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Louis Domi
Tugastroy Evil Syndicate Alliance.
962
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Posted - 2015.07.10 20:34:00 -
[151] - Quote
Kain Spero wrote:Eh, removing sway is double edged. We don't want to end up with the sniper rifle being just a bunch of quick-scoping.
Could do it better with BP. Better scope, faster shooting and such, also the AA being real good on BP allowing no scopes |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 22:00:00 -
[152] - Quote
Kain Spero wrote:Aeon, I have a challenge for you and me. Let's hunt down sniper videos and log the kill ranges and see what the average kill distance is. My hypothesis is we'll find that the average kill is for sure under 400m and more than likely under 300m.
I think that if we can increase the effectiveness of the sniper's damage application at the cost of eliminating fringe ranges we can improve the game play of the sniper role for the role itself and the entire community.
This challenge is prematurely rigged due to map size and objective proximity as they are usually within 200m of one another. Most of your 400m+ kills are taking out someone in the redline. Majority of players are going to be near objectives rather than in the redline, so averages engagement ranges are skewed. Further more, current map design is prohibitive of snipers covering objectives, so what do you want us to do if all of our perches are in the redline due to bowl-shaped maps?
While those 350m+ ranges are at the extreme, they are all the more necessary because once the enemy has someone dug in deep in the redline you're going to want someone to take them out. Who is going to do that if Snipers can't? Reducing range isn't going to stop or discourage redline tactics, it'll promote it, because the counter-sniper has to move closer and closer as the ranges get reduced.
If you want to make Snipers more co-operative to their team, we need better gameplay elements that -are- co-operative. I've suggested things like having a 1m FLUX explosion around where the bullet impacts for more reliable equipment disposal (equipment stops rendering after a certain distance). Target Tagging; a single target lighting up on TacNet for a short duration with a long cool-down. Mobility, which could be done by removing sway while standing or even potentially moving but still retain the hardcore sway when initially looking into the scope to limit quick-scoping. Make it easier for me to do my job before you start proposing ways to make it harder.
There are ways to make a Sniper a legitimate team-player, but the constant and irrational fear of their Risk/Reward ratio makes it difficult for a proposal like that to land. If you want Snipers out of the redline, you have to give them a legitimate reason to leave the safety of it. Don't punish real snipers in the crossfire of trying to knock out redline snipers. And for that matter, what redline snipers are you honestly seeing make a huge difference in PC? So what if their gameplay is bad, they'll just lose faster - let them.
You keep reducing the range on Sniper Rifles you're just going to have a bunch of forgers with magnifying glasses/tape on the center of their screens.
And, as far as range averages go, it's better to look at those kills this way:
(range in meters) 0 - 50: 50 - 100: 1 100 - 150: 1111 150 - 200: 1111 200 - 250: 1 250 - 300: 1111 300 - 350: 1 350 - 400: 111
I only made those kills at <200m because I was in the middle of a -sizable- force of friendlies as we were pushing up on the enemy's redline. This isn't a typical case. I go where I am not going to have to worry about getting murdered and rarely am I ever alone. The group just happened to be pushing forward so I followed, using their suppressive fire as a distraction tactic and hiding in the fray of the assault.
Honestly, best suggestion I can make is this:
High Damage < ------ > High Range
If we followed this model, and kept current headshot modifiers to reward precision - snipers could make the honest to god choice of having high damage/low range rifles (think of a Tactical with Thale's damage) and low damage/high range rifles (a Thale's with Tactical damage). This tradeoff is the best way to encourage snipers to have their own uniqueness in playstyle while limiting the fundamental power of the redline sniper. Counter snipers who are accurate and precise can land those headshots at long range and still make one hit kills (giving way to proper counter-sniping of redline snipers) and the overall effectiveness of the redline sniper is drastically reduced.
What say you?
