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Medical Crash
Systematic Engineers Unlimited
407
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Posted - 2015.10.14 17:56:00 -
[121] - Quote
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? y do u cry so much? just git better. don't be a cowardly sniper skrub in the 1st place and ull be good. the real fights happen up close.....
My YouTube Channel
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Avallo Kantor
923
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Posted - 2015.10.14 20:04:00 -
[122] - Quote
How possible is it to create 'adder' effects to weapons? In other words, is it possible for a gun to have an effect on it's target OTHER than just dealing damage.
A few ideas if that was possible was to have Snipers 'sap' those that they hit, draining stamina. (Basically the idea is to use snipers to pin down targets allowing for easier follow up shots or on map aid to finish the job)
Another idea is to have the Sniper cause an additional delay on recharge to shields meaning they can get off more shots before recharge takes effect.
"Mind Blown" - CCP Rattati
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Aeon Amadi
12
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Posted - 2015.10.14 20:47:00 -
[123] - Quote
Vesta Opalus wrote: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. The normal laser rifle already tends to shut down field sniping unless the map is huge, having even more longer range weapons would just make this even worse (to say nothing of how strong lasers are if used properly already). How would yet another laser rifle be balanced in any way considering the massive disadvantages you get using a sniper rifle already? If this new rifle had the mechanics of the current laser rifle it would be absolutely insane unless the dps was so low as to make it useless anyway.
Probably for the best then, honestly. Sniper Rifle shouldn't be the only choice of weapon outside of 100m ranges. Just as well, Laser Rifle's optimal is 55m-104m. We need some variety and I think having a Laser Rifle that extends from traditional rifle ranges to just underneath maximum sniper rifle ranges is a good mix-up.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Avallo Kantor
923
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Posted - 2015.10.14 20:51:00 -
[124] - Quote
Aeon Amadi wrote:Vesta Opalus wrote: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. The normal laser rifle already tends to shut down field sniping unless the map is huge, having even more longer range weapons would just make this even worse (to say nothing of how strong lasers are if used properly already). How would yet another laser rifle be balanced in any way considering the massive disadvantages you get using a sniper rifle already? If this new rifle had the mechanics of the current laser rifle it would be absolutely insane unless the dps was so low as to make it useless anyway. Probably for the best then, honestly. Sniper Rifle shouldn't be the only choice of weapon outside of 100m ranges. Just as well, Laser Rifle's optimal is 55m-104m. We need some variety and I think having a Laser Rifle that extends from traditional rifle ranges to just underneath maximum sniper rifle ranges is a good mix-up.
Would it have any other tradeoffs other than just a different optimal?
Also, so that it's 'easier' to tell this variant apart, could it have its own laser color?
"Mind Blown" - CCP Rattati
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Aeon Amadi
12
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Posted - 2015.10.14 20:53:00 -
[125] - Quote
Avallo Kantor wrote:Aeon Amadi wrote:Vesta Opalus wrote: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. The normal laser rifle already tends to shut down field sniping unless the map is huge, having even more longer range weapons would just make this even worse (to say nothing of how strong lasers are if used properly already). How would yet another laser rifle be balanced in any way considering the massive disadvantages you get using a sniper rifle already? If this new rifle had the mechanics of the current laser rifle it would be absolutely insane unless the dps was so low as to make it useless anyway. Probably for the best then, honestly. Sniper Rifle shouldn't be the only choice of weapon outside of 100m ranges. Just as well, Laser Rifle's optimal is 55m-104m. We need some variety and I think having a Laser Rifle that extends from traditional rifle ranges to just underneath maximum sniper rifle ranges is a good mix-up. Would it have any other tradeoffs other than just a different optimal? Also, so that it's 'easier' to tell this variant apart, could it have its own laser color?
