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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
695
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Posted - 2015.07.16 10:04:00 -
[31] - Quote
The problems are the hit detection, and I'd say a head shot should be a one-shot kill regardless of the target. There is a limit to the amount of amour you can add to the helmet.
However there are two issues that actually overshadows the hit detection. Both are related to movement, and in part ties into hit detection as well.
Moving targets. Strafing is literally OP. The wiggle-wiggle really screws up hit detection to the point where it looks like a "potential miss" becomes a certain miss. The benefit of the doubt goes to the strafing player.
Moving shooter. Snipers are severely penalized by any movement. We can barely turn to aim on a moving target fast enough without offsetting the aim, making the weapon sway wildly. With a Low RoF weapon like the sniper, that is devastating. Even for a good sniper, it can take 2-3 seconds to aim the gun reliably., anything less than that is a lucky shot. Sadly only the snipers are penalized by strafing, all other weapons seem to maintain a fairly decent accuracy even when the shooter is strafing.
It doesn't help that in order to kill anything, you have to aim for head shots exclusively, as only militia scouts are likely to die from a one-shot kill anywhere else on them.
And the other Low RoF weapons do One-Shot kill their targets reliably.
A couple of suggestions. 1. Make strafing like sprinting or better yet jumping by adding a stamina cost for a direction change, and add some inertia, meaning the strafer can no longer defy nature by changing direction without effort. 2. Increase spread of weapons fire when strafing and jumping. |
Jadek Menaheim
Xer Cloud Consortium
7
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Posted - 2015.07.16 10:08:00 -
[32] - Quote
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
Dust 514 Market Trello. The essential resource for trading in Dust.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.16 10:10:00 -
[33] - Quote
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.
CPM2 Candidate
Design A SKIN 2
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Jadek Menaheim
Xer Cloud Consortium
7
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Posted - 2015.07.16 10:12:00 -
[34] - Quote
^ Indeed! It's good to have variation in your wheelhouse.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.16 10:12:00 -
[35] - Quote
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? |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.16 10:15:00 -
[36] - Quote
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.
CPM2 Candidate
Design A SKIN 2
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Jack Boost
Zarena Family
899
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Posted - 2015.07.16 10:59:00 -
[37] - Quote
Why you think that counter for Forgeguners are only sniper rifles?
This is false from the start...
Not much time left...
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.16 11:03:00 -
[38] - Quote
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?
CPM2 Candidate
Design A SKIN 2
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PROPHET HELLSCREAM
LUSITANOS WARRIORS
17
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Posted - 2015.07.16 11:13:00 -
[39] - Quote
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!!
Hobby: Headshot on cloaked units
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Jack Boost
Zarena Family
899
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Posted - 2015.07.16 11:16:00 -
[40] - Quote
I don't.
Just runing with forge that main purpose is keeping (keeping - keyword) vehicles away is not that easy that you describe here. Yes I can snipe infranty, but average 5-8 kills per match isn't big threat for infranty.
Using sniper riffle and geting 20+ average kils per match is different level for this. As sniper you have 100-150m more efficinet range they FG... it is not enough for your safety? And you still can OHK - safer.
You start using Fg. Good. Make priority in match - vehicles > istalation/uplinks > infantry and earn average 1k wp. Back and think how hard you make it vs rest of team.
If you compare it to sniping... you answer yourself why never people will use FG as sniper rifle vs effort.
But this is only one voice vs many.
Not much time left...
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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.16 11:16:00 -
[41] - Quote
Operative 1174 Uuali wrote:It would help if you backed way up so you could see those guys on top at all times then use a tac sniper rifle. You can fire three to five quick ones into them.
I agree the forge gun shouldn't be a long range weapon as it is. Long range is a relative thing. It is a Cal weapon, but it is a chopped mining laser and could have a shorter range due to firing such a powerful blast. Who mines that far away?
Make it very powerful to 100m and reduce the spool up.
What? Nerf the FG to 100m? No |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.16 11:31:00 -
[42] - Quote
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".
