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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.08.13 04:42:00 -
[1] - Quote
I am not a sniper.
So I'd like to hear from real snipers about some of the ideas I want to toss around.
I loaded my State Apex Calmando today and forgot to switch the sniper for a rail rifle. I was a bit intrigued so I decided to just run with it. I didn't sit back and camp though, I was running around with the assaults trying to quickly snipe people at around 100M or less.
It was pretty fun, and I probably broke even in KD.
Based on my day of assault-sniping, a few changes came to mind about how sniper game play could be improved, and I'd like to see what actual snipers think.
1.) Buff the rifles. The basic sniper rifle felt under powered. I eventually switched to the ADV tactical version, and although it was better, still didn't feel like it packed enough punch.
2.) (The trade off) Make certain aspects of sniping more skill based and team oriented, such as:
- Remove radar while looking down scope. Communication and awareness are then more important, making snipers require more skill and teamwork with their more powerful rifles.
- When shot at while looking down scope, un-zoom the sniper. Meaning players would be able to force you into cover easier. Timing your shot would be more important.
All in all, I think this would make sniping a more dynamic, team oriented experience. But hey, what do I know? I hate snipers.
Real CPM Platform
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.08.13 04:46:00 -
[2] - Quote
I don't think removing the mini map would really make much of a difference honestly.
Inexperienced snipers camp and are too focused on what's down range to look at their map. Also its usually a scout coming up behind to kill you so, your not going to detect them anyway.
Personally I think they should have a zoom in and out option.
The C.EO. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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Louis Domi
Louis Domi's Super Happy Fun Time
1
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Posted - 2015.08.13 04:54:00 -
[3] - Quote
Remove or reduce initial sniper sway, Remove the sniper sway(what good does crouching do for aim? I could believe if we were to go prone and have a bipod supporting the sniper, but crouching? Ehh) Remove current scopes, or atleast have personalized scopes. Hate the little dot that gets lost on backgrounds...
Bring back old flying LAVs
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Vegetation Monster
G0DS AM0NG MEN The Empire of New Eden
330
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Posted - 2015.08.13 05:07:00 -
[4] - Quote
Talos Vagheitan wrote:I am not a sniper.
So I'd like to hear from real snipers about some of the ideas I want to toss around.
I loaded my State Apex Calmando today and forgot to switch the sniper for a rail rifle. I was a bit intrigued so I decided to just run with it. I didn't sit back and camp though, I was running around with the assaults trying to quickly snipe people at around 100M or less.
It was pretty fun, and I probably broke even in KD.
Based on my day of assault-sniping, a few changes came to mind about how sniper game play could be improved, and I'd like to see what actual snipers think.
1.) Buff the rifles. The basic sniper rifle felt under powered. I eventually switched to the ADV tactical version, and although it was better, still didn't feel like it packed enough punch.
2.) (The trade off) Make certain aspects of sniping more skill based and team oriented, such as:
- Remove radar while looking down scope. Communication and awareness are then more important, making snipers require more skill and teamwork with their more powerful rifles.
- When shot at while looking down scope, un-zoom the sniper. Meaning players would be able to force you into cover easier. Timing your shot would be more important.
All in all, I think this would make sniping a more dynamic, team oriented experience. But hey, what do I know? I hate snipers.
Buff damage of basic sniper by 10-30. It's sad that if the bolt pistol had a sniper rifle range and zoom ,it would probably be better because of that OP aim assist.
B
Double O
T
Y
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jace silencerww
MANUFACTURERS OF DEATH
187
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Posted - 2015.08.13 06:08:00 -
[5] - Quote
the damage is fine on all sniper rifles. the reason is the headshot damage is 250-350% on which sniper rifle you use. so a base sr can do over 600 damage with a headshot that is with no skills or damage mods. still tnk they need a buff I can one shot kill any suit with a single headshot using my charge sniper rifle. |
No-one-ganks like-Gaston
Corrosive Synergy No Context
79
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Posted - 2015.08.13 06:25:00 -
[6] - Quote
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. |
Cesar Geronimo
DUST University Ivy League
49
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Posted - 2015.08.13 19:43:00 -
[7] - Quote
Talos Vagheitan wrote:
1.) Buff the rifles. The basic sniper rifle felt under powered. I eventually switched to the ADV tactical version, and although it was better, still didn't feel like it packed enough punch.
