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Aeon Amadi
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Posted - 2015.07.16 06:02:00 -
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Let's go ahead and watch a four minute comedy video on why you should just tape a magnifying glass to the center of your screen and use a Forge Gun instead of using a sniper rifle.
I'll never understand the hypocrisy of how an immobile sniper killing people with five or seven shots from 400m away is somehow more OP than a sentinel with weapon/explosive damage resistance with a one-shot-everything weapon at 400m who still has the benefit of mobility. Apparently the deciding factor in whether or not either of those are OP is a scope, which is just ridiculous.
I'm sure there's going to be a boatload of "you suck" and "git gud scrub" - fact of the matter is that a Forge Gun can do just as much if not better (AV capability, mobility). And because of that, in combination with Dust 514's abyssmal map design which puts a tower with clear view on two objectives, you get situations like the above video where it is nigh impossible to get them off of a roof without an orbital strike - which can be difficult to attain at times. Proper gameplay balance is 3,500+ Warpoints to get an Orbital strike to deal with a handful of dudes that can totally cover just two objectives, I guess.
This really is stupid. Don't get me wrong, I'm no Gem Cutter (I don't have a zoom function on my TV) but I'm certainly not the worst sniper in the game either. Apart from having to deal with shoddy hit detection and the fact that the Efficiency Rating in the lower-right will lie to you (says headshot damage but it really means a miss) the sniper rifle just CANNOT do enough damage to make it worth while at times, even with the 300% headshot bonus. If a Sentinel can survive -SEVERAL- headshots and still lay you out with a single blast from a Forge Gun then what point is there to using a sniper rifle in the first place?
All of this is demonstrated with this video here, right down to the efficiency rating being just broken and the fact that even a bad Sentinel can out-class a sniper any day, even if that sniper has the initiative. Had I done the smart thing a year ago and specced into Sentinels when they were OP as hell, I would be able to put the dude down in one shot using the exact same weapon he's using because.... #balance? Here's a post by Skyline Lonewolf (another well known sniper) who echoes this sentiment.
Honestly, at this point, I'm just going to begrudgingly advocate that sniper rifles be removed from the game entirely because they serve no purpose any longer, their role on the battlefield has been neutered, and there is no way to make them viable without the entirety of the forums throwing a conniption fit. There is little to no support of sniper rifles - either through balancing or role mechanics - from the current CPM (like, seriously).
Symbiotic Forks already took off back in February, even despite having an officer sniper rifle named after him. Gem Cutter took off years ago, and a lot of the more memorable snipers beyond that have left for greener pastures. I mean, honestly, how many of you actually look at someone on the player list and think, "Sniper" anymore?
And as much as I don't want this to be a rant thread, what honest to god discussion points can there be when the mass majority won't even hear proposals on how to make snipers better? What discussion can there be if the only thing the forums, CPM, and Devs seem to be willing to consider is a) nerf the sniper rifle b) fiddle with things that don't matter to the sniper rifle at all?
All I'm asking is to be proven wrong, here.
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Aeon Amadi
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Posted - 2015.07.16 07:52:00 -
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Varoth Drac wrote:Firstly Aeon, I agree that sniper rifles should be fixed. The biggest problem seems to be hit detection when the target is just in line of sight past an object. The target information lies and you miss what should be a hit.
Rattati also has said he may increase zoom fidelity.
However I disagree with some things:
Firstly, forge guns should not be nerfed. Their range is 300m. Snipers therefore out range forge guns. The sniper hit detection problem can be overcome by getting a clearer view of the target. Yes it's broken, but in that video it was clear your shots up to the tower weren't working. You should have moved back away from the wall. Also, was there really not a better spot to snipe from?
Why make a rage filled post, insulting the community and trying to get forge guns nerfed? You should have just titled the tread "fix sniper rifle hit detection and efficiency indicator". Then you would have a very good point to make and great evidence.
In the meantime, try to get to better sniping positions. And if you shoot them and they take no damage, move away from the wall you are standing behind.
(Also tip: forge guns do no damage beyond 300m, so snipe from further away).
Where on earth did I say I wanted Forge Gun's nerfed....?
EDIT: Let's break down your response a bit more.
