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NovaShadowStorm
The Southern Legion
63
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Posted - 2012.12.17 08:19:00 -
[1] - Quote
Well according to the patch notes:
'Made charge functionality the base version of all sniper rifles'
I'm assuming this means that now all snipers will have to charge some what before firing. I can see many players celebrating this as I will freely admit the tactical snipers' R.O.F is insane. This will thin out your sniper herds which again many people will celebrate. But I can't help but feel sorry for the snipers too. I myself do well at sniping though I've spent most my points into the AR and only recently went sniper but I do see a major problem.
For the most part unless you get a head shot (which is ferociously hard at long range since the aiming dot is like half as big as your target's body not to mention how hard it is to track a head while they're running/sprinting) or your enemy is wearing a scout drop suit you will almost never kill someone with 1 shot.
Thus comes the problem, Sniper R.O.F, 'tactical' fire at absurd speed making death near certain (despite having a 3 round clip as apposed to the regular 5 round clip) unless you're a heavy or running with a lot of tank, normal snipers have a good average time for the next shot allowing for the sniped to run to cover, and just earlier after reading the patch notes I experimented with a charge rifle and found it takes far too long to charge to firing level to hit the same target twice unless said target is in open ground making it more likely that snipers will either:
A) lose kills to others who take advantage of weakened players B) Snipers will start actively aiming for players on low HP ignoring the teams need for them to take out the ones with full HP since they won't be able to kill them without them running off.
I know I'm probably about to be hit by people saying I'm crying over sniper rifles being nerfed but I'm prepared to deal with it. Thoughts anyone? |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.17 08:31:00 -
[2] - Quote
I think travel time should be added, but no drop on rail. i like the charge being added it makes rail guns more consistent across types(sniper rifle, forge gun, small and large rails all charge to fire), but then I mostly used the charge rifle anyway.
If the follow up shots take to long, they were to quick this build with out kick making you re-aim, they could make it like the large rail turrent and follow on shots fire quicker then first did, but could over heat the gun. I suggest waiting to see how it works with new build first, then give feedback on if changes went to far or not enough. |
NovaShadowStorm
The Southern Legion
63
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Posted - 2012.12.17 08:41:00 -
[3] - Quote
Ten-Sidhe wrote:I think travel time should be added, but no drop on rail. i like the charge being added it makes rail guns more consistent across types(sniper rifle, forge gun, small and large rails all charge to fire), but then I mostly used the charge rifle anyway.
If the follow up shots take to long, they were to quick this build with out kick making you re-aim, they could make it like the large rail turrent and follow on shots fire quicker then first did, but could over heat the gun. I suggest waiting to see how it works with new build first, then give feedback on if changes went to far or not enough.
Indeed I shall reserve final judgement until patch is released I just find the whole notion of going from how it is now to charge without any transition is a bit much but again I reserve final judgement for the release at patch |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.12.17 10:50:00 -
[4] - Quote
Honestly think it makes Snipers more tactical by consequence, having to aim for slower, thicker targets (heavies) which are easier to hit. Unless the bit where their reticle returns to it's position after firing was fixed, this is a needed update as it was impossible to react if you managed to survive the first shot. |
NovaShadowStorm
The Southern Legion
63
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Posted - 2012.12.17 11:11:00 -
[5] - Quote
Aeon Amadi wrote:Honestly think it makes Snipers more tactical by consequence, having to aim for slower, thicker targets (heavies) which are easier to hit. Unless the bit where their reticle returns to it's position after firing was fixed, this is a needed update as it was impossible to react if you managed to survive the first shot.
Not really, against a tactical you'd most likely be dead against a normal sniper rifle there was a large gap to move in and if you move randomly as you make a bolt for it you'll make it out alive, more often than not I'll make it out alive after surviving first shot that said tacticals once again do most often kill since the second shot comes in at about 1/2 a second after the first if not faster, it all depends on your reaction time and your net speed in the end.
Just to clarify, A head shot on a heavy (even a skinweave or malitia), at full shield and armour only reduces him to around 3/4 armour 2/3 armour at most, a bodyshot takes his shield and a sliver of his armour. As I said in my first post with this being the case snipers may harass heavies as they pop up but may ultimately go for lighter armoured targets or half dead ones to actually try kill things. I don't mind weakening a bunch of guys for my team to kill I'm glad if I can help turn the tide but I do want kills myself it's no fun just being the ultimate kill assister you know what I mean? |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.12.17 11:31:00 -
[6] - Quote
NovaShadowStorm wrote:Aeon Amadi wrote:Honestly think it makes Snipers more tactical by consequence, having to aim for slower, thicker targets (heavies) which are easier to hit. Unless the bit where their reticle returns to it's position after firing was fixed, this is a needed update as it was impossible to react if you managed to survive the first shot. Not really, against a tactical you'd most likely be dead against a normal sniper rifle there was a large gap to move in and if you move randomly as you make a bolt for it you'll make it out alive, more often than not I'll make it out alive after surviving first shot that said tacticals once again do most often kill since the second shot comes in at about 1/2 a second after the first if not faster, it all depends on your reaction time and your net speed in the end. Just to clarify, A head shot on a heavy (even a skinweave or malitia), at full shield and armour only reduces him to around 3/4 armour 2/3 armour at most, a bodyshot takes his shield and a sliver of his armour. As I said in my first post with this being the case snipers may harass heavies as they pop up but may ultimately go for lighter armoured targets or half dead ones to actually try kill things. I don't mind weakening a bunch of guys for my team to kill I'm glad if I can help turn the tide but I do want kills myself it's no fun just being the ultimate kill assister you know what I mean?
Well the issue that I had is that I'd get into a foxhole (so to speak) and get hit by a Tactical sniper rifle round. That first round I'm already starting to react, with which as I'm trying to fall back I take the second shot and before I can officially leave my position I'll take the third round and die. As said previously this is because the scope snaps back to it's original position after firing.
But I completely agree with you - Snipers are annoying but are a great benefit to a team especially if they can get on the flank of the enemy's front line. We can't really say anything until the new build actually comes out but having to charge it up first may be more detrimental than simply fixing the reticle snap-back. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.17 12:24:00 -
[7] - Quote
I'm not much of a sniper myself, but my girlfriend is, and she's looking forward to this change.
I think it sounds like an interesting way to balance snipers out and discourage the players who do it to farm instead of play. |
Re-FLeX
Internal Error. Negative-Feedback
152
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Posted - 2012.12.17 12:45:00 -
[8] - Quote
I can't imagine how mad sleepy zan will be once he reads these patch notes |
Vermaak Kuvakei
Doomheim
88
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Posted - 2012.12.17 12:47:00 -
[9] - Quote
The spam is over! This'll stay my sniping toon though |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.12.17 17:19:00 -
[10] - Quote
We'll see how the sniper rifles actually turn out. It doesn't sound as though every sniper rifle now has the charge mechanic. |
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Finn Kempers
BetaMax.
222
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Posted - 2012.12.17 19:32:00 -
[11] - Quote
I'm not sure how this will play out. I think tbh they should have only nerfed/rid of tac snipers, it was otherwise fine. (Lack of) Hit detection means 50% of shots never happened anyway. |
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2012.12.17 19:41:00 -
[12] - Quote
This allows for other sniper rifles to be added with their own quirks. |
TEXA5 HiTM4N
ROGUE SPADES
49
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Posted - 2012.12.17 20:09:00 -
[13] - Quote
hell. as long as they fix the blue shields and terrain glitches i'll be a happy sniper. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.17 20:10:00 -
[14] - Quote
It makes sense in that every other rail weapon has to charge up before being fired. They stll get a distinct advantage over other rail weapons in that they get to hold a charge.
This also feels right for a high health game. Two shot kills from a light weapon is alreay very powerful, but being able to fire them in quick succession without rescoping makes it a OHK for all intents and purposes. Snipers might be forced to pick off the wounded if they want to claim kills, but that's not the end of the world. As a logi with a MD I find myself with far more assists than kills and I don't have a problem with that because I know that I'm helping my team. I also equip flux grenades and those are guarnteed assits as they don't touch armor.
If you want a OHK from a rail weapon then use a heavy turret. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.17 20:15:00 -
[15] - Quote
I used the charge rifle anyways sooo it looks like I'm ahead of the curb |
Wussy Pillows
SC Scrim Corp
13
|
Posted - 2012.12.17 20:28:00 -
[16] - Quote
Charging is fine as the Scrambler rifle is being inplemented as a sniping option. The scrambler rifle will probably have the headshot damage modifier as the pistol. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.12.17 20:57:00 -
[17] - Quote
Where does the patch note says something about the scrambler rifle? Havent seen that on the list to add things to the game. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.17 21:38:00 -
[18] - Quote
The dark cloud wrote:Where does the patch note says something about the scrambler rifle? Havent seen that on the list to add things to the game.
That's a good point, why aren't the tourny unlocks on the patchnotes?
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Kain Spero
Imperfects Negative-Feedback
897
|
Posted - 2012.12.17 21:39:00 -
[19] - Quote
I think the scrambler rifle and the other new weapons will be added next build, but who knows. It may be that we get some surprise additions, but I wouldn't hold your breath. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.17 22:52:00 -
[20] - Quote
I welcome this along with a number of other changes- I can now use certain playstyles without feeling like just another sniper scrub or AR user that can't handle using a balanced weapon. |
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Sleepy Zan
Internal Error. Negative-Feedback
2046
|
Posted - 2012.12.17 23:56:00 -
[21] - Quote
Re-FLeX wrote:I can't imagine how mad sleepy zan will be once he reads these patch notes Not mad at all, they gave no real details so I will have to use them before I judge. I am bummed that there is no mention of bullet drop, travel time, or changing the way the scope snaps back into position without any sway between shots. |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.18 07:54:00 -
[22] - Quote
Huzzah and much dismay, the change to snipers isn't hapening this patch, on the bright side they did say they wanted to add in more variations of the sniper this makes me happy I can't wait to see what CCP come up with |
Altina McAlterson
TRUE TEA BAGGERS
362
|
Posted - 2012.12.18 10:44:00 -
[23] - Quote
Seems like an odd way to say that all sniper rifles will be need to charged to fire. Maybe it means something else? |
Enji Elric
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
176
|
Posted - 2012.12.18 10:46:00 -
[24] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=433308#post433308 |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.18 11:29:00 -
[25] - Quote
I think there should still be a reflex sniper. maybe make the differences more pronounced instead of less.
Tac: shorter range or more kick, with a a rof nerf to 600RPM(you cant realistically pull faster then that with out a hacked controller) but a slight incrase in clip size.
Charge: is perfect increase in dmg for a non instant fire great for long range sniping
and standard is just fine to.
my big fear is that this will only reenforce long range red line sniping and discourage active snipers that actually support their team. by removing the ability to run and gun you kind of have to stay in the hills. |
Grimmiers
ZionTCD Legacy Rising
158
|
Posted - 2012.12.18 13:35:00 -
[26] - Quote
Hopefully the scrambler rifle will make up for the quick shots. |
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