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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
181
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Posted - 2015.08.14 20:33:00 -
[31] - Quote
I have to say sniping is in a real bad place. I've been saying for over a year that the damage disparity between tiers is off. Not to mention over all HP has increased dramatically. I have always preferred the tac and can usually be found as close as 50m to the enemy in my dampened cal scout suit (map and socket dependent) . I've been killed by the aim assist sniper pistol (bolt) while the player was safe to strafe and bullets still always find the target as I had to stay crouched and deal with initial sway, no aim assists, bad lag, and bad hit detection.
As I see it, the laser and sniper rifle should get aim assist to at least put us on par for hit detection. Since aim assist can be tuned per weapon, the longer the range the less aim assist. This would help balance a lot of weapons. The scrambler rifle would require better aim from the player than it has now, and the plasma rifle would be great at CQC. As it stands the aim assist is why the SCR is king at all ranges. Turn it down and make it a more skilled weapon as intended. Give the SR just enough assist to give it the bullet magnetism that most other rifles already receive.
Don't get me wrong, I'd prefer not to crouch or sway, but it is sort of a balancing point for us snipers. We give up mobility for range. It gives players a chance to close the ground on us and take us out. I do agree that the sway time should be reduced per tier and at proto level be minimal.
If damage was equalized and aim assist was added, I wouldn't mind another range reduction personally.
When I look down my scope, all I see are dead people.
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Skyline Lonewolf
Ancient Exiles.
263
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Posted - 2015.08.31 04:14:00 -
[32] - Quote
Aeon Amadi wrote:
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.
1) While I do agree here I don't particularly agree with nerfing Thales damage. There are those against increasing damage, but as I have mentioned in the past, in almost every FPS, a headshot means OHK/termination. That right should remain with the Charged SR and higher in general imo, but that doesn't mean that you can't increase damage of SR's all around to allow either 2 or 3 body shot kills. For example, 2 body shots with the Charged is enough to kill a stacked HP suit, 3-4 body shots with the Tactical, 3 with the Standard variant. A mix of head shot damage and body shots can do the same with lower tier variants to keep the Charged as an Executioner-style SR. Obviously, some people don't stack HP but instead favor damps, mobillity, and hp regen modules, but that makes them that much harder to track/detect as is the case now - a benefit to those who make versatile suits.
2) Why SR damage being to kill with body shots as well is important is because it is -extremely- difficult to land consistent head shots on competent players who constantly stay on the move, whether they are hit or not. This is true at the PC/competitive and pub level as matchmaking has been improved, so it's not just a blueberry farm for either side.This would further encourage use of cover, running with logistics, and using hives to survive, while allowing a sniper to truly provide useful suppression damage instead of just tickling targets till they can get to cover. Not only that, as we mentioned before: shield glitching, hit detection issues, outdoor sockets moved and covered from sniper fire (i.e. new railpipe map with the huge spire), indoor maps made for assaults, sharkfins no longer viable as snipe spots, MCC's moved closer, limited SR range, rendering, strafing, etc. makes it tough.
3) Thing about this is in real life and in games, bullet damage is increased with increasing velocity. The SR is not an assault weapon and shouldn't be compared as such, but an increase of SR damage across the board would be beneficial because they would all be more effective at their intended purposes. I personally favor reverting the ranges of SR's so that they can have longer distances again (which I doubt will happen), with one MAJOR tradeoff of course. It just doesn't make sense to me as a sniper that you can see targets render down your scope but all you can do is watch them run by. We're supposed to excel at long range where CQC classes are supposed to excel up close. What I think needs to happen for this to even be considered is that the redline needs to be revamped on each map to be moved back farther to not encompass where snipers are known to snipe, while keeping safe zones in the red where team mates usually call in vehicles and spawn separate. That way where we are accustomed to sniping is part of the playing field, we have full range of the field, but are completely vulnerable to enemies who want to go sniper hunting with CQC weapons. This may be difficult to implement on some maps (L-pipe map) as the spawn area is right next to the red line and supply depots, but looking over respawn locations doesn't hurt. I only bring this up cause "redline" is the default argument for assault players against range buffs.
