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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.08.23 02:19:00 -
[1] - Quote
I believe sniping is currently too effective when you have a mouse to aim with. Before Precursor, I felt that the DS3 was enough of a hindrance to aiming at small targets that sniping was probably fine. With the kind of precision you can get from a mouse, however, sniping has become an incredibly easy way to get kills. So, here are some of the major issues to point out:
1) Charged sniper rifle shots instantly kill most people even with just body hits. Using a charge rifle with militia weapon mods on a militia suit, and Weaponry/Sniper Ops at 4, I one-shot every suit but heavies most of the time. This is not an enjoyable experience for people. Dying without any warning you're in danger, without any chance to retaliate, even at full health, is not something that should be common.
2) Sniping is very easy for the payoff. Again, this is more specific for mouse-based sniping. Currently, sniping is a matter of clicking somewhere without any real thought involved. See a bad guy on the other side of the map, put cursor over him, dead (or, shot hits and no damage is done -- thanks, hit detection.) It is very easy as a sniper to find a perch, where you're safe from most other enemies, with a very clear vantage of high traffic areas, and rack up kills without someone so much as taking a shot at you. Sniping places very little demand on the player for how powerful it is.
With that in mind, I'd propose a couple changes to sniping:
1) Add bullet travel time. Make bullets fast, but hitting very distant targets should be hard and require anticipating your target correctly. Either way, being on the other side of the map should make you relatively safe if you're moving. I'd also think that bullet drop being added might be a good idea as well. In general, it should be harder to hit enemy players with sniper rifles, especially if they're moving.
2) Add a very bright tracer effect to sniping. Shooting a sniper rifle should draw a big, bright line between you and your target. People should be able to see where the sniper fire is coming from, but to effectively counter you AND to know what area is dangerous to expose themselves to.
3) Reduce the overall power of sniper rifles. Being instantly killed sucks. It shouldn't happen unless a wounded person is hit, or someone with a very good rifle and weapon skills shoots someone with militia crap armor and poor skills. Sniping should be more about suppression and harassment than outright kills. It's possible that with sniping being harder and less safe to do it may be unnecessary to reduce sniper rifle damage by much, if at all, however. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.08.23 02:54:00 -
[2] - Quote
I notice one map in particular has made the game into 90% snipers, Skirmish has become the team with the least snipers wins. |
Kalen Voorhees
Doomheim
3
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Posted - 2012.08.23 03:28:00 -
[3] - Quote
Can I feel a nerf? |
Grille Tuna
Circle of Huskarl Minmatar Republic
7
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Posted - 2012.08.23 03:54:00 -
[4] - Quote
actually the sniper physics are fine IMO. sniper should be able to 1 shot kill if they can line up a head shot 2 to the body, otherwise why have a sniper rifle its virtually useless in close quarters. my balance issue is with the super mario SMG's what the hell are their controls?if its a mouse i'm gonna have to get me one... |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2012.08.23 03:56:00 -
[5] - Quote
Fivetimes Infinity wrote:2) Add a very bright tracer effect to sniping. Shooting a sniper rifle should draw a big, bright line between you and your target. People should be able to see where the sniper fire is coming from, but to effectively counter you AND to know what area is dangerous to expose themselves to.
3) Reduce the overall power of sniper rifles. Being instantly killed sucks. It shouldn't happen unless a wounded person is hit, or someone with a very good rifle and weapon skills shoots someone with militia crap armor and poor skills. Sniping should be more about suppression and harassment than outright kills. It's possible that with sniping being harder and less safe to do it may be unnecessary to reduce sniper rifle damage by much, if at all, however. I always liked Sniping in HALO. 2 Body shots or 1 headshot = dead. Tracer on sniper fire, and 4 rounds in the magazine. Allowed Pro Snipers to do their thing but also allowed infantry to see where the shots were coming from and adjust.
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Stile451
Red Star.
76
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Posted - 2012.08.23 04:38:00 -
[6] - Quote
So you want to punish every sniper because the mouse is overpowered? That is not how to fix a problem with one peripheral that not everyone has.
1. The sniper rifle is a railgun(which is actually being developed - at least according to wikipedia) with a velocity of 3500m/s. Assuming that the longest shot you're going to make is 1000m, that means the bullet will be traveling for a total of 0.29 seconds. Assuming you're not jumping or falling when you take the shot the initial velocity towards the ground will be zero. Using the standard equation(which will be slightly off as ballistics are more complex):
Bullet Drop = 0.5 x gravity x time squared D=0.5 x 9.8m/s/s x 0.29s x 0.29s
D=0.0044 meters for every 1000 meters. 4.4 millimeters. Nothing.
Edit: going over my numbers again this should actually be .412m over 1000m(I have no idea where I got 4.4mm from - I even remember doing the math multiple times). Using the correct number of 2500m/s it's .784. It's a reasonable bullet drop but I believe it would be less.
2. It's a sniper rifle, not a laser tag gun. If every time you took a shot someone would come to find you nobody would play as a sniper(cheers and applauds from those who don't know how to counter a sniper, I'm sure).
3. Once the marketplace opens up then we might want to look at this. We're very early in the current build and nobody has enough money to get out of the militia suits for more than a round or two. Basic suits are enough to not get one shotted by militia rifles and advanced suits by the charge and prototype rifles, but as I said nobody can afford them. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.23 06:16:00 -
[7] - Quote
Stile451 wrote:So you want to punish every sniper because the mouse is overpowered? That is not how to fix a problem with one peripheral that not everyone has.
I'm not sure what the alternative would be. You can't leave sniper rifles as powerful as they are for people who are using mice. I think sniping being over-nerfed is better than it being under-nerfed, as powerful sniping makes the game less fun for a lot of people, whereas weak sniping makes it less fun for just snipers.
Quote:1. The sniper rifle is a railgun(which is actually being developed - at least according to
It's a video game, the sniper rifle is whatever they want it to be.
Quote:2. It's a sniper rifle, not a laser tag gun. If every time you took a shot someone would come to find you nobody would play as a sniper(cheers and applauds from those who don't know how to counter a sniper, I'm sure).
Shooting your gun wouldn't summon a magical sniper-finding assassin, you'd simply make it easier for people to find you and kill you. Snipers would find themselves in greater danger overall, which is a positive change.