CPM2 Candidate
Design A SKIN 2
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Sergeant Sazu
Mantodea MC
677
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Posted - 2015.07.16 11:53:00 -
[43] - Quote
I'm just sitting here wondering why sniper rifles are the only hitscan weapon in the game without gradual damage fall-off. Having full damage at the very ends of it's absolute range is what enables and encourages redline sniping. If gradual damage fall-off were implemented starting at 300m or so, it would justify a massive buff to their damage and/or headshot bonus and becoming a great counter to rooftop campers.
As just another slaying weapon, that's my vision for it. As a role, it definitely needs the ability to mark targets. Make them appear on passive scans for all squad members for x seconds, based on tier. Shouldn't be impossible to implement with our team, I'd imagine. Not sure which button to assign that to, though.
[64.9m SP]
Sazu's Trading
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Lex DOCIEL
What The French
53
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Posted - 2015.07.16 14:17:00 -
[44] - Quote
Upvote +1
Simply put, a headshot using a sniper in scope mode should result in a kill, whatever the dropsuit/sniper class or meta level.
All the damage calculation should stay with non-headshot shots only.
No scope shots are so difficult to land I hardly see it getting OP.
Add to that a light long distance precision loss for forgeguns (not a huge issue against AV, their first use, but a strong weakness against infantry), and the case is closed.
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.07.16 15:14:00 -
[45] - Quote
Varoth Drac wrote:You had more success when you moved back from the wall. Took you a lot of hitting nothing before doing this however.
Protofits says forge guns have a 400m range (basic variant snipers 450). But I thought forges were 300m. Am I wrong or is protofits? Breakin stuff says 320m.
The Thales user could have used a different sniper rifle. So going officer wasn't necessary.
But yes, buff snipers. I agree.
Going officer is absolutely necessary because every sniper that is not officer is almost next to useless unless you have proficiency 5, caldari commando 5, 3 complex damage mods on your caldari commando, and you use a kaalakoitia tactical sniper.
standard sniper and Charge Sniper are probably two of the most shittest snipers available. The only sniper worth a damn is the tactical.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.07.16 15:17:00 -
[46] - Quote
The last thing Dust needs is better sniper rifles, unless you want people to turn on Dust so they can take a nap.
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VAHZZ
Nos Nothi
4
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Posted - 2015.07.16 15:41:00 -
[47] - Quote
I don't upload videos because I am broke and I don't have capture cards or video editing software.
I am not the sniper I used to be, back in beta i was great, not as good as Zan and Gem, but still great. Now, I am but a shell of my former sniper self. Also, gg. Gg, you horrible punk you. You got taco'd.
My life is for taco.
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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.07.16 15:58:00 -
[48] - Quote
I loved sniping back in beta.
You could support snipe just behind your frontline.
HD worked
Wiggle wiggle wasn't a thing
Scouts were the best snipers
A lot has changed...
I am the Anti-FoTM
Fear my Cal Assault and Amarr Scout!
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Mikel Arias
Challengers 506
141
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Posted - 2015.07.16 16:02:00 -
[49] - Quote
I disagree with snipers being useless or that the sniper rifle should be removed. Sentinels may be difficult to take out, but well, they are SENTINELS, they should take a lot of damage so they should survive 1-2 shots and if they are smart they will hide. If they dont, they do get killed. Besides, sniping is really useful if you know where to place yourself, and of course, you need to know how to choose your target and you need to have patience. Actually, patience might be all you need; eventually everyone make the mistake of staying still for a moment and thats when you get a headshot. If you hurry to shoot you just let them know that you are there, waiting for their mistake, and that wont happen once they know they are being targeted. Also, you can try to predict where they are going and aim there, thats how I get most headshots.
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Vesta Opalus
Ostrakon Agency Gallente Federation
883
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Posted - 2015.07.16 17:13:00 -
[50] - Quote
Nothing will change for snipers until the community gets over this obsession with making redline snipers suffer. Not to mention that people can still redline snipe with rail turret tanks and forge guns and one shot just about anything WITH AV capability to boot.
Even though removing sway doesnt help them at all, even though they are mostly ineffective and easy to countersnipe, even though the mechanics of sniper rifles basically force snipers into the redline for enough safety and stability to fire a single accurate shot, etc.