Does it really need any other tradeoffs when it's magazine capacity is total **** and the overheat on it seizes the weapon at just over half of that mag? Lol
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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BARAGAMOS
Kinsho Swords Caldari State
326
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Posted - 2015.10.14 20:57:00 -
[126] - Quote
Skyline Lonewolf wrote:Samantha Hunyz wrote: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. completely agree on CSR and how it has been affected. the reload mainly from having 2 less bullets per clip makes it obsolete considering you have to factor in charge time. heavies took 4 body shots to kill regardless if not a head shot and a follow-up. the other guns seem to be in the right place though in terms of mechanics. most people agree that the SR damages should scale better also. so much could be accomplished for the betterment of gameplay for everyone if they actually listened to sniper proposals from the guys who actually snipe a majority of the their gameplay. not to sound bitter, but it's like getting intel from the source lol but unbiased. we've more than showcased many ways that this can be done without destroying balance, but rather, promote it in our feedback. that's also utilizing available assets. anyway, still good to see you chime in once in a while Symbs. To Aeon: I know that nothing is guaranteed, ahd you don't mean to get our hopes up, but proper scaling of SR damage relative to the Thales, redline distance/tweaks, and some range reversion will go a long way to promote balance and making this weapon/role more effective on the battlefield imo.
Not sure everyone or even the majority think anything is wrong with the SR as it is. Most people, in fact, seem to think they are a area best left alone. A good sniper has no trouble producing results, and most players are not happy with OHKS from redline campers. So I am not seeing this ground swell of enthusiasm to fix the SR when its not broken. All I see is increase my range and damage as desired fixes from marine recon wannabes. How about Fixing it so the SR can't fire from the redline? I'm in favor of greater damage then, but I'm sorry most players seem to agree they do not add an enjoyable element to the game and making them better for redline camping will not change that option. You can't hack a point while sniping, and most maps are not even good for using the SR. Those maps that are good for sniping are also great for other mid to long range rifles to excel, but its difficult for those guns to have a chance to shine in those open maps if the SR OHKs everything that moves.
Just saying they work great now, work on your aim and realize like ALL OTHER GUNS they have a time and place to be used and require you to pick you targets. Wanting the sniper to be effective against all suits is the same as asking for any other weapon to effective against all suits. Its myopic and when you think about it unreasonable.
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Skyline Lonewolf
Ancient Exiles. Bleeding Sun Conglomerate
268
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Posted - 2015.10.14 21:44:00 -
[127] - Quote
BARAGAMOS wrote:Skyline Lonewolf wrote:Samantha Hunyz wrote: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. completely agree on CSR and how it has been affected. the reload mainly from having 2 less bullets per clip makes it obsolete considering you have to factor in charge time. heavies took 4 body shots to kill regardless if not a head shot and a follow-up. the other guns seem to be in the right place though in terms of mechanics. most people agree that the SR damages should scale better also. so much could be accomplished for the betterment of gameplay for everyone if they actually listened to sniper proposals from the guys who actually snipe a majority of the their gameplay. not to sound bitter, but it's like getting intel from the source lol but unbiased. we've more than showcased many ways that this can be done without destroying balance, but rather, promote it in our feedback. that's also utilizing available assets. anyway, still good to see you chime in once in a while Symbs. To Aeon: I know that nothing is guaranteed, ahd you don't mean to get our hopes up, but proper scaling of SR damage relative to the Thales, redline distance/tweaks, and some range reversion will go a long way to promote balance and making this weapon/role more effective on the battlefield imo. Not sure everyone or even the majority think anything is wrong with the SR as it is. Most people, in fact, seem to think they are a area best left alone. A good sniper has no trouble producing results, and most players are not happy with OHKS from redline campers. So I am not seeing this ground swell of enthusiasm to fix the SR when its not broken. All I see is increase my range and damage as desired fixes from marine recon wannabes. How about Fixing it so the SR can't fire from the redline? I'm in favor of greater damage then, but I'm sorry most players seem to agree they do not add an enjoyable element to the game and making them better for redline camping will not change that option. You can't hack a point while sniping, and most maps are not even good for using the SR. Those maps that are good for sniping are also great for other mid to long range rifles to excel, but its difficult for those guns to have a chance to shine in those open maps if the SR OHKs everything that moves. Just saying they work great now, work on your aim and realize like ALL OTHER GUNS they have a time and place to be used and require you to pick you targets. Wanting the sniper to be effective against all suits is the same as asking for any other weapon to effective against all suits. Its myopic and when you think about it unreasonable.
