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Cortez The Killer
Immobile Infantry
190
|
Posted - 2012.11.05 03:34:00 -
[61] - Quote
Scurvy Granger wrote:Fivetimes Infinity wrote:Travel time and drop are probably enough. Adding wind would be a bit much, I think. Too sniper sim-like.
The shots don't have tracers. Assault rifles do. I think scrambler pistols do too. Sniper rifles don't. They could use them, though, definitely. well so much for going stealth and carrying a sniper rifle...guess it's either stealth nova or stealth smg... You add tracers then a scout sniper becomes pointless, so the extra recoil red on the scout suit becomes pointless. I foresee a ton of heavy snipers, I mean you're gonna get spotted anyway so just max out your armor and shields and sit in one place. I thought the point was to make the snipers require skill, not to make it required that after each shot you have to run for 5 minutes to reposition? I can see how this would be beneficial if all the matches were public matches, but they're not. A large portion of the player base will be participating in team based play, and against a halfway competent team, after that first shot they will be all over you with a tracer. So yea if all you plan to do is play public matches against a bunch of randoms then a tracer makes sense otherwise not so much. Already alot of corps don't consider snipers a neccessary part of team matches, make them easier to spot and we might as well say so long to snipers playing any part in team based activity.
I think I agree with this, you lost me a little.
Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. Scout snipers in the real world do less killing and more scouting. When they do make a shot, it is devastating and then they vanish like a fart in the wind. As Infinity has said more than once this does need to be thought of in a video game context, not a reality context. I agree sort of on that line, but not on tracers and not on the devastating effect that a sniper should have.
What I see with sniping now is an environmental shortcoming that comes from us all being packed into a small area. Tanks and dropships get flamed for the same reasons, as does missile splash damage. To really see how all these things will play out, give us a couple of opened up maps. |
TEXA5 HiTM4N
ROGUE SPADES
49
|
Posted - 2012.11.05 05:15:00 -
[62] - Quote
Cortez The Killer wrote:Scurvy Granger wrote:Fivetimes Infinity wrote:Travel time and drop are probably enough. Adding wind would be a bit much, I think. Too sniper sim-like.
The shots don't have tracers. Assault rifles do. I think scrambler pistols do too. Sniper rifles don't. They could use them, though, definitely. well so much for going stealth and carrying a sniper rifle...guess it's either stealth nova or stealth smg... You add tracers then a scout sniper becomes pointless, so the extra recoil red on the scout suit becomes pointless. I foresee a ton of heavy snipers, I mean you're gonna get spotted anyway so just max out your armor and shields and sit in one place. I thought the point was to make the snipers require skill, not to make it required that after each shot you have to run for 5 minutes to reposition? I can see how this would be beneficial if all the matches were public matches, but they're not. A large portion of the player base will be participating in team based play, and against a halfway competent team, after that first shot they will be all over you with a tracer. So yea if all you plan to do is play public matches against a bunch of randoms then a tracer makes sense otherwise not so much. Already alot of corps don't consider snipers a neccessary part of team matches, make them easier to spot and we might as well say so long to snipers playing any part in team based activity. I think I agree with this, you lost me a little. Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. Scout snipers in the real world do less killing and more scouting. When they do make a shot, it is devastating and then they vanish like a fart in the wind. As Infinity has said more than once this does need to be thought of in a video game context, not a reality context. I agree sort of on that line, but not on tracers and not on the devastating effect that a sniper should have. What I see with sniping now is an environmental shortcoming that comes from us all being packed into a small area. Tanks and dropships get flamed for the same reasons, as does missile splash damage. To really see how all these things will play out, give us a couple of opened up maps.
well snipers already have a bright flash. so yes, tracers would be pointless |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.11.05 05:33:00 -
[63] - Quote
TEXA5 HiTM4N wrote:well snipers already have a bright flash. so yes, tracers would be pointless
The flash isn't anything special, and gee whiz, what if you can't see the barrel of their gun? What if you aren't looking in their direction? Acting as if a little flash when a gun is fired is the same as a bright line going from the barrel of the gun to where the shot impacts are the same thing is pretty incredible. Do you really believe that stuff you said?
Cortez The Killer wrote: Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping.
