] - Quote
The irony is that CCP designed the maps, reduced the range, and removed traditional sniping locations to prevent them from covering Objectives and removing problem players from higher areas (towers, etc).... and then the community says that Snipers offer nothing to the team.
You get what you pay for, it seems.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
203
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Posted - 2015.07.08 03:35:00 -
[78] - Quote
Aeon Amadi wrote:The irony is that CCP designed the maps, reduced the range, and removed traditional sniping locations to prevent them from covering Objectives and removing problem players from higher areas (towers, etc).... and then the community says that Snipers offer nothing to the team.
You get what you pay for, it seems.
The Community is it's own enemy.
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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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
585
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Posted - 2015.07.08 04:33:00 -
[79] - Quote
GǪGǪ. This is a repeat of an opinion I expressed about "Sniper" several months ago.
If you think that Sniping is in a good place right now, I suspect you're only thinking about the performance of the weapon. Not the performance of the playerGǪ and I think it's the player's "role" (or call it "job" or "value" or "use") that is facing a problem in the game.
In any other fps or combat title (even a sci-fi fps like Killzone), a sniper has a classic purpose/value---she assassinates a prized opponent---she recons and covers a strike-team as they advance across an area---she confounds and distracts an enemy who tries to pursue and devour her buddies. Her silence and autonomy from detection are her key enablers.
But this is EVE Dust 514, and I have to say without corny exaggeration, that it's an environment that is nearly too hard for a classic sniper to find a place in. The technology of this lore universe has raised "DB interference" and "frequency profile" to a war art. These electronic transmissions are the standard components of New Eden ground combat, the way a predator/drone and Osprey aircraft are trying to become the standards of today's combat,GǪ GǪ.and to this environment, an extra extension on her zoom scope is the only thing a "sniper" can bring to assist us. She has been literally squeezed out of battlefield---there's almost no room in New Eden warfare for a soldier who plans to squat in uninterrupted quiet and pick ONE person to kill every 30 seconds. On the small battleground, vehicles literally probe for her signature, and for only 1.5 million SP extra, can hunt her for private sport. Overwatch players can recline in the blue staging area, and comb for the sniper's own glowing nanohive giving away her position on the overhead map.
On large PC district terrains, the enemy's Lav and DS access means a "sniper" can't even reliably set up and wait for victims along an "avenue of approach". Dust's 'hop over the map' mobility means there isn't much "approach-avenue" combat available for a sniper.
"Sniper"GǪ still has its fascination and romance (those good at it love its 'one-shot-one-kill' ideology)GǪ and, umm still has its crutch (face it, multitudes of us new players took up sniper-role because we were frightened off the battlefield and felt comforted to hide behind a far rock and hope for luck). But many of us non-smipers don't really feel we vitally NEED a sniper who can kill enemy quietly once very 30 seconds, when we can just as easily kill those enemy with a loud and explosive toys. We don't mind being loud and violent, and don't need to care about doing a silent-kill on a New Eden battleground.
In fact in Dust warfare, "silence" is almost "prey" for the hunter. You can camouflage yourself among some cliffs? Hey, Dampening is a store-bought product in Dust, and if we want, any of us can be invisible climbing onto a roof. What--you shoot far? So do the auto Rail installations I just bought from Avis-corp.
The warfare has threatened to leave your role behind. We may just end up the first fps combat game that DOESN'T hire snipers. Wow. Maybe a Scout should consider carrying a skill-invested sniper-rifle on his missionsGǪ maybe that will be the best place for what we used to call the "sniper" rifle. I think, somehow, the player who specializes in the sniper rifle has got to invent a more up-to-the-battlefield career for herself thanGǪ. classic, stereotyped "sniper". The nature of New Eden ground combat is pushing you out of a job.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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emm kay
Direct Action Resources
357
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Posted - 2015.07.08 04:35:00 -
[80] - Quote
DeadlyAztec11 wrote:It's an extremely specialized weapon. This is because the Scrambler Rifle, Laser Rifle, Forge gun and even the Rail Rifle tend to displace it at most of its effective range. It is also very easy to die to either another Sniper Rifle or any of the weapons I mentioned because you have to be immobile to accurately fire the Sniper Rifle.
Now Sniper Rifles do a lot of damage when you get a head shot, but the problem is that most players fight in enclosed areas where it is difficult to Snipe because you either have to stay close the ground and get in range of everyone's weapons or get the highest point and make yourself a target that is easily spotted. In these areas, usually sockets, there is enough cover that most targets are usually seen for only a few seconds and even if they are shot they tend to have enough HP to run into safety.
