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BARAGAMOS
Kinsho Swords Caldari State
266
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Posted - 2015.10.04 00:30:00 -
[61] - Quote
Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop.
I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. |
Aeon Amadi
12
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Posted - 2015.10.04 00:48:00 -
[62] - Quote
BARAGAMOS wrote:Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop. I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons.
If you think it's an instant win button, you clearly have never sniped in Dust 514 before.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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BARAGAMOS
Kinsho Swords Caldari State
266
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Posted - 2015.10.04 02:22:00 -
[63] - Quote
Aeon Amadi wrote:BARAGAMOS wrote:Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop. I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. If you think it's an instant win button, you clearly have never sniped in Dust 514 before.
Again you seem to have a literacy issue Aeon: No one ever said it is an instant win button. Sound out the words and read it again. Kill is not the word Win. You have this issue a lot, we write one thing and you read another. Then you post something random. There is a reason you are getting a lot of bashing lately. Mature up and READ the posts.
I snipe seldom, but when I do its not exactly hard. It is certainly not an instant win, but in fact, usually contributes little towards a win. Most of the time having another person pushing the objective is ten times better than one guy sniping. It has its place in the game, but its not a do every game activity as some players want it to be. Its a tool that right now is one of the few things in the game working OK. It probably needs some fine tuning, but upping range or damage is not right direction from the current base. Players who know when to use the tool do really well with relatively little risk compared to other in-game activities, and those who don't come here and beg for OHKs from 400 meters on all maps. It just needs to be seen as just another gun to be used when appropriate, and not given some mythic status as a separate role in the game. The AR will not be useful on all maps, and most people seem to grasp that. The issue seems to be when people can't apply the same logic to SRs. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
264
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Posted - 2015.10.04 03:29:00 -
[64] - Quote
BARAGAMOS wrote:Aeon Amadi wrote:BARAGAMOS wrote:Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop. I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. If you think it's an instant win button, you clearly have never sniped in Dust 514 before. Again you seem to have a literacy issue Aeon: No one ever said it is an instant win button. Sound out the words and read it again. Kill is not the word Win. You have this issue a lot, we write one thing and you read another. Then you post something random. There is a reason you are getting a lot of bashing lately. Mature up and READ the posts. I snipe seldom, but when I do its not exactly hard. It is certainly not an instant win, but in fact, usually contributes little towards a win. Most of the time having another person pushing the objective is ten times better than one guy sniping. It has its place in the game, but its not a do every game activity as some players want it to be. Its a tool that right now is one of the few things in the game working OK. It probably needs some fine tuning, but upping range or damage is not right direction from the current base. Players who know when to use the tool do really well with relatively little risk compared to other in-game activities, and those who don't come here and beg for OHKs from 400 meters on all maps. It just needs to be seen as just another gun to be used when appropriate, and not given some mythic status as a separate role in the game. The AR will not be useful on all maps, and most people seem to grasp that. The issue seems to be when people can't apply the same logic to SRs.
So clearly, I'm the ignorant bastard child of the 7th king who slept with a hideous demon, so I'm wrong on every account when it come's to gameplay, but, let's take you out of your comfort zone, shall we?
So with your logic, sniper's have no role, in a realistic stand-point that could be a very grave problem (no pun intended), because if we look at this with a realistic type of view, how would Caldari ever win if they never had sniper's? Exactly they wouldn't not to say they wouldn't be helpful, given the fact that many Caldari weaponry have long spool time's, the caldari would be at a considerable disadvantage if they were caught off guard by a Gallente Scout who, logically, flanked from a different angle and distracted the opposition long enough for his own troops to encroach on the Caldari forces and engage from a distance of their liking, now by your logic, the only role's there ARE, is those that are currently in the game, so if THAT were realistic, then logically sniper rifle's simply wouldn't exist PERIOD, so taking THEM out of the equation, there would be, absolutely NOTHING, to stop Gallente from ruling over Caldari with an Iron Fist.
Now Sniper's do actually deserve their own role, as in many FPS' from the Battlefield franchise, to many unnamed franchises they fit a specific role, that's flexible, and can support the allied team in more than 1 way, wouldn't make much sense to have an SR in a futuristic game and not expand upon it in someway, which is what really need's to happen.
Also your claim that your not "Anti Sniper" completely contradicts the fact that you pretty much, bashed on a few sniper's already, not twisting word's, just pointing out the obvious.