Another option is to add more sockets or structures we can dropship or get to within the map that we can snipe from that are far enough away from the objective to keep assault players guessing our location, but close enough to provide suppression fire, kills, and support for our team. They can be high or low, but higher ones give us more lines of sights to cover the field/objectives. Some maps already do it well, depending on game mode.
I see you coming from a mile away.
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.08.31 06:32:00 -
[33] - Quote
Running around at under 100 meters under the roundy roundy circumstances of this game isn't really sniping. It's using a sniper rifle as a poor version of every other rifle in the game.
For sniping to be what it should be it should be a role with a light suit and a combination of suit bonuses and weapon bonuses make the rifle role what it is.
Most of the aspects of the sniper rifle should be moved to third tier skills beside the fitting skill. The suit would grant scope resolution to effectively increase range and reduced sway.
Otherwise, the sniper rifle without skills or suit bonuses would be a scope resolution to 100m and massive sway.
The red line is a completely justifiable place to snipe from because it isn't that effective for useful shots. The problem is that anybody can pull out a sniper rifle with zero skill and use it with a heavy suit. Also, that players who do usually aren't trying to help the team by moving into a lucrative position.
Part of this has been harmed by LoS areas closer to the action being reduced and things like cloaked shoty scouts being to much for a sniper to deal with and snipe. Watching out for ppl trekkng to your location is one thing, but constantly having to deal with people zooming and jumping and merry go rounding around the combat zone like Quake Arena is another. You don't snipe in the middle of a danger zone where someone can sneak up behind you. i hate snipers in heavy and even medium suits to offset the nearby dangers.
If the sp investment and specifically using the light suit were required then snipers wouldn't be such a problem by being so prevailent. One sniper really isn't a problem and should be rewarded with long range capability.
If most of the outlying area wasn't in a redline or the maps shaped like big football stadiums then there would be more variety of positioning and more opportunity for countering snipers without just walking right straight over the fairly flat interior landscape.
CPM RESULTS SUMMERIZED
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KAMON UHLENDORFF
Wehrmacht Heer
0
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Posted - 2015.09.27 21:59:00 -
[34] - Quote
The thales tars range has been nerfed since last update... i have over 100 of them and reduse to use them because of the range issue unless i get a certain side of one of the new maps. I think the range is the only problem. This is coming from a dust vet. I used to love sniping now i break out my p.s. move with the gun equip my jump suit and i pop people close range with my proto tactical. It seems really like the best use now. I dont think ccp intended the rifles to b long range shotguns but thats what use i getfrom thwm now. I used to get 15 to 30 kills with my thale on any map. Now im lucky to get ten.
P.s. whys everyone on this forum gallente or caldari? Lol
snipers rule thats why you hate us...
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.09.28 03:46:00 -
[35] - Quote
Daddrobit wrote: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. This. Snipers only have specific view points to specific areas.
The maps play against them, the crosshairs suck (tiny, PLC dot? Give us back the old dot!), give it enough AA while in ADS so that if your dot is red, and you hit the trigger, you'll hot the guy instead of getting a shield flare, and give it a better zoom. It doesn't have enough, imo. I mean, zooms are weird in Dust. Doesn't feel like a zoom. It feels like your camera is just placed forward. I dunno. Just weird, but whatever.
For the dot, I know some people complained "BUT THE DOG COMPLETELY COVERS THE HEAD!" that's due to the zoom and the fact that you're not reading enemy Intel. A sniper will know that when the crosshairs is on the head, it will tell you that you're doing above average levels of effectiveness. Seriously...
Enemy Intel is one of the things Dust does right!
Scouts United
Gk.0s & Quafes all day.
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