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Thread Statistics | Show CCP posts - 0 post(s) |
Shart Machine
Gallente Federation
23
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Posted - 2015.10.15 15:05:00 -
[1] - Quote
Why not allow one hit kill for sniper vs sniper? Headshots only, but only on players with a SR. With this, the snipers that are out there are given a choice: damp up to make it harder to be scanned, or tank up to avoid bodyshots but get lit up by scans. This way, the redlined tank can't pad their kd tp the moon with little to no chance of dying. You shouldn't be forced to spec into a situational weapon up to proto just to counter somebody that can't be killed with any other reasonable means.
It's just a thought to alleviate the lack of sniper counterplay without heavy skill investment. |
Shart Machine
Gallente Federation
26
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Posted - 2015.10.15 17:49:00 -
[2] - Quote
Vesta Opalus wrote: This already exists in the current mechanics. You can tank EWAR for subtlety or tank HP for survivability, either way the sniper rifle basically guarantees a headshot to a counter sniper due to sway mechanics (**** hit detection notwithstanding).
The guaranteed headshot isn't the point, its that if you tank up you won't die to standard and even advanced counters, making it impossible for newer players to face a sniping tank and do anything but pester them, rendering their only countermeasure useless. |
Shart Machine
Gallente Federation
26
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Posted - 2015.10.15 18:11:00 -
[3] - Quote
Vesta Opalus wrote:
Well I dont control CCP, if I did there would be STD/ADV charge rifles (and proto breach scrambler pistols, and etc etc)
I understand man, I was just trying to defend my point. It's frustrating to have to spec up a skill tree that far to counter somebody and that's the only way to do it. |
Shart Machine
Gallente Federation
28
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Posted - 2015.10.15 19:57:00 -
[4] - Quote
BARAGAMOS wrote: Obviously you can't communicate your ideas very well then. Because all that post calls for over and over is a power increase in the SR. You use the word balance, but only ask for additional buffs to the SR. Which, as I underlined to accentuate, is not to the betterment of all players. The SR kills most assaults in 1 or 2 shots on a dedicated suit. Also the shield regen should not be a factor for the SR. If you can't land two shots in four seconds you don't really need to be using the gun. The first shot should put them down to below half life, and the second should finish them even if they regen for 2 seconds. In truth the SR usually kills most suits on the field that are not heavies in one shot. You don't always need to aim for the full health guys either. Every loyalty Apex I have can be OHK by a proto sniper. So, I still don't see where the lack of balance is and most seem to agree.
Again all I see is another guy QQ on the forums because he wants to redline camp and OHK guys. That's not balance. Besides, right now I have no issue killing people with the SR, so I am not sure why you would have an issue. Anecdotally speaking it is a great weapon in balance. You can't use it every game because not every map is ideal for it, so you need to understand that concept. Much like the MD or Swarms it is a particular solution to a particular problem...its not a general purpose K/D padding machine.
So the best suggestions I could give you are work on your aim if the SR feels weak to you, or even better get the hell out of the redline and help your team flip an objective. Because right now the SR needs neither damage nor range buffs to do its job in competent hands like any other weapon.
At least quote who you are talking to, because right now it looks like you are assuming quite a bit. If that's the case, then you couldn't be more wrong.
Edited grammar |
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