2.) (The trade off) Make certain aspects of sniping more skill based and team oriented, such as:
- Remove radar while looking down scope. Communication and awareness are then more important, making snipers require more skill and teamwork with their more powerful rifles.
- When shot at while looking down scope, un-zoom the sniper. Meaning players would be able to force you into cover easier. Timing your shot would be more important.
1. The sniper rifle is supposed to reward aiming for the head -- If you can do that (hopefully you aren't lagging even a little), you'll be fine...
2. Nobody's on my radar anyway when I snipe -- I'm WAY past that range... Are you talking about tac-scan (i.e., the orange arrows above scanned targets)? And FWIW, anybody shooting at me is going to be another sniper anyway, so I'd be screwed with or without the un-zoom |
Cesar Geronimo
DUST University Ivy League
49
|
Posted - 2015.08.13 19:47:00 -
[8] - Quote
Louis Domi wrote:Remove or reduce initial sniper sway, Remove the sniper sway(what good does crouching do for aim? I could believe if we were to go prone and have a bipod supporting the sniper, but crouching? Ehh) Remove current scopes, or atleast have personalized scopes. Hate the little dot that gets lost on backgrounds...
I could go for better crosshairs, but removing sway is just inviting 100,000 CoD kiddie 420 QwikScopers to infest the servers...(Well, at least the playerbase would temporarily grow, so no waiting to join a match) |
LOL KILLZ
LOS INADAPTADOS
293
|
Posted - 2015.08.13 20:42:00 -
[9] - Quote
jace silencerww wrote:the damage is fine on all sniper rifles. the reason is the headshot damage is 250-350% on which sniper rifle you use. so a base sr can do over 600 damage with a headshot that is with no skills or damage mods. still tnk they need a buff I can one shot kill any suit with a single headshot using my charge sniper rifle. You can technically but doesn't mean you will hit. It needs a serious reworking. AA is non existent, scope sucks,sway sucks, most of the time your shot is luck and timing, not a single skill that guarantees you at least a hit.
\0/
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Kinky Fat Bastard
87
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Posted - 2015.08.13 22:10:00 -
[10] - Quote
Sounds horrendous TBH.
You're definitely CPM material. |
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.13 22:19:00 -
[11] - Quote
Snipers are niche weapons, people are trying to crowbar them into general use and that will never work and it should never happen. In fact the people that try to use them ALL THE TIME are the reason why the weapon won't ever be anything other than a niche weapon. low risk 'high reward'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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jordy mack
WarRavens
673
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Posted - 2015.08.13 23:33:00 -
[12] - Quote
wat if snipers rifles lit ppl up like an active scanner when looking through the scope? at least the redline snipers would be somewhat usefull
Less QQ more PewPew
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SOGZ PANDA
WarRavens
133
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Posted - 2015.08.13 23:37:00 -
[13] - Quote
jordy mack wrote:wat if snipers rifles lit ppl up like an active scanner when looking through the scope? at least the redline snipers would be somewhat usefull
Marksman perk on a sniper +1!
dust is life...
... uncertain, and usually pretty dissapointing.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.08.13 23:37:00 -
[14] - Quote
Give them a line of sight on more than one objective in the game from outside the redline that's still well outside the effective of other light weapons and they'll come out of the redline more.
But without a focus for their potential, there's -literally- no reason for them to come out.