you obviously can't read well if you really just went and underlined that one phrase in my paragraph of feedback yet negated everything else that was mentioned that COMPLETELY addresses your concerns in terms of sniper damage progression and the redline. also, no one asked for them to be effective against every suit in the game? it just becomes even more of a balancing point when shield regen just got a huge buff, our damage profile was changed to only affect armor to be in line with race/lore a few builds back, and SR damage is no where in line with the Thales in terms of progression. if just that last point was implemented things would be balanced. SR will never OHK anything that moves cause not every shot is a head shot. also, the last time i checked, you can use Assault weapons anywhere and anytime. Assaults are so one-sided, i swear.
I see you coming from a mile away.
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Aeon Amadi
13
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Posted - 2015.10.15 12:44:00 -
[128] - Quote
Skyline Lonewolf wrote:
you obviously can't read well if you really just went and underlined that one phrase in my paragraph of feedback yet negated everything else that was mentioned that COMPLETELY addresses your concerns in terms of sniper damage progression and the redline. also, no one asked for them to be effective against every suit in the game? it just becomes even more of a balancing point when shield regen just got a huge buff, our damage profile was changed to only affect armor to be in line with race/lore a few builds back, and SR damage is no where in line with the Thales in terms of progression. if just that last point was implemented things would be balanced. SR will never OHK anything that moves cause not every shot is a head shot. also, the last time i checked, you can use Assault weapons anywhere and anytime. Assaults are so one-sided, i swear.
Assault Sniper Rifle - shoots a 10 round burst with no recoil, each round doing 1000 damage
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Shart Machine
Gallente Federation
23
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Posted - 2015.10.15 15:05:00 -
[129] - 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. |
Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 15:54:00 -
[130] - Quote
Shart Machine wrote: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.
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).
Aeon Amadi wrote:Probably for the best then, honestly. Sniper Rifle shouldn't be the only choice of weapon outside of 100m ranges. Just as well, Laser Rifle's optimal is 55m-104m. We need some variety and I think having a Laser Rifle that extends from traditional rifle ranges to just underneath maximum sniper rifle ranges is a good mix-up.
I'd be fine with a rifle in these ranges, but laser rifle mechanics would make it too strong (opinions!), something else might be perfectly fine, particularly if the sway mechanics for the SR were toned down so that you didnt have 3-5 second delays before firing accurate shots. The more competition the sniper rifle has at closer ranges, the more help it needs to make it viable outside of the redline. |
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Shart Machine
Gallente Federation
26
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Posted - 2015.10.15 17:49:00 -
[131] - 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. |
Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 17:51:00 -
[132] - Quote
Shart Machine wrote: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.
Well I dont control CCP, if I did there would be STD/ADV charge rifles (and proto breach scrambler pistols, and etc etc) |
Shart Machine
Gallente Federation
26
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Posted - 2015.10.15 18:11:00 -
[133] - 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. |
Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 18:30:00 -
[134] - Quote
Shart Machine wrote: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.
Well I wouldnt say its the only way, you can always dropship on his head, or use a rail tank or forge gun, and even if you cant one shot kill him with a sniper rifle pecking at him will cause him to move and stop sniping, etc. |
BARAGAMOS
Kinsho Swords Caldari State
340
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Posted - 2015.10.15 19:34:00 -
[135] - Quote
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.