Furthermore, you're pretty much insulting anyone who even tries to defend the sniper rifle.... And we haven't even called you out by name..... You're the only one who seem's pretty hostile in this current moment.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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BARAGAMOS
Kinsho Swords Caldari State
266
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Posted - 2015.10.04 04:16:00 -
[65] - Quote
Zan Azikuchi wrote:[quote=BARAGAMOS][quote=Aeon Amadi][quote=BARAGAMOS] So with your logic, sniper's have no role, in a realistic stand-point that could be a very grave problem (no pun intended), because if we look at this with a realistic type of view, how would Caldari ever win if they never had sniper's? Exactly they wouldn't not to say they wouldn't be helpful, given the fact that many Caldari weaponry have long spool time's, the caldari would be at a considerable disadvantage if they were caught off guard by a Gallente Scout who, logically, flanked from a different angle and distracted the opposition long enough for his own troops to encroach on the Caldari forces and engage from a distance of their liking, now by your logic, the only role's there ARE, is those that are currently in the game, so if THAT were realistic, then logically sniper rifle's simply wouldn't exist PERIOD, so taking THEM out of the equation, there would be, absolutely NOTHING, to stop Gallente from ruling over Caldari with an Iron Fist.
Now Sniper's do actually deserve their own role, as in many FPS' from the Battlefield franchise, to many unnamed franchises they fit a specific role, that's flexible, and can support the allied team in more than 1 way, wouldn't make much sense to have an SR in a futuristic game and not expand upon it in someway, which is what really need's to happen.
Also your claim that your not "Anti Sniper" completely contradicts the fact that you pretty much, bashed on a few sniper's already, not twisting word's, just pointing out the obvious.
Furthermore, you're pretty much insulting anyone who even tries to defend the sniper rifle.... And we haven't even called you out by name..... You're the only one who seem's pretty hostile in this current moment.
You might want to understand what "role" means for Dust. They are listed in the Wiki and on the drop suit pages if you need help finding them. Amazing enough sniper is not listed. The SR is just a gun like any other gun it is not a role. Treat it like a tool not an occupation. It is not going to be useful on most maps and trying to force it to be is like trying to force the AR to be useful on every map. I am not antisniper, I am anti "OMG let me have OHKs from 800 meters." Sorry your programing from other nontactical FPS lead you to believe that sniping was a role that every game needed on every map. Sniper deserves no more a role than a Laser rifler....They are both just guns. Both can be used on the role of scout, commando, assault, etc. Both also are not going to be good on every map, but on some maps they are great. Clamoring for the sniper rifle to be good everywhere is the same as wanting the Mass driver or any other gun to be good on every map. That's more than unreasonable.
As for that example ....the bolt pistol works fine on that scout, other than that I am not even sure where you were headed with it.
The sniper rifle does not need defending, it puts in work all day. What needs defending is the QQ about how it needs more range, less sway, or more damage. It is not meant to be an every map every game weapon much the way MDs or swarms are situational. I have yet to see a half competent sniper not have many multiples of Kills to death in a game where there is open ground like the bridge. So, again why are you wanting to "fix" something that right now works fine except to want to OHK from farther away.. that's the only argument I see on here. Guys wanting to basically chill in the MCC and press R2 for kills. The SR has no issue being a real force on many maps and with a DS to get you to some really nice perches it is already downright oppressive on maps such as the one that looks like a dam. Like I said I use the sniper rifle on occasion to counter snipe, and its not underpowered. If its skilled out you can bring down anyone on the field with two or less hits to the body from much farther than they can even see you. I am sorry but shooting a guy when you don't even render on their screen is a huge advantage that you already have. What more are you wanting???
The key is to treat the SR like any other gun. It is not going to be something you can use every map. It's not going to be a OHK machine that lets you go 20/0 every game either. It is a great TOOL for some maps and allows for some great games when it is called for, but in most cases it is simply not going to be useful enough to warrant running.
Besides you really don't want 16v16 redline sniper games because the gun over shadows other guns in the game after you turn up the damage, reduce the sway, and increase the range. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
264
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Posted - 2015.10.04 04:52:00 -
[66] - Quote
Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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BARAGAMOS
Kinsho Swords Caldari State
269
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Posted - 2015.10.04 05:09:00 -
[67] - Quote
Zan Azikuchi wrote:Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'.