The essence of sniping is killing people from long range. Maybe in real life snipers rely on being unseen, but what does that have to do with Dust? And, incidentally, relying on stealth is a sure way to be killed. Snipers get spotted eventually. Period. The way to be successful isn't to pretend like you'll never be seen, like the fools most snipers are. It's to position yourself effectively so that, when you are seen, you can't be counter-sniped except by people who'll be staring down your gun barrel anyway. |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2012.11.05 05:36:00 -
[64] - Quote
Cortez The Killer wrote: Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. Scout snipers in the real world do less killing and more scouting. When they do make a shot, it is devastating and then they vanish like a fart in the wind. As Infinity has said more than once this does need to be thought of in a video game context, not a reality context. I agree sort of on that line, but not on tracers and not on the devastating effect that a sniper should have. .
Yea I find it kinda funny that Infinity talks about thinking in video game context then has no issue with making the shooting more "realistic" with bullet drop and range etc.
Not saying those aren't needed, just think it's funny that he contradicts himself there lol. |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2012.11.05 05:38:00 -
[65] - Quote
D*mn it Ccp just make all sniper rifles require a charge and be done. Does it really take someone whose nearly given up on this game to provide a decent balance method? |
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2012.11.05 05:42:00 -
[66] - Quote
Vermaak Doe wrote:D*mn it Ccp just make all sniper rifles require a charge and be done. Does it really take someone whose nearly given up on this game to provide a decent balance method? NO! no charge for all snipers.
Just return the E3 build sniper sway and add bullet drop and travel time. |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2012.11.05 05:42:00 -
[67] - Quote
Scurvy Granger wrote:Cortez The Killer wrote: Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. Scout snipers in the real world do less killing and more scouting. When they do make a shot, it is devastating and then they vanish like a fart in the wind. As Infinity has said more than once this does need to be thought of in a video game context, not a reality context. I agree sort of on that line, but not on tracers and not on the devastating effect that a sniper should have. .
Yea I find it kinda funny that Infinity talks about thinking in video game context then has no issue with making the shooting more "realistic" with bullet drop and range etc. Not saying those aren't needed, just think it's funny that he contradicts himself there lol.
In his opinion (apparently) he wants difficulty involved in snipping but not to the point where you have to compensate for wind, coriolis effect, etc. |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2012.11.05 05:44:00 -
[68] - Quote
Sleepy Zan wrote:Vermaak Doe wrote:D*mn it Ccp just make all sniper rifles require a charge and be done. Does it really take someone whose nearly given up on this game to provide a decent balance method? NO! no charge for all snipers. Just return the E3 build sniper sway and add bullet drop and travel time.
Exactly why not? It's a rail thats near identical to the small rail turret and i know from experience you don't spam the trigger |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2012.11.05 05:45:00 -
[69] - Quote
Fivetimes Infinity wrote:TEXA5 HiTM4N wrote:well snipers already have a bright flash. so yes, tracers would be pointless The flash isn't anything special, and gee whiz, what if you can't see the barrel of their gun? What if you aren't looking in their direction? Acting as if a little flash when a gun is fired is the same as a bright line going from the barrel of the gun to where the shot impacts are the same thing is pretty incredible. Do you really believe that stuff you said? Cortez The Killer wrote: Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. The essence of sniping is killing people from long range. Maybe in real life snipers rely on being unseen, but what does that have to do with Dust? And, incidentally, relying on stealth is a sure way to be killed. Snipers get spotted eventually. Period. The way to be successful isn't to pretend like you'll never be seen, like the fools most snipers are. It's to position yourself effectively so that, when you are seen, you can't be counter-sniped except by people who'll be staring down your gun barrel anyway. Oh I get it now, you are trying to prove your point right by arguing that everyone else is wrong. He doesn't give reasons why (insert mechanic here) is needed, just why your opinion is stupid and we need to listen to him.
It has become clear now.
No you don't turn to dust as soon as you're spotted, but think in terms of playing one competent team vs another competent team. If you are spotted by a competent team:
1.) They let the rest of the team know where you are and are able to effectively use cover to prevent you from getting kills. 2.) They tell their sniper where you are 3.) They move as a squad to intercept you(try and run from a good organized squad)
So essentially you either become inneffective or you die, maybe not right away, but you don't get any kills before you die either so you just waste time til you die.