Quote:3. Once the marketplace opens up then we might want to look at this. We're very early in the current build and nobody has enough money to get out of the militia suits for more than a round or two. Basic suits are enough to not get one shotted by militia rifles and advanced suits by the charge and prototype rifles, but as I said nobody can afford them.
Well, it could be that only the Basic tier of sniper rifles might need toning down. As I said, I'm okay with someone using expensive gear fighting someone using militia stuff being able to flatten them in one hit. The stuff you buy should remain worth the cost. But Basic sniper rifles one-shotting Basic dropsuits with body shots? Not a fan of that.
Grille Tuna wrote:actually the sniper physics are fine IMO. sniper should be able to 1 shot kill if they can line up a head shot 2 to the body, otherwise why have a sniper rifle its virtually useless in close quarters.
You'd use a sniper rifle because you can hit people at ranges they can hit you back from. And I'm okay with it taking two shots to kill people. My issue is that, with a charged sniper rifle, it takes one shot on basically everyone aside from people wearing heavy suits. One shot means you never even knew you were being attacked before you died, usually. It doesn't give you a chance to even react. Pretty lame gameplay. |
Stile451
Red Star.
76
|
Posted - 2012.08.23 07:00:00 -
[8] - Quote
Fivetimes Infinity wrote:I'm not sure what the alternative would be. You can't leave sniper rifles as powerful as they are for people who are using mice. I think sniping being over-nerfed is better than it being under-nerfed, as powerful sniping makes the game less fun for a lot of people, whereas weak sniping makes it less fun for just snipers. Seeing as it's a control issue then maybe do something to the mouse controls such as adding a permanent sway when a mouse is used.
Quote:It's a video game, the sniper rifle is whatever they want it to be. True enough, just going by the current lore.
Quote:Shooting your gun wouldn't summon a magical sniper-finding assassin, you'd simply make it easier for people to find you and kill you. Snipers would find themselves in greater danger overall, which is a positive change. I honestly don't know why I'm discussing this one as currently they never even look up to find your arrow, it's only other snipers that are actively looking for you and for that we also have the muzzle flash in addition to the arrows. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.23 08:49:00 -
[9] - Quote
Stile451 wrote:Seeing as it's a control issue then maybe do something to the mouse controls such as adding a permanent sway when a mouse is used.
To be honest I've wondered if there shouldn't be some degree of permanent sway, if only because Sniper Rifle Proficiency is kind of a weird skill otherwise. But, yeah, I suppose if they're able to somehow manage it having sway or more sway than normal when using a mouse might be okay as an alternative to bullet drop.
And I think that highly visible tracers should be in for everyone using sniper rifles, as well. Sniping is far too safe.
Quote:I honestly don't know why I'm discussing this one as currently they never even look up to find your arrow, it's only other snipers that are actively looking for you and for that we also have the muzzle flash in addition to the arrows.
It's more for the benefit of the enemy team as a whole. The person your'e shooting will hear the shot anyway and will bee-line for the nearest cover. He probably won't see the shot unless you shoot in front of him. But, other people on his team will, and that will make life more dangerous for the sniper. Which is good. |
Le-gen Dairy
6
|
Posted - 2012.08.23 14:22:00 -
[10] - Quote
I currently use both mouse and DS3 when playing and I can tell you that currently the mouse isn't as overpowered as you think it is. Sure I have an easier time sniping since it's just point and click, however having to track a moving target is not simple due to the hardcap that is in place. Sometimes I have to switch to DS3 for those scouts
You're asking for there to be permanent sway when using a mouse; unfortunately that is not possible due to the fact that many players such as myself constantly switch back and forth between KB/M and DS3. If permanent sway were introduced, it'd have to be for everyone and then by using sniper rifle proficiency does it go away.
I want a balanced game just as much as everyone else and I am by no means trying to defend KB/M as I'm more of a DS3 player myself; however, I just don't see how some of these suggestions of fixing Mouse users would work. |
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Khun-Al
135
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Posted - 2012.08.23 14:33:00 -
[11] - Quote
Change the DS3 sensitivity to a max and you can snipe very well. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.08.23 14:38:00 -
[12] - Quote
I love killing snipers on that map. They hold nice and still for me. One guy kept going back to the same place over and over. (It was a pretty good spot, but you would think he'd learn after the third time I counter sniped him.)
Militia sniper rifle + militia damage mod = 1HK on sniper scouts
Meanwhile, they're over-killing me with expensive ISK & AUR rifles that, as dedicated snipers, they need in order to take out heavies and high HP assaults.
I'm not sure I'll stick with it, though. I'm using a dualshock and thus have trouble taking out people running out in the open. |
Khun-Al
135
|
Posted - 2012.08.23 14:51:00 -
[13] - Quote
Charge Sniper rifle + damage mods = OHK on everything except of heavies ;) |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.23 15:07:00 -
[14] - Quote
Le-gen Dairy wrote:I currently use both mouse and DS3 when playing and I can tell you that currently the mouse isn't as overpowered as you think it is. Sure I have an easier time sniping since it's just point and click, however having to track a moving target is not simple due to the hardcap that is in place. Sometimes I have to switch to DS3 for those scouts You're asking for there to be permanent sway when using a mouse; unfortunately that is not possible due to the fact that many players such as myself constantly switch back and forth between KB/M and DS3. If permanent sway were introduced, it'd have to be for everyone and then by using sniper rifle proficiency does it go away. I want a balanced game just as much as everyone else and I am by no means trying to defend KB/M as I'm more of a DS3 player myself; however, I just don't see how some of these suggestions of fixing Mouse users would work.
Well, I was suggesting bullet drop, bullet travel time, and the other guy suggested adding permanent sway. I'm not technically proficient enough to say whether that's a good idea in a practical sense, but I agree with the theory behind it.
As for whether the mouse is as good as I say, well, that I guess is pretty subjective. I find myself able to get kills so easily by sniping with a mouse that I can't imagine the experience of other players is so different. Hopefully we'd all agree that it is a very easy implementation of sniping, is very powerful despite that ease of use, and that probably isn't a good sort of thing to let persist in the game.
Khun-Al wrote:Change the DS3 sensitivity to a max and you can snipe very well.