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Shart Machine
Gallente Federation
28
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Posted - 2015.10.15 19:57:00 -
[136] - 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 |
BARAGAMOS
Kinsho Swords Caldari State
340
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Posted - 2015.10.15 20:00:00 -
[137] - Quote
Shart Machine wrote: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
For some reason it dropped skylines quote... |
Skyline Lonewolf
Ancient Exiles. Bleeding Sun Conglomerate
269
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Posted - 2015.10.16 13:15:00 -
[138] - Quote
you just keep proving that you're a complete idiot. the feedback still remains against redline camping and OHKs in support for those buffs by tweaking in-game assets i.e. maps, yet you keep saying the opposite cause it's the default argument. way to be original kid. like we haven't heard before. *claps* im not even gonna argue. The different racial Assault rifles can be used anywhere, heavies usually defend a point in competitive play but in pubs can roam between objectives, SG scout can go anywhere. yes, we get that on indoor specific maps like the research facility and others, you can't snipe, but all the others you should be able to. also, you can't compare this weapon to swarm launchers cause that's specific to anti-vehicle not infantry vs. infantry. plus if you need evidence of the MD being used anywhere you can check out one of Sax's videos just to give you proof it can be used anywhere. what a bunch of bs seriously. also, before i edited my post, i said ive killed suits back to back, even fully queue synced squads carrying my team, solo i might add, before the nerfs, so i don't think i need to work on my aim. I almost pulled a 30-0 bomb just sniping - no OB - in an -old- AE PC and would've had it not been for the two sniper teammates competing against me for kills - who only had 8 and 7 kills btw. nice try though, kid. go check out my imgur if you need proof/my resume. im done.
I see you coming from a mile away.
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Snake Sellors
Hellstorm LLC
509
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Posted - 2015.10.16 20:31:00 -
[139] - Quote
BARAGAMOS wrote: 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.
. 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.
Before I really start here let me just say that my personal record in a single round with a charge rifle was 56-0 back before the range change (so going back a little way) and I took part in the event to name an sr. which symb won and I was not even second in.
symbioticforks who also agrees with the general consensus on sniper rifles here btw.
my point there is I can safely say that whilst I don't believe myself to be the best dust sniper I am certainly not a player who has issues with aiming.
(side note: the round in question was won on clones so I can also say that I was useful to the team)
and yes the sniper rifles are weak comparatively.
so your argument is that a fully skilled out sniper using a proto variant can ohk a bpo suit?
so its now expected that in order to be useful a player needs to take proto into every pub round in order to be able to kill almost all suits whilst still being limited to only killing and also being vulnerable to anybody that can be bothered to sort out their sniper issues?
so which other weapons are almost useless until you reach proto levels then? - this is where the unbalance is.
do you not think then that this doesn't leave much space to go to for use in say.. a pc battle where everybody takes out their best gear? -this is where there is an unbalance
could you also clarify for me, exactly what is this particular problem that you see a sniper the only use for? (only one use in your opinion but still don't see an unbalance..)
also can you honestly say that the person you are referring to only ever snipes from the redline? this part of your argument sounds an awful lot like your "go to" response to snipers in general.
as for all snipers in the redline being scrubs.
I suggest that you try to play as many maps as a sniper as you can for two weeks without using the red line areas or mccs at all in any of them, see how many rounds you can make a genuine contribution to using your sniper rifle only. but i'll pre warn you- I highly doubt you'll find it fun.
a real issue in dust is positioning with many of the maps being bowl shaped or having no alternative vantages. (again if you don't believe me,try it for an extended period) (the requirement to use a "vantage point" another unbalance?)
as you also point out there aren't any real opportunities for a sniper to be useful at taking or holding an objective. - in a taking or holding an objective based game? (swarm launchers aside all other weapons can be used for this
And finally I personally have mentioned that snipers need more application rather than damage etc, although I will definitely say they needed a base damage boost rather than a headshot boost initially anyway. the reason I believe they went with a headshot multiplier in a game where hit detection is poor in the first place was to help counter snipers with minimal help to active snipers. -who are the usually stationary targets?
even at the times that we do decide to move around the map we are left with the tactical rifles which have sway delays, the need to crouch, 5 rounds in a clip etc to use against the other weapons in this game. and if you really believe that you can use the range advantage over the rail/laser rifles whilst on foot then you are dreaming.