That seems like something that would give guys with sniper rifles a more rounded purpose and make them more useful on more maps without amping up the actual gun itself. So maybe some combination of abilities that make snipers not feel like your team is down a man is the right answer. |
Yummy Alcohol
Chaotic War Lords
15
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Posted - 2015.10.04 05:09:00 -
[68] - Quote
Personally I think snipers are fine as they are. The sway while standing is important and realistic; you simply cannot stand and remain perfectly still while firing a gun at range. The smallest involuntary twitch will leave you meters off target depending on the distance. At shorter distances such as with other guns in the game it is basically negligible thus why they do not sway. Real snipers or even hunters can make long distance shots accurately because they do not stand, in fact more often than not they have a stand or bipod/tripod which take several seconds to several minutes to set up. Yet people are complaining because when they aim down the scope it takes a couple seconds for the sway to stop?
I think the damage is fine too. why should a body shot from a sniper rifle kill someone in one hit when it takes multiple HEADSHOTS with any other gun to kill someone?
I snipe pretty often (generally when my team is pissing me off) with only advanced versions and no proficiency skill and I have no reason to complain about what I am able to do. In fact, more often than not I get a headshot when I didn't think I deserved it or a normal body shot when I thought I missed completely. So for the people complaining about hitboxes and what not, I think it is in our favor more often than against. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.04 05:58:00 -
[69] - Quote
I think certain statements are getting taken out of context on this argument, on both sides.
I'm going to use myself and MY opinions (Not Aeon's and certainly not the CPM as a whole) as to my issues with sniping.
Because of the marginal utility and difficulty in making a sniper an asset to the team (if you're not in comms or a freaking murder god pulling consistent double digits per match around 20 kills? You aren't.) I tend to relegate my sniper usage solely to counter-sniper. There are a few technical reasons for this, which I will list below, to expand on my opening statement.
1: Hit detection. Do I really need to elaborate here?
2: Low FPS/Lag make it difficult to center the sniper crosshair consistently on a target, much less their head easily, often forcing an overshoot and constant micro-corrections that in a smoother framerate would be the result of... maybe half a second, two seconds max to settle in a target. Good snipers can settle in on a target almost instantly when framerates cooperate. Not everyone has a magical SSD and the stars aligning to make this happen consistently.
3: Movement inertia is a particular thorn in my side for many reasons. The ability to shift direction with no/negligible loss of momentum makes "pain in the ass" seem like a rather understated description of the process of lining up a body shot, much less a headshot. And because sniper rifles are hitscan, you cannot lead the target and figure out where along his path you can release. This is actually why forge snipers are largely more successful at blapping dropsuits. Once you know the timing of the shot flying, you can lead the target and release about when he's going to intersect with the projectile. With the sniper rifle you have that brief, not-moment as the reticle flashes red to pull a perfect shot.
These are the technical issues that make it extremely hard for me to gauge the utility/usefulness of sniping as a whole.
Now, let's go over some of the issues that occur on the target side which contribute to the hatred of snipers, or at least the ones I actually lend validity to (standing still and getting ya head blown off in your Rattati Gk.0 suit by an opportunist with a thale isn't exactly something I have an abundance of sympathy for).
1: One-shot kills... This is a skillshot, pure and simple, and in my opinion, a valid playstyle. But by the same token, I feel that being able to tank up and build a suit intended to survive a sniper shot (or two in the case of some sentinels) is a valid playstyle method as well. Action/counter interplay should be preserved. But I'm not particularly against one shot kills as a potential, rather than an absolute.
2: Range. The sniper rifles outrange every single weapon in the game, by no less than 50m in the case of the tactical sniper and ranging up to 150 for the standard sniper. This means a ranging shot from a sniper rifle can often ONLY be answered with another sniper rifle or a OB, or a lot of high-risk approach which is almost invariably done as a suicidal gesture in the redline with the loss of a suit/LAV/dropship a certainty rather than a risk.
3: Draw Distance. This is the big kahuna right here that everyone misses but contributes to the difficulty of countering snipers. There is no weapon that renders infantry past 175m (including the forge gun) that is not another sniper rifle. If the sniper is not rendered to the target this means also that the sniper shot contrails which have been used in the past to track snipers back to be countered, also do not render. Most light weapons do not render infantry past about 120-150m, period.
#3 often makes it IMPOSSIBLE to retaliate against a sniper whether in the redline or on a hill crest to the side in a valid engagement area. Because if you cannot render it, you cannot see it, which means killing it is impossible. Is this the fault of sniper players?
Absolutely not. Draw distance limits were a memory-saving response that was used to keep the game from going too choppy. But it creates it's own balance problems. The draw distance limit was why thale users in the past with 500m+ optimal/absolute ranges could not be killed by anyone except another thale user. Because they could sit in the redline 200-250m back, sight in a high traffic area and kill with impunity, and other sniper rifles could perform similar feats, albeit with more difficulty, was why sniper rifle ranges were nerfed to force snipers to come to ranges where someone approaching the redline CAN RENDER THEM and retaliate.