As I already said in regards to pub matches sure this would be nice, but then you completely ruin snipers in competitive play.
You can shout how a skilled blah blah like you can roflstomp blah blah in blah blah if you want, but if everything you want to change gets changed then you killed the sniping game.
Or maybe that's your plan... |
TEXA5 HiTM4N
ROGUE SPADES
49
|
Posted - 2012.11.05 05:51:00 -
[70] - Quote
Fivetimes Infinity wrote:TEXA5 HiTM4N wrote:well snipers already have a bright flash. so yes, tracers would be pointless The flash isn't anything special, and gee whiz, what if you can't see the barrel of their gun? What if you aren't looking in their direction? Acting as if a little flash when a gun is fired is the same as a bright line going from the barrel of the gun to where the shot impacts are the same thing is pretty incredible. Do you really believe that stuff you said? Cortez The Killer wrote: Tracers on sniper shots do not make any sense to me. The whole point is to sneak in, make your shot and disappear before anyone knows where the shot came from. It is the very essence of sniping. The essence of sniping is killing people from long range. Maybe in real life snipers rely on being unseen, but what does that have to do with Dust? And, incidentally, relying on stealth is a sure way to be killed. Snipers get spotted eventually. Period. The way to be successful isn't to pretend like you'll never be seen, like the fools most snipers are. It's to position yourself effectively so that, when you are seen, you can't be counter-sniped except by people who'll be staring down your gun barrel anyway.
its a big flash and it is pretty loud, meaning you don't have to see the muzzle of the gun or be looking in the direction they shot from. i can see when they shoot even if they are behind cover. use common sense please. |
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Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2012.11.05 05:53:00 -
[71] - Quote
Vermaak Doe wrote:Sleepy Zan wrote:Vermaak Doe wrote:D*mn it Ccp just make all sniper rifles require a charge and be done. Does it really take someone whose nearly given up on this game to provide a decent balance method? NO! no charge for all snipers. Just return the E3 build sniper sway and add bullet drop and travel time. Exactly why not? It's a rail thats near identical to the small rail turret and i know from experience you don't spam the trigger Because I want sniping to be more difficult not nerfed to uselessness. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.11.05 05:55:00 -
[72] - Quote
Scurvy Granger wrote:It has become clear now.
It obviously hasn't.
Scurvy Granger wrote:Yea I find it kinda funny that Infinity talks about thinking in video game context then has no issue with making the shooting more "realistic" with bullet drop and range etc.
Not saying those aren't needed, just think it's funny that he contradicts himself there lol.
You think it's funny because you aren't paying attention. I'm not advocating realism. I don't care about realism. Tracers and bullet drop and travel time for a railgun is most likely not realistic. What I'm advocating is gameplay. Every one of the reasons I've given is based on improving the game in some sense. I've never once said that X should be done because it would be more realistic. You clearly haven't taken the time to read any of my posts, and I am at a loss as to why you are responding to me at all.
TEXA5 HiTM4N wrote:its a big flash and it is pretty loud, meaning you don't have to see the muzzle of the gun or be looking in the direction they shot from. i can see when they shoot even if they are behind cover. use common sense please.
The shot isn't audible unless you're at close range. The flash isn't any more noticeable than the flash of any other weapon. You have no idea what you're talking about. |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2012.11.05 05:57:00 -
[73] - Quote
Sleepy Zan wrote:Vermaak Doe wrote:Sleepy Zan wrote:Vermaak Doe wrote:D*mn it Ccp just make all sniper rifles require a charge and be done. Does it really take someone whose nearly given up on this game to provide a decent balance method? NO! no charge for all snipers. Just return the E3 build sniper sway and add bullet drop and travel time. Exactly why not? It's a rail thats near identical to the small rail turret and i know from experience you don't spam the trigger Because I want sniping to be more difficult not nerfed to uselessness. So you call the charge sniper useless? My respect for you = down the drain |
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2012.11.05 05:59:00 -
[74] - Quote
Charge rifle needs charge to attempt to balance out the damage other snipers rate of fire are fine the way they are. |
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2012.11.05 05:59:00 -
[75] - Quote
double post |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.11.05 06:04:00 -
[76] - Quote
I wouldn't mind at all if tracers, drop, travel time, and a charge were added to every sniper rifle. Although giving rifle a brief cocking delay after each shot might not be bad either. In any case, I liked the charge rifle a lot in Precursor. It's much worse in Codex due to the reduced damage overall, making one-hit-kills unlikely, but I think that rate of fire would be a very sensible direction to take sniper rifles. Some of the higher end ones, you can fire so quickly that a stationary target will take at least two hits before it can move. |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2012.11.05 06:06:00 -
[77] - Quote
All a charge would need is to have a slightly longer charge than the rest, but calling the most used rifle useless is absolute BS and logically it would have a charge time equal to or slightly less than the small railgun which in my opinion has a decent spam capability |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2012.11.05 06:13:00 -
[78] - Quote
Fivetimes Infinity wrote:It obviously hasn't. Scurvy Granger wrote:Yea I find it kinda funny that Infinity talks about thinking in video game context then has no issue with making the shooting more "realistic" with bullet drop and range etc.