1) I never said Forge Guns should be nerfed. Ever. Like, this entire thread was about why Forge Guns are a more preferable option to Sniper Rifles because Sniper Rifles just suck for any reason other than taking out stationary targets or scouts. 2) -Some- Sniper Rifles outrange Forge Guns and that assumes map placement. Lot of sniping positions were killed off with the range nerfs which leads to my next point: 3) Try better sniping positions...? Where at, on that map? The wall was the only cover I had against those forge gunners and anywhere else had absolutely no cover or visibility on the targets I was trying to hit. It was a freaggin miracle that one of my squad-mates managed to put a Thale's round in them but I shouldn't have to default to an -OFFICER SNIPER RIFLE- to counter a prototype forge gun.
I'll just say this, if it is really that simple, record a video and throw it up here. Show me how to do it and I'll 100% admit that I'm wrong and that sniper rifles are god's gift to Dust 514.
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Aeon Amadi
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Posted - 2015.07.16 08:00:00 -
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VAHZZ wrote:You are a horrible sniper Aeon.
Where's your sniper video?
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Aeon Amadi
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Posted - 2015.07.16 08:01:00 -
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Even if I did get a new television and a pair of magnifying glasses it still wouldn't account for the "read sniper, insert hate", "read forge gun, must be nerf thread", and shoddy hit detection.
****'s borked, yo. I'm fixing to pick up Forge Guns because I'm tired of screwing with it.
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Aeon Amadi
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Posted - 2015.07.16 08:08:00 -
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Varoth Drac wrote:Ok, I guess you didn't specifically say nerf forge guns. But you post is so confrontational, and sounds pretty anti-forge, that's the impression I got.
Moving on, it would be great if CCP could fix the problem of snipers missing when the indicator says headshot.
What other things could be done to improve sniper rifles? Rattati might increase the zoom.
I have seen an increase of sniper use recently, and there are some maps / situations where they are devestating. For example, the domination map with the pipes leading to a central tower if dominated by snipers. Played a game where there was no chance at all of taking the point due to snipers covering the high ground above the point from goodness knows where. So they can be good.
Read it differently then? If you want an anti-forge thread, I can give you an anti-forge thread. I'm pointing out reasons why the Sniper Rifle sucks. It isn't always about Forge Guns. My bad for comparing Sniper Rifles to Heavy Sniper Rifles.
And yeah, anecdotal evidence has a way of doing that. Domination maps are ideal for snipers because there's only one objective to cover and that is where everyone is going to congregate, so if you set up a sniping perch -anywhere that can view that objective- you're golden. PC and FW being exactly, only, and positively -one- game mode (skirmish) is a completely different story and you can't expect something that is going to be somewhat viable in the one-game mode that a great majority of the community hates (hence why Acquisition came along) as the primary evidence toward how viable a weapon is.
That being said, Domination isn't a primarily competitive game-mode, so I dare ask the question: What is a sniper supposed to do when he's not doing Domination?
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Aeon Amadi
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Posted - 2015.07.16 08:47:00 -
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Varoth Drac wrote:My domination map example was just to show that snipers have the potential to be effective, given the right situation. It was just my best recent experience of snipers. But I agree, in most situations they don't seem to have much effect on the battle.
You've sniped in PC. What has that experience told you about snipers and what should be done?
A bunch of things that CCP, the CPM, and the Community simply aren't willing to or simply cannot do.
Universally speaking, hit detection needs to be improved on the damned thing or it needs some kind of aim assist. People complain about the 'wiggle-wiggle strafe' but imagine how much of a pain it is when you're trying to line up a single pixel on top of another pixel (someone's head at long range).
Then you have the core problem with the Sniper Rifle in general: What role is it supposed to play on the battlefield?
Is it meant to do high alpha damage at long range? If so, why is it so unreliable about that, difficult to use, and - the most important question - to what end? KDR padding?
Is it supposed to guard objectives? If so, then why are all the maps designed in such a way that the objectives are completely concealed/covered from sniper fire - and not just the hack panel itself, we're talking anywhere near the objective.
Is it supposed to suppress enemies? If so, then why does it do so little damage (outside of a Thale's) that you can regen through it before the next shot finds it's mark? Why so much focus on precision, high-accuracy headshots?
Is it supposed to support friendlies? If so, then why aren't there in-game mechanics to allow for that? Why am I not able to mark a target for my team and then subsequently get WP whenever that target is killed?
Is it for equipment disposal? If so, why doesn't it have splash radius of FLUX to ensure that whatever piece of equipment you're aiming at -actually gets destroyed- instead of TacNET making your reticle red and not doing any damage?