I'm sorry but the fact is that sniper rifles are not really balanced in this game, there are range, distance ,hit detection, application and mobility issues. |
Symbioticforks
Kinsho Swords Caldari State
1
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Posted - 2015.10.17 16:10:00 -
[140] - Quote
Medical Crash wrote: just git better. don't be a cowardly sniper skrub in the 1st place and ull be good. the real fights happen up close.....
THIS.. makes up a large portion of the player base. THIS.. has been detrimental to snipers since launch.
Mountain Dew and Doritos have laid claim on his soul.
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Symbioticforks
Kinsho Swords Caldari State
1
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Posted - 2015.10.17 16:26:00 -
[141] - Quote
Aeon Amadi wrote: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. Hit me up on Skype tomorrow, bring your sniper bros, we'll hash out ideas.
I probably checked back too late. I apologize. There's likely no meaningful change they could make to the game at this point to get me to open my wallet to CCP again. (aside from a PC port which is the only reason I came back for the officer weapons contest, in hopes I would be playing this game for years to come) However as I recall you were there for the Red Wedding of Dust 514. I hope CCP is paying for your trip to Iceland this time around.
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Thaddeus Reynolds
Facepunch Security
518
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Posted - 2015.10.17 16:44:00 -
[142] - Quote
BARAGAMOS wrote: Not sure everyone or even the majority think anything is wrong with the SR as it is. Most people, in fact, seem to think they are a area best left alone. A good sniper has no trouble producing results, and most players are not happy with OHKS from redline campers. So I am not seeing this ground swell of enthusiasm to fix the SR when its not broken. All I see is increase my range and damage as desired fixes from marine recon wannabes. How about Fixing it so the SR can't fire from the redline? I'm in favor of greater damage then, but I'm sorry most players seem to agree they do not add an enjoyable element to the game and making them better for redline camping will not change that option. You can't hack a point while sniping, and most maps are not even good for using the SR. Those maps that are good for sniping are also great for other mid to long range rifles to excel, but its difficult for those guns to have a chance to shine in those open maps if the SR OHKs everything that moves.
Just saying they work great now, work on your aim and realize like ALL OTHER GUNS they have a time and place to be used and require you to pick you targets. Wanting the sniper to be effective against all suits is the same as asking for any other weapon to effective against all suits. Its myopic and when you think about it unreasonable.
The only sniper that seems to have any measurable affect is the Thale's TAR-07, which is way out of line from the other Vanilla Variant Sniper Rifles. It and the charge (by extension the Symb's), in my opinion, are the only effective sniper rifles. Take a look at the damage on the Thale's, and then look at the Ishukone...then compare that percentage peformance increase with that of other Officer Class Weaponry...any change to sniper rifles, whether damage or otherwise will have to address this discrepancy. If sniper's damage where changed from the 'Thales' Down, you end up with the Basic Sniper Rifle dealing nearly 300 Damage...which given the firepower that grenades have, I'm having trouble finding fault with that damage total in a perfect world; however, as Breakin Stuff pointed out, we're not in a perfect world...contrails fail to draw past about 150m, you can only even see a sniper if you hover over them with another sniper are issues in the snipers favor...against the sniper you have unreliably hit detection, lack of vantage points accessible by something other than a dropship, and inertialess movement on infantry side. Hitscan works as both a blessing and a curse for the sniper, so I do not count it as either an advantage or disadvantage here.
I personally feel that damage could come up (siginficantly) on sniper rifles, but would rather see them add and reward other utility for the sniper instead, things like intel or suppression would be of great benefit...or a combination of the two...people are too caught up with kills being the only thing someone can do in this game -_-
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Aeon Amadi
13
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Posted - 2015.10.17 16:47:00 -
[143] - Quote
Symbioticforks wrote:Aeon Amadi wrote: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. Hit me up on Skype tomorrow, bring your sniper bros, we'll hash out ideas. I probably checked back too late. I apologize. There's likely no meaningful change they could make to the game at this point to get me to open my wallet to CCP again. (aside from a PC port which is the only reason I came back for the officer weapons contest, in hopes I would be playing this game for years to come) However as I recall you were there for the Red Wedding of Dust 514. I hope CCP is paying for your trip to Iceland this time around.
