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Sleepy Zan
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2047
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Posted - 2012.11.08 04:54:00 -
[1] - Quote
:facepalm: Its not that snipers are OP as far as damage goes, I like the amount of damage they do after they nerfed it this build. Its that they are too easy to use. Right now if hit detection was spot on it would simply be point and click. For some players sitting in the mountains is more appeasing then running around on the ground. I don't want to nerf the damage I just want to add more difficulty to sniping.
I've been here since E3 and in that build there were hardly any snipers at all, mainly because no one bothered to learn to compensate for the laggy servers. In precursor I blame Manus Peak and the lack of sway in between shots for the increase in snipers. In this build the slower movement speed and the tighter hit detection promoted it even more.
Sniping needs difficulty, it shouldn't be the easy way to get profit. If you can sit on top of a mountain all game with no worries you should at least have to experience a challenge in doing so. All I'm asking for is for CCP to return the E3 sniping mechanics and add bullet drop and travel time. |
Sleepy Zan
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2047
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Posted - 2012.11.08 06:03:00 -
[2] - Quote
SingleTap wrote:And a double :facepalm: to you, good sir. I'll work under the assumption that you read my entire post, though from your response that fact remains in question.
As I stated, it's not about what you get, but what you lose. You can make sniping as difficult as your kitten heart desires, but it won't change the fact that sniping, by its very nature, is more conducive to a higher KDR than all the other infantry ranks.
And if we assume that an assault with a mid-level suit coupled with a mid-level gun will die 4-8 times a match, a sniper who gets 1 kill by sheer luck (due to the difficult nature imposed by what we'll call the "Sleepy Zan sniper mechanics") will still beat an average AR wielding assault in profitability.
EDIT: I should also note the short-sightedness of your post. Once corps have the ability to take on hefty contracts, this will all be a moot point, as those who win will be bathing in ISK. The profit margin of a lone wolf sniper, though seemingly high now, will be pennies once the game launches. And I don't believe that the increase in the number of snipers is simply because of loosing very little in the process. Like I said their weren't many snipers in the E3 build even though you could get a free dropship, fly up to a high spot, and camp all game long with little risk. The only real difference between then and now is the skill it took to snipe. Then you had to lead targets and had sufficient scope sway.
And also snipers are still useful in corp battles, and you make more than pennies |
Sleepy Zan
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2047
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Posted - 2012.11.08 06:33:00 -
[3] - Quote
SingleTap wrote:Haha. Pennies compared to the payouts of nullsec contracts.
Also, I was in the E3 build as well, and everyone took a dropship up onto the towers to camp. The reason they didn't use sniper rifles was because using the turrets on the ships was much more effective.
But I'm getting off topic, and Tinodi is absolutely right. The current matches don't accurately reflect how things will play out with null contracts. That's what people fail to realize, and that's something CCP should look at implementing now to test. No reward means having to increase your own profit margin in other ways.
Edit: And the other reason for fewer snipers in the E3 build was because of RE's. People went 30-3 with RE's. Why snipe when you can just toss an instant "I win" mine. Everyone is making pennies now compared to null sec, and null sec isn't what this game is going to be all about. Of course things are going to change in null sec and corp battles are proof enough of that, but CCP wants to make it easy for players to jump into a pub match and have a good time and with a dozen snipers on the field isn't really fun. |
Sleepy Zan
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2047
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Posted - 2012.11.08 06:54:00 -
[4] - Quote
SingleTap wrote:Yes, which is why if players got 4X as much ISK for winning, you would see a sharp drop in sniper population. Really? Because snipers, like you said, have little to worry about when it comes isk. Win or loose your going to make a profit and loose very little so I don't see how 4x the isk to the winner will change anything besides making people hate having snipers on there team even more. |
Sleepy Zan
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2047
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Posted - 2012.11.08 07:16:00 -
[5] - Quote
SingleTap wrote:Sleepy Zan wrote:SingleTap wrote:Yes, which is why if players got 4X as much ISK for winning, you would see a sharp drop in sniper population. Really? Because snipers, like you said, have little to worry about when it comes isk. Win or loose your going to make a profit and loose very little so I don't see how 4x the isk to the winner will change anything besides making people hate having snipers on there team even more. Ha. OK, so make it 20X. Make it 10X. I don't care, I was just throwing out a number, but make it significant. And then, yes, really, it would change quite a bit. I don't think an increase in gains will make much of a difference for the lone wolf snipers. You made it pretty clear that the reason they snipe isn't because they are looking to gain alot but instead it's because they have nothing to loose. Unfortunately though to big, penalty for a loss in a pub match can have some problems. |