4: The redline. Snipers can hide so deep in the redline that killing one requires either another sniper rifle, or a willingness to sacrifice an entire fitting to kill one upon success, much less if the sniper manages to kill you and survive. This has historically been a MAJOR and valid complaint that snipers could kill with impunity but killing them back means you have to die in a fit to get them. Or you had to countersnipe them.
When the only counter to something is itself, you have an imbalance that MUST be addressed.
90% of the nerfs to snipers, 90% of the issues sniper users have had to put up with, and 90% of why sniper rifles have been in the past, and will be in the future considered OP regardless of reality can be tracked right back to #3 and #4. Draw distance limitations combined with # 4, the redline have created a situation that does not exist in any other first person shooter. An environment where snipers can enjoy long killstreaks and realistically, greater safety than any other player in the game including tank drivers. This is why snipers have "enjoyed" multiple nerfs that, deserved or not, were absolutely necessary.
So, does this make my stance clear on why technical issues in DUST 514 create problems with the sniper rifle that obscure the failure points and balance of the weapons to where balance is needlessly hard?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
273
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Posted - 2015.10.05 04:03:00 -
[70] - Quote
D-does anyone else feel defeated by what breakin stuff just jot down?...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
214
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Posted - 2015.10.06 04:19:00 -
[71] - 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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fragmentedhackslash
Ancient Exiles. Bleeding Sun Conglomerate
394
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Posted - 2015.10.06 09:19:00 -
[72] - Quote
Samantha Hunyz wrote: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.
No. To all this. Just no.
[49FYD FRAG] INDEPENDENT CONTRACTOR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.06 20:37:00 -
[73] - Quote
I'm not going to bother with your comparison od your "IWS "alt" insult as being legitimate feedback, so we'll move along.
Samantha Hunyz wrote: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.
The only thing this will accomplish is bringing snipers in close and forcing them to crouch in easy attack range. If the sniper-sway is removed you introduce High-power quick-scoping at 150m that completely eliminates the utility of tac rifles in DUST.
Quote:Buff- give aim assist at the lowest level to help bullet magnetism.
High alpha weapons with potential for OHK should never be allowed Aim assist for any reason. But the main problem with this idea is that Aim Assist pulls rounds natively towards center mass, so you introduce the ability to "slop ball" headshots by aiming a bit above the head of the target. magnetism will pull the round low, most likely intersecting the head and removing the skillshot quality from headshots.
This is a balance nightmare looking for a place to happen.
Quote:But what do I know, constructive criticism never seems welcome.
Your response to a viewpoint you didn't want to hear/didn't offer what you wanted them to say was to offer insult and imply that the person doesn't have a clue what they speak of.
So here's an answer:
No, there is no plan on the table to hotfix sniper rifles at this time that I am aware of. Given the issues inherent to sniping, I don't see that happening any time in the near future.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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One Eyed King
Nos Nothi
12
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Posted - 2015.10.06 21:20:00 -
[74] - Quote
@ Breakin
While I would agree with you a lot of the problem for snipers is hard to fix technical issues or problems, is there any real harm with making damage/range inversely proportional?
Also, what is the feasibility of changing the sway mechanic so that it only becomes active while scoping to prevent quick scopes, but does not "reset" when a player simply moves laterally if they are already scoped?
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.06 21:30:00 -
[75] - Quote
One Eyed King wrote:@ Breakin
While I would agree with you a lot of the problem for snipers is hard to fix technical issues or problems, is there any real harm with making damage/range inversely proportional?
Also, what is the feasibility of changing the sway mechanic so that it only becomes active while scoping to prevent quick scopes, but does not "reset" when a player simply moves laterally if they are already scoped? that's a tech question, honestly. I don't know if lateral movement is a thing that can be separately set.
But damage to range being inversely proportional isn't something I have issues with by itself. One of the things I'm looking at, though, is "ease of use"
150m snipers doing a lot of damage isn't necessarily bad. But if it's easier to quickscope a sniper rifle than it is to use a tac rifle then there's a problem.
This damn game is a blender of weird decisions.
But having to crouch inside of 150m (this one's me looking out for the snipers) makes them basically meat for (my other pet peeve) hold-charge forge snipers. Assault forges are less of a problem because they can't hold the charge and sight in on a crouched sniper. Sure it'll be easier.