Not saying those aren't needed, just think it's funny that he contradicts himself there lol. You think it's funny because you aren't paying attention. I'm not advocating realism. I don't care about realism. Tracers and bullet drop and travel time for a railgun is most likely not realistic. What I'm advocating is gameplay. Every one of the reasons I've given is based on improving the game in some sense. I've never once said that X should be done because it would be more realistic. You clearly haven't taken the time to read any of my posts, and I am at a loss as to why you are responding to me at all. TEXA5 HiTM4N wrote:its a big flash and it is pretty loud, meaning you don't have to see the muzzle of the gun or be looking in the direction they shot from. i can see when they shoot even if they are behind cover. use common sense please. The shot isn't audible unless you're at close range. The flash isn't any more noticeable than the flash of any other weapon. You have no idea what you're talking about. Yes actually it has, tracer would be dumb, other things not so much but a tracer, seriously? Are YOU even reading MY posts, or just picking out specific parts that you actually have a response to?
And I know you're not going for realism, you told me that we need to look at it in video game context...wait I said that in that post...maybe you're just confused. I then went on to say you wanted to include "realistic" aspects to sniping being bullet drop and travel time(range).
And I still think it's funny. Also did you miss the part about competitive play? A Halo style tracer in this game = death whether immediate or a few minutes later. Maybe you're good enough to take out one of the guys coming after you, but not likely if you're in a corporation fight where the other team has skilled players. So ultimately you're saying that it's ok to make snipers inneffective in competitive play as long as they aren't overused and abused in public play.
Well I'm NOT ok with that because snipers ARE a part of a team and are a great addition when used for cover fire/sabotage. Bullet drop...ok, travel time...no big deal, tracers...are you dense?
And as for the flash, not sure about you, but the red arrows and black outline tend to give me a clear idea of where enemy snipers are, if you miss that then obviously you're not that great at sniping. That can be reduced with modules, and if they spend the SP and ISK/AUR to stay hidden then they deserve to stay hidden, or maybe we should just take those modules out because if we add tracers we have effectively made those useless also. |
Cortez The Killer
Immobile Infantry
190
|
Posted - 2012.11.05 06:14:00 -
[79] - Quote
There is a mix of reality and gaming that I'm apparently losing here.
I do not have a sniper tab on my arm, but a couple of friends and family do. Distance is not the essence of sniping. Professional snipers often make shots at very close range, so range is not the key factor. Key factors are being undetectable on approach and setup, making your kill shot without giving your position away, and moving out unscathed. Professional snipers also often do not have high kill counts compared to a frontline infantryman, they have tactical kills. They also spend more time on intel gathering/relaying than shooting.
If reality has nothing to do with the gaming world, even in a loose sense, then why have heavy armor, or assault rifles, or any other weapon/defense that is at least casually based on warfare as we know it?