Sleepy Zan
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2047
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Posted - 2012.11.08 07:34:00 -
[6] - Quote
Scurvy Granger wrote:Honestly I have to agree with SingleTap on this one, adding a bigger reward for being on the winning team would cause ALOT(not all) of players to rethink they're strategy. Yes there will always be those players that like to play lazy and sit in one spot all day, and they won't care about a big payout. Most players will however though, everyone wants to level up and add abilities and such, well training books cost a good amount so setting the pub rewards at a low rate and adding a multiplier for the winning team would incourage MANY to seek other methods so they don't have to wait for 200 matches to learn that new skill. Some may rethink but I believe most of the players that are camping in the mountains will continue to camp. It doesn't cost that much isk to mountain camp and you can make enough to earn what you need to skill just about anything effectively. |
Sleepy Zan
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2047
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Posted - 2012.11.08 07:59:00 -
[7] - Quote
SingleTap wrote:If there are stakes, people will play to win. As there are currently none, people camp. Few play to win now. There is no reason to try to win. Why should anyone try to beat the other team? The object of the current game is to score WP and lose as little gear as possible. Just wanted to say that I do agree with you about having a bigger isk reward for the winners, but I think you underestimate how much people don't care as much about a bigger reward as much as they would a penalty. I still would say that the best solution is to make sniping more difficult to lower the count of the snipers. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.11.08 07:59:00 -
[8] - Quote
double post |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.11.08 17:57:00 -
[9] - Quote
Daddrobit wrote:Agreed, sniping 100% needs some sort of difficulty increase, even if it's only scope sway when crouched and in between shots, (which really does need to be there.) Also, I see quite a few posts about how it's become so much easier between the last build and this build is because they removed scope sway between shots, and that's why we're seeing such an increase in sniping. However you're all forgetting that in addition to that, the render distance has been increased to be far more than what it once was. Before, if you were on objective B on the 4 point map, you wouldn't be able to see anyone on objective C because the render distance was abysmally short. It wasn't that there were fewer snipers because it was intrinsically much harder, it was just impossible because you literally couldn't see farther than 1/3 across the map before everyone just disappeared. Now that snipers can see anyone from anywhere, the incentive is there to shoot from as far away as you can. And as an aside note, while yeah I could sit back in a militia fit, sniping can get expensive in of itself. My super-duper-snipey-suit costs me around 90k, and even if I do really really well, I'll still be earning barely over 100-120k per match because objectives is what earns the big bucks, so I can't afford to lose more than one before going negative on isk rewards. Also, Sleepy Zan, I'm really looking forward to the weekend match, hope to see you there man! glhf Regardless of the sway I knew sniping would be more popular as hit detection got better as well as draw distance, that's why now's the time yo give sniping bullet drop and travel time. I'm pretty sure this will be implemented eventually because of the addition of the experimental sniper, which I find fun as hell to use even if its kind of buggy.
And in pub matches I run a 20k suit and it works just fine imo
Also glhf to you as well |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.11.09 02:24:00 -
[10] - Quote
Ridgeway Semper Fi wrote:I didn't say it was hard. I said it was broken. At it's base the mechanics are broken. Such as the shield flicker I mentioned. Although I do think sniping takes more skill than ARing and HMGing. Always have and always will. Im all for bullet drop and travel distance. As long as when the round hits and I see your shield flicker you take damage. Such isn't the case at the moment. It's more like a lottery at the moment. Will he take damage this time lets see? Nope his shield flickered, I got a hit marker and he took cover, but he took no damage. ******* Bullshit lazy ass coding.
Like I said come Tuesday Ill be a ghost in Dust anyway. This game has great potential but not until they fix about 90% of it and stop rewarding spraying bullets everywhere and balancing a tank to where it can be killed by 1 or 2 foot soldiers. That's ******* ignorant as **** as well. So everyone can think what they want and kiss my ass in the process. Im out come Tuesday for a good long break. Seems like your mad about something... |
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