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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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 22:11:00 -
[153] - Quote
Extending from my proposal in the previous post:
300m range / 373 damage 350m range / 340 damage 400m range / 250 damage 450m range / 221 damage
And there you have it. Redline snipers would fundamentally be neutered if they wanted to do anything besides guard the home-point unless they were really accurate with the headshots while counter-snipers (real-snipers) would be precise enough to use any of the sniper rifles and still warrant effectiveness.
This increases the difficulty of achieving high damage output, practically forcing headshots, but rewarding taking the risk of lower ranges through higher base damage (essentially allowing you to make those body shots).
All I ask is that if we go with this model that Snipers get -SOMETHING- to make them more effective team-players. Make my job easier and I'm more likely to play ball, but throwing out 'nerf this, nerf that, I challenge you to this' is just going to frustrate me.
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
228
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Posted - 2015.07.10 22:25:00 -
[154] - Quote
Aeon Amadi wrote:Extending from my proposal in the previous post:
300m range / 373 damage 350m range / 340 damage 400m range / 250 damage 450m range / 221 damage
And there you have it. Redline snipers would fundamentally be neutered if they wanted to do anything besides guard the home-point unless they were really accurate with the headshots while counter-snipers (real-snipers) would be precise enough to use any of the sniper rifles and still warrant effectiveness.
This increases the difficulty of achieving high damage output, practically forcing headshots, but rewarding taking the risk of lower ranges through higher base damage (essentially allowing you to make those body shots).
All I ask is that if we go with this model that Snipers get -SOMETHING- to make them more effective team-players. Make my job easier and I'm more likely to play ball, but throwing out 'nerf this, nerf that, I challenge you to this' is just going to frustrate me.
Wait.... All you did was add damage drop off..... I'm fine with that so long as within 300m, we get that 373 damage.....
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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dreth longbow
Bank of DUST 514
88
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Posted - 2015.07.10 22:44:00 -
[155] - Quote
Interesting points about damage vs range modifiers.
I still think vehicles need to be addressed, but head shots should always be instant kill no matter what.
If that is to offensive to some then make headshot: proto/officer instant kill adv 75% basic/milita 50%
rewards accuracy with new zoom function and lets cry babies have some protection.
But really why are you not talking about forges sniping with 100% kills even at milita levels? Why is it ok to be killed by a forge but not a sniper?
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
228
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Posted - 2015.07.10 22:55:00 -
[156] - Quote
dreth longbow wrote:Interesting points about damage vs range modifiers.
I still think vehicles need to be addressed, but head shots should always be instant kill no matter what.
If that is to offensive to some then make headshot: proto/officer instant kill adv 75% basic/milita 50%
rewards accuracy with new zoom function and lets cry babies have some protection.
But really why are you not talking about forges sniping with 100% kills even at milita levels? Why is it ok to be killed by a forge but not a sniper?
Same reason it's okay to snipe with a 20GJ railgun turret, take's time and accuracy, you see where the double standard's lie right?
You can forge gun snipe because it requires a heavy suit, but snipe in a medium or light suit, "HOLD THE PRESSES!" (We still have those?) it because a major problem that apparently need's to be addressed, cause sniping and stealth shouldn't go hand in hand together. Or that the weapon does too much damage (yet still compare it to an FG and you get the same results).
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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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 23:01:00 -
[157] - Quote
Zan Azikuchi wrote:Aeon Amadi wrote:Extending from my proposal in the previous post:
300m range / 373 damage 350m range / 340 damage 400m range / 250 damage 450m range / 221 damage
And there you have it. Redline snipers would fundamentally be neutered if they wanted to do anything besides guard the home-point unless they were really accurate with the headshots while counter-snipers (real-snipers) would be precise enough to use any of the sniper rifles and still warrant effectiveness.
This increases the difficulty of achieving high damage output, practically forcing headshots, but rewarding taking the risk of lower ranges through higher base damage (essentially allowing you to make those body shots).
