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CCP Eterne
C C P C C P Alliance
758
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Posted - 2013.01.31 10:20:00 -
[151] - Quote
I have cleaned some personal attacks and inappropriate language from this thread. Mostly the thread has been relatively civil and I would like to see it remain so. |
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Shijima Kuraimaru
WarRavens
168
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Posted - 2013.01.31 10:25:00 -
[152] - Quote
First off... Ballistics added? Really? You do realize that the round from sniper rifles are, as per the description, traveling at over 8000m/sec, or 5.44 miles per second. At the ranges they are used at, there won't be any noticeable travel time or ballistic drop.
Second... I hate using the sniper rifle, it's not really my play style, but in New Eden there's a saying... "Adapt or die". In my last match I got pinned down by sniper fire. After dying for my third time, I spawned at another location in militia sniper. I proceeded to counter snipe the crap out of the guy(s) that had me pinned earlier. I'm sure 7 of my 10 kills that match were due to me counter sniping. I actually found it a relaxing battle finessing the dot over the tiny group of pixels that made up the heads of the snipers before pulling the trigger. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2013.01.31 10:35:00 -
[153] - Quote
Monkxx wrote:IMO, solution is simple.
Take away from NewBerries Assault - Sniper [STARTER KIT] and put Assault - Logistics [STARTER KIT] at sniper's place. And the difference between Assault - Logistics [STARTER FIT] and Assault - Triage [STARTER FIT] would be...? (also, it's "FIT" not "KIT")
Also, no. That's almost as bad an idea as removing the AV Starter Fit. |
Tien TheSecond
Subdreddit Test Alliance Please Ignore
198
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Posted - 2013.01.31 10:56:00 -
[154] - Quote
I've never played with Zan, but I've been against him enough times to say that he's one of the most notable snipers in the game. Trust me, I keep track of these things and he's on the short list of consistently notable opponents. The irony in this is that he's never complained once about the prospect of snipers getting nerfed. |
Monkxx
Ikomari-Onu Enforcement Caldari State
19
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Posted - 2013.01.31 10:59:00 -
[155] - Quote
Garrett Blacknova wrote:Monkxx wrote:IMO, solution is simple.
Take away from NewBerries Assault - Sniper [STARTER KIT] and put Assault - Logistics [STARTER KIT] at sniper's place. And the difference between Assault - Logistics [STARTER FIT] and Assault - Triage [STARTER FIT] would be...? (also, it's "FIT" not "KIT") Also, no. That's almost as bad an idea as removing the AV Starter Fit.
Triage can't repair Armor.
Assault - Anti Vehicle [STARTER FIT] is depatable but I don't see a reason why Snipers should be allowed for free.
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Vaerana Myshtana
ScIdama Endless Renaissance
203
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Posted - 2013.01.31 13:18:00 -
[156] - Quote
Shijima Kuraimaru wrote:First off... Ballistics added? Really? You do realize that the round from sniper rifles are, as per the description, traveling at over 8000m/sec, or 5.44 miles per second. At the ranges they are used at, there won't be any noticeable travel time or ballistic drop.
Yeah, I did out the math in another thread: https://forums.dust514.com/default.aspx?g=posts&m=506214#post506214
The bullet drop at maximum range was around a quarter of a meter at 1km. Given that I can sometimes hit enemy snipers behind cover at extreme range by aiming just above their heads, there may actually be bullet drop.
I keep seeing people say that it's a hitscan weapon, but I'm not sure if there is an official source for that. Realistically, the numbers do come out suggesting that a very, VERY fast projectile would feel that way even if there is travel time. I mean, the travel time at 1km is somewhere between 1 and 2 tenths of a second.
Heck, I have to lead moving targets just because it takes me longer than that to hit the button.
I would very much love to hear from the devs about the mechanics involved in their implementation. That might clear up some confusion for all us. |
Ziatan Yuri
Ohr Ein Sof
5
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Posted - 2013.01.31 13:32:00 -
[157] - Quote
1. Sniping is not easy 2. Usually you get killed by them because you are standing still 3. If the sniper stays in the same spot another sniper is sure to notice and take them out
I have never had an issue being a sniper or killing snipers as one. Also I don't run sniper all the time and still don't have an issue. |
birdog's duster
Nevec Task Force Orbis Imperialis
13
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Posted - 2013.01.31 13:38:00 -
[158] - Quote
Vaerana Myshtana wrote:Shijima Kuraimaru wrote:First off... Ballistics added? Really? You do realize that the round from sniper rifles are, as per the description, traveling at over 8000m/sec, or 5.44 miles per second. At the ranges they are used at, there won't be any noticeable travel time or ballistic drop. Yeah, I did out the math in another thread: https://forums.dust514.com/default.aspx?g=posts&m=506214#post506214The bullet drop at maximum range was around a quarter of a meter at 1km. Given that I can sometimes hit enemy snipers behind cover at extreme range by aiming just above their heads, there may actually be bullet drop. I keep seeing people say that it's a hitscan weapon, but I'm not sure if there is an official source for that. Realistically, the numbers do come out suggesting that a very, VERY fast projectile would feel that way even if there is travel time. I mean, the travel time at 1km is somewhere between 1 and 2 tenths of a second. Heck, I have to lead moving targets just because it takes me longer than that to hit the button. I would very much love to hear from the devs about the mechanics involved in their implementation. That might clear up some confusion for all us. I have noticed this as well, 4 missed shots which should be bang on the button, aim slightly up KILL +50.
Also have noticed that when being counter sniped with my head up many shots seem to splash right in front of me on the rocks, I always put it down to bad aim before but you could be on to something. |
J-Lewis
Edimmu Warfighters Gallente Federation
7
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Posted - 2013.01.31 13:54:00 -
[159] - Quote
I think the problem would be alleviated if sniper rifles were focused on specific aspects of sniping, and had variants (racial ideally) that cater to these roles.
DISCLAIMER: I haven't checked out sniper rifles since the latest patch.
Sniper as a support class, is meant for three overarching roles: Assassinating priority threats, such as:
- Heavies. - Exposed LAV and DS gunners. - That tanker busy calling in his HAV. Softening targets, this might be:
- Weakening targets to improve ally survivability. - Finishing off damaged or inherently weak targets. Harassing targets, including:
- Keeping targets behind cover. - Distracting vehicles and heavies.
What we have right now is a sniper rifle that does a bit of each, but doesn't excel at any one aspect. This is a rifle that promotes lone wolfing. It is a rifle that does not belong in DUST's team work oriented nature.
I posted this in another thread, but I'll just quote it in the hope of getting a bit more exposure:
J-Lewis wrote: Examples:
Amarr
Scrambler GÇô Harassment: - Shortest effective range. - Highest proportional optimal range. - Fastest bullet travel time. - No drop. - Shots lose damage beyond optimal range and dissipate entirely at effective range. - Excellent Shield damage, medium Armour damage. - Lowest recoil. - Lowest damage. - Fastest rate of fire.
An Amarrian scrambler sniper rifle would fit very well when it comes to harassing enemies into cover. A combination of extreme projectile speed, low recoil, and the ability to put many shots down range in short time - despite low damage and reach - would enable the user to fill much the same role as the Laser Rifle at sniper ranges but without the same level of sustained fire or crowd control.
Minmatar Artillery GÇô Anti Materiel: - Medium effective range. - Shortest proportional optimal range. - Slowest bullet travel time. - Extreme drop beyond optimal range, bullet falls straight down at effective range. - Damage does not decrease at any range. - Excellent Armour damage, medium Shield damage. - Highest recoil. - Highest damage. - Lowest rate of fire.
A Minmatar artillery sniper rifle would be unmatched at the GÇ£one shot one killGÇ¥ mantra, but sacrifices almost everything else to do so. The extremely low rate of fire means that priority targets are preferred (indeed, users would need to endure slow reloads between shots); the high recoil makes even the models with 2 shots unwieldy; the extreme bullet drop requires significant skill to use on moving targets; finally the mediocre range requires the user to get somewhat close to the target. The upshot is that these rifles can even pose a threat to lightly armoured vehicles.
Caldari/Gallente Railgun GÇô Target softening.- Farthest effective range. - Medium proportional optimal range. - Medium bullet travel time. - Medium drop beyond optimal range. - Damage decreases beyond optimal range but never hits 0. - Medium Shield and Armour damage. - Medium recoil. - Medium damage. - Medium rate of fire.
Both the Caldari and Gallente employ Railgun technology with regards to sniper rifles. Both racial variants focus on softening targets but are generally flexible. The Caldari version trades some rate of fire and damage in exchange for range and faster projectiles with less drop; making it more suited to finish off wounded or weak targets. The Gallente version leans the other way: sacrificing range and projectile speed for increased damage and rate of fire with increased drop; for applying initial hits on general infantry, or additional support against hardened targets. I did not attribute any concrete values to any of the rifles because they're arbitrary. The most important facet is that one rifle achieves a specific role better than another. For example: - Minmatar snipers are the go-to choice for assassination. - Caldari snipers are great at counter sniping. - Gallente snipers are kings of softening. - Amarr snipers are best for target harassment.
And while we don't have any racial variants at the moment, at least the Caldari sniper rifle could be tweaked to serve one of these roles for the time being. |
Halador Osiris
Dead Six Initiative
47
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Posted - 2013.01.31 15:15:00 -
[160] - Quote
Monkxx wrote:IMO, solution is simple.
Take away from NewBerries Assault - Sniper [STARTER KIT] and put Assault - Logistics [STARTER KIT] at sniper's place.
Honestly, I wish all the starter fits would go away after a certain level of skill points. Full time DS pilot, it gets annoying that I can be in the air for 3 minutes and suddenly there are swarms coming at me from 4 different directions. Why? Because they are free and everyone has them. No skills required.
I think the [Starter Kit]s should be just that. Something to get started and find your niche. After that, they need not stick around. |
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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.31 15:34:00 -
[161] - Quote
Shijima Kuraimaru wrote:First off... Ballistics added? Really? You do realize that the round from sniper rifles are, as per the description, traveling at over 8000m/sec, or 5.44 miles per second. At the ranges they are used at, there won't be any noticeable travel time or ballistic drop.
It's fluff description. If CCP were so inclined they could either rewrite the fiction for sniper rifles, or they could simply add in something that's the equivalent of ballistics, albeit designed to be more congruent with the rifle description. Also, it's 2500m/sec not 8000. The bottom line, though, is that the design of the rifle being constrained by the flavour text some CCP writer-type-person crafted for this particular gun is pretty ludicrous.
Quote:Second... I hate using the sniper rifle, it's not really my play style, but in New Eden there's a saying... "Adapt or die".
"Adapt or die" does not mean that CCP has no imperative to fix things that are clearly not designed well. It shouldn't be used as a smoke screen and excuse for apathy. There is a problem with sniping. I'm advocating changes to that end. Sayings from EVE don't factor into it.
Vaerana Myshtana wrote:I keep seeing people say that it's a hitscan weapon, but I'm not sure if there is an official source for that. Realistically, the numbers do come out suggesting that a very, VERY fast projectile would feel that way even if there is travel time. I mean, the travel time at 1km is somewhere between 1 and 2 tenths of a second.
Heck, I have to lead moving targets just because it takes me longer than that to hit the button.
I would very much love to hear from the devs about the mechanics involved in their implementation. That might clear up some confusion for all us.
There really isn't any confusion. Go find a turret at your max range (you'll know it's max range because the dot will have just turned red when the target is within range) and pull the trigger. You'll instantly do damage.
But anyway, as I said to the other guy, the fluff is just fluff. Sniper rifles with ballistic considerations have worked very well in other FPS games with very wide, open areas to them. Planetside 1, Planetside 2, both games benefit from such an implementation of sniping. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2013.01.31 16:38:00 -
[162] - Quote
2100 Angels wrote:Sleepy Zan wrote:Now your just acting idiotic, I meant it's the snipers that don't care, they have an easy way to get kills for very few deaths so why should they care about the rest of the team? *snipped personal attacks and inappropriate language* - CCP Eterne if the snipers don't care, and are just going for kdr, who gives a ****? let them go for their life. They will likely not receive any team support making them easier to kill and not make any meaningful contribution to the outcome of the game. I've generally found its not an issue as adapting my playing style so as not to get killed is not hard. You must not have gone up against any experienced snipers, and I give a **** because it effects overall gameplay and I give **** how this game turns out.
2100 Angels wrote:Sleepy Zan wrote:Why do you disagree? I think that if you're playing against a decent team the class isn't as overpowered as you seem to imply. Of course snipers are going to get ridiculous amounts of kills and no deaths if playing a bunch of blueberries, but the same could be said for any class if played well. A sniper is not that hard to counter if you're any good. I'm sure you've had experience hunting snipers and ending kill streaks. "easy" is relative. I've had some matches where I've found it incredibly easy, and others where it's increasingly difficult to find any momentum. I never claimed it was OP this is more about the faults in sniping and helping to prevent things such as redline camping. Adding things like bullet drop and travel time creates more difficulty the more you exploit your advantages that previously had no downside. It helps change the tactics of some snipers or makes long range kills more rewarding it depends on their choices. Have you ever sniped or are you making these points from the self centered point of view of one class? |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.01.31 21:56:00 -
[163] - Quote
Fivetimes Infinity wrote:Shijima Kuraimaru wrote:First off... Ballistics added? Really? You do realize that the round from sniper rifles are, as per the description, traveling at over 8000m/sec, or 5.44 miles per second. At the ranges they are used at, there won't be any noticeable travel time or ballistic drop. It's fluff description. If CCP were so inclined they could either rewrite the fiction for sniper rifles, or they could simply add in something that's the equivalent of ballistics, albeit designed to be more congruent with the rifle description. Also, it's 2500m/sec not 8000. The bottom line, though, is that the design of the rifle being constrained by the flavour text some CCP writer-type-person crafted for this particular gun is pretty ludicrous. Quote:Second... I hate using the sniper rifle, it's not really my play style, but in New Eden there's a saying... "Adapt or die". "Adapt or die" does not mean that CCP has no imperative to fix things that are clearly not designed well. It shouldn't be used as a smoke screen and excuse for apathy. There is a problem with sniping. I'm advocating changes to that end. Sayings from EVE don't factor into it. Vaerana Myshtana wrote:I keep seeing people say that it's a hitscan weapon, but I'm not sure if there is an official source for that. Realistically, the numbers do come out suggesting that a very, VERY fast projectile would feel that way even if there is travel time. I mean, the travel time at 1km is somewhere between 1 and 2 tenths of a second.
Heck, I have to lead moving targets just because it takes me longer than that to hit the button.
I would very much love to hear from the devs about the mechanics involved in their implementation. That might clear up some confusion for all us. There really isn't any confusion. Go find a turret at your max range (you'll know it's max range because the dot will have just turned red when the target is within range) and pull the trigger. You'll instantly do damage. But anyway, as I said to the other guy, the fluff is just fluff. Sniper rifles with ballistic considerations have worked very well in other FPS games with very wide, open areas to them. Planetside 1, Planetside 2, both games benefit from such an implementation of sniping.
@ 5X Inf: Ok. So they changed the text... Or did they? I don't know, I haven't looked, but that's still 1.7 miles per second and, at the ranges we get to use them, there still won't be much, if any, noticeable ballistic shift in travel time or flechette drop. Regardless, the numbers they give in descriptions should be the numbers you work with if you're going to apply physics arguments to the sniper rifle. Otherwise you might as well say that the muzzle velocities listed for RL ammo is just fluff too. Another thing to consider if you want to apply physics arguments, Flechettes have a flatter more stable flight trajectory and better penetration than bullets or balls.
And "Adapt or die." is still the best advice for New Eden whether you think it applies or not. You seem to keep forgetting that this isn't other FPS games such as the two you mentioned. You want ballistic considerations like those games, then there's an easy solution. Go play those games. I'm not saying you'll never get what you're asking for. Just wipe away the carebear tears. These "sniper's suck" topics get just about as ridiculous as those made by players QQing over the impending friendly fire implementation.
And think of it. I'm defending snipers even though I hate the annoying grunts because I'm not afraid to adapt and play counter sniper on occasion. |
2100 Angels
The Southern Legion
9
|
Posted - 2013.02.01 00:29:00 -
[164] - Quote
Fivetimes Infinity wrote:2100 Angels wrote:MY point was that regardless of how good a snipers KDR is they are not "useful" and have trouble affecting the outcome of a match unless they are contributing to team goals i.e. overwatch of objectives, communicating enemy movements or generally providing specific area denial. This is flat-out wrong, and I have trouble accepting that you seriously think a sniper who gets 20 or 30 kills in a game isn't contributing. Obviously it's not good to have too many snipers, but a couple good snipers currently can decimate an enemy team. Those kills they're getting aren't coming from nowhere. Snipers kill enemy snipers, which helps infantry keep plugging away. Snipers kill that guy who was sneaking up on you and would have otherwise shot you in the back and killed you. Snipers turn that 2v1 into a 1v1 for you. The idea that killing enemies isn't contributing is a fantasy. The only people whose deaths basically don't matter might be someone defending an objective that your team isn't attacking. But as pretty much nobody does that, I'd say upwards of 90% of all kills snipers get will help to thin out the group you'll be attacking, attacked by, or kill the snipers who'd otherwise be doing the same to your own team. So yes, sniping strictly for kills can be useful if you're able to get enough of them. That said, even if it weren't, it wouldn't change the fact that sniping is too easy/safe for how it is powerful, which is the crux of the issue.
Perhaps useless was the wrong word to use, maybe "less effective" is better. The situation you've described would be one of the strengths of having a good sniper; keeping pressure on enemy fronts to thin their forces and/or provide other teammates with a higher chance of success in an engagement. I would argue that there would be some overlap in this, but that this is something that a sniper with the goal of *winning* the game would be more inclined to do. A sniper aiming purely for a high kdr would just pick off the blueberries running around the edges of the map or wandering aimlessly. Obviously the higher the kill count the more effective they become (due to this overlap) but it is still relatively ineffective in comparison to a sniper actively playing the role for the team where there would be less emphasis on getting kills and more on supporting the survivability and strategic goals of the team. how do you define easy? I would argue that this is directly relevant as the measure of how "easy" it is should be tied to how effective they can operate as part of a team rather than as an individual. It could hardly be an "easy" class if the user is making minimal impact on game outcome despite getting a relatively high number of kills.
Sleepy Zan wrote:You must not have gone up against any experienced snipers, and I give a **** because it effects overall gameplay and I give **** how this game turns out.
I have gone up against experienced snipers, and I would argue that experienced snipers (probably yourself included) who have spent hundreds and hundreds of hours using the rifle are not representative of a need to increase the difficulty level. Arguably, these are the people who should be ignored in any such debate as, despite their knowledge and experience, are too skilled to be representative of the population. Maybe if the number of snipers achieving a 40/0 or 50/0 kdr consistently jumps up in a big way i might agree with you, but as it stands I don't see any reason to alter the difficulty of the class. The majority of snipers i see are getting ratios of around 15-20 kills and 5-10 deaths, which I don't consider unreasonable. I don't see the point in making a class so much more difficult that unless you have the experience you do with the rifle, you're not going to be competitive. I would say that the sniper currently has a bigger learning curve than most other classes in terms of maintaining survivability or even getting kills, and I see no reason to extend that gap even further.