Texas, never mind that you shot me the other night, I do agree that flashes work fine for counter sniping. Most snipers (hopefully) scan predictable perches and the flashes are a dead giveaway. Myself I never take more than 3 shots in the same spot and even then only if I have to for a kill. Still I do get spotted from time to time, though at this point only by a hand full of other snipers on 1 out of 4 maps. I spend roughly 50% of my scans as a sniper on potential spots where other snipers will be, and the flashes really point them out. One of the few interesting perks of sniping to me is when you are in a spot where you have a bead on a shooter, you know he sees you, and y'all duke it out. What else would make sniping fun? |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.11.05 06:20:00 -
[80] - Quote
Fivetimes Infinity wrote:I wouldn't mind at all if tracers, drop, travel time, and a charge were added to every sniper rifle. Although giving rifle a brief cocking delay after each shot might not be bad either. In any case, I liked the charge rifle a lot in Precursor. It's much worse in Codex due to the reduced damage overall, making one-hit-kills unlikely, but I think that rate of fire would be a very sensible direction to take sniper rifles. Some of the higher end ones, you can fire so quickly that a stationary target will take at least two hits before it can move.
That might be it right there. Although I am a sucker for a reload animation, if we just made all the Sniper Rifle's bolt action that would solve most of the complaints, wouldn't it? Getting picked off by rapid fire snipers? He has a longer refire now, and has to upscope after a shot. Being killed by a oneshot headshot? He kittening deserved that kill and you know it and give 'that enemy sniper' props. You want a rapid fire long range gun? Grab a Tactical Assault Rifle, or as we call them in most shooters, a Marksman Rifle. |
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Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2012.11.05 06:33:00 -
[81] - Quote
Zero Harpuia wrote:Fivetimes Infinity wrote:I wouldn't mind at all if tracers, drop, travel time, and a charge were added to every sniper rifle. Although giving rifle a brief cocking delay after each shot might not be bad either. In any case, I liked the charge rifle a lot in Precursor. It's much worse in Codex due to the reduced damage overall, making one-hit-kills unlikely, but I think that rate of fire would be a very sensible direction to take sniper rifles. Some of the higher end ones, you can fire so quickly that a stationary target will take at least two hits before it can move. That might be it right there. Although I am a sucker for a reload animation, if we just made all the Sniper Rifle's bolt action that would solve most of the complaints, wouldn't it? Getting picked off by rapid fire snipers? He has a longer refire now, and has to upscope after a shot. Being killed by a oneshot headshot? He kittening deserved that kill and you know it and give 'that enemy sniper' props. You want a rapid fire long range gun? Grab a Tactical Assault Rifle, or as we call them in most shooters, a Marksman Rifle. But then what of all the other technology based advancements? I mean we have lasers but a sniper rifle is still bolt action? Also if CCP did this then they would have to make head shots kill everytime otherwise a sniper could NEVER kill a heavy and it would be difficult to kill proto suits.
I'm sure heavies would love this, but it just wouldn't make sense. Is range even a issue? Not really, cause the further away you get the more precise you have to be, especially when travel time and drop are implemented. Also the headshots become exponentially harder to make therefore your instant kills are almost non-existant and since you have to reload and then re-aim everytime after a shot they will be behind cover before you can line up your next shot. |
Cortez The Killer
Immobile Infantry
190
|
Posted - 2012.11.05 06:38:00 -
[82] - Quote
Zero Harpuia wrote:Fivetimes Infinity wrote:I wouldn't mind at all if tracers, drop, travel time, and a charge were added to every sniper rifle. Although giving rifle a brief cocking delay after each shot might not be bad either. In any case, I liked the charge rifle a lot in Precursor. It's much worse in Codex due to the reduced damage overall, making one-hit-kills unlikely, but I think that rate of fire would be a very sensible direction to take sniper rifles. Some of the higher end ones, you can fire so quickly that a stationary target will take at least two hits before it can move. That might be it right there. Although I am a sucker for a reload animation, if we just made all the Sniper Rifle's bolt action that would solve most of the complaints, wouldn't it? Getting picked off by rapid fire snipers? He has a longer refire now, and has to upscope after a shot. Being killed by a oneshot headshot? He kittening deserved that kill and you know it and give 'that enemy sniper' props. You want a rapid fire long range gun? Grab a Tactical Assault Rifle, or as we call them in most shooters, a Marksman Rifle.