Right now Sniping is obsolete.
I think that one way to reduce the situational nature of the Sniper Rifle is to allow the scope to settle while standing up not just when crouching. What i got from this: 'Ooh players are using cover to avoid us' ' whyyyyyy do we have to move closer?'
There is a reason you never see me in battle.
it's because I see you first.
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Heracles Porsche
Capital Acquisitions LLC
386
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Posted - 2015.07.08 04:39:00 -
[81] - Quote
Seems like a safe time to experiment with adding a zoom. The while sniper can be effective outside of the redline, it's still not a game influencing weapon. Hopefully there would be no fear about removing that nerf to range as well. Most objectives have such ample cover, that there's not much risk of them breaking the game if they actually become more effective weapons.
Videos Erry Day
https://www.youtube.com/c/HeraclesPorsche
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.08 04:45:00 -
[82] - Quote
emm kay wrote:DeadlyAztec11 wrote:It's an extremely specialized weapon. This is because the Scrambler Rifle, Laser Rifle, Forge gun and even the Rail Rifle tend to displace it at most of its effective range. It is also very easy to die to either another Sniper Rifle or any of the weapons I mentioned because you have to be immobile to accurately fire the Sniper Rifle.
Now Sniper Rifles do a lot of damage when you get a head shot, but the problem is that most players fight in enclosed areas where it is difficult to Snipe because you either have to stay close the ground and get in range of everyone's weapons or get the highest point and make yourself a target that is easily spotted. In these areas, usually sockets, there is enough cover that most targets are usually seen for only a few seconds and even if they are shot they tend to have enough HP to run into safety.
Right now Sniping is obsolete.
I think that one way to reduce the situational nature of the Sniper Rifle is to allow the scope to settle while standing up not just when crouching. What i got from this: 'Ooh players are using cover to avoid us' ' whyyyyyy do we have to move closer?' I'm not asking why we have to move closer. I have never been known as a redline sniper. The problem is that Snipers have very limited sight lines now and to get better views one has to get within the range of other long range weapons. It is becoming less and less feasible to be a dedicated sniper because there are just so few reasons that call for it.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Sequal's Back
Dead Man's Game
645
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Posted - 2015.07.08 06:08:00 -
[83] - Quote
I'm not a sniper, I really don't like the gameplay (I need action!!!), but I think there should be a progressive zoom that you could adjust according to your needs.
I dont think they are obsolete at all btw, they can be extremely efficient in almost every map in the right hands.
WON'T YOU PLEASE TAKE ME HOME !
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Vesta Opalus
Ostrakon Agency Gallente Federation
862
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Posted - 2015.07.08 07:13:00 -
[84] - Quote
Sequal's Back wrote:I'm not a sniper, I really don't like the gameplay (I need action!!!), but I think there should be a progressive zoom that you could adjust according to your needs.
I dont think they are obsolete at all btw, they can be extremely efficient in almost every map in the right hands.
I think it bears repeating that the static as hell gameplay of dust 514 snipers is entirely due to game mechanics and the role can be fixed to be both more mobile and more tacticool with a few tweaks of how sway/zoom works (and still manage to avoid quickscoping CQC snipers, which we apparently already have anyway). |
jace silencerww
MANUFACTURERS OF DEATH
181
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Posted - 2015.07.08 09:48:00 -
[85] - Quote
if you think sniper rifles are truly Obsolete then you need to find really rare true snipers in dust. like storm Shelton, Symb (the guy who the officer sniper rifle is named after) and a few others who names I can not remember right now, I was good at one time as well. my record of best kills are 57/0 & I had done that 4 times and have had a bunch of matches that I have well 30-50 kills all with the sniper rifle. the other day I was sniping use a kaal bpo caldari scout, bpo krin damage mods, and bpo sniper rifle and went 29/5/0 while less than 125-175 meters from the objective and NO we did not have them redlined. so sniping is not Obsolete just true snipers are really rare now. |
Tyjus Vacca
Valor Coalition
348
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Posted - 2015.07.08 13:15:00 -
[86] - Quote
saxonmish wrote:https://www.youtube.com/watch?v=TMATEqNXIjo
you just aint using it right, camping 300m away is just wrong
no offense but watching you snipe made me cringe "headshots bro" but ill give you points for your aggresiveness
sniper changes !!? O_o
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Kail Mako
Capital Acquisitions LLC
50
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Posted - 2015.07.08 13:28:00 -
[87] - Quote
Snipers aren't obsolete. They were actually nerfed to what they are now because of how strong they were. I've sniped since I began. Trust me, it's all about control and location. I've had several matches where I get upward of 20 kills with my sniper. This is with a broken controller that constantly pans to the left.