The sniper rifle is a weapon that has no purpose on the battlefield and no-one wants to give it purpose because it is the red-headed step child of Dust 514. No-one cares, and if they did, it would have been rebalanced and overhauled by now. The Sniper Rifle has been gradually destroyed and with it any memorable player that embraced the playstyle.
Point is, right now, the way it has been balanced and designed was the community wanting Snipers to work -HARDER- when sniping in Dust 514 is arguably the hardest game to snipe in as it is. We're expected to work against shoddy hit detection, framerate lag, network lag, and somehow make sometimes -MULTIPLE- headshots against fast moving targets at ranges that are too close for comfort or too far to be practical (lining up a single pixel reticle on a single pixel head, as mentioned earlier).
And on top of that we've had our range reduced because "range encourages bad gameplay" (no, the redline does).
To put it simply, Sniper Rifles need a dedicated, -DESIGNED- (not CPM or Community crowdsourced, because they suck at it) role. Once that role has been established it needs to be balanced and formed into that role as much as humanly possible. A shotgun is meant for ultra-close predator kills, a Laser Rifle is meant for moderate-long range tracking kills, then the Sniper Rifle needs to be meant for -SOMETHING- other than being a scapegoat.
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Aeon Amadi
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Posted - 2015.07.16 09:32:00 -
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Jack Boost wrote:hmm...
In this example: Tactics: - this point is in the middle of map. EASY accesible for all. Both attack and deffend. Don't tell me that redline sniper have problem there... If redline sniper don't have problem there... why you? If someone capture this point and deffend it .. don't cry. If you can't hit target in stright line here (there isn't place for glitching) with eg. charged sniper rifle (OHK - yes you show us that you can use it, and this isn't officer weapon to counter normal weapon) ... don't...
Forges: - 300m range .. vs vehicles - 180-200m rendering of infranty (come - lets us it)
Sniper rifle: - 400-450m for all targets (rendering and 'red dot')
If you want to replace sniper rifles by FG, I'm so happy. Now all people will be at battlefield and must be realy 'snipers'.
Will FG be fun for all... duno. - need for slow and specialized fit (not all will work) - no extra ammo - no scope - actualy at battlefield + at last vehicles will be keep distance
And doing 5-8 kills for all match will be the most anoying thing for todays snipers with 20+ kills per match. But who knows.. maybe this is good way.
Tac Sniper Rifle: 300m Charge Sniper Rifle: 350m Sniper Rifle: 400m Thale's: 450m
Yeah, no. It isn't 400-450m for all targets, rendering or red-dot. Sure, you might get lucky by sweeping the reticle over the horizon and seeing a chevron, but you're likely not going to see something bolting across the distance at 350m+.
Varoth Drac wrote:I'm going to have to skill into snipers to try it out properly aren't I? Can I get away without proficiency?
I'd quite like to try a cloaked min scout with a tactical sniper rifle.
Do it. I recommend everyone have an opportunity to try out hair pulling, excruciatingly frustrating gameplay scenarios. Pro-tip about the Tactical Sniper Rifle though, with a 300m range you'll be facing a few issues:
1) You won't be able to counter snipe hardly anyone without them pegging you first. 2) If you can see a Forge Gunner, they can see you. 3) The circle reticle of doom that is just asking for false hits and blue-shield flickers. 4) Lower zoom range than other sniper rifles puts you at a major disadvantage. 5) Get ready to understand how frustrating it is whenever someone literally steps 1m out of your range and you suddenly can't do damage anymore. 6) Cloaked min-scout is about useless and a single round from any sniper rifle will put you in the respawn screen.
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Aeon Amadi
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Posted - 2015.07.16 09:39:00 -
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Found a solution to my problems.
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Aeon Amadi
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Posted - 2015.07.16 10:10:00 -
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Jadek Menaheim wrote:Badass I would opt for using the basic frame over the sentinel class, it's a good deal faster and cheaper. I fit my forge gun snipper to also work in CQC if the situation calls for it. 3x Myofibiril Stims 1x Adv Assault Forge Gun 1x Core Locus It's does the job. https://twitter.com/JadekMenaheim/status/621620624306401281
Maybe, but the damage resistance is pretty awesome as well - especially against Missile ADS dropships.
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Aeon Amadi
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Posted - 2015.07.16 10:15:00 -
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Varoth Drac wrote:Perhaps the damage should just be increased. So you would one shot light targets. Two shot most targets, and headshot kill all targets.