But the closer we bring snipers to Destiny style sniping or worse, Call of Duty style sniping the less the game is going to feel like DUST. Honestly I wouldn't have a problem if you could shoot a sniper standing as long as you obeyed the scope sway needing to settle.
This is actually one of the topics I poke at and try to make work on occasion, without breaking snipers or making them an IWIN button. And the problems aren't inherent to the guns or the dropsuits you load them on so much as the inherent circumstances that dictate how you can engage with said guns.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Snake Sellors
Hellstorm LLC
503
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Posted - 2015.10.06 21:54:00 -
[76] - Quote
Breakin Stuff wrote:Because of the marginal utility and difficulty in making a sniper an asset to the team (if you're not in comms or a freaking murder god pulling consistent double digits per match around 20 kills? You aren't.) . { 1} 2: Low FPS/Lag make it difficult to center the sniper crosshair consistently on a target, much less their head easily, often forcing an overshoot and constant micro-corrections { 2} 3: Movement inertia is a particular thorn in my side for many reasons. The ability to shift direction with no/negligible loss of momentum makes "pain in the ass" seem like a rather understated description of the process of lining up a body shot, much less a headshot. And because sniper rifles are hitscan, you cannot lead the target and figure out where along his path you can release. Once you know the timing of the shot flying, you can lead the target and release about when he's going to intersect with the projectile. With the sniper rifle you have that brief, not-moment as the reticle flashes red to pull a perfect shot. { 3} (standing still and getting ya head blown off in your Rattati Gk.0 suit by an opportunist with a thale isn't exactly something I have an abundance of sympathy for). 2: Range. The sniper rifles outrange every single weapon in the game, by no less than 50m in the case of the tactical sniper and ranging up to 150 for the standard sniper. This means a ranging shot from a sniper rifle can often ONLY be answered with another sniper rifle or a OB, or a lot of high-risk approach which is almost invariably done as a suicidal gesture in the redline with the loss of a suit/LAV/dropship a certainty rather than a risk. 3: Draw Distance. This is the big kahuna right here that everyone misses but contributes to the difficulty of countering snipers. There is no weapon that renders infantry past 175m (including the forge gun) that is not another sniper rifle. If the sniper is not rendered to the target this means also that the sniper shot contrails which have been used in the past to track snipers back to be countered, also do not render. Most light weapons do not render infantry past about 120-150m, period. { 4} So, does this make my stance clear on why technical issues in DUST 514 create problems with the sniper rifle that obscure the failure points and balance of the weapons to where balance is needlessly hard?
I like most of this post. very good.
Since sniper rifles cant be balanced easily due to tech issues how about we do focus on snipers as a role instead?
I personally find that a larger issue with sniping is the fact that other than killing there is no use for a sniper could this be addressed through things like target painting?
1. I re-iterate the need for more utility behind sniping, this would go along way towards helping the snipers on dust.
2 there is a horrible feeling to missing because of twitch adjusting against a target that should be an easy kill that most players will never know and its only made worse when bullets don't connect or they don't do enough damage.
3. i'm glad you pointed this out, most people who don't snipe on here will say how hitscan is easy mode, but in reality its counter intuitive, and reduces the window for a successful shot. mostly through the fact that there is no leading a target for the actual shot. but also as there is a "not moment" just AS the dot turns red to hit a moving target thats so slight, if the dot has already turned red you will miss.
yes sniper rifles outrange other weapons, (not sure about forge guns, but probably those too.) however they are sniper rifles. and due to the way the sniper rifles work they couldn't be reliably used inside the ranges of the other weapons any more than a bow could.
maybe there should be some new form of counter play created possibly a single target o.b could be linked to a sniper "painted" lock on? that would only be usable against a stationary target making it useless against most other things and the sniper scope would solve draw distance issues.
4 this is relatively balanced due to a lack of sniping positions please bear in mind most players already know where to find dust snipers, this gives a sniper a brief chance to escape before the scans, scouts, ads etc otherwise they'd be unusable, especially during inner map sniping.
also: the only sniper rifle needing a sway reduction is the tactical variants. seems like the charge rifle needs something doing to it, cant quite put my finger on what yet though. the symbs fork rifle doesn't gain enough damage for its trade offs with both charge and range over the thales.
lastly I think that a more rounded approach is needed (probably involving new skills) and with range issues perhaps a carrot will work better then a stick.?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.06 22:09:00 -
[77] - Quote
someone told me the symbs does the same damage if you snap fire it versus full charge. if that's the case it needs a look.
