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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
204
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Posted - 2015.09.30 03:13:00 -
[1] - Quote
Just curious as prior to hotfix foxfour, many of the SR shortcomings were brought to current CPMs attention.
Some of these issues were even brought up in Rat's stickied locked thread about what we wanted to see in the next hotfix.
Now we se alot of great balancing points that may be included in foxfour hotfix, but the sniper rifle was not mentioned.
Up to this point the only thing ever improved with the SR since I started playing was the headshot multiplier. That was a bandaid fix and did not enough to fix the many ailments that a sniper has to deal with.
I want to know is the SR and sniping even a possibility to be apart of the next hotfix? What is CCP/CPMs concerns about its currents state, and what steps are being taken to correct them?
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
204
|
Posted - 2015.09.30 12:53:00 -
[2] - Quote
Aeon Amadi wrote:
My thoughts on the current state is that it doesn't make much sense for how they progress and it needs to be changed, badly.
Tactical has low damage, low range Charge has high damage, moderate range Vanilla has moderate damage, high range
Then you have the progression from STD > ADV > PRO, which sees 10HP worth of damage difference per tier... and then the Thale's which comes in with a whopping 123 damage over the Proto. That doesn't make any sense and completely bewilders any sense of progression while throwing a pipe wrench in the whole spectrum because the Thales becomes the only one worth a damn.
I understand that officer weapons are supposed to be powerful but when you have that much gain over Prototype weaponry it becomes no contest - you either use the Thale's or your simply not a sniper, it feels like.
So, what I would do is this: a) Kill the scope sway when standing and give the Operation skill a different bonus. Using a sniper rifle is punishing enough without having to be completely immobile. b) Re-evaluate sniper rifle ranges to correlate with the design principle of damage < --- > range, with low damage having high range and low range having high damage (this will impact redline camping naturally for obvious reasons) c) Close the gap a bit between the power levels to make using them a viable option without having to resort to the Thales.
Just my thoughts, so take it as a grain of salt.
a) Thinking it i a good idea in an fps on a console to limit players to only one thumbstick is wrong and over the top punishment. Being less mobile I do feel should be a trade off for the high (haha) alpha. I would push for no sway while ADS and crouched, not standing.
b) This model works for other weapons but I don't believe this is the route we should take with the SR. The TAC for example is the go to weapon for on the map combat. The faster rate of fire is the only SR that almost gives you a chance if spotted under 100m. Even still it is out classed by all other light rifles due to the SR having a horrible TTK. We should perhaps adjust the rate of fire of all SR dramatically if we ever want to see more than a small handful of snipers on the map and actually being effective. This combined with c) would bring the SR back into a competitive state.
c) Most of my earlier complaints was this so much.
I would also like to see improved sights the community asked for, not what Rat decided looked cool and were forced onto us. A simple vertical and horizontal line crossing in the middle would push to making the head shot multiplier an an attainable goal on a more regular basis especially against moving targets. I know Dust strives to stand out and be different, but there is a reason virtually all fps SR sights are like that. It helps the player track targets easily, instead of fighting against the player.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
208
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Posted - 2015.10.01 16:09:00 -
[3] - Quote
Breakin Stuff wrote:I personally feel that the failures of the sniper rifle are too intrinsically tied to core issues like movement not having inertia, low framerate and poor hit detection to be reasonably hotfixed. Way to stay close minded. If hit detection is that poor than adding aim assist, reducing range, and buffing damage or rate of fire seems like a way it can be hotfixed.
p.s. are you an IWS alt?
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
208
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Posted - 2015.10.02 03:50:00 -
[4] - Quote
Breakin Stuff wrote: Oh. Right. Am i supposed to rise to that bait or something?
*slow clap*
I was referring to the fact that I did ask for CPM input, and asked a legitimate question to the CPM or CCP and was met with a CPM derailing my original question. This reminded me of IWS in that matter and was me nicely reminding you to not follow in those foot steps please.
I do appreciate your tag dropping in but I'd appreciate that you stay on topic. My question was a simple straight forward question that you answered honestly which I appreciate. Unfortunately you followed up with:
Breakin Stuff wrote:The ability to tank up to resist OHK kills is something I feel should not be removed.