Yes, I was using the DS3 prior to Precursor. I'm not one for console FPS games usually, so I don't think I'm very good with the DS3 (a 2.00 KD before the wipe) but I am absolutely slaughtering people using a mouse. It's hard for me to say what the average player's opinion might be, but I've elucidated mine in the OP. |
Le-gen Dairy
6
|
Posted - 2012.08.23 17:33:00 -
[15] - Quote
Fivetimes Infinity wrote:Le-gen Dairy wrote:I currently use both mouse and DS3 when playing and I can tell you that currently the mouse isn't as overpowered as you think it is. Sure I have an easier time sniping since it's just point and click, however having to track a moving target is not simple due to the hardcap that is in place. Sometimes I have to switch to DS3 for those scouts You're asking for there to be permanent sway when using a mouse; unfortunately that is not possible due to the fact that many players such as myself constantly switch back and forth between KB/M and DS3. If permanent sway were introduced, it'd have to be for everyone and then by using sniper rifle proficiency does it go away. I want a balanced game just as much as everyone else and I am by no means trying to defend KB/M as I'm more of a DS3 player myself; however, I just don't see how some of these suggestions of fixing Mouse users would work. Well, I was suggesting bullet drop, bullet travel time, and the other guy suggested adding permanent sway. I'm not technically proficient enough to say whether that's a good idea in a practical sense, but I agree with the theory behind it. As for whether the mouse is as good as I say, well, that I guess is pretty subjective. I find myself able to get kills so easily by sniping with a mouse that I can't imagine the experience of other players is so different. Hopefully we'd all agree that it is a very easy implementation of sniping, is very powerful despite that ease of use, and that probably isn't a good sort of thing to let persist in the game. Khun-Al wrote:Change the DS3 sensitivity to a max and you can snipe very well. Yes, I was using the DS3 prior to Precursor. I'm not one for console FPS games usually, so I don't think I'm very good with the DS3 (a 2.00 KD before the wipe) but I am absolutely slaughtering people using a mouse. It's hard for me to say what the average player's opinion might be, but I've elucidated mine in the OP.
Bullet travel time is something I agree should be taken into effect. (was more focused on the permanent sway part, sorry) That would definitely add a bit more of a challenge to the sniping game. Bullet drop I think would be a bit pointless. I mean technically its supposed to be the future. Like you, though, I can see the theory behind it.
As a side note, I would just like to say thank you for very calmly stating your opinion and responding to virtually everyone's comment with extreme tact. It's nice to see the few people on the forum that prefer discussion over arguments and nerd rage. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2012.08.23 18:19:00 -
[16] - Quote
Sniper are just fine as they are, it's already hard enough to swing that dot to get proper aim and OHK kills don't happen unless it's a militia suit you're shooting. In last build even proto scouts tanked my ishukone rifle with best dmg mods and with militia you need 2-3 hits anyway unless you get a head shot. |
Kage Roth
Wolf-Monkey Bastards
27
|
Posted - 2012.08.23 18:29:00 -
[17] - Quote
Personally I think the best way to counter an over indulgence in sniping is through map construction. Yes you can nerf them so no one uses them, but that doesn't make for a healthy diversity in game play. Better to make controlled sniping an idea to keep in the back of the map makers mind. That being said, the charges sniper rifle really does favor the KBM user a little too strongly imo. I'd like to see snipers have to focus on head shots for one shot kills unless they have a heavy SP investment in sniping. |
Lau Hunter
Royal Uhlans Amarr Empire
2
|
Posted - 2012.08.23 19:54:00 -
[18] - Quote
I think things will balance out down the road. Right now so many people are new to the game and running around trying to get their bearings. They make for easy sniping targets. There are already some teams great at taking out snipers, people will adjust. Also, right now, with money being somewhat limited, sniping is very attractive as it keeps your cost down. Die less, only need a good rifle (+skills). |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.24 00:14:00 -
[19] - Quote
Kage Roth wrote:Personally I think the best way to counter an over indulgence in sniping is through map construction. Yes you can nerf them so no one uses them, but that doesn't make for a healthy diversity in game play. Better to make controlled sniping an idea to keep in the back of the map makers mind. That being said, the charges sniper rifle really does favor the KBM user a little too strongly imo. I'd like to see snipers have to focus on head shots for one shot kills unless they have a heavy SP investment in sniping.
The maps we have run the gamut. Some of the skirmish maps are very heavily close quarters and your power as a sniper is limited. Some of the areas of the skirmish map are similarly filled with obstacles. The problem is that unless you want to make the game a quake level, you're always going to have open areas people need to cross to attack another objective, and those are the areas where they'll die.
And the goal is not to make it so that "no one uses them", it's simply to bring sniping in-line with how easy and safe it is to use. That's best done through a mix of making sniping harder to do, and making it less safe to do.
carl von oppenheimer wrote:Sniper are just fine as they are, it's already hard enough to swing that dot to get proper aim and OHK kills don't happen unless it's a militia suit you're shooting. In last build even proto scouts tanked my ishukone rifle with best dmg mods and with militia you need 2-3 hits anyway unless you get a head shot.
You'll hopefully note I'm specifically referring to using a mouse to snipe. DS3 I'm not sure about as I am not very good at console controllers, but with the mouse it is absolutely not difficult to kill people and isn't anything like being "just fine".
The one-shot-kill stuff, as I mentioned, is primarily a charge rifle issue. Very few non-heavies can survive a charged shot. I think the game moving toward a system of sniping where only significant gear/skill disparities or headshots produce one-hit-kill sniping would be a good way to handle it. Right now it's pretty well anyone not in a heavy suit that goes down in one hit to a charged rifle. |
Stile451
Red Star.
76
|
Posted - 2012.08.24 02:33:00 -
[20] - Quote
Fivetimes Infinity wrote:You'll hopefully note I'm specifically referring to using a mouse to snipe. DS3 I'm not sure about as I am not very good at console controllers, but with the mouse it is absolutely not difficult to kill people and isn't anything like being "just fine".
The one-shot-kill stuff, as I mentioned, is primarily a charge rifle issue. Very few non-heavies can survive a charged shot. I think the game moving toward a system of sniping where only significant gear/skill disparities or headshots produce one-hit-kill sniping would be a good way to handle it. Right now it's pretty well anyone not in a heavy suit that goes down in one hit to a charged rifle. It's not as easy with the DS3 as the precision of the mouse is much better. It can take several seconds to line up a shot on a stationary target(especially if they're at the visual limit).
