Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Chosokabe Ite
Osmon Surveillance Caldari State
72
|
Posted - 2012.12.31 05:37:00 -
[1] - Quote
Sniping has been a barrel of fun for some and a black cloud for others. I personally think it's the variations of the railgun rifles currently available, as well as the functions of these rifles in general. Railguns need to charge their rails before firing. This goes for the rail turrets, it goes for forge guns, I see no reason why this shouldn't apply to railgun sniper rifles.
The Standard rifle should have a charging cycle(about 2 to 1.5 seconds) between shots, the user does not have to hold the fire button down to charge it. It will charge automatically wither looking through the scope or not.
Tactical rifles should require no charge up at all, still giving it a higher ROF than the standard. A low powered rifle like that can't use up the energy need for a rail recharge. And I think the tactical may need more ammo to compensate for less damage output.
Then there's the Anti Material variant. The Charge Rifle fits this role perfectly, considering it can already dish out more hurt than the current prototype rifles when fully charged. The charge rifle should require Sniper Rifle Proficiency to use. It will automatically charge up without holding the fire button(just like the standard). What will make it different is the ability to add more power to the shot by hold the fire button down to give it extra charge( then release the button to fire). This is what will make it anti martial. of course, there will be a button that cancels the supercharge just in case the user needs it. The damage output should be increased just a little and less ammo should be provided. This makes every shot precious. Standard recharge will take longer after a supercharge shot. I think seasoned snipers would welcome these kind of challenging factors. A real test of patience and precision.
Finally there's customization(once the feature is released that is). All variants should share the same default sights, this includes the Tactical. I imagine there will be many types of scopes to equip but here's two I can think of. An anti sway scope that only has default quality zoom but stabilizes aim so that you sway less to none depending on skills. Then there's a far sight scope, one that gives you more zoom options but adds sway the farther you zoom in.
I'm pretty sure projectile and laser sniper rifles are just around the corner. This is why I didn't include recoil factors. This factor could vary based on weapon type and variant.
What are your thoughts and opinions on this? I welcome criticism, cruel and kind. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.31 07:45:00 -
[2] - Quote
The charge up you describe could be done with the current rate of fire. The tactical could charge with same time as standard, but have 2 shots before needing recharged.
Bullet drop could be faked by having the sniper fire 1/45 of a degree downward. This would give the right amount of drop at max range without adding a lot extra math, the calculated bullet drop is a fraction of area that would be covered by a red dot sight's dot.
Travel time on rail snipers would be nice. The projectile snipers having bullet physics would be nice, maybe trade off of they come with silencers and no tracers, since aiming will be harder?
The idea about sway, I think the amount of sway would be the same but seam much larger with more zoom. A stabilizer module or bipod seem more likely to reduce sway then a special scope. |
Deveshi
WarRavens
144
|
Posted - 2012.12.31 15:58:00 -
[3] - Quote
We already have charged and none charged sniper rifles.
The charged do more damage but due to charging this makes them slightly harder to use as it will feel unnatural for most snipers and thus affect their accuracy without practice.
This also fits in with the technology of the game because of capacitors. On a none charge rifle the trigger is simply dispelling what is in the cap and the charged rifles are 'overheating'.
Snipers in Dust are designed as support weapons, not one shot wonders (less you have level 5s across the board or are good with the head shots). The weapons damage types have been designed to focus more on either shield or armour. Snipers are a shield weapon so the Idea is knock out enemy shield (usually where assault personnel are strongest) so that your guys can clear them up.
A good sniper can clear up themselves, but thats the point.
Weapon customization is just round the corner as the one thing I believe CCP is trying to avoid is another COD with ACOG sniper rifles that kill in 1 hit.
I believe sniper rifles currently work beautifully in Dust because it puts emphasis on tactical play and team support over the 1 shot killer. The one thing that is bugged with sniper rifles is when you can see the target, the cross-hair is lit up red, and your accuracy on the info is stated as 100% and yet you still can't hit them. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.12.31 16:34:00 -
[4] - Quote
Adding a charge to all sniper rifles was actually planned for this build, but didn't make it in. That's probably why charge snipers now have an ungodly long charge. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2013.01.01 00:11:00 -
[5] - Quote
Charging for 2 seconds? What about the upside? Is there no upside? Then snipers get mad. I'm a sniper, and I would get mad. Even 1.5 seconds is slower than the current rate of fire. 1.2 seconds is the current rate of fire. You want to nearly halve the rate of fire, and provide no upside? That is a crime, my friend. A CRIME.
