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Eternal Technique
Zumari Force Projection Caldari State
281
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Posted - 2012.08.26 20:43:00 -
[1] - Quote
After trying most of the snipers in the most recent build, here are my thoughts on what works and what could be changed to make the scout sniper role more effective in DUST. As I mentioned in the first thread I made on this topic, my concern is that snipers in DUST have a role to play and a good sniper has the tools he needs to make a difference on the battlefield.
First I want to thank CCP for removing scope sway in between shots for snipers. This simple change was something that I suggested in my original thread, and it made sniping significantly more effective in this build and made the Tactical Sniper and its variants very formidable.
My first complaint is hit detection, it has been said before and I repeat it here because it is so relevant to snipers. Even a good sniper cannot be effective while he has to guess where to aim his shots on a moving target. I have faith that CCP recognizes this issue and will fix it as soon as possible.
Secondly, I believe that there is not enough variety in the sniper class as far as weapon choices go. All of the snipers support a similar gameplay style: sitting from medium to long range and picking off people while trying to keep eyes on objectives and teammates. This is great and I love that snipers in this game can be effective from a distance; however, I would like to see snipers put into the game that cater to a more aggressive style of play. For instance, a rifle that has a good rate of fire, a less powerful scope (ie less zoom), and a larger magazine size. The damage on such a rifle should be lower than the other rifles but enough that headshots are still OHK on most suits at medium range.
Another aspect that I would love to see implemented is bonuses to the specs of each rifle and dropsuits. This has already been suggested here: https://forums.dust514.com/default.aspx?g=posts&t=33330&find=unread. We already have seen a form of this in the logistics suits getting a bonus to hacking speed. Adding bonuses and drawbacks to all suits and some guns would allow for more diverse and specialized classes. This is not specifically relevant to snipers but I think it is a good idea and would allow more gameplay styles for scouts in particular.
Finally, I would love to see the anti material rifle become available without having to pay Aurum. This rifle is a great idea but I worry that people are not testing it as much due to the fact that it is an Aurum item. Also, it can hardly be considered a 'sidegrade' considering it is a completely unique weapon. At least a variant of it should be available for everyone.
Currently I am happy with the sniper classes as far as actual mechanics are concerned. Proof of this is the notable increase in snipers in this build. I believe that sniping is currently well balanced. Good snipers are adequately rewarded and bad snipers will not be much threat to anyone. This is how it should be imo, although a point bonus to headshots would be nice.
As always all constructive feedback and criticism is welcome. Thanks.
EDIT
I have been told that the Ishukone Rifle is the same as the AUR AM rifle. Also, hitboxes of installations need to be fixed so that they are not so big and prevent shots from hitting infantry who are standing next to them. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.08.26 23:45:00 -
[2] - Quote
Thanks for the feedback Fivetimes Infinity.
I do not think that the tactical assault rifle is an acceptable substitute for a closer range sniper. The Tactical AR suffers from the fact that it is still an assault rifle and has the same range as all the other assault rifles. This means it does NO damage out past around 200 meters or so. For a scout suit to get close enough to use one would be suicide (once hit detection is fixed). It also does not do anywhere near the damage necessary to make it effective as a medium range sniper.
As far as the other variant of sniper rifles are concerned, the difference in scope zoom is almost negligible and I honestly have a hard time telling the difference between the standard and tactical snipers in this matter. The Standard variant also has significantly higher recoil. While it might be a better option for medium or even close range fights, it is still far from ideal and no one would really consider using it in this manner.
Also when I mentioned bonuses to snipers and suits I was suggesting that every suit and gun be given bonuses. There is no reason why it would be exclusive to snipers.
Sniper rifles do not need to be nerfed. As it is they are OHK to the head on anything other than a scout suit (only exception is the charged sniper). This is how it should be. A well fitted assault suit can also take 3 shots to drop. Tracers would be fine with me. Having permanent scope sway while crouched is a terrible idea. Might as well not put snipers in the game if that is how it worked. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.08.27 19:17:00 -
[3] - Quote
I agree with you that sniping should take skill and should be challenging. Right now I think sniping is pretty balanced, I have seen good snipers do quite well and have also seen bad snipers not being much use to anyone. I believe the damage is fine on these weapons at the moment considering even prototype snipers require a headshot to OHK standard and militia suits. The best counter to a sniper is having one on your team to take them out before they can get set up.
When I talk about new variations of snipers, I am not looking for a buff, rather I am looking for a different type of sniper that would allow more gameplay styles. People seem to be annoyed by all the snipers sitting on hills far away from objectives, so I suggested a rifle that would allow an alternate playstyle.
The tactical sniper rifle is good because it can put 3 shots downrange extremely fast. If we are talking about a heavy, he will likely be dead before he has a chance to react and find cover. It is a good rifle especially for covering teammates who are in gunfights as one shot from it will drop the enemies shields and give your teammate a huge advantage.
The tactical AR is also a great battle rifle like you said, I just dont see it being effective as a sniper and I would never try to use it with a scout suit.
Also I like the idea of bullet trails the more I think about it. It would definitely discourage snipers from sitting in one spot. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.08.27 21:13:00 -
[4] - Quote
Sniping is hardly the least skill intensive way to play at the moment. Snipers are free kills to anyone who gets close to them. Charged sniper rifle is easy mode I will admit and probably could use a nerf, althought I never used this gun since the first build.
If you leave a capable enemy sniper alone all game and no one tries to take him out he is going to mess up your team pretty bad. Just like if you leave a tank or heavy alone for a game they will do the same. But if you rush them, sneak up on them, or even have a good sniper on your team, you can mitigate the damage they can do. This is how it should be. Right now most people are still running standard and militia suits. The more advanced snipers do heavy damage to these suits; however once people start getting better suits with more tank I think people will realize that the sniper damage is not overpowered (charge sniper might be the exception). |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.08.31 02:15:00 -
[5] - Quote
Fivetimes Infinity wrote:If you ever want to get serious about sniping you'll need a keyboard/mouse. You will never be competitive as a sniper without the precision of a mouse.
This is a lie. Also most of the people on the top of the kd leaderboards are tank drivers. |
Eternal Technique
Zumari Force Projection Caldari State
281
|
Posted - 2012.09.02 20:34:00 -
[6] - Quote
kb/m might have a slight advantage over controllers but to say that you can't be competitive without one is going a little too far imo. |
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