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jecs90
Algintal Core Gallente Federation
8
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Posted - 2012.07.02 03:04:00 -
[1] - Quote
I just dont like it!! |
Nite Terrors
Algintal Core Gallente Federation
5
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Posted - 2012.07.02 03:14:00 -
[2] - Quote
yes! i find that it doesnt always steady and controling it is to touchy |
jecs90
Algintal Core Gallente Federation
8
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Posted - 2012.07.02 03:25:00 -
[3] - Quote
Nite Terrors wrote:yes! i find that it doesnt always steady and controling it is to touchy Exactly!! |
Zach Shanna
Algintal Core Gallente Federation
77
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Posted - 2012.07.02 03:27:00 -
[4] - Quote
I find it too sensitive and the sway is random? Ive noticed that sometimes the sway stops me shooting alotogether yet sometimes there is none and its perfectly still |
MrShooter01
Expert Intervention Caldari State
268
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Posted - 2012.07.02 03:32:00 -
[5] - Quote
Crouch for a few seconds to steady the scope, it won't sway if you hold still.
If you want run and gun with range, there is a semi-auto tactical assault rifle with a scope.
The sniper rifle in this game is not meant for dancing back and forth while quickscoping people |
Sato Evern
Crux Special Tasks Group Gallente Federation
1
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Posted - 2012.07.02 05:14:00 -
[6] - Quote
i think , that it would be nicer if you could hold your breath for like 5 sec and get stedy aim insted of bouncing like like a ball on the beach. i tried crouching and the aim wasnt steddy as well so i think there should be abbilty or mod that you put in suit to stedy the sniper rifle. |
Raynor Ragna
266
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Posted - 2012.07.02 07:11:00 -
[7] - Quote
I'd like a skill and a mod to help steady the sniper rifle... Also reduce the time it takes to steady.
Model viewing range needs to be increased. |
Ronin Odachi
38th Joint Tactical Command
127
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Posted - 2012.07.02 07:31:00 -
[8] - Quote
It really would be nice to have a way to manually steady the scope so you can squeeze in those shots where you just saw the guy, and he's almost in cover. Having to wait the extra time is appreciated in that it's likely to prevent quickscoping, but I think it harms sniping overall.
Also, +1 for greater draw distance when scoped. |
Ventis Gant
Osmon Surveillance Caldari State
37
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Posted - 2012.07.02 07:43:00 -
[9] - Quote
There is a skill (one that takes up quite a lot of SP) to reduce sway. Up to 25% at max level. I had it to IV last build, and it makes a difference, although I mostly noticed the difference this build when I didn't have it anymore. You shouldn't even bother trying to use the sniper rifle unless you are crouched unless you are in panic mode trying to get shots off as quickly as possible. Also, if the sway really bothers you, switch to the tactical variants. They do somewhat less damage, and I seem to remember them only carrying 3 rounds per mag instead of 5, but the sway steadies out much more quickly. |
Garis Turaun
Circle of Huskarl Minmatar Republic
6
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Posted - 2012.07.02 07:49:00 -
[10] - Quote
I think my issue right now is that the Analog Deadzone on the right stick it so wide for me. i think it needs to be tightened in so i can do more subtle movements when trying to lead a target.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.02 08:04:00 -
[11] - Quote
I will say one thing about the sniper rifel, its alot more accurate than any gun in killzone 2, I had such massive problems in that game going ofr headshots and I shoot the guys ears off if he had any and I get so pissed that I can just seem to kill anything in that game with any weapon and I am an avid fps player averaging 1+:1 kill dead ratios (my dust one is slowly creeping up to 2 now..) so to blame it on me is rather short sighted. |
Eco Esper
Algintal Core Gallente Federation
8
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Posted - 2012.07.02 08:27:00 -
[12] - Quote
1) There's a sniper proficiency skill that reduces sway by 5%. You have to train sniper rifle operations to level 5 to unlock it. 2) Farther draw distance. As of now, half the people don't even show beyond their chevron. I'd like to see teammates show no matter their signature. So far the only way to tell is when your reticle turns red. 3) Analog deadzone. Minute adjustments take a lot of patience when trying to line up a far shot. 4) Stuttering movement. On the rare occasion that someone becomes visible at long range, their image begins to jerk forward from a standstill, leaving me firing blindly at shadows. 5) Charge indicator. I've missed plenty of kills when releasing R1 to hear... Nothing. If they happen to be looking your way, they can mow you down in the time it takes to "maybe" be charged for another round. |
Primus Core
Brimstone Tactical Covert Intervention
22
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Posted - 2012.07.02 08:54:00 -
[13] - Quote
For stability:
1) Crouch. It takes about three seconds for the weapon to stabilize without anything invested in the skill. If you don't move or zoom out, it will stay stable (until you fire). Moving the camera/scope will not destabilize the rifle.
2) Max out the sniper rifle handling skill. This will cause your aim to stabilize much quicker, both when zooming in and right after firing.
Suggestions for precision:
What the last guy said. Also, the rifle needs more levels of zoom. Where it is now should be a minimum zoom, but it needs to be able to zoom at least twice that distance in the long run. |
Delta Iddon
Subdreddit Test Alliance Please Ignore
5
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Posted - 2012.07.02 08:56:00 -
[14] - Quote
Raynor Ragna wrote:I'd like a skill and a mod to help steady the sniper rifle... Also reduce the time it takes to steady.
Model viewing range needs to be increased.
There is a skill to reduce it, "Sniper rifle precision" or something like that (it requires sniper rifle operation 5 to unlock)
Yes, model draw distance does need to be increased, but you can still snipe people outside the viewing range if you know where they are |
Drake-696
Doomheim
53
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Posted - 2012.07.02 15:04:00 -
[15] - Quote
MrShooter01 wrote:Crouch for a few seconds to steady the scope, it won't sway if you hold still.
If you want run and gun with range, there is a semi-auto tactical assault rifle with a scope.
The sniper rifle in this game is not meant for dancing back and forth while quickscoping people
This. If you crouch and aim for a couple of seconds down the sights (or through them rather), then the sway stops.
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Havok Na'marr
Doomheim
4
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Posted - 2012.07.03 02:27:00 -
[16] - Quote
Garis Turaun wrote:I think my issue right now is that the Analog Deadzone on the right stick it so wide for me. i think it needs to be tightened in so i can do more subtle movements when trying to lead a target.
This.
It should work so that, when the stick is barely moved from center, it should move a very very small amount, and the amount the camera moves should increase exponentially as you get further away from the center, until, at max, it moves as fast as it does now.
e^x ish... |
Jokanash
Pink Fluffy Bounty Hunterz RISE of LEGION
2
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Posted - 2012.07.03 05:40:00 -
[17] - Quote
Also talked about in this blog post: https://forums.dust514.com/default.aspx?g=posts&t=23079&find=unread |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.03 13:37:00 -
[18] - Quote
jecs90 wrote:I just dont like it!!
What is actually needed is to be able to set a controller sensitivity for each fit. some fits, you want it at 100% for a snappy turn rate and assault rifle spamming. Others, like with snipers, you want it all the way down to enable very fine corrections. |
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