Quote:Attention 4 this is relatively balanced due to a lack of sniping positions please bear in mind most players already know where to find dust snipers, this gives a sniper a brief chance to escape before the scans, scouts, ads etc otherwise they'd be unusable, especially during inner map sniping.
There is no reality in which the draw distance limit isn't an unfair advantage.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
278
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Posted - 2015.10.06 22:33:00 -
[78] - Quote
Then, why not make SR's trajectory based? Slap some forge statistics and increase their bullet velocity? It would add more skill to the weapon and could solve the issue with hit scan detection issues for the weapon.
Also the Symb's has 5 bullets and extra reserves, in comparison, it only need's an extra 50m, that way it can feel like a true officer and not an experimental version of the charge sr.
In regard's to finding a sniper, if one's stacking profile dampener's then they're not going to be spotted, but if your scan precision is lower than their scan profile, it should auto spot the enemy sniper.
Example A: Profile-20, Enemy Precision-30, Shot fired-Connected "Slight Margin of Error"
Example B: Profile-40, Enemy Precision-30, Shot fired-Connected-Player Screen- "You have been scanned".
Would make sense right, but obviously it'd only work on the 1 person and can only be seen by the 1 person who was shot (if their a squad lead and smart then that'd be a different story).
If I can always hit my target, that's all that matter's to me, I know I'm accurate and I know how to lead, played ton's of trajectory based FPS' (mostly BF) to get this skill, let me use it with more weapon's than just the MD, PLC, and Small Missile Turret.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Alena Asakura
Caldari Logistics Reserve
28
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Posted - 2015.10.06 22:56:00 -
[79] - Quote
Zan Azikuchi wrote:Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'. I would agree with this. From a Caldari point of view, limiting how far you can be away from your target is prejudicial to the way Caldari operate, and therefore directly attacking one of the racial archetypes in the game. There should be no red line. The red line is an artificial construct which directly influences Caldari tactics. Instead, there should be some arbitrary limit to the maps which is so far outside the range of SRs as to be effectively nonexistent. There has to be a limit to the maps, obviously, because no system has infinite memory to host an infinite map. The SR range at the moment, for each individual SR is probably not bad, for starter skills, but as Zan states, should be increased by sharpshooter skills to be more like the 1-2km that real sniper rifles can manage - only with every relevant skill maxed out of course.
As for the contention I've read elsewhere in this thread that the SR is not a role, no of course it's not. It's a rifle. But the sniper IS a role. You can't treat a SR like any other rifle - it's the only one that has very specific issues with sway, can't hit the side of a barn at point blank range without the scope, and is only semi-automatic, with no auto function of any form. Most people don't have a clue how to properly use a SR. The people who claim the sniper is not a role in the game are doing so because in their minds no such role exists. And to support that, CCP has acquiesced to nerfing the SR and the game boundary to lessen the role. But that role is the Caldari role. In EvE it's called "kiting". Caldari specialise in sniping. Not from any arbitrary boundary, but from the absolute limit of their range. If you want to level Caldari sniping, the way to do it is to remove the constraints so that would be snipers have to snipe from within the limits of their range not from within the boundary of a map. |
Alena Asakura
Caldari Logistics Reserve
31
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Posted - 2015.10.06 22:59:00 -
[80] - Quote
BARAGAMOS wrote:Zan Azikuchi wrote:Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'. That seems like something that would give guys with sniper rifles a more rounded purpose and make them more useful on more maps without amping up the actual gun itself. So maybe some combination of abilities that make snipers not feel like your team is down a man is the right answer. Try "down 5-10 men"!!
Here I have to agree with the anti-sniper crowd to an extent. I'm sick of dying again and again and again in battle wondering where all the troops are, since I can find noone anywhere, and finally grab my sniper fit to see if I can be useful there, only to find all the blues scattered around the hills around the map. It really does give one a feeling of futility. |
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Alena Asakura
Caldari Logistics Reserve
31
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Posted - 2015.10.06 23:18:00 -
[81] - Quote
Breakin Stuff wrote:3: Draw Distance. This is the big kahuna right here that everyone misses but contributes to the difficulty of countering snipers. There is no weapon that renders infantry past 175m (including the forge gun) that is not another sniper rifle. If the sniper is not rendered to the target this means also that the sniper shot contrails which have been used in the past to track snipers back to be countered, also do not render. Most light weapons do not render infantry past about 120-150m, period.