In fact, how about giving all tiers the same damage and increasing mag size with tier. Std 5, adv 6 pro 7?
Maybe. I 100% agree that a headshot should 100% kill any target, especially considering how freaggin difficult it is. It is a real pain in the hind quarters to snipe a heavy in the face and not have him die because #reasons.
It'd be a good start, at least. Would make Sniper Rifles a dedicated counter to Forge Gunners, for certain, rather than just plinking away at their shields.
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Aeon Amadi
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Posted - 2015.07.16 11:03:00 -
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Jack Boost wrote:Why you think that counter for Forgeguners are only sniper rifles?
This is false from the start...
Did I -say- only sniper rifles?
Did I specifically type in
o n l y
sniper rifles are the dedicated counters?
What is wrong with you? Are you looking to start trouble here?
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Posted - 2015.07.16 11:31:00 -
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PROPHET HELLSCREAM wrote:Aeon Amadi wrote:Varoth Drac wrote:Perhaps the damage should just be increased. So you would one shot light targets. Two shot most targets, and headshot kill all targets.
In fact, how about giving all tiers the same damage and increasing mag size with tier. Std 5, adv 6 pro 7? Maybe. I 100% agree that a headshot should 100% kill any target, especially considering how freaggin difficult it is. It is a real pain in the hind quarters to snipe a heavy in the face and not have him die because #reasons. It'd be a good start, at least. Would make Sniper Rifles a dedicated counter to Forge Gunners, for certain, rather than just plinking away at their shields. I agree, the only thing the sniper rifle needs is the increase in damage... not too much. And not messing with the zoom. at range, as this date, i think the SR is balanced... in closer distances the kalakyota class weapon should be buffed in damage keeping the sway and everything else... A FG will always fall when facing a SNIPER not a sniper Go snipers!! Aeon Amadi in that video and in that map there were a lot of places to take out those heavy`s and assult k.0 with a SR.
Pull up the map and draw some x's. Don't just say "there were a lot of places to snipe from".
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Aeon Amadi
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Posted - 2015.07.16 20:57:00 -
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CommanderBolt wrote:Double post for a very important point (imho)
The forge does NOT need any nerfs at all.
It is the sniper rifles that need help. Removing / reducing the sway and giving them the ability to shoot while standing comes to mind.
Again, no-one is saying that Forge Guns need to be nerfed. The only thing that is being said about Forge Guns is that they are better than Sniper Rifles in many ways.
And before you say "charge-up" or "mag count" go ahead and take a good hard look at the Charge Sniper Rifle.
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Posted - 2015.07.17 07:35:00 -
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Sequal's Back wrote:Wait wait wait Aeon, I partialy agree with you on what you said, but how is that you need 6 or 7 sniper shots to kill one guy? One headshot and you OS anything !
Edit: btw, I consider all snipers as ***** licking cowards, so you'd rather don't have my POV on this topic.
A Caldari Commando with all skills level 5, Thale's Sniper Rifle, and three Complex Light Damage Mods cannot one-shot a Gallente Sentinel due to the 15% rail-damage reduction and high EHP factor. If Protofits is to be believed than a Gallente Sentinel would survive a shot from that CalMando with 15 HP to spare - while miniscule and not much to go off of, it does infact survive and that is without any shield/armor increasing modules.
But landing a headshot by itself is extraordinarily difficult against a moving target at most ranges.
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Posted - 2015.07.17 20:02:00 -
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Mikel Arias wrote:Aeon Amadi wrote:Sequal's Back wrote:Wait wait wait Aeon, I partialy agree with you on what you said, but how is that you need 6 or 7 sniper shots to kill one guy? One headshot and you OS anything !
Edit: btw, I consider all snipers as ***** licking cowards, so you'd rather don't have my POV on this topic. A Caldari Commando with all skills level 5, Thale's Sniper Rifle, and three Complex Light Damage Mods cannot one-shot a Gallente Sentinel due to the 15% rail-damage reduction and high EHP factor. If Protofits is to be believed than a Gallente Sentinel would survive a shot from that CalMando with 15 HP to spare - while miniscule and not much to go off of, it does infact survive and that is without any shield/armor increasing modules. But landing a headshot by itself is extraordinarily difficult against a moving target at most ranges. Its not that difficult. If the guy you want to kill is moving then try to predict its movements. When they are running straight is quite easy to get the headshot. It might be a bit harder when they are moving in circles or erratically, but even then you can get a headshot if you hace patience and wait the right moment.
