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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
|
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
|
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
|
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
|
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
|
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
|
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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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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