#3 often makes it IMPOSSIBLE to retaliate against a sniper whether in the redline or on a hill crest to the side in a valid engagement area. Because if you cannot render it, you cannot see it, which means killing it is impossible. Is this the fault of sniper players?
Absolutely not. Draw distance limits were a memory-saving response that was used to keep the game from going too choppy. But it creates it's own balance problems. The draw distance limit was why thale users in the past with 500m+ optimal/absolute ranges could not be killed by anyone except another thale user. Because they could sit in the redline 200-250m back, sight in a high traffic area and kill with impunity, and other sniper rifles could perform similar feats, albeit with more difficulty, was why sniper rifle ranges were nerfed to force snipers to come to ranges where someone approaching the redline CAN RENDER THEM and retaliate.
So you're saying that because of the platform, or perhaps difficulty in programming the code, this whole sniper role was nerfed, a role with is fundamental to the Caldari's racial tactics? Nice one. I might add that I'm not surprised, I suspected as much myself, but I didn't think you'd outright just say it. This is pure racial prejudice, using the supposed limitations of the platform as a vehicle. And it brings back into the light the endless calls for a port - then there would be no excuse.
Quote:
4: The redline. Snipers can hide so deep in the redline that killing one requires either another sniper rifle, or a willingness to sacrifice an entire fitting to kill one upon success, much less if the sniper manages to kill you and survive. This has historically been a MAJOR and valid complaint that snipers could kill with impunity but killing them back means you have to die in a fit to get them. Or you had to countersnipe them.
When the only counter to something is itself, you have an imbalance that MUST be addressed.
No! It does not have to be nerfed. The only counter to a sniper IS another sniper, always has been always will be. That's the nature of a sniper. Anything else is an artificial arbitrary construct. OK so this is a game but as far as I understood it was supposed to be as realistic as possible. Having a red line in the first place is ridiculous. You stray outside the redline and you are magicly killed in an instant after some cosmic timer has gone off. I'd accept that if the red line was so far away as to be well outside the range of any weapon in the game, even SRs which have the ability with training to range to 2km. When the red line is an arbitrary construct that kills you just for being there and not with any form of degradation over the 20s or so you're there but instantly at the expiry of that time, is just ridiculous.
I don't accept that you can't put the redline much further out. You don't have to have every single point on the map in memory the whole time. You can have just a "kernel" of it in memory and the rest loadable as necessary. Yes it would take more programming, which is a whole other issue, but it's doable, and would eliminate this ridiculous red line. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.06 23:35:00 -
[82] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
279
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Posted - 2015.10.06 23:53:00 -
[83] - Quote
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.
Can't say much about the second part of the statement, but most game's redline's are meant to stop a dominating team from completely pushing their enemies up against the prison shower wall. Well in any case, we probably will see a hotfix or patch for the SR someday, when CCP decides to do something about the SR's low team effectivity.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.07 05:16:00 -
[84] - Quote
Zan Azikuchi wrote:
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.
There is a wide gulf of difference between "snipers are protected by their ability to hide effectively in cover and hiding in the bushes keeps you from seeing them" and "Snipers are protected by their ability to not be rendered by the game engine at all."
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Cat Merc
Negative-Feedback. Negative-Feedback
18
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Posted - 2015.10.07 05:32:00 -
[85] - Quote
Sniper rifles as they are have no place in this game without bullet physics.
Either you make them short range DMR's, about 20m-30m above the longest range rifles, or you give them bullet physics and keep them as a long range option.
Point and shoot insta kill from 400m away has no place in DUST.
Ripley Riley:
> Post Hotfix Foxour Gallente Assault:
> DakkadakkadakkadakkaFREEDOMdakkadakka
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Cat Merc
Negative-Feedback. Negative-Feedback
18
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Posted - 2015.10.07 05:34:00 -
[86] - Quote
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.