Who needs gun game when you have kinetic catalyzers?
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Aelns Dene
DUST University Ivy League
24
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Posted - 2015.07.08 13:33:00 -
[88] - Quote
Hi guys and gals!
My first jab at Dust was in the Sniper Role. As pointed out many times before it could conceptually be defined in game as:
- Kill from afar; - Overwatch duty; - Recon; - Disrupt / harass enemy movement and positioning; - Anti-Materiel (not viable in game yet).
The reason why I started in this role though was simply due to it being generally a lower intensity engagement role. It was possible to think through my decision making without getting blown up every 3 seconds! However, when I started, I had no mic and little knowledge on the importance of teaming up and performing tactically. This meant that from the first 4 possible activities I was limited to evolving only in the first one: killing from afar. And that fact isolated me (like with most newbies) even more from any team interaction.
Ideally, part of the Recon function would be fulfilled passively through the relay of info to fireteam / squad / platoon via TACNET (since we don't really want to emulate real life sniper teams). However, that function is linked to the Scout suit, not the Sniper Rifle. Unfortunately most snipers these days run medium or heavy suits and they don't relay this info. But let me be clear about this: the link should continue to be with the scout suit, not the sniper weapon.
So the problem isn't in the tools, but the players access to comms, knowledge of the game and understanding role viability. Having a Recon starter fit with uplinks was probably the best way to hint newbies to the importance of these in game. Scouts need something like this to allow snipers a more meaningful intelligence gathering experience.
Suggestions:
- The ability for scouts to "paint" / mark targets the same way a squad leader does (though using a more discreet overall colour or visuals) but subject to a 20s timer (like a scan with no cool down).
- Progressive zoom for lower powered sniper rifles allowing for more of a "designated marksman" role for players that run with the squad ("extending the range of the standard infantry squad and to give some increased capability of precision rifle fire as well as improved observation capability"). Zooms should allow ideal visuals for ranges from as close as 60-70m up to the rifles' far limit. Hip fire must continue to have absent cross-hairs.
- Add an anti-materiel bonus damage (in the lines of x3) to some of the sniper rifles when targeting vehicle/equipment "weakspots";
- Relay information about viable roles with lore. Short (audio or text) chronicles linked from within our game (we have some nice screens in our station quarters just waiting for this) about the exploits of some of DUST514 heroes could do the trick. Part of the info could be community generated (most already has been).
TL:DR
- Scout ability to "paint" targets under a 20s timer, - Progressive zoom for low powered sniper rifles (60m-limit), - x3 Anti-materiel "weakspot" bonus damage for some sniper rifles, - Information about roles through lore in quarters screens.
See you around...
Aelns Dene
"When you see something you don´t understand, shoot it. Ask questions later."
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Z Vatican
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
47
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Posted - 2015.07.08 14:18:00 -
[89] - Quote
moment this game enters quick scoping at close range is when I will run a mk.0 assault with a shotgun to kill them all.
CEO of Hentai Fedeartion /
Caldari is Life-
State Peacekeeper-
Enemies of the Gallente
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Kodho
Nos Nothi
187
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Posted - 2015.07.08 14:53:00 -
[90] - Quote
With all do respect to Sax, that is not how to properly use a sniper rifle. CQC use is pretty cool I must admit.
There have been numerous arguments for different changes for the sniper rifle. I have no issues with the zoom, range or sway (I always kneel).
I do take issue with the amount of damage that the rifle deals. It should not take three shots from a proto sniper rifle to kill a heavy suit. Between tanked out suits and poor hit detection, snipers are having difficulty even when running full proto. If I'm to remain a valuable part of my team, I feel I must run a suit with a Thale. All that does it get everyone else pissed. Therefore, please increase damage and fix the poor hit detection.
Oh, one more thing. If you don't want redline snipers in the game, add sniping locations in the battlefield. Almost all viable sniping locations are found in the redline.
Until then, you will probably find me in the redline, running full proto, with a Thale equipped.
Long Live the Scout!
Kodho
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