All I ask is that if we go with this model that Snipers get -SOMETHING- to make them more effective team-players. Make my job easier and I'm more likely to play ball, but throwing out 'nerf this, nerf that, I challenge you to this' is just going to frustrate me. Wait.... All you did was add damage drop off..... I'm fine with that so long as within 300m, we get that 373 damage.....
No, I switched up the damage/range attributes on the current sniper rifle variants. This isn't damage fall-off, it's completely different variants of sniper rifles.
Just to throw out some names for clarity and distinction sake, don't take it literally:
Breach Sniper Rifle: 300m / 373 damage Assault Sniper Rifle: 350m / 340 damage Tactical Sniper Rifle: 400m / 250 damage Redliner Sniper Rifle: 450m / 221 damage
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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Vesta Opalus
Ostrakon Agency Gallente Federation
874
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Posted - 2015.07.11 03:35:00 -
[158] - Quote
Fox Gaden wrote:Vesta Opalus wrote:Generic Gristle wrote:snipers seem fine to me, a reasonable one will still go ~13-0 with little risk.
last thing we need is even more bad snipers, and buffing them to be ez mode will result in that
Buffing the sniper rifle to be usable in a cityscape or outside of the redline isnt going to buff the guys staying in the redline going 13-0 with little risk (little risk, I assume, since they arent in a team thats playing against me, since I regularly sodomize redline snipers whenever they make the mistake of plinking at me). Well we could modify the Red Lines to avoid total invulnerability to all by Counter Sniping. How about have two Red Lines? - Boarder zone will be just like the current Red Line with enemy being killed if they remain too long. - Deep in the Red Line will provide the same protection from enemy incursion, but your weapons will not work. You can spawn, resupply, repair, but not shoot. So in the intermediate zone between the inner and outer boundary of the Red Line there will be a Zone where team members can Snipe, but this area will also be accessible to quick enemy incursions, particularly by speed fit Scouts, but for other fits as well. (I have often run into the Red Line on my Sentinel to kill Snipers.) In areas which are deep enough in the Red Line that the enemy can't get there and get out again before the timer runs out, no weapons will operate. This would leave an engagement zone for Red Lined matches, but would not allow Snipers to operate in completely risk free areas.
I dont see redline sniping as a problem, Im just saying making sniper rifles fun isnt going to make redline snipers better or OP. |
dreth longbow
Bank of DUST 514
88
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Posted - 2015.07.11 03:58:00 -
[159] - Quote
Zan Azikuchi wrote:dreth longbow wrote:Interesting points about damage vs range modifiers.
I still think vehicles need to be addressed, but head shots should always be instant kill no matter what.
If that is to offensive to some then make headshot: proto/officer instant kill adv 75% basic/milita 50%
rewards accuracy with new zoom function and lets cry babies have some protection.
But really why are you not talking about forges sniping with 100% kills even at milita levels? Why is it ok to be killed by a forge but not a sniper?
Same reason it's okay to snipe with a 20GJ railgun turret, take's time and accuracy, you see where the double standard's lie right? You can forge gun snipe because it requires a heavy suit, but snipe in a medium or light suit, "HOLD THE PRESSES!" (We still have those?) it because a major problem that apparently need's to be addressed, cause sniping and stealth shouldn't go hand in hand together. Or that the weapon does too much damage (yet still compare it to an FG and you get the same results).
I do not know how many times I have been killed by a forge which is a heavy and I did not know he was about and hunting because he was so far away. basically it is crazy to even talk about trade offs of stealth and sniping, they go hand in hand. People just don't like to be killed by sniper, but being killed by everything else is ok. Just stupid.
I hate being killed by some sneaky scout with a shotgun that shoots kills from a distance, I hate being killed by some RR sniper maxed out on damage, I hate being killed by mines, I hate being killed by DS, those dirty things fly around and kill everything, I only want to be killed by someone standing in front of me.
Just sounds stupid, it is war, you die, you re-spawn that is the game lets let it have some depth! infanty, tanks, paper lavs, ds, scouts, heavy, sniper, fitting options, WOW sounds like fun lets play! |
Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.11 05:17:00 -
[160] - Quote
Aeon Amadi wrote:If you want Snipers out of the redline, you have to give them a legitimate reason to leave the safety of it.
This point needs to be emphasized. The problem with sniping is the only real way to make it work is to find a spot and not move from it. This naturally makes the redline the ideal spot, since you don't have to worry so much about protecting yourself.
What we need to do is make being a sniper in the thick of things (relatively) safer, and therefore more viable to do as opposed to camping the home point the whole game. Reducing sway is one good way to do it. Having the tactical sniper have less sway than the base sniper (both standing and crouched) makes them a viable option for commandos, who can stop using their other light weapon, take a shot, and then keep moving. Having 2 different zooms also helps, because we aren't limited to long range shots. we can more easily take those "close-range" shots because the zoom is lesser, meaning I have more reason to get in close. And I still have my long-range zoom for current sniper work.
All in all, We have already tried the stick to balance snipers. Now it's time to use the carrot. Buff sniper play that doesn't involve redline camping, and watch the tactic slowly disappear.
Over thinking, over analyzing separates the body from the mind.
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Jenni Welsh
Reincarnation Incorporated
24
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Posted - 2015.07.11 05:24:00 -
[161] - Quote
CELESTA AUNGM wrote:GǪGǪ. This is a repeat of an opinion I expressed about "Sniper" several months ago.
Yeah, I doubt CCP would have so much trouble with repeat topics if they just allowed the main (recurring topics) to remain open endlessly... the most popular (replies/likes) staying put on the front page at the top. |
jace silencerww
MANUFACTURERS OF DEATH
182
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Posted - 2015.07.11 11:06:00 -
[162] - Quote
Kain Spero wrote:jace silencerww wrote:Kain Spero wrote:CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. Again, I think the sniper rifle more often encourages bad game play due it's range being such an outlier and it's mechanics that encourage static game play(crouch and don't move to eliminate scope sway). An increased zoom would just encourage bad behavior further I think. The weapon would be better if it maintained it's current zoom and had it's range and damage application looked at. The extreme range of the weapon just leads to bad behavior that is unhelpful often for the team. It would be much better if the weapon fell inline with what many would consider a marksmen rifle. Reduced range but better damage application. you know the range was nerfed already. twice in fact if you count this- in open beta we could increase weapons range with skills call sharpshooter & sharpshooting proficiency into for each type (heavy, light a& sidearm) by 40% at max. so sniper rifles could have had 600 meters +40% more equaling 840meters (LOL) though targets did not appear until 800 meters. then the range nerf and damage changes came. now tactical sr are 350 meters, charges 400 meters and normal verison are 450 meters. this range nerf was due mostly to thale users not wanting to risk losing it so stayed way back in their redlines hiding & using the long range of 600 meters. though this was before the trade. ps there was a sniper rifle back in closed beta that had 1000 meters range. I'm familiar with the changes and they always stopped short. The sniper role needs to be less about crouching in one spot far from the action and more about moving with the team on the battlefield. I still remember snipers like Sleepy Zan that would be right in the thick of things with us. The sniper rifle needs the range reduced to increase the risk while using the weapon while at the same time upping the reward by buffing it's damage application. Also, something that has been missing for a long time that would be a huge boon to the sniper is the ability to spot enemies and get intel assist points if the targets are destroyed. Increasing the zoom, especially on the tactical, is a terrible way to go and would further eliminate the ability of a player to assist team mates with the sniper rifle at 300m and under ranges.
yes increasing the zoom is a bad thing & I love and wanted a scope to highlight reds and get points that way but that can be done (though kinda) by giving the sniper squad lead unless it was like the active scanners that it had a cool down and DB precision or limited marking ability to X number of reds. however nerfing the ranges would cut a lot of redline snipers but you would kill most snipers period. why would you use a sniper rifle in the thick of it? That what bolt pistols are for. look at the stats besides range damage, rate of fire, dps, dps per clip, clip size, reload time, reload skills maxed headshot against shields base bolt pistol - 229, 71.09, 271.33, 916, 4, 2.2, 1.87, 225% base sniper rifle- 230, 50.00, 191.67, 1150, 5, 4, 3.4, 285% i would said fairly close proto bolt pistol -251.9, 398.46, 1007.6, rest same as base blot pistol proto sniper rifle-250, 50, 208.33, 1250, rest same as base sniper rifle again I would say fairly close. so again why (even in the thick of it) drop to a knee and use a sniper rifle when the bolt pistol is a shorter range handheld sniper rifle? I think the damage is fine as it is. a single headshot from a militia sniper can do 655.5 that is no damage mods no skills no nothing. while a max calmando, 3 complex damage mods, max proficiency and a charge sniper rifle with a headshot can kill EVERY SINGLE SUIT. yes even a full shield and armor stack proto amarr or proto gall sentinels. 523 shields and 1344 armor on a proto amarr sent. highest ehp for a dropsuit. that is why the headshot damage % is so high CCP wants to reward sniper that can get headshots. |
Asekpri Vorkna
G.R.A.V.E The Ditanian Alliance
22
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Posted - 2015.07.11 19:50:00 -
[163] - Quote
Increasing the zoom is not bad. We need that and you can adjust to your needs. Someone requested the current zoom be the farthest, which is laughable. We should have it go beyond the current zoom for the farthest. There needs to be true immersion and depth in the functionality like a real Sniper Rifle. That is why we need to keep the sway. That is something people are just going to have to deal with because this is what a Sniper Rifle does. These are the things we should have involved with sniping. There are also more pressing issues than redline snipers. Also, as another person said, it is true that nothing should shoot farther than a sniper rifle or it degrades the sniper rifle and takes away from it. No forge or any other weapon should get the distance a sniper can get with a scope so fix the zoom to do that and it does not matter who uses what weapon from a far range, just so long as the sniper rifle is king as it actually is. |
DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.11 19:57:00 -
[164] - Quote
Asekpri Vorkna wrote:Increasing the zoom is not bad. We need that and you can adjust to your needs. Someone requested the current zoom be the farthest, which is laughable. We should have it go beyond the current zoom for the farthest. There needs to be true immersion and depth in the functionality like a real Sniper Rifle. That is why we need to keep the sway. That is something people are just going to have to deal with because this is what a Sniper Rifle does. These are the things we should have involved with sniping. There are also more pressing issues than redline snipers. Also, as another person said, it is true that nothing should shoot farther than a sniper rifle or it degrades the sniper rifle and takes away from it. No forge or any other weapon should get the distance a sniper can get with a scope so fix the zoom to do that and it does not matter who uses what weapon from a far range, just so long as the sniper rifle is king as it actually is. Though, the Forge gun is the anti-material Sniper Rifle. It's the Barrette 50. of Dust.
Also, Sniper Rifles should have their present zoom be the farthest zoom because Redline Snipers are an issue. They are not an issue for the enemy team, but they do handy cap their own team.
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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Asekpri Vorkna
G.R.A.V.E The Ditanian Alliance
22
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Posted - 2015.07.11 20:00:00 -
[165] - Quote
There is no issue you can name that a team who is not lazy can not deal with. Many teams are very focused, squad or no squad. Just remember, if they can shoot you, you can shoot them. Whether or not their method annoys you is a different story. |
DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.11 20:20:00 -
[166] - Quote
Asekpri Vorkna wrote:There is no issue you can name that a team who is not lazy can not deal with. Many teams are very focused, squad or no squad. Just remember, if they can shoot you, you can shoot them. Whether or not their method annoys you is a different story. I don't think you understood me, so I will tell you a,second time. Redline Snipers are bad for their own team and help the enemy team. This is because they reduce the amount of people that can take and protect points for their own team. When the enemy has a lot of redline snipers I know thay it will be an easy match.
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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chill penguin
Incorruptibles
62
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Posted - 2015.07.11 20:38:00 -
[167] - Quote
I absolutely despise redline snipers, they give real Snipers a bad name.
A True Slayer can only be born in the pits of Molden Heath
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.11 20:50:00 -
[168] - Quote
chill penguin wrote:I absolutely despise redline snipers, they give real Snipers a bad name.
I think a lot of people have a mutual hatred of them but I think too many people try to whack the redline snipers in the head with a shovel and catch real snipers in the crossfire.
Just wish people would stop making our job harder.
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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chill penguin
Incorruptibles
62
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Posted - 2015.07.11 21:09:00 -
[169] - Quote
Aeon Amadi wrote:chill penguin wrote:I absolutely despise redline snipers, they give real Snipers a bad name. I think a lot of people have a mutual hatred of them but I think too many people try to whack the redline snipers in the head with a shovel and catch real snipers in the crossfire. Just wish people would stop making our job harder.
I hate that they group all snipers as redliners. Even back in beta, we were all grouped like that. And sometimes I welcome the crossfire hunt, but sometimes it is annoying.
I also hate that a lot of the old perches from beta are now in the red line, and Manus Peak got butchered...If i ever ran for CPM, It would be very focused on maps. Because right now, their coding and the redline is just awful.
A True Slayer can only be born in the pits of Molden Heath
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Asekpri Vorkna
G.R.A.V.E The Ditanian Alliance
22
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Posted - 2015.07.11 21:44:00 -
[170] - Quote
DeadlyAztec11 wrote:Asekpri Vorkna wrote:There is no issue you can name that a team who is not lazy can not deal with. Many teams are very focused, squad or no squad. Just remember, if they can shoot you, you can shoot them. Whether or not their method annoys you is a different story. I don't think you understood me, so I will tell you a,second time. Redline Snipers are bad for their own team and help the enemy team. This is because they reduce the amount of people that can take and protect points for their own team. When the enemy has a lot of redline snipers I know thay it will be an easy match.
Oh okay, Asekpri Vorkna sees your point and can sympathize with a lack of team members, but this is not a sole cause either. Many people still camp out near the MCC doing absolutely nothing and you just have that happen, sniper or not. Dare say at least the snipers are actually doing something... |
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.11 21:58:00 -
[171] - Quote
DeadlyAztec11 wrote:Asekpri Vorkna wrote:Increasing the zoom is not bad. We need that and you can adjust to your needs. Someone requested the current zoom be the farthest, which is laughable. We should have it go beyond the current zoom for the farthest. There needs to be true immersion and depth in the functionality like a real Sniper Rifle. That is why we need to keep the sway. That is something people are just going to have to deal with because this is what a Sniper Rifle does. These are the things we should have involved with sniping. There are also more pressing issues than redline snipers. Also, as another person said, it is true that nothing should shoot farther than a sniper rifle or it degrades the sniper rifle and takes away from it. No forge or any other weapon should get the distance a sniper can get with a scope so fix the zoom to do that and it does not matter who uses what weapon from a far range, just so long as the sniper rifle is king as it actually is. Though, the Forge gun is the anti-material Sniper Rifle. It's the Barrette 50. of Dust. Also, Sniper Rifles should have their present zoom be the farthest zoom because Redline Snipers are an issue. They are not an issue for the enemy team, but they do handy cap their own team.
Anti-materiel !! (anti-personal+anti-hardware)
"Caller of the Monolith"
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.07.11 22:33:00 -
[172] - Quote
CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback.
Is it possible to implement adjustable zoom like you would see in Halo?
Eve Online Invite
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VAHZZ
Nos Nothi
4
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Posted - 2015.07.11 22:34:00 -
[173] - Quote
Maken Tosch wrote:CCP Rattati wrote:I have no objection to increasing Zoom. Give me feedback. Is it possible to implement adjustable zoom like you would see in Halo?
This. This times a million!
Until Lambs become Lions.
GJR Approved
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BARAGAMOS
Kinsho Swords Caldari State
92
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Posted - 2015.07.11 23:43:00 -
[174] - Quote
Or just leave an already overpowered area alone. OHK is a terrible mechanic. Most snipes can do 500+ per shot now and most advanced suits or lower are below that. So it does not take a head shot to kill 90% of players under 25 mill SP. I can tell you as a new player that having some guy hiding in the red line at 17/0 with an officers snipe does not make you want to play more. You can only take cover if you know where they are so the first kill is free, and that's assuming you even know where to look after that. Sniping has a place in Dust, just not the place the OP wants. No one but the few guys who love doing it wants to see it get any stronger than it already is.
Its a virtually risk free mechanic that is abusable on a lot of maps. The fact you see guys in commando doing it tells you something is wrong. I can tell you I have seen one sniper hold down a single or even two points by wall glitching or hill glitching where you cant be seen. Making that easier even without the glitching would make the game even less fun that it currently is. Because I will reiterate, NO ONE LIKES TO BE OHK. Read the nade posts, basically the same thing. This game is about strategy and counter play. 300m OHKs don't allow for much of that. Before the usual stream of "how to kill a sniper post follows", realize that counter play has to happen before you get OHKed. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
233
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Posted - 2015.07.12 19:42:00 -
[175] - Quote
BARAGAMOS wrote:Or just leave an already overpowered area alone. OHK is a terrible mechanic. Most snipes can do 500+ per shot now and most advanced suits or lower are below that. So it does not take a head shot to kill 90% of players under 25 mill SP. I can tell you as a new player that having some guy hiding in the red line at 17/0 with an officers snipe does not make you want to play more. You can only take cover if you know where they are so the first kill is free, and that's assuming you even know where to look after that. Sniping has a place in Dust, just not the place the OP wants. No one but the few guys who love doing it wants to see it get any stronger than it already is.
Its a virtually risk free mechanic that is abusable on a lot of maps. The fact you see guys in commando doing it tells you something is wrong. I can tell you I have seen one sniper hold down a single or even two points by wall glitching or hill glitching where you cant be seen. Making that easier even without the glitching would make the game even less fun that it currently is. Because I will reiterate, NO ONE LIKES TO BE OHK. Read the nade posts, basically the same thing. This game is about strategy and counter play. 300m OHKs don't allow for much of that. Before the usual stream of "how to kill a sniper post follows", realize that counter play has to happen before you get OHKed.
Lol, a terrible mechanic? That terrible mechanic is a tradition in ALL FPS', your not gonna find a single FPS with the exception of 1 or 2 that doesn't have the OHK mechanic, and by that logic, OHK's being a terrible mechanic, Tank's would be ALL kind's of nerfed, since Rail Gun can OHK a dropsuit and the Blaster can 3 HK, which is essentially the same as being OHK'd since there's NOTHING you can do about it.
Factoring thing is, a player will always look for a sniper, some will run in scout's, run into your redline full of kincat's and knife you, bring out an ADS and kill you, OR most admirably, counter snipe you like a ballsy mother clucker in high heel boot's (Let that image burn into your mind). Face it, your trying to fight against something you know would only hamper you personally, since you know that sniper's are not useful 70% of the time.
Your Counter Player theory, is completely broken, as stated above, it would end up nerfing every single rifle and broken faucet level's of usefulness, even FG's would require 2-3 clips, based on your logic, to kill a tank which it already does, but for infantry's sake it'll take a huge nerf, which btw FG sniping, you ever had that happen to you before? Or is it because you can see him, make's it okay for him to kill you?
Grenade's are the only way for shield's suit's to bump armor down to our level, otherwise shield's aren't fun at all.
As many player's may tell you, as they have told shield's, and sniper's, HTFU, sniping need's to be improved and made useful, and it need's to happen now.
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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