Having sniper rifles simply able to instantly eliminate any suit on the field no matter what you fit it for is the kind of thing that will fly like a lead baloon with the vast majority of players. I could rip this statement to shreds on basis that the forge, plc, and core grenades already fall into what you described. All are easily sp wise to obtain and spam. At no point before this did any person on this thread bring up. Therefore, my personal dealings of IWS were brought up. I was not trying to bate you. I was simply trying to help you along so that you did not fall into his footsteps.
In the future as a CPM member, I hope you refrain from giving bluntly bad input about something you are bias against and stick to subjects that you comprehend.
On a side note I did go off topic when I discussed what I saw as minor flaws with Aeon Amadi statement. Aeon was at least being reasonable and answered the questions I had at least,. So neither one of us is (you or myself) has been biased.
so instead I will ask once again revert to my original statement to get this thread back on track:
Samantha Hunyz wrote:Just curious as prior to hotfix foxfour, many of the SR shortcomings were brought to current CPMs attention.
Some of these issues were even brought up in Rat's stickied locked thread about what we wanted to see in the next hotfix.
Now we se alot of great balancing points that may be included in foxfour hotfix, but the sniper rifle was not mentioned.
Up to this point the only thing ever improved with the SR since I started playing was the headshot multiplier. That was a bandaid fix and did not enough to fix the many ailments that a sniper has to deal with.
I want to know is the SR and sniping even a possibility to be apart of the next hotfix? What is CCP/CPMs concerns about its currents state, and what steps are being taken to correct them?
In the end this is all I want to know. Not why people hate the sniper rifle, or why people think it sucks. It is why I have choose to not engage in most the disinformation from both sides posted here.
I do regret calling you out Breaking, and I will refrain from doing so in the future, but I do want to get back on topic.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
208
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Posted - 2015.10.02 03:53:00 -
[5] - Quote
This is not a topic about buffs or nerfs to sniping or sniper rifles. It is about a few simple questions as in the original post:
Samantha Hunyz wrote:Just curious as prior to hotfix foxfour, many of the SR shortcomings were brought to current CPMs attention.
Some of these issues were even brought up in Rat's stickied locked thread about what we wanted to see in the next hotfix.
Now we se alot of great balancing points that may be included in foxfour hotfix, but the sniper rifle was not mentioned.
Up to this point the only thing ever improved with the SR since I started playing was the headshot multiplier. That was a bandaid fix and did not enough to fix the many ailments that a sniper has to deal with.
I want to know is the SR and sniping even a possibility to be apart of the next hotfix? What is CCP/CPMs concerns about its currents state, and what steps are being taken to correct them?
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
208
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Posted - 2015.10.02 04:03:00 -
[6] - Quote
Breakin Stuff wrote:Samantha Hunyz wrote:At no point before this did any person on this thread bring up.
Try re-reading the posts immediately preceding where someone mentioned that they felt the sniper should eliminate any suit on a headshot. I posted why I don't use the sniper at all, which is tied to crappy core game mechanics that make it hard to get a good sampling of how well he sniper rifle is, versus what it can do, and why it is failing. I feel no need to rehash statements others have made tht I don't agree, nor disagree with until I get more information. And finally in regards to you berating me for not providing the answer you want or responding the way you feel I am obligated to, kiss my butt. I'm a volunteer, not your employee. Asked nicely. Stay on topic community leader.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
208
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Posted - 2015.10.02 04:30:00 -
[7] - Quote
Breakin Stuff wrote:Samantha Hunyz wrote:Breakin Stuff wrote:Samantha Hunyz wrote:At no point before this did any person on this thread bring up.
Try re-reading the posts immediately preceding where someone mentioned that they felt the sniper should eliminate any suit on a headshot. I posted why I don't use the sniper at all, which is tied to crappy core game mechanics that make it hard to get a good sampling of how well he sniper rifle is, versus what it can do, and why it is failing. I feel no need to rehash statements others have made tht I don't agree, nor disagree with until I get more information. And finally in regards to you berating me for not providing the answer you want or responding the way you feel I am obligated to, kiss my butt. I'm a volunteer, not your employee. Asked nicely. Stay on topic community leader. Quit trying to dictate my role in the conversation. I'm not horribly known for cooperative spirit when people attempt to "put me in my place." I would rather *handle*personnel "Beef" be placed outside of Dust and Dust forums. If you have any issues and feel the same , were could I reach you ?