Lol, no. Even if they offered I would probably decline and advocate that money be spent on better things. I want to go this year (2016) but I am having trouble getting the finances together.
Even if you don't play the game anymore, you being one of the dedicated snipers of old lends more credence to your feedback than anything I could throw out so I still appreciate any suggestions you'd have to getting this right.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Symbioticforks
Kinsho Swords Caldari State
1
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Posted - 2015.10.18 06:51:00 -
[144] - Quote
Preface, I haven't played this game in quite some time. Certain constants may have changed quite a bit. The following is how things were and to a large degree how I feel things should be. I recall what balanced looks and feels like. If that's your aim then please read on ahead.
Sniper Rifles at the start of the game were well balanced. (except the 750m range) It was important / required that your team had a few snipers to at the very least to counter the enemy teams snipers. It was a needed role. I know right? Can you even imagine that?
The formula that was followed for damage was this (or very close to this) The damage chart below assumes Militia vs Militia / Standard vs Standard / Advanced vs Advanced / Prototype vs Prototype.
4 -5 body shots from a tactical SR - to kill a heavy [each shot taking away one fifth of a heavys hp] TANK +1 4 body shots from a standard SR - to kill a heavy [each shot taking away one fourth of a heavys hp TANK+1 3 body shots from a charge SR - to kill a heavy [each shot taking away one third of a heavys hp] TANK +1
3 body shots from a tactical SR - to kill a assault [each shot taking away one third of an assaults hp] TANK +1 2 body shots from a standard SR - to kill a assault [each shot taking away ABOUT HALF of an assaults hp] TANK +1 2 body shots from a charge SR - to kill a assault [each shot taking away MORE THAN HALF of an assaults hp] TANK +1
2 body shots from a tactical SR - to kill any scout [each shot taking away ABOUT HALF of a scouts hp] TANK +1 2 body shots from a standard SR - to kill any scout [first shot taking away MORE THAN HALF of a scouts hp] 1 body shot from a charge SR - to kill any scout. [first shot should kill them outright] TANK +1
The 2 places where I mention "ABOUT HALF" Think like 54-63% of someones hp. The 2 places where I mention "MORE THAN HALF" Think like 69-80% of someones hp.
Infantry really liked their damage mods early on, however if you went light on damage mods for additional shield extenders or armor plates all levels of advancement being even, you could effectively add enough hitpoints to your suit to sustain another round of sniper fire. Not every suit against every sniper rifle, but most. (see TANK+1) You cannot counter everything all at the same time, however you do not need to kill a sniper in order to counter one. Sacrificing some aspects of your build to stack hp could greatly reduce your risk of being picked off. However I'm not here to talk about how to counter sniping.
This formula is what felt fair. If you got hit by a sniper you had to find cover, thankfully this game provides huge maps and near infinite amounts of cover, compared to the finite amount of elevated sniping locations.
Headshots? What should those be like?
If the base damage is following the formulas up above. Double damage was appropriate. Meaning against armor that multiplier will be higher, and against shields lower. Most players learned the lesson to never to stand still. Given the framerate and hitbox issues, headshots were a luxury. Something you lead with on a target who doesn't know you're trying to snipe them. The moment they realize they're being targeted however most people flail around like a fish out of water, making headshots much less relevant than body shots. (at that moment) To not increase base damage significantly to combat the increased effective hitpoints of all suits throughout the updates, was pure folly. The fix sniper rifles got in the past was ALL IN on HEADSHOT damage. Which it only needed a slight buff to. CCP adopted the term "precision weapon" to specifically refer to it as a headshot only weapon. As if hitting targets consistently with a SR doesn't already require tons of intuition, patience, and precision. Not sure if you noticed, but the gun doesn't work well as a headshot only weapon, that's never been it's intended use. I say this from experience. You change the weapon completely when you buff headshot damage through the roof and don't address base damage. It's a completely different gun. So of course you're having issues with it.
When doing double damage with a headshot, the typical follow up will always be a bodyshot. If that headshot misses and you instead hit their body, your follow up will likely be another bodyshot. You of course look for opportunities where your target stands still in which case you can switch over to attempting a headshot if the next body shot won't finish them off. However, to keep someones shields from regenerating body shots are required. That's kind of a huge deal. I'm just pointing this all out to insist that again, headshots are a luxury. Not the primary mode of engagement sniper rifles. Given, I spent a ton of time actively searching for stationary targets, however those weren't generally quality targets that were winning the match for the enemy team. To kill "GOOD PLAYERS" you need body shots to do meaningful damage.
Snipers used to be a good counter to scouts. Then they added cloaking. And now players can jump super high too? Scouts used to be just quick, so hitting them between cover was difficult. Alas, this has been the way of the sniper since launch. Constantly getting indirectly nerfed by everything else getting buffed in one way or another, to address issues, create parity, or counter issues in no way related to sniping.
Issues not addressed : Range, Sniping Locations, Reticle, Clip Size, and Fog / Weather effects. Those all factor into having a useful enough weapon to spawn with.
TL;DR
Make base damage on sniper rifles meaningful. And for headshots double that meaningful damage. Not some all in on headshot monstrosity that makes even the worst player instantly good at counter sniping.
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Snake Sellors
Hellstorm LLC
511
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Posted - 2015.10.18 16:16:00 -
[145] - Quote
Symbioticforks wrote:Preface, I haven't played this game in quite some time. Certain constants may have changed quite a bit. The following is how things were and to a large degree how I feel things should be. I recall what balanced looks and feels like. If that's your aim then please read on ahead.
Issues not addressed : Range, Sniping Locations, Reticle, Clip Size, and Fog / Weather effects. Those all factor into having a useful enough weapon to spawn with.
TL;DR
Make base damage on sniper rifles meaningful. And for headshots double that meaningful damage. Not some all in on headshot monstrosity that makes even the worst player instantly good at counter sniping.
amen.
to everything you said symb.
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Rinzler XVII
Ikomari-Onu Enforcement Caldari State
378
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Posted - 2015.10.18 20:16:00 -
[146] - Quote
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.
Problem is you get Proto commandos red line sniping with max hp so they then become a mean killing machine with zero drawbacks protected by redline
I Fight for the User
It's a shame that my user sucks at DUST
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Symbioticforks
Kinsho Swords Caldari State
1
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Posted - 2015.10.18 20:16:00 -
[147] - Quote
A brief collection of thoughts on Range Reduction and Red Line Snipers.
A friend of mine says the thing that ruined sniping in Dust 514 was the reduced range sniper rifles received awhile back. (anything less than 600m) He stated that snipers originally provided a strong but unpredictable influence. That the majority of the player base complaining wanted to essentially ruin a beautiful thing and turn Dust 514's battlefield into Call of Duty. Even after the ranges were reduced I forced myself to make things work. Sniping with each range reduction made it less dynamic, but for someone like myself I still found ways to have fun, although I wouldn't expect most people to be that sadistic.
I never had an issue with red line snipers. My friend noted how they made up the majority of my kills. They were far from immune when ranges were closer to 600m. Aside from that, red line sniping was often unproductive. Most red line snipers were averaging 10 kills and one death. Outside of the red line I would average 2-3x that ratio. Thanks to anti-sniper map designs sometimes the best place to snipe was most certainly inside your red line. And if you were bad or new to sniping that was the most intuitive place to start. Once ranges were reduced a majority of red line snipers found themselves immune to the front line snipers like myself. They were simply too far away to kill with my sniper rifle. I could see them still, just not shoot them. The fact that they would still light up, but not be in range was rather infuriating. It was inadvertently another layer of protection given to red line snipers. They too would suffer from shorter ranges, but anyone trying to counter snipe them would have to present themselves openly in order to do so? (and more than likely from a lower elevation) Done.