S'why there are so many elite headshotting snipers running amok in the game, right? Lol, if it were easy everyone would do it.
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Aeon Amadi
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Posted - 2015.07.17 20:46:00 -
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Mikel Arias wrote:Aeon Amadi wrote:Mikel Arias wrote:Aeon Amadi wrote:Sequal's Back wrote:Wait wait wait Aeon, I partialy agree with you on what you said, but how is that you need 6 or 7 sniper shots to kill one guy? One headshot and you OS anything !
Edit: btw, I consider all snipers as ***** licking cowards, so you'd rather don't have my POV on this topic. A Caldari Commando with all skills level 5, Thale's Sniper Rifle, and three Complex Light Damage Mods cannot one-shot a Gallente Sentinel due to the 15% rail-damage reduction and high EHP factor. If Protofits is to be believed than a Gallente Sentinel would survive a shot from that CalMando with 15 HP to spare - while miniscule and not much to go off of, it does infact survive and that is without any shield/armor increasing modules. But landing a headshot by itself is extraordinarily difficult against a moving target at most ranges. Its not that difficult. If the guy you want to kill is moving then try to predict its movements. When they are running straight is quite easy to get the headshot. It might be a bit harder when they are moving in circles or erratically, but even then you can get a headshot if you hace patience and wait the right moment. S'why there are so many elite headshotting snipers running amok in the game, right? Lol, if it were easy everyone would do it. Again, patience. Thats what most people lack.
Patience is a factor, sure, but too much patience is a bad thing for snipers. Without 100% guaranteed kills on headshots you'll wind up putting a bullet in someone's head just for them to run back into cover and by gypped out of a kill despite all that patience, despite all that effort, and despite all the risks of sitting perfectly still with your silhouette gleaming in the sunlight.
Look, all I want is to have a dedicated role on the battlefield here. That can't be much to ask. I just want a clear cut ideology of what the Sniper's role on the battlefield is and I want the balance spectrum and design to hallmark on that role. If it is meant to kill people with one precise, accurate shot, than why shouldn't a headshot be a 100% guaranteed kill? If it is meant to support the team, why not give us the tools to do so?
That's all I'm asking.
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Posted - 2015.07.17 21:06:00 -
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Reign Omega wrote:For me the fundamental difference between the two is... when I get sniped I think "Eat my dck you camping arseclown", and when I get forged at any range I think "That's a crafty fat bastid". Something about getting sniped just doesn't sit well with me in any game. Lazy good for nothing snipers hiding on a rock somewhere eating nachos....
So the psychology difference of being shot several times by someone with a scope as opposed to one round without a scope..? Lol. What would put a sniper rifle in the same category as 'that's a crafty bastid'?
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Posted - 2015.07.17 21:35:00 -
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Mikel Arias wrote:To Aeon; I get your point with one headshot, one kill. Now, this is usually how it goes for me, except with heavys (altough sometimes I do get it). Of course, I have to fit like 3 damage modifiers, if I dont I cant get even one kill. Now, if I dont get the headshot is harder to get a kill in one shot, thats true.
Also, something I think its important and this is my opinion; lets say that you shoot with the sniper rifle and you get the kill. You shoot again and other kill. And again, and again and again. People start complaining because its OP. Like the remote eplosives. Now, I get you are saying it needs to be looked up and I respect that, really, however, I see sniper rifles a lot when the game is so kind to inform who got killed by who.
But, again, it's the whole weapon philosophy. Like, that is literally what that entire weapon's objective, design, and purpose is. There is no other point to a sniper rifle at all.
Rail-guns, Plasma Cannons, Forge Guns are all weapons that can one-shot someone on a hit. Should we add bullet travel time to the Sniper Rifle? Would that somehow make it less OP; if it were not hit scan? Even though it completely defies logic (it's a freaggin rail gun after all)
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Posted - 2015.07.17 22:14:00 -
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Zan Azikuchi wrote:Aeon Amadi wrote:Mikel Arias wrote:To Aeon; I get your point with one headshot, one kill. Now, this is usually how it goes for me, except with heavys (altough sometimes I do get it). Of course, I have to fit like 3 damage modifiers, if I dont I cant get even one kill. Now, if I dont get the headshot is harder to get a kill in one shot, thats true.