I am a sucker for the bolt action, even if only for nostalgia. I've been mostly off the sniper for two weeks almost.. these ideas are making me hawt.. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.11.05 06:42:00 -
[83] - Quote
Scurvy Granger wrote:Zero Harpuia wrote:Fivetimes Infinity wrote:I wouldn't mind at all if tracers, drop, travel time, and a charge were added to every sniper rifle. Although giving rifle a brief cocking delay after each shot might not be bad either. In any case, I liked the charge rifle a lot in Precursor. It's much worse in Codex due to the reduced damage overall, making one-hit-kills unlikely, but I think that rate of fire would be a very sensible direction to take sniper rifles. Some of the higher end ones, you can fire so quickly that a stationary target will take at least two hits before it can move. That might be it right there. Although I am a sucker for a reload animation, if we just made all the Sniper Rifle's bolt action that would solve most of the complaints, wouldn't it? Getting picked off by rapid fire snipers? He has a longer refire now, and has to upscope after a shot. Being killed by a oneshot headshot? He kittening deserved that kill and you know it and give 'that enemy sniper' props. You want a rapid fire long range gun? Grab a Tactical Assault Rifle, or as we call them in most shooters, a Marksman Rifle. But then what of all the other technology based advancements? I mean we have lasers but a sniper rifle is still bolt action? Also if CCP did this then they would have to make head shots kill everytime otherwise a sniper could NEVER kill a heavy and it would be difficult to kill proto suits. I'm sure heavies would love this, but it just wouldn't make sense. Is range even a issue? Not really, cause the further away you get the more precise you have to be, especially when travel time and drop are implemented. Also the headshots become exponentially harder to make therefore your instant kills are almost non-existant and since you have to reload and then re-aim everytime after a shot they will be behind cover before you can line up your next shot.
The only people who should BE snipers are those who CAN snipe. The dictionary defenition of SNIPE is to shoot from a place of concealment... but why are you concealed? To shoot a guy in the toe? No, so you can land a shot in a vital area for a quick takedown. As for technological advancements, all can be sacrificed for balance. That, and if they can't use gyrostabilizers on a damned turret mount, then there are plenty other things they can not have as well. As for the instakill on headshot, maybe a small increase to headshot multiplier for sniper rifles, but NOT an assured death. And for the record, a Proto suit has just as much HP as a Standard. If you can't kill a guy in one shot, you shouldn't shoot, it is that simple. That's what a sniper does.
Plus, a forced upscope brings snipers a little something called Situational Awareness, also known as 'there's a beeotch circling my hill with a shotgun!' |
Cortez The Killer
Immobile Infantry
190
|
Posted - 2012.11.05 06:58:00 -
[84] - Quote
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. |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.11.05 08:44:00 -
[85] - Quote
I've got nothing against making the sniper rifles require more skill, but why are people acting as if they are some kind of 'god mode'? I'm a sniper, and I specialize in counter-sniping. The flash of the sniper rifle is very distinctive, and quite easy to see. The rounds also leave a faint smoke trail, which I've used to find snipers. The redzone isn't much of an issue with counter-sniping, since they have to pop their heads up sometime if they want to get any kills. A fellow Corp member and I spent a large portion of a game clearing out a group of redzone snipers who kept hiding in the back instead of joining their team in the battle (we won by clone depletion). I've even traveled on foot into the redzone to get a sniper who thought he was safe. (+50) I would have made back to safety too if it weren't for an enemy LAV. Good snipers are dangerous. Thankfully, most of those on the maps aren't good. All it takes is one or two good snipers (or players who have found their own ways to deal with the pests) to negate their impact on the match. |
Saiibot
Crux Special Tasks Group Gallente Federation
142
|
Posted - 2012.11.05 09:30:00 -
[86] - Quote
COD Call of dust |
dudeytron
Amarr Templars Amarr Empire
69
|
Posted - 2012.11.05 09:42:00 -
[87] - Quote
Sniping has become a scourge in this game. Simply put, there are too many of them.
It makes me sad at the beginning of games to see half my team spawn as snipers, running off to find their little hidey holes. They're quite distinctive with their tight gimp suits and massive guns that look a little bit like schlongs! I like to think they go up into the mountains to have some "fun" with their other sniper friends!
Sniping has become the fallback class for those people without enough skill or patience to learn one of the other classes. It is also the most selfish class in the game. Snipers do nothing, absolutely nothing, when it comes to capturing cannons in skirmish. Granted - they might pop a few heads if either they're lucky or good at it, but I've not won one single skirmish game through clone depletion, which would suggest that skirmish matches are won primarily by cannons, not killing.