Also, a weapon requiring PROFICIENCY? Also a crime. Unless it's prototype. |
Chosokabe Ite
Osmon Surveillance Caldari State
72
|
Posted - 2013.01.07 00:32:00 -
[6] - Quote
Thanks for the feedback everyone.
Ulysses Knapse wrote:Charging for 2 seconds? What about the upside? Is there no upside? Then snipers get mad. I'm a sniper, and I would get mad. Even 1.5 seconds is slower than the current rate of fire. 1.2 seconds is the current rate of fire. You want to nearly halve the rate of fire, and provide no upside? That is a crime, my friend. A CRIME.
Also, a weapon requiring PROFICIENCY? Also a crime. Unless it's prototype.
Well, my thinking behind charge time was to make the sniper wait for the right time to shoot and not waste shots, therefor make sniping more of a profession than an occupation. To me that's the upside. I guess it's because I used to that kind of sniping. Waiting for that one deadly shot and the satisfaction of being accurate, precise. And most importantly, scary.
Oh, and of course the charge rifle would be a prototype. It wouldn't make sense to have such a powerful rifle with proficiency requirements be anything but. |
KalOfTheRathi
CowTek
168
|
Posted - 2013.01.07 02:52:00 -
[7] - Quote
Do you even use Sniper rifles?
I really cannot tell because if you do then this post must be a joke.
The Charged version works as you thought up all on your own. Except it is already in the game. If one reads the description of how the Sniper rifles work, bullet drop doesn't make sense. Plus, modern scopes adjust for bullet drop with a click. These digital thingies would do it by themselves so whats the big deal? Your post looks like this is just a pretentious Nerf attack. Which includes escalating to stratospheric levels being able to access any Charged Sniper Rifle.
As to how they work: Pull the trigger, wait until the charge circle is red, when sighted on the target, release trigger. Whap! If you are really good then down they went. If you are regular every day sniper then it will take another shot. If they are close enough that you can target their head reliably then almost all of the sniper rifles will one shot kill everybody but a heavy. Some people are actually better at this. Myself, I like getting assists by taking their shields away along with most of their armor. Then the squad finishes them off while I hunt down the next Merc. With luck that one is too pumped to notice what actually happened to their buddy. The other direction works as well, find the one with some missing armor and/or shield. That Merc is calling for a shot.
Plus, sitting in your perch and picking off the reds that are trying to flank your squad capturing or defending the objective just never gets old. Once your squad hears the snap of the shot they start looking for trouble even without a mic.
Down side, there always is a down side, not many bullets. Need a Hive or someone feeling friendly. Or you need to practice and learn not to not miss. And if the target moves just a bit, that was a nice shoulder hit but they ain't going down and now they are running. If they jump up and down though it is a lot easier to finish them off. Do not share that information with anybody!
I find your anti-materiel idea lacking, btw. A true anti-materiel version should be able to take out a LAV with one hit. As a modern version can do today. Right now we can barely touch them. We can pop the turret gunner but I want to be able to head shot the driver as well. Also we should be able to start seriously knocking shields down on Installations and HAVs. If you thought you heard QQ before, wait until I can take down 3600 worth of shields with one clip. At 600 meters.
|
Dominus Fatali
Nox Aeterna Security
34
|
Posted - 2013.01.07 03:37:00 -
[8] - Quote
Snipper riffles work perfectly. It is the snippers themselves that can use improvement. |
Jathniel
G I A N T
39
|
Posted - 2013.01.07 06:24:00 -
[9] - Quote
Not trying to knock your idea... I think you're on the right track. A form of anti-material rifle for Dust would be nice. A good charged shot to light up a LAV up would be great, but just a bit redundant... We have Forge Guns, remember? :)
A long range, stationary, semi-automatic sniper rifle on the other hand... That would be nice. We could simply call it a "Heavy Sniper Rifle", "HSR". Essentially, a Dust counterpart to the Barrett M107 .50 Cal sniper.
Observe please, 1:02-1:08 in the following YouTube link. Just 6 seconds of your time: https://www.youtube.com/watch?v=wPgYiYsVdP4
Make it take about 4 secs to set up, and 3 secs to pack up and carry. You cannot move while you're set up, so plan carefully. (With that much firepower your ability to move should be penalized.) Only Heavy dropsuits will be allowed to carry and shoot it as a handheld. No instant kills on a LAV (enough things do that imho), balance it out, 3-5 good rounds to light up (not BLOW up) an Onikuma, depending on your weapon proficiency. 10-15 rounds per clip. 4-6 clips. Same reload time as the HMG.
40-45 degree horizontal aiming zone while stationary. Same range of vertical aiming as a heavy HAV turret.