Also, something I think its important and this is my opinion; lets say that you shoot with the sniper rifle and you get the kill. You shoot again and other kill. And again, and again and again. People start complaining because its OP. Like the remote eplosives. Now, I get you are saying it needs to be looked up and I respect that, really, however, I see sniper rifles a lot when the game is so kind to inform who got killed by who. But, again, it's the whole weapon philosophy. Like, that is literally what that entire weapon's objective, design, and purpose is. There is no other point to a sniper rifle at all. Rail-guns, Plasma Cannons, Forge Guns are all weapons that can one-shot someone on a hit. Should we add bullet travel time to the Sniper Rifle? Would that somehow make it less OP; if it were not hit scan? Even though it completely defies logic (it's a freaggin rail gun after all) Problem with travel time is wiggle wiggle unless the muzzle velocity is high enough which could potentially make it balanced, but when you'd have to add travel time to everything else, because then, it really wouldn't make sense for an AR to hit instantly in comparison to a RR which should, for all intent an purposes, would instantly reach the intended target. However, then you'd have to rebalance ALL the weapon's around muzzle velocity and damage, which could better balance out the game, as slow muzzle velocity and short range weapon's would have more damage, than long range, high muzzle velocity weapon's.
I get that, s'why I'm hesitant to propose or advocate for it.
I'm just curious as to what we can do here because, honestly, after I picked up the Assault Forge Gun I've been having a -MUCH- easier time dealing with infantry and, consequently, a much better time dealing with vehicles as well. Incidentally I also get a lot less hate mail.
Thing is, I -want- to use the Sniper Rifle
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Posted - 2015.07.17 23:44:00 -
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Breakin Stuff wrote:Aeon Amadi wrote:Mikel Arias wrote:To Aeon; I get your point with one headshot, one kill. Now, this is usually how it goes for me, except with heavys (altough sometimes I do get it). Of course, I have to fit like 3 damage modifiers, if I dont I cant get even one kill. Now, if I dont get the headshot is harder to get a kill in one shot, thats true.
Also, something I think its important and this is my opinion; lets say that you shoot with the sniper rifle and you get the kill. You shoot again and other kill. And again, and again and again. People start complaining because its OP. Like the remote eplosives. Now, I get you are saying it needs to be looked up and I respect that, really, however, I see sniper rifles a lot when the game is so kind to inform who got killed by who. But, again, it's the whole weapon philosophy. Like, that is literally what that entire weapon's objective, design, and purpose is. There is no other point to a sniper rifle at all. Rail-guns, Plasma Cannons, Forge Guns are all weapons that can one-shot someone on a hit. Should we add bullet travel time to the Sniper Rifle? Would that somehow make it less OP; if it were not hit scan? Even though it completely defies logic (it's a freaggin rail gun after all) By that argument the Forge gun should be hitscan, not 500 m/s. It is a freaggin rail gun after all.
I'm not disagreeing.
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Posted - 2015.07.17 23:57:00 -
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Breakin Stuff wrote:the problem with comparing the forge to the sniper is the weapons do entirely different things, and don't behave the same way.
TTK on a forge gun from pulling the trigger to discharge is at minimum 2.25 seconds. It is never less.
One of the things no one acknowledges is the charge time in the comparisons, of which the charge sniper is the only comparable situation.
I'll be the first to admit. I only counter-snipe. But I use a sniper rifle (and a crapton of damage mods on a calmando) to do it. But comparing the function of the forge gun to the sniper is rather akin to comparing the flavor of apples and pants. there's very little similarity, and the sniper used to be functionally more lethal to infantry. The forge gun used to be the comedy option, not the preference.
What changed? I'm banking on the craptastic framerate and lag-stutter. The jittery-jerky movement in the end of the reticle, combined with the lack of inertia really does a number on the efficiency of the sniper, where in other games (which I still suck at sniping in) don't have as much of an issue HITTING, whereas just landing a body shot with a DUST sniper can be like pulling teeth.
But my personal issues with it seem to be framerate stutter.
Your experiences may differ.
Well, if we're pulling 'Charge Time' as a factor then we also have to pull in the time it takes to crouch and let the sniper rifle finish swaying before it balances out and lets you actually aim (that sway is ridiculous at first). I dunno the exact time for that, but I think they're comparable in that way at least.
CPM2 Candidate
Design A SKIN 2
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