Fun fact: redline snipers will never stop. You cant change the equation and eliminate them without getting rid of sniping or the redline altogether. What you can do is change mechanics to make field sniping viable and actually useful. Remove or dramatically reduce sway, increase sniper damage at closer ranges, fix scanning so that the only field sniping suit that is viable isnt the Cal and Gal scouts because of the aweful 200+ meter active scans hitting everything on the damn map, and so on and so forth. |
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.07.16 17:36:00 -
[51] - Quote
" tape a magnifying glass to the center of your screen "
That's a brilliant idea! The scope for my super sniper that I always wanted! Naww Aeon you so full of sick ideas, I shall reward you with a vote (assuming you are running for CPM 2?)
I just want to make something very clear - I love the forge gun in this game. It might not always be the most competitive weapon but really there are few weapons that are more rewarding or as fun to use once you know how.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.07.16 17:40:00 -
[52] - Quote
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.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Mikel Arias
Challengers 506
142
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Posted - 2015.07.16 17:59:00 -
[53] - Quote
CommanderBolt wrote:" tape a magnifying glass to the center of your screen "
That's a brilliant idea! The scope for my super sniper that I always wanted! Naww Aeon you so full of sick ideas, I shall reward you with a vote (assuming you are running for CPM 2?)
I just want to make something very clear - I love the forge gun in this game. It might not always be the most competitive weapon but really there are few weapons that are more rewarding or as fun to use once you know how.
I believe the plasma cannon is more fun. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.16 20:57:00 -
[54] - Quote
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.
CPM2 Candidate
Design A SKIN 2
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
247
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Posted - 2015.07.16 22:37:00 -
[55] - Quote
Aeon Amadi wrote: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.
Lol, scrub trying to keep his weapon untouched, admirable to say the least.... Aeon is correct though, FG is far better than SR, only problem's are, is that the sniper can't defend himself proper with a sidearm, SR's have no good spot's other than red line, sniper's can't shoot into objective's unless map allow's for it (every map should allow SR's to hit into the objective).
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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Russell Franklin
Random Gunz Rise Of Legion.
21
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Posted - 2015.07.17 00:36:00 -
[56] - Quote
I think snipers need a range finder built into the scope in order to get an accurate reading on how far away a target is. Never sniped before so i don't know if this is already featured with the weapon or even talked about. I think that would be a step in the right direction if added along with a slight damage buff.
Dedicated forge gunner and vehicle removal specialist
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Tyjus Vacca
Valor Coalition
348
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Posted - 2015.07.17 01:58:00 -
[57] - Quote
Aeon Amadi wrote: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. 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. EDIT: Specced into Forge Guns. Considering how well I did with my first time using it since Closed Beta, I think I'll keep it.
tbh a sniper totally wins against a forge gunner but Forge Gunners win against a sniper..... if you want a chance of killing them use either charge or thales, its 2 headshots (5 body) to kill a tanked sentinal with std sniper
sniper changes !!? O_o
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Tyjus Vacca
Valor Coalition
348
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Posted - 2015.07.17 02:02:00 -
[58] - Quote
Aeon Amadi wrote: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.
IMHO both need to be buffed forge guns are not nearly effective enough towards tanks, and snipers towards infantry...
sniper changes !!? O_o
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 06:31:00 -
[59] - Quote
RUMOR CONTROL - FACTS HERE:
- Tactical Sniper Rifle range 350m - Charge-type sniper rifle range 400m (including SYMB's) - Basic type sniper rifle range 450m (including Thale's and Roden) - Sniper rifle has no optimal or damage falloff, meaning full damage until max range, then impossible to hit
- Forge Gun range 300m, all models (disclaimer, have never fired a shot on any officer forge lol so can't personally verify. Although there is no indication of greater range) - Forge Guns have no optimal or damage falloff, meaning full damage until max range, then impossible to hit
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 06:34:00 -
[60] - Quote
Now comments themselves:
Forge Guns are frigin' near OP murdertools. Forge sniping is too easy.
The best way to address forges sniping infantry would be to make the forge shake real instead of cosmetic one (I've been asking this for two years now)
Second thing what the forges need (and sniper rifles btw) is them to have optimal range, then falloff where damage output gradually deceases
KERO-TRADER is my official Eve character for Dust trading.
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