I found that today the charge sniper does not give one hit kills on everyone(currently it seems it's about 7 out of 10 are one hit kills, and usually 1 of those 3 is not in a heavy suit). For those that you need to take that second shot at you are at a big disadvantage as you have to charge before shooting again unlike the other rifles - this should give your target plenty of time to get moving. I have a feeling that this will balance out when people can afford better suits and modules. |
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Taliel Demon
Royal Uhlans Amarr Empire
15
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Posted - 2012.08.24 11:14:00 -
[21] - Quote
I don't feel snipers are overpowered in this build, speaking as someone on the receiving end. The only times I have died to them since the latest patch is when I've been silly enough to be stationary.
I just wish the snipers on my team would take out the enemy snipers so I don't have to run up to them and do it myself all the time....scouts are so deliciously squishy though haha :D |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.08.24 18:38:00 -
[22] - Quote
Quote:2) Add a very bright tracer effect to sniping. Shooting a sniper rifle should draw a big, bright line between you and your target. People should be able to see where the sniper fire is coming from, but to effectively counter you AND to know what area is dangerous to expose themselves to.
This is probably one of the worst suggestions I've heard from the perspective of a sniper.
The point is to be somewhat covert. Having chevrons that blaze over our heads when a target looks sideways at us is enough of a handicap. Thanks. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.24 18:53:00 -
[23] - Quote
Norbar Recturus wrote:Quote:2) Add a very bright tracer effect to sniping. Shooting a sniper rifle should draw a big, bright line between you and your target. People should be able to see where the sniper fire is coming from, but to effectively counter you AND to know what area is dangerous to expose themselves to. This is probably one of the worst suggestions I've heard from the perspective of a sniper. The point is to be somewhat covert. Having chevrons that blaze over our heads when a target looks sideways at us is enough of a handicap. Thanks.
No, I don't think it is enough of a handicap, because currently we only die if we're very reckless or if we're unlucky enough to have someone flying around in a dropship with nobody trying to shoot them down. Making it very clear where the sniper fire is coming from will let people counter-attack much better. It would make snipers more reliant on their team for protection, because they couldn't be essentially invisible for most if not all of the match.
As for whether the point of sniping is to be somewhat covert, I'm not sure why that is necessarily the case. To me, the point is to kill people who are far away. Whether I'm known to the enemy or not doesn't diminish my role, it simply adds an extra bit of risk to the occupation.
But, yeah, what I'm suggesting are outright "nerfs" to make snipers less powerful, so I understand if you're not quite down with it as another sniper. |
Shiro Mokuzan
220
|
Posted - 2012.08.25 04:01:00 -
[24] - Quote
I'd have no problem with bullet travel time and drop. It'd make it require more skill because you'd have to judge where to aim. It would also minimize the difference between a mouse and stick. |
Mortok Calieph
Tronhadar Free Guard Minmatar Republic
0
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Posted - 2012.08.25 06:20:00 -
[25] - Quote
I'm using a mouse and not seeing the OP point. I find the travel to be smooth and easy to keep the reticule on target, however there must be something built into the skill or collision detection to where I'm not seeing "easy kills" My pings are usually around 65ms. I've lead targets a bit etc but unless the reticule is lit there is no chance and with everyone bobbing up and down as is the norm It's not happening with me in the "easy kill" department. I do not have maxed snipe skills so that may be it however there is balance with the bunny hopping and time to get skills vs same time to get skills to equip better armor.
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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.08.25 08:12:00 -
[26] - Quote
Play as a guy with an assault rifle. Get to the same level of skills and spend the same amount on your equipment. See whether you're able to get a better kill:death ratio as a sniper or as an assault guy. Spoiler: You'll get far, far more kills as a sniper. Being a random infantry guy is really perilous. You have vehicles, other infantry guys, and of course, ******* snipers. Being a sniper is a piece of cake. Just find a good spot, shoot till you have no more bullets, and keep an eye out for enemy snipers. Sniping isn't even close to being a balanced method of play right now, and especially as someone sniping with a mouse you're really living the easy life compared to the people you're killing. |
STB Vermaak Doe
558
|
Posted - 2012.08.25 08:20:00 -
[27] - Quote
Fivetimes Infinity wrote:Play as a guy with an assault rifle. Get to the same level of skills and spend the same amount on your equipment. See whether you're able to get a better kill:death ratio as a sniper or as an assault guy. Spoiler: You'll get far, far more kills as a sniper. Being a random infantry guy is really perilous. You have vehicles, other infantry guys, and of course, ******* snipers. Being a sniper is a piece of cake. Just find a good spot, shoot till you have no more bullets, and keep an eye out for enemy snipers. Sniping isn't even close to being a balanced method of play right now, and especially as someone sniping with a mouse you're really living the easy life compared to the people you're killing.
This is true no matter what control you use. Sniper rifles should be more like marksman rifles 75 starting damage double ammo capacity 15 round magazine without the huge headshot multiplier |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.25 08:22:00 -
[28] - Quote
I'm in favour of reduced damage and actually making it harder to aim via bullet drop, plus the whole tracer thing. Even if you reduce damage it'd still be very easy and very safe to be a sniper. Wouldn't get as many kills, but you'd still get quite a few for basically no risk. I don't think reduced damage in itself goes far enough. Although, who knows, maybe it would. Something you'd have to play through in increments I suspect. |
STB Vermaak Doe
558
|
Posted - 2012.08.25 08:25:00 -
[29] - Quote
Fivetimes Infinity wrote:I'm in favour of reduced damage and actually making it harder to aim via bullet drop, plus the whole tracer thing. Even if you reduce damage it'd still be very easy and very safe to be a sniper. Wouldn't get as many kills, but you'd still get quite a few for basically no risk. I don't think reduced damage in itself goes far enough. Although, who knows, maybe it would. Something you'd have to play through in increments I suspect. A shorter range but more... focused scope to prevent cqb use |
satcygunta
Villore Sec Ops Gallente Federation
2
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Posted - 2012.08.25 10:04:00 -
[30] - Quote
As someone who gets sniped a lot, I understand the need for a tweak to the game mechanics. However, I would hate to see realism simply sacrificed at the altar of game balance. And as a sniper, I must protest the idea of taking away the sniper's key advantage - stealth.