O.G. Pink Fluffy Bunny
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Sicerly Yaw
Corrosive Synergy No Context
826
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Posted - 2015.08.13 23:40:00 -
[15] - 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
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VAHZZ
Vader's-Fist
6
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Posted - 2015.08.13 23:43:00 -
[16] - Quote
Buff scope, damage, range, and reduce sway. The sniper is practically useless now. The bolt(bullet) needs to keep it's momentum, but it basically disappears out of range, which is bull crap. The sniper is basically a closer range weapon now, it saddens me.
They pull that stuff off, then I can see myself returning to my sniper scout ways.
Director of Vader's Fist
I survived Survivor
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Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.08.14 00:18:00 -
[17] - Quote
VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. The bolt(bullet) needs to keep it's momentum, but it basically disappears out of range, which is bull crap. The sniper is basically a closer range weapon now, it saddens me.
They pull that stuff off, then I can see myself returning to my sniper scout ways.
Nah ur just bad
Real CPM Platform
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Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.08.14 04:13:00 -
[18] - Quote
Kinky Fat Bastard wrote:Sounds horrendous TBH.
You're definitely CPM material.
Lol.
And based off your productive feedback you're definitely Dust forum poster material.
Guess we're all good here
Real CPM Platform
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jace silencerww
MANUFACTURERS OF DEATH
188
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Posted - 2015.08.14 14:59:00 -
[19] - Quote
LOL KILLZ wrote:jace silencerww wrote:the damage is fine on all sniper rifles. the reason is the headshot damage is 250-350% on which sniper rifle you use. so a base sr can do over 600 damage with a headshot that is with no skills or damage mods. still tnk they need a buff I can one shot kill any suit with a single headshot using my charge sniper rifle. You can technically but doesn't mean you will hit. It needs a serious reworking. AA is non existent, scope sucks,sway sucks, most of the time your shot is luck and timing, not a single skill that guarantees you at least a hit.
LOL I do hit often. my record when sniping ONLY is 57/0 and I have done that 4 times. I was not camping. how many times do you see a heavy stop or walk slowly when shooting and that makes them easy targets. watch peoples habits and routes people often taken. scope swap stops after 2 seconds and it prevents quick scoping which CCP does not want in the game. if you want that use the bolt pistol. |
Grease Spillett
Negative-Feedback. Negative-Feedback
919
|
Posted - 2015.08.14 15:10:00 -
[20] - Quote
They need to make it like the bolt pistol or make the range obscene with crazy zoom. Having to stop sand stabilize for accuracy can stay or go depending on what they do.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Grease Spillett
Negative-Feedback. Negative-Feedback
920
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Posted - 2015.08.14 15:12:00 -
[21] - Quote
VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. The bolt(bullet) needs to keep it's momentum, but it basically disappears out of range, which is bull crap. The sniper is basically a closer range weapon now, it saddens me.
They pull that stuff off, then I can see myself returning to my sniper scout ways. G¥ñn+Å
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Cesar Geronimo
DUST University Ivy League
51
|
Posted - 2015.08.14 16:26:00 -
[22] - Quote
VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now.
Uhhhh..... No....
450m max without ever having to factor for bullet drop is plenty...Stop using the militia/basic versions, slap on a couple of damage mods, maybe select a suit with an innate damage bonus, and choose your sniping perches carefully... |
VAHZZ
Vader's-Fist
6
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Posted - 2015.08.14 16:55:00 -
[23] - Quote
Talos Vagheitan wrote:VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. The bolt(bullet) needs to keep it's momentum, but it basically disappears out of range, which is bull crap. The sniper is basically a closer range weapon now, it saddens me.
They pull that stuff off, then I can see myself returning to my sniper scout ways. Nah ur just bad Or nah, i still get dem headshots when i get pissed off and whip it out.