The players who sniped and switched out of sniping, never complained about snipers. You or anyone else ever notice this? Says my friend. They often thought they weren't good at sniping or couldn't figure out how to make a meaningful contribution with such an underwhelming weapon with so few locations to snipe from. It just wasn't fun. So many people just didn't do it.You know what else isn't fun? Getting only 10 kills from your red line. Not killing enough people to influence the outcome of the game. People play the game for different reasons granted. Some people don't play to win. The reward structure in casual matches didn't promote the importance of winning, so non-contributors could easily exist.
You can fix base damage, but that won't make the weapon useful. It needs that range, to create options for the player..To perhaps be somewhere less than predictable, and further away than your'e willing to run on foot. Part of stealth for me was being far away and out of immediate danger. If I couldn't be far away I would at least be out of reach or vice versa.
Still worried about red line snipers though? Just not sinking in?
There are any number of ways to kill an enemy sniper. Most of the deadly (competent) snipers were fielding full prototype when I played, and you could grief them into changing suits by simply killing them once or twice. (back when ISK meant something) I feel that may no longer be the case.
-Attack Drop Ships / Drop Ship -Orbital Strike -Suicide Rush -Forge Gun -Rail Tank -Counter Snipe (forget about this one since range reductions, would have been the easiest way to deal with them though)
And besides killing the sniper
-Use Cover -Stay Mobile -Vehicles -Stay in the City -Cloaking - Stack HP
If you think you can run around like Rambo all the time without getting hit by a sniper, no matter where they are the problem lies with you and your play style.
I could say quite a bit more on these two topics, but I already feel bad for anyone who bothered to read this.
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Snake Sellors
Hellstorm LLC
512
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Posted - 2015.10.19 18:16:00 -
[148] - Quote
That's all vary true and to those people who think that its the weapon and not the players that gets the kills here is a recent example of the people that make it easy and probably go on to cry about snipers.
my record recently with a kali tac sniper rifle was 32-0 from less than 200m away.
do I think that the kali is a good weapon? well balanced for running around with?
No, not at all.
so how did I get this result?
because the red berries were going to the edge of the building above an objective and staying still whilst they aimed down at the defenders, allowing me time to align headshots again and again. most were wearing assault suits and only one of them even bothered to shoot back at me.
my point here is that if you act like a lemming don't expect it to end well.
on the other hand if you follow symbs advice, and don't act predictably then you will be bloody hard to hit and probably wont die very often to snipers anyway. realistically there will be easier targets to aim at.
as for the range reduction/red line points again I agree and tried to actually point this out before the ranges were reduced...
if the red line is safety and counter sniping is the best way to kill a sniper and some players don't want to die,
why would they leave the precious red line when they don't even need to worry about counter snipers anymore?
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Union118
TH3 STRUGGL3
780
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Posted - 2015.10.19 18:47:00 -
[149] - Quote
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.
Starter Fit Suits are OP :-)
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
288
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Posted - 2015.10.19 19:11:00 -
[150] - 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.
Officer shouldn't be taken into account when we're talking about all the other SR's and their range issue's Symb's is right on the money on this, and if you believe that sniping is in a remotely "good spot", then you clearly enjoy sitting in the redline with no one to counter snipe you or take you out, since the game is now relegated to "each team get's their free to use 100% counter snipe free side", thus the reason your using a Thales in the first place.
Sniper rifles have been receiving nerf after nerf and overtime like Symbs has said, it's become one giant COD game thats free to play, just laggier and incomplete. Despite it being a "Tactical" shooter, the only tactics I see are A. bum rush the enemy with a rifle without any allies being near you and generally walking by yourself, or B jump super high and use explosives, that's not tactic's that's COD.
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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