Ripley Riley:
> Post Hotfix Foxour Gallente Assault:
> DakkadakkadakkadakkaFREEDOMdakkadakka
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.07 07:16:00 -
[87] - Quote
Bullet physics is irrelevant. It is difficult to hit a target in Dust as the high TTK means targets move around a lot. And it's hardly one hit kill, more like three hits in many cases. What about my suggestion of adding 100 damage, reducing this to a two hit kill. KDR is largely irrelevant. What matters is impact on the battle, which is mostly decided by objective control. A sniper can't take an objective, and doesn't soak up enemy fire. All a sniper can do is kill, they should be good at it. If the redline is a problem I'd rather see it pushed back. |
Balts Xryiel
Storm Wind Strikeforce Caldari State
14
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Posted - 2015.10.07 10:52:00 -
[88] - Quote
The fact that people say about a triple-damage mod. They havent yet seen what happen when you have a quad-damage mod and a SMYB-FORK (which is by the way my favourite sniper in game) in one dropsuit alltogether can do to a sentinel sheild and amour. im not saying i can OHK but it makes them more aware of my present in the field
-One does not just RE a Heavy-
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Snake Sellors
Hellstorm LLC
503
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Posted - 2015.10.07 11:58:00 -
[89] - Quote
Breakin Stuff wrote:someone told me the symbs does the same damage if you snap fire it versus full charge. if that's the case it needs a look. Quote:Attention 4 this is relatively balanced due to a lack of sniping positions please bear in mind most players already know where to find dust snipers, this gives a sniper a brief chance to escape before the scans, scouts, ads etc otherwise they'd be unusable, especially during inner map sniping. There is no reality in which the draw distance limit isn't an unfair advantage.
I probably wasn't clear enough in what I was getting at due to a lack of remaining characters.
I don't mean to say that its fair to have a player literally invisible to enemies,
but what I was trying to say is that if you take away aspects related to the draw distance issues it could lead to a sniper being very highly exposed at the moment.
i.e if a player takes high ground to snipe, they will be backlit by the sky, their chevron glowing above their head, whilst crouched down and aiming down scope in a place that everybody knows is a vantage point leaving tracer lines showing everybody they shoot at or near their exact position regardless of distance and as none of that requires a scan, profile dampeners wont help.
now admittedly there are some things here that you could say like the sniper shouldn't hold the position for too long, or perhaps the person sniping shouldn't use the known vantage points.
but both of those would require a sniper to be able to be much more mobile than they can realistically be on dust, especially when you consider the difficulty of making a worthy contribution to a battle and the time it takes to get into a usable position (moving around even a few times in a battle as a sniper can use up a large portion of a battles time.)
so although I agree that draw distance is an unfair advantage, it almost balances out due to the fact that most players already know where to find a sniper anyway.
i'm just concerned if you were to remove the time it takes to find a sniper without first finding a way to increase their stealth capabilities and/or their movement then it would be very impractical to snipe at all. |
Skyline Lonewolf
Ancient Exiles. Bleeding Sun Conglomerate
265
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Posted - 2015.10.08 10:33:00 -
[90] - Quote
Varoth Drac wrote:Bullet physics is irrelevant. It is difficult to hit a target in Dust as the high TTK means targets move around a lot. And it's hardly one hit kill, more like three hits in many cases. What about my suggestion of adding 100 damage, reducing this to a two hit kill. KDR is largely irrelevant. What matters is impact on the battle, which is mostly decided by objective control. A sniper can't take an objective, and doesn't soak up enemy fire. All a sniper can do is kill, they should be good at it. If the redline is a problem I'd rather see it pushed back.
People try to create this illusion that sniping is just point and click, insta-killing. If that were the case, everyone would be doing it, but obviously it's not. It does take follow-up shots, especially if you don't land a HS or miss, to kill targets and skill to keep it up. No bullet physics needed due to faulty core mechanics. We've discussed this at length in other forums. What I have agreed with, though, and still agree with is, yes, push back the redline and revert range. The game had out to 1K m of range to the SR in early builds, I don't see how nerfing the playing field and range of the SR is gonna help players come out or make sniping more effective. Seeing how arguments always end up using the redline as the go-to counter-argument, I can only see pushing it back as helping to quell that completely. This playstyle, and the Caldari one, revolves around range being used to our advantage whereas Gallente are close to medium. It is a valid tactic in shooters, and MMOs i.e. the ranger class, and shouldn't be constrained due to biases. Pushing the range out farther makes snipers accessible to anyone and everyone to kill, especially if you know the direction and distance you were shot/killed from. Draw distance isn't a problem when you can close the gap. Scouts do it all the time when they jump up to SG you from behind. Though I can see memory constraints of the console being a limiting factor, thinking anything otherwise is backwards thinking. - if only PS4 was green lit.
Agree with Aeon that the damage profiles of Sniper Rifles should line up closer as to make them more effective and in-line progression-wise.
Disagree on increased damage up close and decreased damage farther out. Doesn't make sense logistically seeing how bullet velocity increases with range. F=MA. And yes, we're in the future. Shooting 1-2K m out is believable with Caldari technology. Just reading the description could tell you that, but we're not asking for that. Just enough to cover the playing field while allowing others to still kill us within the playing field is enough.
I see you coming from a mile away.
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