Director of Vader's Fist
I survived Survivor
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
702
|
Posted - 2015.08.14 17:02:00 -
[24] - Quote
jace silencerww wrote:the damage is fine on all sniper rifles. the reason is the headshot damage is 250-350% on which sniper rifle you use. so a base sr can do over 600 damage with a headshot that is with no skills or damage mods. still tnk they need a buff I can one shot kill any suit with a single headshot using my charge sniper rifle. This is funny, considering that the main input method of the game is analog stick. An analog stick with a rather large deadzone at that.
Completely retared design decision. Dust needs to be designed with the PS3 in mind, not in direct opposition to its limitations. |
VAHZZ
Vader's-Fist
6
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Posted - 2015.08.14 17:02:00 -
[25] - Quote
Cesar Geronimo wrote:VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. Uhhhh..... No.... 450m max without ever having to factor for bullet drop is plenty...Stop using the militia/basic versions, slap on a couple of damage mods, maybe select a suit with an innate damage bonus, and choose your sniping perches carefully... I use proto and damage mods, dumbass.
And don't tell me to choose my perches, i was a sniper before you got your first epeen wave. I refuse to use commando. Idc what bonus it gives. Scouts will always be the best snipers, you probably are too young to know the day of the sniper scout. What did Gem use? Scout. What did Zan use? Scout. Atiim? Scout. What did they teach me to use? Scout. I know every perch in this game, I have to factor in angles, and distance. Because, you know, the snipers range is pathetic now. Don't come in here, telling me what to do. I don't see you being trained by the best snipers.
Oh, i forgot, obligatory gg kid.
Director of Vader's Fist
I survived Survivor
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Cesar Geronimo
DUST University Ivy League
55
|
Posted - 2015.08.14 17:58:00 -
[26] - Quote
VAHZZ wrote:Cesar Geronimo wrote:VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. Uhhhh..... No.... 450m max without ever having to factor for bullet drop is plenty...Stop using the militia/basic versions, slap on a couple of damage mods, maybe select a suit with an innate damage bonus, and choose your sniping perches carefully... I use proto and damage mods, dumbass. And don't tell me to choose my perches, i was a sniper before you got your first epeen wave. I refuse to use commando. Idc what bonus it gives. Scouts will always be the best snipers, you probably are too young to know the day of the sniper scout. What did Gem use? Scout. What did Zan use? Scout. Atiim? Scout. What did they teach me to use? Scout. I know every perch in this game, I have to factor in angles, and distance. Because, you know, the snipers range is pathetic now. Don't come in here, telling me what to do. I don't see you being trained by the best snipers. Oh, i forgot, obligatory gg kid.
My mistake...For such a badass self-styled original MLG gamer you're doing way too much bitching and moaning for my tastes... So if I can make snipers work without complaint, what in ****'s name is your malfunction?
BTW -- Please don't pretend that you know me, bro....Because I assure you that you do not. I'll give you the benefit of the doubt and mark it down to you being a 13-year-old, or just a straight-up ignorant man-child. Now **** off. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.14 17:59:00 -
[27] - Quote
Yeah, makes sense, so then we'd be totally immobile -AND- have absolutely no spatial awareness. I'm all for it. (<---- sarcasm)
Sniper rifles need a complete overhaul. The disparity between the Standard and Prototype -pales in comparison- to the disparity between the prototype and the officer variants. Sure, the Roden is a Prototype, but given it's rarity it might as well be an officer rifle.
I'm not against making all sniper rifles have a low magazine count to further reward accuracy but a lot of things have to change. Primarily the previously mentioned damage disparity - there is absolutely no reason why a Thale's sniper should have 110+ damage over the Prototype. That is just stupid and it contributes nothing to meaningful gameplay, it is power creep. Further more, if we want Snipers to be closer to the action we have to reward them for doing so. Sniping is a -very- low WP role with not a lot of options apart from what is essentially playing Dust 514: The Point and Click Adventure.
It is -extremely- difficult to land consistent headshots with hitbox lag, general hit detection issues, and poor zoom mechanics. I'd argue that all headshots on sniper rifles should be one-hit kill. You could even nerf the damage a bit after doing that to kill off the red-line "snipers" and reward the actual "snipers".