On a real battlefield, the sniper's whole role is to place one well-aimed projectile exactly where it needs to go. One at a time, s/he brings down targets of high value with minimal loss of manpower and equipment. Ensuring specific kills requires total concentration on a single target, making the sniper vulnerable to surprise attacks from a different direction. In order to shore up this vulnerability, snipers MUST rely on stealth, and often, teammates to cover them while they work.
That's the reality. As for the game, let's look at the options again.
Bullet travel time: I haven't done any calculations, but I'm pretty sure this is basically covered by network lag anyway.
Bullet drop due to gravity: See earlier post about 4.4mm. I reject this option on realism grounds.
Reduced damage: This is a railgun sniper-rifle. Its whole job is to take down targets in as few shots possible. The less aiming required by the sniper, the better. If I were a galactic super-corp, I wouldn't send snipers out into the field with anything I didn't think could one-hit kill most anything else they'd see out there. Perhaps more expensive rifles should be more effective than cheaper ones, but I'm afraid you're going to have to expect some significant ratio of one-hit kills. It's how the sniper operates.
Bright tracer lines: No, no, a thousand times no. This breaks my suspension of disbelief and undermines the point of the sniper class. Rail guns do not paint glowing lines in the air (not even if the atmosphere of the planet is a highly volatile chemical - like, oh, say, oxygen). If they did, snipers would not use them precisely because they would give away their position. If there must be a way to locate snipers, there should be some module or piece of equipment to do it. The sniper should not be required by the game mechanic to give away their own position.
Aim-sway: Here's where I'd most support a change. Ensuring steady aim and a clear shot are the sniper's biggest challenges. It makes sense to make it difficult to place a target in your sights. Now, it is the future, and technology is awesome, but technology for steadying a sniper's aim is bound to be sophisticated. So an expensive skillbook that takes time to train could at least make those annoying one-hit kills a little less common; particularly the ones the 24-hour n00bs inflict.
Speaking of special equipment, though, why not do that? Why not have a sensor that can be deployed which eventually locates snipers on the map? It can look for players that stay still for too long. Or how about a deployable shield that is weak or ineffective against close-range weapons but repels sniper fire great?
Don't nerf the sniper any more than is necessary to bring it in line with realism. Make a better counter to it, as a galactic supercorporation would! |
|
Shiro Mokuzan
220
|
Posted - 2012.08.25 10:13:00 -
[31] - Quote
STB Vermaak Doe wrote:Fivetimes Infinity wrote:Play as a guy with an assault rifle. Get to the same level of skills and spend the same amount on your equipment. See whether you're able to get a better kill:death ratio as a sniper or as an assault guy. Spoiler: You'll get far, far more kills as a sniper. Being a random infantry guy is really perilous. You have vehicles, other infantry guys, and of course, ******* snipers. Being a sniper is a piece of cake. Just find a good spot, shoot till you have no more bullets, and keep an eye out for enemy snipers. Sniping isn't even close to being a balanced method of play right now, and especially as someone sniping with a mouse you're really living the easy life compared to the people you're killing. This is true no matter what control you use. Sniper rifles should be more like marksman rifles 75 starting damage double ammo capacity 15 round magazine without the huge headshot multiplier
I agree with this. People have been confusing snipers with marksmen in video games for years. A sniper is someone who takes out unsuspecting high-value personnel from like a mile away while completely hidden. A combat marksman or sharpshooter is someone who supports their team by taking out targets with accurate fire while in battle. Most video games don't really have a sniper role per se.
I haven't used them much, but maybe a tactical assault rifle is closer to a marksman weapon? Doesn't it have longer range, more damage and fire semi-auto? |
Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
|
Posted - 2012.08.25 10:48:00 -
[32] - Quote
14/2 9/0 7/0 6/2 12/4 12/0
all taken with a snipers rifle ( either militia or charged only) all shots taken with a DS3
theres nowt wrong with sniping, mind you i do not use a mouse/keyboard as i need usb for my headset. as for tactical, i am able to switch between sniper and marksman fairly easy, just shifting my area of cover, |
lordjnus
9
|
Posted - 2012.08.25 11:43:00 -
[33] - Quote
to get more usb just use a hub. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.25 15:24:00 -
[34] - Quote
satcygunta wrote:lot's of stuff
Well, I wanted to respond to your post at-length but the forum thought I was using too many quotes, so I'll be more succinct. Probably better for everyone this way.
First, I'd like to say that I don't believe "realism" when dealing with clearly science fiction material is a valid reason for this to be any particular way. Comparing the railgun sniper rifle's shot to the magnetically-sealed plasma bullets of assault rifles when striking personal shielding or advanced body armour doesn't get you very far. Similarly, it strikes me as a bit presumptuous to say for sure how any sort of thing might happen to work. Maybe making these railguns as powerful as they are does produce a bright tracer. Maybe the advanced optics of Dust mercenary helmets draw in the tracer for them.
The point really doesn't change. As snipers, we're not really being active participants in the battle. That's our job, it's to send people to the back of the line at random. I don't think that is a very beneficial sort of gameplay to have exist in Dust. Now, do I want snipers gone entirely or something? Of course not. But, I see the key to snipers being effective as being their range, not their stealth. We are not very stealthy, after all. We probably get spotted quite a lot during a given match. But as long as we can kill at ranges well beyond what other weapons can, we're okay!
So, in short, I'd really like it if you could rewrite your opposition to my suggestions without referring to "realism", or the notion of how snipers "should be", or other points along those lines. Do you really believe snipers are fine from a purely gameplay perspective? Do you think their power is in-line with their ease-of-use? Do they make the game more enjoyable for people overall? |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.08.25 16:24:00 -
[35] - Quote
Most of the snipers are really bad tough..
One of my favorite past time hobbies is to pick up my militia sniper rifle and start popping out snipers from the opposing team. Tactical assault rifle is also great if you can get within the distance.
Seems to top quality snipers are rare breed these days as I consider myself as an average shot. |
STB Vermaak Doe
558
|
Posted - 2012.08.25 16:26:00 -
[36] - Quote
Shiro Mokuzan wrote:STB Vermaak Doe wrote:Fivetimes Infinity wrote:Play as a guy with an assault rifle. Get to the same level of skills and spend the same amount on your equipment. See whether you're able to get a better kill:death ratio as a sniper or as an assault guy. Spoiler: You'll get far, far more kills as a sniper. Being a random infantry guy is really perilous. You have vehicles, other infantry guys, and of course, ******* snipers. Being a sniper is a piece of cake. Just find a good spot, shoot till you have no more bullets, and keep an eye out for enemy snipers. Sniping isn't even close to being a balanced method of play right now, and especially as someone sniping with a mouse you're really living the easy life compared to the people you're killing. This is true no matter what control you use. Sniper rifles should be more like marksman rifles 75 starting damage double ammo capacity 15 round magazine without the huge headshot multiplier I agree with this. People have been confusing snipers with marksmen in video games for years. A sniper is someone who takes out unsuspecting high-value personnel from like a mile away while completely hidden. A combat marksman or sharpshooter is someone who supports their team by taking out targets with accurate fire while in battle. Most video games don't really have a sniper role per se. I haven't used them much, but maybe a tactical assault rifle is closer to a marksman weapon? Doesn't it have longer range, more damage and fire semi-auto?
Yea but use the tac sniper instead for a bit more range |
Garrett Whetshaft
Hateful Munitions
31
|
Posted - 2012.08.25 21:07:00 -
[37] - Quote
I have been using a mouse with variable sensitivity in combination with my PS3 controller.
I do not feel that the sniper rifles are OP. They are supposed to be Lethal weapons at long range. They are exactly that. The map where a lot of snipers are used can be easily countered with good teamwork and the LAV (which is free).
If everybody just stands still in large groups then you are asking to get your head blown off and no amount of Nerfing will stop that. Plus most snipers would still get the kills using a controller.
Try moving around and don't run n straight lines haha |
satcygunta
Villore Sec Ops Gallente Federation
2
|
Posted - 2012.08.25 23:44:00 -
[38] - Quote
Fivetimes Infinity wrote:Well, I wanted to respond to your post at-length but the forum thought I was using too many quotes, so I'll be more succinct. Probably better for everyone this way.
First, I'd like to say that I don't believe "realism" when dealing with clearly science fiction material is a valid reason for this to be any particular way.
...
So, in short, I'd really like it if you could rewrite your opposition to my suggestions without referring to "realism", or the notion of how snipers "should be", or other points along those lines. Do you really believe snipers are fine from a purely gameplay perspective? Do you think their power is in-line with their ease-of-use? Do they make the game more enjoyable for people overall?
Give me a moment here, because I have to argue at least some of my case from the standpoint of realism. It's part of the game to me. I don't play Dust because I just want to run around and shoot people. If I did, Call of Duty or Halo or Tremulous or any number of other FPSs would do just fine. I play Dust to immerse myself in another world. It has a story. Rather importantly to me, it attempts to be slightly harder sci-fi than average.
Part of the Eve universe is that there are mercenaries running around on the ground fighting over territory on behalf of the mega-enterprises that rule the galaxy. If you blithely remove snipers (or marksmen, thanks Shiro Mokuzan for the correction) from the picture, part of me goes, "Why has nobody been smart enough to put a marksman on that hill over there?" It breaks my suspension of disbelief, which to me is every bit as important to the experience as game balance.
I'm just as annoyed as anyone else when I die without warning or explanation and see my name to the right of some sniper rifle. But if that suddenly went away, a little voice in my head would start asking, "Why does this never happen?" It's part of the reality of the game. Same thing goes for the kind of nerfs being discussed. I'd wonder why nobody bothered to build a better rifle.
Now, it sounds from your questions that I may not have been clear about something. I do not think the game is currently balanced, and I acknowledge that it is too easy to be a sniper right now. I agree that the game would benefit from a decrease in the frequency of sudden, unexplained (except for kill announcements) deaths. The purpose of my post was to urge that care be taken when restoring balance.
I'd rather see a piece of equipment, requiring training to use and CPU and PG to install, that paints HUD-style indicators when a rail-gun is fired rather than some cheezy tracer effect visible to everybody. I'd like to see a counter-sniper class arise, rather than simply twisting game mechanics with some hand-wave excuse for those of us who give a damn about setting and background. And I was serious about aim-wave. It works in other games, and it could work here too. |
Cha0spacefish
Circle of Huskarl Minmatar Republic
0
|
Posted - 2012.08.26 00:35:00 -
[39] - Quote
its surprising to hear someone say snipers have it easy on mice. I use the Move controller to snipe and it feels unresponsive and crazy bulky. Precision shooting is a nightmare in this game i like being the sting that follows a group of assault rife, so precision is key to my moving sniping style.... in other games its a flick of the wrist and something dies a lot like pc sniping |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.26 18:17:00 -
[40] - Quote
Cha0spacefish wrote:its surprising to hear someone say snipers have it easy on mice.
Sniping is all about precision shooting. Mice are unparalleled in their precision. I predicted sniping would be a problem for the game with mice allowed even before KB+M came around.
satcygunta wrote:Speaking of special equipment, though, why not do that? Why not have a sensor that can be deployed which eventually locates snipers on the map? It can look for players that stay still for too long. Or how about a deployable shield that is weak or ineffective against close-range weapons but repels sniper fire great?
Don't nerf the sniper any more than is necessary to bring it in line with realism. Make a better counter to it, as a galactic supercorporation would!
Adding new equipment isn't a small deal. Fixes for stuff really should be as low-effort as possible.
Anyway, so, I get your appreciation for the Dust/EVE fiction. It has a level of internal consistency that is a cut above other settings. But the only reason that railgun sniper rifles do or don't behave a certain way is due to your own impression. Here's a video showing some railguns in EVE firing: http://www.youtube.com/watch?v=Q6UTaiBNQ2o
That is what I'd want to see in Dust. That, plus lower damage across the board for sniper rifles (with more ammo to compensate, as the STD guy said), and either travel time for the railgun shot (maybe not ideal) or permanent sway even when crouched. No new equipment or anything needed.
satcygunta wrote:I'm just as annoyed as anyone else when I die without warning or explanation and see my name to the right of some sniper rifle. But if that suddenly went away, a little voice in my head would start asking, "Why does this never happen?" It's part of the reality of the game. Same thing goes for the kind of nerfs being discussed. I'd wonder why nobody bothered to build a better rifle.
I don't think this would be the case. We're talking about force-fields surrounding futuristic body armor, itself surrounding super soldier clones. The kind of technology Dust is about is so far removed from what we have here, that I think it'd be very easy to rationalize sniper rifle shots that are not 5x as powerful as the plasma rounds the assault rifles fire. Would sniper rifle shots a mere 2.5x as strong as magnetically encased plasma bullets really dispel your suspension of disbelief?