Heavy Sniper Rifle (HSR) for your consideration... |
Chosokabe Ite
Osmon Surveillance Caldari State
72
|
Posted - 2013.01.07 07:32:00 -
[10] - Quote
KalOfTheRathi wrote:Do you even use Sniper rifles?
I really cannot tell because if you do then this post must be a joke.
The Charged version works as you thought up all on your own. Except it is already in the game. If one reads the description of how the Sniper rifles work, bullet drop doesn't make sense. Plus, modern scopes adjust for bullet drop with a click. These digital thingies would do it by themselves so whats the big deal? Your post looks like this is just a pretentious Nerf attack. Which includes escalating to stratospheric levels being able to access any Charged Sniper Rifle.
As to how they work: Pull the trigger, wait until the charge circle is red, when sighted on the target, release trigger. Whap! If you are really good then down they went. If you are regular every day sniper then it will take another shot. If they are close enough that you can target their head reliably then almost all of the sniper rifles will one shot kill everybody but a heavy. Some people are actually better at this. Myself, I like getting assists by taking their shields away along with most of their armor. Then the squad finishes them off while I hunt down the next Merc. With luck that one is too pumped to notice what actually happened to their buddy. The other direction works as well, find the one with some missing armor and/or shield. That Merc is calling for a shot.
Plus, sitting in your perch and picking off the reds that are trying to flank your squad capturing or defending the objective just never gets old. Once your squad hears the snap of the shot they start looking for trouble even without a mic.
Down side, there always is a down side, not many bullets. Need a Hive or someone feeling friendly. Or you need to practice and learn not to not miss. And if the target moves just a bit, that was a nice shoulder hit but they ain't going down and now they are running. If they jump up and down though it is a lot easier to finish them off. Do not share that information with anybody!
I find your anti-materiel idea lacking, btw. A true anti-materiel version should be able to take out a LAV with one hit. As a modern version can do today. Right now we can barely touch them. We can pop the turret gunner but I want to be able to head shot the driver as well. Also we should be able to start seriously knocking shields down on Installations and HAVs. If you thought you heard QQ before, wait until I can take down 3600 worth of shields with one clip. At 600 meters.
Colorful reply, but as long as your opinion is heard and your point of view is understood. I really need to word my posts better so my intentions aren't so misinterpreted.
I know very well the charge rifle is already in the game, I just figured it should be more of a prototype weapon that uses extra charge to deliver anti material power. Like taking out LAVs with one shot or a couple (putting moduals into account). No nerf was intended, I was trying to make a case that the charge rifle deserves to be perused as a must have rifle for career snipers. I raised all sorts of hell with it during the closed beta and have gain a lot of respect for it, was hoping it could be more than just a basic tool.
I'm not sure how to approach the rest of your reply because I feel your trying to educate me on things I already know. And I never even mentioned bullet drop so the thread's already going of track. This would just turn into a "well if you knew all that then you wouldn't have said 'this'" argument. So I'm just going to stop here. |
|
KalOfTheRathi
CowTek
168
|
Posted - 2013.01.08 12:14:00 -
[11] - Quote
Chosokabe Ite wrote:KalOfTheRathi wrote: snip mine
Colorful reply, but as long as your opinion is heard and your point of view is understood. I really need to word my posts better so my intentions aren't so misinterpreted. I know very well the charge rifle is already in the game, I just figured it should be more of a prototype weapon that uses extra charge to deliver anti material power. Like taking out LAVs with one shot or a couple (putting moduals into account). No nerf was intended, I was trying to make a case that the charge rifle deserves to be perused as a must have rifle for career snipers. I raised all sorts of hell with it during the closed beta and have gain a lot of respect for it, was hoping it could be more than just a basic tool. I can see by your response we had a basic failure to understand on my part and yes, maybe a little better clarification on what you were saying might have helped.
However, I really dislike the idea of putting the Charge weapon into Proto. It is important to learn how to use something without have to pay a crippling SP tax to CCP. If any special weapons get upgraded: Forge, Swarm, Charge *, Tactical *, anything OP. We are all left with wasting valuable SP on hoped for answers. There is no SP respecing and from the EVE players replies to requests for same it seems like it will never happen. That makes me reject ideas to move weapons to Proto status or eliminate a Militia Fit for any class. Which hopefully explains some of my knee jerk reactions.
If your actual intention was a Proto version of Charge that actually worked like the description of the Charged Sniper Rifle that might be of considerably more interest on my part. If the existing Charge stays in place. As other weapons become accessible at the same SP level it doesn't mean an expensive SP hit for one gun. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |