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Shayden Marko
Villore Sec Ops Gallente Federation
36
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Posted - 2012.11.05 18:09:00 -
[1] - Quote
Cortez The Killer wrote:By and large I do agree with what Infinity has been preaching for no less than three months. Make snipers a skilled class. When the skill is there, make it a deadly class.
This, I agree with... But Infinity has trouble getting his point across. He just sounds like a whiner, waving around his nerf bat...
A few thoughts of my own:
We already know that the Sniper rifle is being reworked to include delay, drop, etc.... I agree with drop (as I've stated the math behind bullet drop in another "Kill all snipers" post). But adding delay, causing snipers to lead on their shots, not so much.
DON'T jump and scream yet!
Refer to the description of the Sniper rifle: Shots fired currently move at a speed of 2,500 m/s. 2,500 meters in ONE SECOND. (Just to get my point across) That's 750 meters in 0.3 seconds. (375 meters in 0.15 seconds) That's not even in the range of a Sniper right now.
Anyone not a Heavy can sprint roughly 7 m/s.
Let's assume the sniper's target is sprinting perfectly diagonal to him at a pretty common distance of 300 meters. The sniper only has to account for 0.84 meters of lead. Half that lead if he's not sprinting. My point is, there is VERY little lead.
Now, all of this will make alot more sense when we are playing on full sized maps. Maybe they could even allow the Sniper to shoot greater distances. I want to see 2,500 meter shots taking into account the 4-7 meter lead as well as the 9 meter drop. Don't you? |
Shayden Marko
Villore Sec Ops Gallente Federation
36
|
Posted - 2012.11.05 19:36:00 -
[2] - Quote
843 pano wrote:I'd like to see changes to snipers by having more variables affecting their aim:
1. Atmospheric variable - affects bullet flight path Solution = atmospheric computation module, this is a low slot computer that analyzes the wind and temperature and gives a readout of its findings and aiming corrections in the HUD.
2. Range/bullet drop variable - Remove yardage markers on infantry / items and add bullet drop. Solution: range finder/bullet drop module, low slot module that displays the yardage of an item in the HUD and gives the sniper a good indication of how to compensate for bullet drop. Currently, yardage is given for free, it should cost to be able to use it.
3. Mil dots in HUD scopes, remove orange dot when on target. Solution: when both the atmospheric and range finder module are used together, the HUD computes the best mil dot / minute calculation for down range success. No easy mode orange light when on target, just a suggestion from the combo computers telling what the best mil dots to use. Kinda works like a snipers spotter.
4. Sway - when scoped, rifle should always have a little sway. This needs to be in rhythm with one's stamina/heartbeat, less stamina means more sway. As the person settles down, the sway subsides but still has a small sway. Solution = being able to go prone and use a bipod.
Yes. This, I like. Alot. |
Shayden Marko
Villore Sec Ops Gallente Federation
36
|
Posted - 2012.11.06 16:38:00 -
[3] - Quote
Fivetimes Infinity wrote:You're the kind of person that needs to be driven away from the role, in that case. People who are doing it because it's an easy, safe way to kill ***** are the people we can afford to not want to play sniper any longer, once the new sniping mechanics are in.
See this is what I'm talking about.... Calm down and have some respect for other players. It's not the players fault that Snipers are unbalanced. You're acting like the kid who cries because he wasn't picked for the "Good" team... You've made your point (albeit a little too radical for most), and obviously some people just WILL NOT agree. Get over it. And stop attacking other people for their stance.
I hope you're not a U.S. citizen, because you sound very much like a Democrat. Attack and belittle. That's all I've heard you do in these posts. Cut it out and grow up. |
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