But, of course, the bottom line is that gameplay trumps all. Sniper rifles are simply far too cost effective right now. Being a sniper is unparalleled in its ability to cause mayhem without endangering one's self. The talk about how railguns work in EVE is nice, but it kind of misses the point. Without really solid, fun gameplay -- something sniper rifles infringe upon right now in my opinion -- people won't stick around enough to care. |
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Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.27 05:46:00 -
[41] - Quote
I have to say I am genuinely pretty surprised that there hasn't been more of an outcry about sniping. Maybe once the hit detection is fixed, and you guys get to see what we're really capable of... |
STB Vermaak Doe
558
|
Posted - 2012.08.27 05:49:00 -
[42] - Quote
Fivetimes Infinity wrote:I have to say I am genuinely pretty surprised that there hasn't been more of an outcry about sniping. Maybe once the hit detection is fixed, and you guys get to see what we're really capable of...
Just wait till the return of the forge gun range (aka the sniper's longer range counter) |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.27 08:28:00 -
[43] - Quote
Forge guns wouldn't be any more of a counter to snipers than other snipers are currently. They're ridiclously good against infantry, forge guns are, but for long-distance precision shots against infantry a sniper in a concealed spot will always be better than a forge gun I'd say. |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.08.27 11:41:00 -
[44] - Quote
Most 'over-powered' weapons/vehicles problems I've heard of can easily be countered with teamwork. One squad that communicates can cause snipers to run for cover. This comes from someone who has sniped and counter sniped from afar and from the middle of firefights with his team. No lone wolf is a match for a coordinated pack. And, if the whole enemy team tries to snipe, there are plenty of ways to clear out idiots trying to hide in the hillsides.
My point is that the ways to make sniping unappealing to the majority are already there, it's up to the players to make use of them. |
Constable Jones
Royal Uhlans Amarr Empire
22
|
Posted - 2012.08.27 13:03:00 -
[45] - Quote
Quote:Well, it could be that only the Basic tier of sniper rifles might need toning down. As I said, I'm okay with someone using expensive gear fighting someone using militia stuff being able to flatten them in one hit. The stuff you buy should remain worth the cost. But Basic sniper rifles one-shotting Basic dropsuits with body shots? Not a fan of that.
Spent all of last week running scout suits sniping.
(and that's combat sniping you mugs)
And I was doing it in standard scout suits with no money issues, a standard shield extender and a standard armour plate. Know why?
'Cause it meant that I could pretty much always tank a body shot from other snipers. Sure if a guy has skill 5 and good mods and a fully charged shot I'd still go down. But when someone's put more than a million sp into their sniping I really don't see the issue.
And oh my god did I kill so many snipers. Most of the idiots stand ON TOP of things. ON TOP! |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.27 16:06:00 -
[46] - Quote
Timothy Reaper wrote:Most 'over-powered' weapons/vehicles problems I've heard of can easily be countered with teamwork.
I'd say not easily, no, but even if that were true, is that a good thing? Should a sniper require coordinated people to effectively dislodge from some crevice in some corner of the map? And what did snipers do for this luxury with? They fit a sniper rifle instead of an assault rifle. Good choice, young man!
This is really the crux of the issue. People can describe situations where a sniper might not be so effective, or ways a sniper can be encountered, or ways to mitigate the odds a sniper will kill you. Fine. Very compelling stuff. But what are we trading for the benefit of being so demanding for people to deal with? A tank driver, who places similar demands on his enemies should they want to kill him, needs to spend a great deal of money to get that privilege. And a lot of skill points. And his vehicle needs to place itself in harms way to be of any significant benefit to his team.
But being a sniper has no such demands. A brand new sniper is easily able to kill people across the map from some hard-to-reach location. The ISK demands are minimal -- just 3.5k ISK for a gun, really. And you do it all from ranges nobody save a few can even touch you at.
This, really, is the problem. We're getting all these massive perks -- firepower and safety, low ISK and SP demands -- for free. We're not laying anything on the line, unlike someone in a tank or whatever. There is no great loss even if someone, your coordinated team of enemies, manages to kill you. Few thousand ISK down, but how many people have you killed? How many more will you kill before another team is mustered to deal with you? We're paying dimes and we get to be gods. |
Exterminatus In Extremis
Black Thorne Militia
8
|
Posted - 2012.08.27 23:44:00 -
[47] - Quote
Rock/Paper/Scissors.
Counter-sniping isn't hard when you're of a mindset of how to do it. I've not experienced charge snipers yet, although am using KB/M so might invest and see how my sniping goes, but the militia sniper I do use better with KB/M than I do without. I can't recall how much a hub is, but KB/M you can pick up for probably like, -ú15 for both, which is cheaper than a DS3 : D or if you go wireless, it only needs the one cable for both units, so that might be a viable option.
You might argue that having to buy a KB/M to get an advantage is just another mode of P2W, but I've been killed plenty enough times to say you don't always win : P |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.08.28 07:56:00 -
[48] - Quote
Fivetimes Infinity wrote:I'd say not easily, no, but even if that were true, is that a good thing? If a sniper takes you down, tell your team's sniper(s) and they will look for him and take him out. Sounds easy enough to me.
Fivetimes Infinity wrote:Should a sniper require coordinated people to effectively dislodge from some crevice in some corner of the map? Quite frankly, yes. Part of a sniper's job is to find a relatively safe place from which to report enemy movement and provide cover for his team. Those who just shoot at random targets attract attention and get themselves killed. And teamwork is an important part of success in Dust. When the game launches, people who refuse to be part of a team will have trouble finding work.
Fivetimes Infinity wrote:But what are we trading for the benefit of being so demanding for people to deal with? Mobility and field of view when lining up a shot. Armor. And if you to add armor you sacrifice even more mobility, making it diificult to move out of a dangerous situation.
Fivetimes Infinity wrote:This, really, is the problem. We're getting all these massive perks -- firepower and safety, low ISK and SP demands -- for free. We're not laying anything on the line, unlike someone in a tank or whatever. There is no great loss even if someone, your coordinated team of enemies, manages to kill you. Few thousand ISK down, but how many people have you killed? How many more will you kill before another team is mustered to deal with you? We're paying dimes and we get to be gods. Fair enough. But, instead of reducing a weapon's effectiveness, why not make the weapon more expensive? That's what they did with HAVs and dropships, and now you see a lot less of them on the battlefield. Then when incompetent snipers keep getting killed by competent players, they'll move on to the next fad. I would like to add that most of your argument hangs on the assumption that everyone finds sniping (especially with a mouse) to be as easy as you do. From my experience this does not seem to be the case. Granted, I don't know what equipment they use, but most of the snipers I encounter range from average to mediocre. The lack of a flood of expert marksmen indicates that a crappy sniper is a crappy sniper, regardless of the controls they use. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.28 10:23:00 -
[49] - Quote
Timothy Reaper wrote:If a sniper takes you down, tell your team's sniper(s) and they will look for him and take him out. Sounds easy enough to me.
Easy to write, not as easy to do in practice. In reality, non-terrible snipers are very difficult to take down whether you're a sniper yourself or not, because the angles they're visible from are the angles they're actively scanning for targets at.
Quote:Quite frankly, yes. Part of a sniper's job is to find a relatively safe place from which to report enemy movement and provide cover for his team. Those who just shoot at random targets attract attention and get themselves killed. And teamwork is an important part of success in Dust. When the game launches, people who refuse to be part of a team will have trouble finding work.
So team work is important for the people who want to kill snipers, but snipers get to arbitrarily be exempt from this requirement? I don't understand why it should be so difficult to find and kill snipers. There isn't a trade-off there. It's a "just because" sort of situation. What're snipers trading for the ability to require teams to come after them and kill them? Well, they're lethal from across the map. They're easy as anything to get kills with. I... guess they're not so great against tanks? Is that what earns them the benefit of being really hard to kill and really lethal? It's a bit silly, I think, that for the same price you'd pay to get assault gear you get far more firepower and far more survivability.
Quote:Fair enough. But, instead of reducing a weapon's effectiveness, why not make the weapon more expensive? That's what they did with HAVs and dropships, and now you see a lot less of them on the battlefield. Then when incompetent snipers keep getting killed by competent players, they'll move on to the next fad. I would like to add that most of your argument hangs on the assumption that everyone finds sniping (especially with a mouse) to be as easy as you do. From my experience this does not seem to be the case. Granted, I don't know what equipment they use, but most of the snipers I encounter range from average to mediocre. The lack of a flood of expert marksmen indicates that a crappy sniper is a crappy sniper, regardless of the controls they use.
Making it more expensive is one approach, but I think it's a bit less than ideal as a one-shot solution. It's still very hard to die as a sniper, and there are kind of minimal gear requirements beyond the rifle, so you'd need to make the guns reeeeally expensive to make it a serious solution.
And once more people realize they can use a mouse to aim with there'll be no end to the snipers who find sniping incredibly simplistic. Precursor is a bit new right now, and I think some people are still using the DS3 to snipe with, so it's a bit of a mitigating factor for the time being. |
Garrett Whetshaft
Hateful Munitions
31
|
Posted - 2012.08.31 20:19:00 -
[50] - Quote
[quote=Constable Jones]
Quote:
And oh my god did I kill so many snipers. Most of the idiots stand ON TOP of things. ON TOP!
^.)
this.
Is why Snipers win at the moment. Rookies stand still. |
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Stile451
Red Star.
76
|
Posted - 2012.09.05 05:30:00 -
[51] - Quote
I reran my numbers and found they were erroneous(either I screwed up then or I screwed up now). The drop over 1000m would be 0.78m using the game lore of 2500m/s(I used RL speed originally). Not too huge but the difference between a head shot and a body shot. The flight time would be 0.4s. I could get used to the bullet drop and minor lead time.
I still don't like tracers but I don't mind the idea of crouched sway(even on everyone) if it could be removed entirely using the proficiency skill. |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.09.05 09:53:00 -
[52] - Quote
I have to point out here that the charge rifle does so much damage because of the unlikelihood of a second shot, due to the charge time required between shots. If you nerf it so that it takes 2 body shots to kill, then everyone will use the other snipers where it already takes 2 body shots and kills on a headshot. There isn't actually very much middle ground. I do think the charge sniper rifle does do a lot of damage, and reducing damage to the level of the Ishukone sniper rifle is probably appropriate, but I want advanced and prototype versions of the charge sniper if that happens.
I really dislike the idea of tracers. I'll tackle the game design part, then the realism part. First of all, the point of a sniper is to be hidden, and tracers make that entirely useless. No tracers allows scouts to have a reasonable role with a sniper rifle: Staying off the radar while supporting your team. Furthermore, without tracers it opens up additional design space for modules and equipment, such as a sniper-finding equipment someone suggested earlier. Things like that would then allow for more and varied roles on the battlefield, such as a dedicated counter-sniper loadout.
On to the realism part (which is certainly not as important, but shouldn't be completely disregarded). Now, you are pointing to eve guns for tracer effects. Those weapons are MUCH bigger than a railgun turret on a tank let alone an infantryman's sniper rifle. If we compare the tracer effect of the spaceship's railguns to the tank's railguns, we immediately notice a dramatically reduced tracer effect. Going from a tank's railgun to the sniper rifle, it is more than likely that the sniper rifle wouldn't have any tracer effect or at least very minimal tracer effect. This is all guesswork however, as the technology doesn't actually exist so I suppose it could perhaps have a tracer effect with this particular technology.
I had more important realism related things to say about why tracer effects on sniper wouldn't happen aside from technology, but I'm getting tired and having trouble explaining my ideas properly. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.05 14:23:00 -
[53] - Quote
There's a slight delay in the second shot, and yeah, that's intended to counter-balance the first shot being unparalleled in its power. Since writing this thread I've shifted my opinion such that I think the charge rifle simply being prototype would go a long way.
The point of a sniper is to kill people from afar. And it's better to think of us as being "infantry marksmen" rather than snipers, as we aren't there to kill some high value target or whatever, we're just there to murder the entire enemy army with long range, accuracte shots. I don't think the issue of snipers being able to go entire games without anyone taking a shot at them is less important than adding in equipment to find one ******* with a few-thousand-ISK rifle in a hill somewhere. That is really, really over-indulgent.
In EVE the railguns have a bright, blue-white tracer. http://i.imgur.com/OJwjO.jpg |
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