I'm not suggesting we remove the class, because I accept it can have a role...but it needs to stop being the default class.
The best suggestion I've heard so far is bullet drop. The guns this class favour should be subject to bullet drop. I think this will add a much needed skill requirement to this class. I also think the red reticule indicator should be taken away, with this, it simply becomes a point and click.
I also think there should be a limit to how many snipers can exist in any one game. I'd be happy to see snipers limited to 25%. This would make it fair to those that are good at it, cos they would be the ones that manage to stay alive, hence are the ones that are probably the most valuable to their team. The other more rubbish snipers that keep dying would have to share the other available slots as and when they die. I think this should only apply to skirmish. Ambush are far as I am concerned is a free-for-all.....If everybody wants to be a sniper, fair enough. |
Adeptus Ezekiel
Bragian Order Amarr Empire
30
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Posted - 2012.11.05 11:10:00 -
[88] - Quote
Cortez The Killer wrote:There is a mix of reality and gaming that I'm apparently losing here.
I do not have a sniper tab on my arm, but a couple of friends and family do. Distance is not the essence of sniping. Professional snipers often make shots at very close range, so range is not the key factor. Key factors are being undetectable on approach and setup, making your kill shot without giving your position away, and moving out unscathed. Professional snipers also often do not have high kill counts compared to a frontline infantryman, they have tactical kills. They also spend more time on intel gathering/relaying than shooting.
If reality has nothing to do with the gaming world, even in a loose sense, then why have heavy armor, or assault rifles, or any other weapon/defense that is at least casually based on warfare as we know it?
Texas, never mind that you shot me the other night, I do agree that flashes work fine for counter sniping. Most snipers (hopefully) scan predictable perches and the flashes are a dead giveaway. Myself I never take more than 3 shots in the same spot and even then only if I have to for a kill. Still I do get spotted from time to time, though at this point only by a hand full of other snipers on 1 out of 4 maps. I spend roughly 50% of my scans as a sniper on potential spots where other snipers will be, and the flashes really point them out. One of the few interesting perks of sniping to me is when you are in a spot where you have a bead on a shooter, you know he sees you, and y'all duke it out. What else would make sniping fun?
One of the big problems here is that the media portrays basically anyone, anywhere who is shooting in less than a squad situation as being a 'sniper'. Check CNN or Al Jazeera and there will be mention of someone being shot by a sniper, accompanied by a picture of a guy with an AK47 spraying bullets through a hole in a wall. The average public as a result don't have the faintest idea of what constitutes a sniper.
Personally I am quite happy with the idea of having to allow lead and possibly even bullet drop as long as its realistic. In fact last build allowing lead was needed due to lag in any case. However, this needs to be balanced by the same for AR's (and less accuracy when firing off hand). Its frustrating being taken out with 2 shots from a GEK at 300 metres which have to allow no lead, bullet drop and have no problems with accuracy. If snipers have to be 'realistic' then the same should apply to other classes. At present, SMG's, Mass Drivers and Shotguns all have their specific limitations that make them acceptable, AR's really have no drawback however.
On the other hand, if Sniping is going to be hit with lead and drop requirements, make it so that a hit in a vital area can actually cause damage, not the minor annoyance it causes to anything over a basic assault suit. As a sniper with reasonably high level skills at present, even a good sniper rifle will require, absolute minimum, 2 shots to take out a heavy with headshots. You want to add difficulty to hitting, fine, but give us back realistic damage with it. Skill needs to be rewarded, otherwise we might as well hang out with AR's like 90% of others. |
Pranekt Tyrvoth
Pink Fluffy Bounty Hunterz RISE of LEGION
177
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Posted - 2012.11.05 11:32:00 -
[89] - Quote
:) I want a sniper rifle that fires derp rockets. That'll give people something to complain about. |
Ordo Malachai
Bragian Order Amarr Empire
21
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Posted - 2012.11.05 11:43:00 -
[90] - Quote
Pranekt Tyrvoth wrote::) I want a sniper rifle that fires derp rockets. That'll give people something to complain about.
Its called a dropship. |
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