Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
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Posted - 2015.08.06 20:57:00 -
[1] - Quote
Larkson Crazy Eye wrote:Perhaps make it so you can't fire into or out of the redline like the MCC shield.
And make a spawn-camp box? Really?
Oh look one of the team that logged in late is coming to the edge.. EVERYONE FOLLOW HIM! There would be no more hiding in front of the redline, they'd all stand at the redline, step in to take a few shots, then back out.
As well as regarding the distance meter on the Killfeed? A tiny bit of deductive reasoning will reveal only 3 or 4 locations out of the10 or so a map has that the shot could have been fired from. I've found people sitting on the MCC with Thales doing this before. One guy I found on the secodnary ledge of those tall dropship towers. (it's the first ridge underneath the top) If you get killed in a valley, there are only two options. one side or the other. if one side is your base, and the metrics say it's too far.... then obviously it was the direction of the other base.
Larkson Crazy Eye wrote:Honestly till they give snipers are real valid role on the battlefield I don't think they need anything. As it stands now their just some dudes up on a roof top or in the redline taking pop shots at people. Your average sniper accomplishes nothing to do with the objective and gets less kills than some one running around in a starter fit. Even Thale using snipers might get 5-10 kills a match if their not one of the super elite.
The problem is buffing dmg, increasing range etc to make snipers more deadly causes far to many problems. We don't want the snipers to have the ability to sniper people from the other side of the map again. Remember those "good" old days when a sniper could sit inside the MCC, or on top of it and hit the enemy redline? Yeah lots of fun...
The problem is making snipers deadly ruins the game for just about every one else and puts the snipers in very low risk situations. Frankly more than increasing dmg, or range I think they need to better work the close range aspect of snipers. Quick scoping and less sway would be great. Most other games people snipe from 100m or less, building across the street and such. Not the 400m+ redline bull crap that we get in this game. Especially since there are no bullet physics working against you in dust. You point, you shoot and the enemy takes dmg (if hit detection is working right).
There is no real delay, bullet arcs and so on. So if the dmg was increased there would be far more one shot kills from across the map. Which would be a bad thing since there is no muzzle flash and very little sound to indicate where the shot came from. You don't get the hit indicator if you die from the first shot after all. The kill feed in this game is also a lot less useful in determining where you got shot from as well, just giving the distance and weapon.
You mean when the maximum health with fully stacked plates was.... 350 health?
Kid... an assault can now get 700 health, and a heavy can have around 2,000.
The average number of hits it takes to kill a target if about 3 - assault and 5-heavy. Do you know how long it takes to kill either one of those when they can just hide behind a rock every 20 m or so? I mean literally look at the maps. They were designed to STOP all sniper fire. Why are there crates at an angle in the middle of roadways. To stop snipers... why are there 2 story rocks that don't have much influence on a ground fight? To stop snipers. Why are there railings on all the bridges, that have a huge plate at chest level, and another bar directly at head level? DUH to stop snipers. Not to mention there are dips in the map one can hide in, and no local venues of travel due to the fact one can "Spawn travel" across the map. Which is another hit against snipers.
And you complain about a damage increase?
I would love to see it if the game was set up, so that whenever you had a target lined up with your favorite weapon, that it would jerk about 15* to one side or the other at the moment of shot, and you had to guess when to pull the trigger to hit... then when you re-positioned yourself, you would sway like a drunken baboon and any bullets you fire before the swaying stops do 0 damage.
It would be just like a sniper. Without the scope, the gun is erratic. I've fired a point-blank shot into a scout's chest before, when literally the middle 1/3 of the screen was nothing but scout... only to have the shot miss. And he was running in a straight line. I also fired in CQC once, and the scout on the right half of my screen died from the shot.
Most anti-sniper complainers are so dumb I just pull out a forge gun. 1000+ damage and snipe em down with that. Nobody has complaints about a forge. Same range... 4x the damage... no sway... pinpoint targeting. Pop on a couple of runspeed bios and I'm all done with that suit.
Or what about the plasma cannon? 1000+ damage, can be used by a scout suit, barely has any arc to speak of, and massive splash damage? I mean the splash is on par with sniper 's direct damage here....
Then there is a standard Militia assault rifle... did you know it has a DPS of 2-3x that of a sniper? Not to mention it doesn't need time to retarget after every shot.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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