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
214
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Posted - 2015.10.06 04:19:00 -
[8] - Quote
Zan Azikuchi wrote:D-does anyone else feel defeated by what breakin stuff just jot down?... No, look at my earlier comments to see I showed there were ways to address Breaking Stuffs long winded post with I agree with everything he said in his wall of text. It is the same thing long time snipers have been hollering about for ages. It is simply a time for a redesign of the sniper role that fits in with not only lore but as well as hardware limitations. I did not throw up a wall of text but offered straight forward answers to Breakings concerns.
Samantha Hunyz wrote: Way to stay close minded. If hit detection is that poor than adding aim assist, reducing range, and buffing damage or rate of fire seems like a way it can be hotfixed.
p.s. are you an IWS alt?
In a nutshell, the range is too much for the system so it has to be reduced, but should come with a trade off. SO to put into practice a balanced environment we need to combine both Breakings and Aeons idea for balance as well as mine.
Nerf: (Breaking Stuff) concerns about low framerates and bad hit detection) range needs to be reduced more towards 100-150 ms tops. Buff: (Aeon ) normalize the damage jump between tiers as so that the officer damage isn't that great over proto as it is.
well in that first cycle snipers now have to get out the redline and be on the map. both sides win win. But that leaves a sniper still with a glaring flaw. Snipers only use have of the aiming devices and even at those ranges have bad hit detection.
proposed fixes:
Buff- give aim assist at the lowest level to help bullet magnetism.
Nerf- No nerf needed. To explain only using 50% of the aiming sticks provided is already a nerf to aiming, making aiming already too difficult. This alone gives the sniped a huge advantage over the the now non arguable skilled shooter an advantage. And I want it that way. I want my skill shots to mean I beat you fairly. Hell, badly.
But what do I know, constructive criticism never seems welcome.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
218
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Posted - 2015.10.08 17:42:00 -
[9] - Quote
Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns.
On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
218
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Posted - 2015.10.08 18:06:00 -
[10] - Quote
XxBlazikenxX wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. join in my corp? Teach me sniping? Until sniping is viable, I will not join another corp.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
218
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Posted - 2015.10.08 21:13:00 -
[11] - Quote
Cat Merc wrote:Zan Azikuchi wrote:Breakin Stuff wrote:Alena Asakura wrote:The only counter to a sniper IS another sniper, always has been always will be. That's the nature of a sniper. First part of the statement is a game balance problem. Second part of the statement is an outright fallacy. But in most shooter's, if not all, the only counter to a sniper, is in-fact, another sniper. Even in the Battlefield Series, most of the counter-play against sniper's, IS a sniper. Bullshit on that. Battlefield snipers have bullet physics, this means you can throw off their aim by being completely unpredictable. Dodge, duck and weave make them work for the kill. If they are close enough to land a shot despite this, then they are close enough to be shot by your rifle. There's also Machine Gun suppression that messes with their aim, dramatically increasing scope sway. A Battlefield sniper has to work for the kill, it isn't point and shoot. On this game it might be just point and shoot, but it comes with alot of trade off. For starters, only able to use half of the thumb sticks.
This in its self makes landing a shot take 50% more aiming ability than any other weapon in this game. That also allows those getting snipped to dodge, duck and weaving is very effect due to these limiting factors and every kill is so earned.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
218
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Posted - 2015.10.08 21:45:00 -
[12] - Quote
Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned. Quick report: Scout CK0 Highs- 2x energizers, 1x extender, 1x damage mode. Lows- 1x reg 1x damp, also a 2x reg
Snipping with a scout without max damage mods is more painful than what it was versus shield users especially with the Ishukone. The tac faired better but still after a few clips, shield users were more likely to get away and have me just stop shooting at them. Scouts mostly slipped away. Assaults with reg suits could tank and regen fully before I could land a a 2nd round. Commandos and sentenials minus headshots (which is extremely difficult on the tac) we a total waste of bullets.
I did not test the assault, but it could do better just due to reload bonus and an extra slot for another damage mod. I only have the caldari assault to adv, but have some loyalty store protos. I probably will be choose to use this over my scout after I get it to proto.
Commando CK0 High-2x damage mods, 1x energizer. Lows-2x regs.
This suit is a beast and perfect for high ground on the map snipping. Paired with the new bonus to swarms, it allows me to really defend my spot from suicidal heavy and dropships. Before I found this tactic to always go in the favour of my opponent. AT least It feels like a 50% chance which I am glad to have. Also with the regen capabilities, I am less scared of taking light rifle damage. Before I would hide after the first round hit me, and fall back to a new spot if possible. Now I swing my tac to them and try to take them down. If I feel like I am going to fail, I drop back and regen, than go back to the attack. Pair this suit with a forge up high and I believe you have the perfect AV and anti-infantry team. This is the first time I actually enjoyed playing sniper with this suit. Still won't be me go to suit on average, but I'm it will see alot of play time for sure.
I have not got in a calmando versus calmando yet. It will still favour the one the spots the other first, but could lead to match long nobody dying or killing due to these regen abilities it has.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
218
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Posted - 2015.10.08 21:50:00 -
[13] - Quote
Zan Azikuchi wrote:Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned. Just so we're clear, you want to nerf the heavy suit sniping? If so, no prob, I always use Assault CK.0 (that reload bonus so good) to snipe in, rather be able to hide with damps than maximize damage. And now that I got a reliable sidearm, I may just run into you on the frontline's and maybe even counter snipe more often than not. ]I am not asking for any nerfs as I like the new shield and armour balance. I am advocating for the sniper to be reworked or buffed to compensate for these buffs to bring the SR back into a decent place.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
223
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Posted - 2015.10.12 12:21:00 -
[14] - Quote
Aeon Amadi wrote:One of the considerations we've got on the table atm (can't promise anything) is making a variant of the Laser Rifle with higher optimal range and higher zoom fidelity. This is to knock out a few birds with one stone:
- More diversity/variety in Amarr weaponry - An anti-shield 'sniper rifle' - Closing the range gap between traditional weapons and sniper rifles
Feel free to post suggestions on range and what not. Solid idea, but does nothing to fix the current SR has even killing armour players. I think this new laser variant would be better at killing armour than the sr.
I'd rather see all in game assets fixed before introducing new content.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
223
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Posted - 2015.10.12 12:35:00 -
[15] - Quote
Symbioticforks wrote:Breakin Stuff wrote:I personally feel that the failures of the sniper rifle are too intrinsically tied to core issues like movement not having inertia, low framerate and poor hit detection to be reasonably hotfixed. I don't even know the state of thing these days. However, the last time I was around these parts. CCP went over the top with headshot damage multiplier which only needed a small buff, and almost completely ignored increasing base damage. They also reduced the charge sniper rifle clip size from 5 to 3. Which made the Rifle obsolete when you could spam fire 5 bullets from a standard sniper rifle praying for headshots and do just as well if not better. Reducing the magazine size from 5 to 3 on the charge made the weapon incapable of killing some heavies without reloading if you hit the body on all 3 shots. Those extra bullets were needed, especially considering the lag / framerate issues of the game. Anyway, if CCP had listened to me, and accepted my proposed damage scaling I feel this would be a lot less of an issue. Also the unrequested (unchangeable) Sniper Rifle Cross Hair change, was super annoying as well. I totally agree. The headshot multiplier was never needed. It effectively makes counter sniping easier and did little for the actual sniper. HP and speed increases has made the sr irrelevant. If hit detection worked, headshots would be more attainable.
Oh and don't get me started on those "temporary" sights that nobody wanted. I want legitimate crosshairs. I use the tac most often, and it feels like I am being punished for trying to get closer with an AOE style sight.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
PIanet Express Damage LLC
231
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Posted - 2015.10.19 23:22:00 -
[16] - Quote
Symbioticforks wrote:A brief collection of thoughts on Range Reduction and Red Line Snipers.
-snipe-
I have to totally agree on this. When I started playing this game, all I wanted to do was snipe. I would always be on the map usually in an elevated position, keeping the bulk of the blue dots between myself and the reds. On a bad match I would get 15 kills, 15 assists. Any time a squad member would call out a redline sniper, I didn't even have to move to dispatch them. 1500wps and 20+ kills, 1-5 deaths per match was about my average using this technique.
Since the range, map, and mood nerf, It seems that the only snipers affected were the on the map snipers. Redline snipers are still present. The difference is on the map snipers have to choose to move closer to multiple reds to deal with one redline sniper, or stand back and leave em alone. I play this game like chess. I am the queen, and the blueberryies are my pawns shielding me. Therefore I am not moving forward to die instantly to a hail of fire to try to take out one guy. I die enough as is.
I used to assign my own threat levels to locations depending on red and blue positioning, elevation, and other elements to figure out were I needed to be. I would wager high risk high reward locations when my team was pushing hard on the enemy. I'd fall back to lower, low reward locations when my team gave up or was simply outclassed. My best games were when both sides came to fight and were both relentless. Sure I'd die more trying to get into more aggressive locations to better aid my team and to try and prevent my blueberries from being flanked. Lol, I almost forgot about that part of sniping. Slowing or denying players from pulling off flank maneuvers. The range nerf stopped that flat out.
At this point, even if range was reintroduced, and damage was normalized it still would not give sniping back those said roles. All the maps and sockets post 1.4 were completely anti-sniper made. Big complexes high walls, little to no high ground to see in except for very small pockets of possible opportunity if fighting was done in specific location.
Sniping used to have a few roles, but in game design and decisions made the SR obsolete. The main factors of the SR no longer having any are due to the range reduction, poor socket design, placing towers in front of elevated positions to block sniper locations, many hp increases, trying to balance sniping because of redline sniping (even though they were puppychow for big dog snipers).
TL;DR The old SR role before nerfs were killing, suppression, assisting in damaging enemy, counter-sniping, and reducing flanking enemies. Post nerfs, lol FU HTFU get gud, sumtin sumtin redline trololololo.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
PIanet Express Damage LLC
231
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Posted - 2015.10.19 23:28:00 -
[17] - Quote
Union118 wrote:I honestly think that rhe sniper rifle is in a good spot. Im able to two shot just about anything and im using a Thale. Every headshot works and bodyshots almost kill heavies on one shot. So to me its good. Only complaint is kick and sway after shot cuz then you have to realign the next shot and it takes skill to get the second shot on the target cuz they would move after the first if standing still. Switching to a thale from a supply depot to kill a lone sniper, from the one spot they could possibly be on the map, while they are stationary with a officer weapon does not make a sniper. If you are using the Thale, kick and sway are not an issue. Nothing is an issue at that point.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
PIanet Express Damage LLC
231
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Posted - 2015.10.20 01:29:00 -
[18] - Quote
At this point on this topic, I feel as though we have answered the topic of this discussion and have transformed it into something it was not meant to be. I feel as though the off topic parts were actually beneficial to an open dialogue about sniping issues and am grateful that Symbioticforks spoke up in this thread.
I am truly grateful that two CPM members came into this discussion and answered honestly. Aeon Amadi I thank you for keeping us snipers in mind and trying to address the main topic of this post. Breakin Stuff, I admire your honesty and respect your opinion and am sorry if I got a little aggressive. Without you this topic would not have grew into the flower that bloomed before us.
The main question of this topic was :
Samantha Hunyz wrote: What is CCP/CPMs concerns about its currents state, and what steps are being taken to correct them?
I feel as though this was answered awhile back. This thread just grew in a positive way, but I feel this topic is closed. The CPM spoke, and show that they are trying. I believe that CCP developers are watching as well and care about snipings current state. Unless Rattati or other developers want to chime in, any CPM, or Symbioticforks, I suggest we take what we discussed and start a new topic.
P.S. Breakin Stuff at least cares enough about this game to pitch in and let us know our concerns are being heard. There are alot of other CPMs that did not speak up here, or much on any topic....ever. Mess with Aeon or Breakin, and see my signature to conclude the results.
When I look down my scope, all I see are dead people.
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