Sicerly Yaw
Corrosive Synergy No Context
826
|
Posted - 2015.08.13 23:40:00 -
[1] - Quote
No-one-ganks like-Gaston wrote:I don't think it would be quite fair to force snipers to leave scope if they take damage. It would be too easy to plink at a sniper constantly from far away to throw them off and keep them from doing anything at all. In a situation where a sniper is taking actual damage they'll probably unscope to at least figure out where the threat is coming from, anyway, so forcing them out of it doesn't seem quite right. I think taking damage making the sniper rifle sway a little, however, would be both more sensible and fair, should something like this ever be implemented at all.
I can't really say much for the damage of the sniper rifles. I've only ever used the standard basic variant and I seemed to do well enough. But, then again, I also had Krin's damage mods stacked, so that probably helped out a great deal.
I'm not a sniper, though. More an on again off again kind of thing. So my opinion doesn't really amount to a whole lot here.
I agree, and about std and adv snipers, even without the damge mods it takes at most two head shots to take most suits out other than those with insane tank and Resistance such as the Amarr sent, however stacking damge mods can bring the std version up to par with a proto one or above depending on how many you use and what rank they are
the tactical sniper rifle is better to use for anything under about 250m anything over 350 is pointless as that is the max range so from there on you are better using the vanilla version
the upsides of the tact is that it fires faster and can be used almost as a shot gun in worst case scenarios, it also makes it so you can hit a target for over 400 damge with two shots regardless if you get a head shot or not, however with a head shots you can almost double that
if using a charged sniper you can OHKO anything under about 300 hp making it fairly effective at taking out scouts or low hp targets such as those that have already been damaged without having to get a head shot
snipers can be effective in the front line you get much more access to the map being in the middle then outside in the redline and it benefits to sneak into the enemies side and take them out from behind preferably as a damped scout so you don't get spotted too easily
snipers roles are more about reconnaissance rather then slaying, you take out what you can while looking for opportunities to suppress or defend a point as well as counter sniping and supporting your team from a safe distance, if you are out in the redline only trying to get kills you aren't helping much, unless you are in ambush in which case it benefits to stay out of harm and take out as many as you can
forcing a sniper to do such things severely impacts their effectiveness, the thing about snipers engaging anything under 150m is that a charged shot from and ScR is doing more direct body damge making it more effective for close range sniping unless you can get those head shots with the sniper rifle which is unlikely while they can strafe and you are locked down crouching or standing still to control sway, you can however try your luck at quick scoping but this takes much more skill and a bit of luck to master and usually it only works on targets within about 50m or so
for a front line sniper carrying a sidearm that can be used as a primary is best, the magsec is the obvious choice for this but you can use any sidearm as long as you know how to use it and only engage targets you know you can take out, this can also be dismissed if you use a commando as you can carry two light weapons but you could also use the black eagle AR on any other suit
you can think of the Sniper rifle as more of a tool rather then a primary weapon, its a very specialized weapon that takes skill to use properly, sure you could use it as a cowardly way to engage targets from a range at which they cannot retaliate but that is not what it is meant to be used for, on maps where roof camping is common getting a good vantage point can benefit your team more then being directly in battle, in skirms you can camp a point and keep enemies from hacking it, in ambush you can use it as a scouting tool to find the enemy before they find you, using it along with a scanner can help your team get the jump on the enemy, in domination some maps allow a sniper to alone hold of the point leaving the rest of the team to defend other vital points on the map, in acquisition many of the points are left open without any defenses making it easy for a sniper to defend those points
as a scout sniper you can infiltrate enemy lines take out equipment such as uplinks and take out logis to make it easier for your team to push a point, as an assault sniper you can carry a good sidearm for close engagement and your sniper rifle to counter snipe or to kill priority targets as well as suppress enemies from afar and take out equipment that may be out of reach of other weaponry, a commando can basically use it however they see fit, and a sentinel can be the best counter for pure counter sniping if the other team has many snipers or someone using a very high power sniper rifle such as an officer variant
I left out logi but that's because a logi should not be using a weapon that does not fit their role, anything other then the amarr logi is restricted to strictly the sniper rifle only and if they aren't with their team then who are they supporting? if you are with your team then your fighting capability severely drops as those ranges will limit you a lot, however it can be validated if you have the skill or can rely on the rest of your team to make up for your inabilities
click here if you are making a new account and want some free BPO's
|