Then you need to look at ranges as a whole. With racial rifles (Assault, Combat, Scrambler, and Rail) we see a pattern: Higher damage = less range. So why is it that the Thales has the highest range (450m) and the highest damage while the Tactical has the lowest range and the lowest damage? This pattern betrays the core gameplay element that Dust 514 has established. Sniper Rifles with lower ranges that are closer to the action need higher damage to warrant leaving the safety of the redline.
So, TL;DR:
1) Close the damage disparity to allow power levels beneath Officer to be viable. 2) Increase headshot damage even further to reward the painstaking accuracy requirements. 3) Re-evaluate damage/range patterns on all sniper rifles to give lower range rifles more damage to encourage and reward leaving the redline.
Aeon Amadi for CPM 2
Design A SKIN 2
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VAHZZ
Vader's-Fist
6
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Posted - 2015.08.14 18:07:00 -
[28] - Quote
Cesar Geronimo wrote:VAHZZ wrote:Cesar Geronimo wrote:VAHZZ wrote:Buff scope, damage, range, and reduce sway. The sniper is practically useless now. Uhhhh..... No.... 450m max without ever having to factor for bullet drop is plenty...Stop using the militia/basic versions, slap on a couple of damage mods, maybe select a suit with an innate damage bonus, and choose your sniping perches carefully... I use proto and damage mods, dumbass. And don't tell me to choose my perches, i was a sniper before you got your first epeen wave. I refuse to use commando. Idc what bonus it gives. Scouts will always be the best snipers, you probably are too young to know the day of the sniper scout. What did Gem use? Scout. What did Zan use? Scout. Atiim? Scout. What did they teach me to use? Scout. I know every perch in this game, I have to factor in angles, and distance. Because, you know, the snipers range is pathetic now. Don't come in here, telling me what to do. I don't see you being trained by the best snipers. Oh, i forgot, obligatory gg kid. My mistake...For such a badass self-styled original MLG gamer you're doing way too much bitching and moaning for my tastes... So if I can make snipers work without complaint, what in ****'s name is your malfunction? BTW -- Please don't pretend that you know me, bro....Because I assure you that you do not. I'll give you the benefit of the doubt and mark it down to you being a 13-year-old, or just a straight-up ignorant man-child. Now **** off.
You obviously don't know how to crank it. Are you sure you are in the right forums? I believe the Rookie Training Grounds is that way.
Director of Vader's Fist
I survived Survivor
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Louis Domi
Louis Domi's Super Happy Fun Time
1
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Posted - 2015.08.14 18:52:00 -
[29] - Quote
Cesar Geronimo wrote:Louis Domi wrote:Remove or reduce initial sniper sway, Remove the sniper sway(what good does crouching do for aim? I could believe if we were to go prone and have a bipod supporting the sniper, but crouching? Ehh) Remove current scopes, or atleast have personalized scopes. Hate the little dot that gets lost on backgrounds...
I could go for better crosshairs, but removing sway is just inviting 100,000 CoD kiddie 420 QwikScopers to infest the servers...(Well, at least the playerbase would temporarily grow, so no waiting to join a match)
Ok ok, I did say to reduce or remove sway though. I think the initial sway is what keeps it from quickscoping, but it really does need to be reduced.(**** is all over the place and takes a good second to stabilize and line up the shot, and you would have to be bending your ass down on the ground just to get a good shot at which point you're dead) Atleast take it off tactical snipers.
But yeah change those damn scopes
Bring back old flying LAVs
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Mikel Arias
Challengers 506
171
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Posted - 2015.08.14 18:55:00 -
[30] - Quote
jordy mack wrote:wat if snipers rifles lit ppl up like an active scanner when looking through the scope? at least the redline snipers would be somewhat usefull
There are good snipers out there. |
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