Sleepy Zan wrote:I never claimed it was OP this is more about the faults in sniping and helping to prevent things such as redline camping. Adding things like bullet drop and travel time creates more difficulty the more you exploit your advantages that previously had no downside. It helps change the tactics of some snipers or makes long range kills more rewarding it depends on their choices. Have you ever sniped or are you making these points from the self centered point of view of one class
I have spent a fair amount of time playing as a sniper, assault and occasionally as a heavy. I do agree that redline camping is an issue. Especially on Manus Peak since the red line adjustments for skirmish, but I'm not sure how changing the difficulty of the class will change people from trying to find safe spots unless it becomes an implausible place to snipe from.. which shouldn't be the point.
Having said this I love the idea of specific racial roles for snipers that J-Lewis mentioned. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2013.02.01 02:13:00 -
[165] - Quote
2100 Angels wrote:Perhaps useless was the wrong word to use, maybe "less effective" is better. The situation you've described would be one of the strengths of having a good sniper; keeping pressure on enemy fronts to thin their forces and/or provide other teammates with a higher chance of success in an engagement. I would argue that there would be some overlap in this, but that this is something that a sniper with the goal of *winning* the game would be more inclined to do. A sniper aiming purely for a high kdr would just pick off the blueberries running around the edges of the map or wandering aimlessly. Obviously the higher the kill count the more effective they become (due to this overlap) but it is still relatively ineffective in comparison to a sniper actively playing the role for the team where there would be less emphasis on getting kills and more on supporting the survivability and strategic goals of the team. how do you define easy? I would argue that this is directly relevant as the measure of how "easy" it is should be tied to how effective they can operate as part of a team rather than as an individual. It could hardly be an "easy" class if the user is making minimal impact on game outcome despite getting a relatively high number of kills.
You're using imprecise terms. "Less effective". "Minimal impact". What is the average impact of a sniper? Who's to say but CCP? Our perspective is so narrow. What's the difference between running to a point which a sniper just shot dead two enemies at, there to find a single enemy awaiting you, versus there having only been one enemy there in the first place? When I would snipe, sometimes I'd kill an entire squad before they could make it to an objective. During the corp battles, where everyone was communicating and being attentive, I killed three enemies who managed to sneak back to point A on that spires map via dropship. We had nobody defending it, they never even started hacking it, so nobody had any idea -- if they even saw my kill spam -- where those people I killed was. Who knows if people walked away from that fight thinking that damn Fivetimes Infinity, sitting on the whole game, he didn't help at all.
This is why attempting to justify the power of snipers as acceptable because they are "relatively ineffective" is unconvincing to me. The real story is more than you're not aware of their true impact, because often times you can't see just what the people they're killing are up to. It can be easy to dismiss snipers if the kills aren't happening right in front of your face. But trust me, the people they're shooting aren't "wandering aimlessly". People don't really do that very much in this game.
In any case, whether the capacity of snipers right now -- either to help their team or get kills -- is at a place CCP would like it to be, it doesn't change the fact that the raw mechanics of sniping are overly simplistic. The changes I've been advocating since sometime this past summer have been all about making sniping more engaging. Bullet travel time, bullet drop, scope sway -- these things shouldn't be seen as nerfs. They will help bring snipers in closer to the fighting, make it more exciting for them, more interesting for everyone else. Raising the skill ceiling on a weapon ought not to be lamented, even if at the same time it perhaps raises the skill floor as well. And, at the end of the day, I bet the people who like sniping for the sake of sniping, and not just for the KDR, would appreciate a change that would make getting a kill at 500 m an impressive feat, rather than being just any old shot. |
2100 Angels
The Southern Legion
9
|
Posted - 2013.02.01 02:29:00 -
[166] - Quote
Fivetimes Infinity wrote:2100 Angels wrote:Perhaps useless was the wrong word to use, maybe "less effective" is better. The situation you've described would be one of the strengths of having a good sniper; keeping pressure on enemy fronts to thin their forces and/or provide other teammates with a higher chance of success in an engagement. I would argue that there would be some overlap in this, but that this is something that a sniper with the goal of *winning* the game would be more inclined to do. A sniper aiming purely for a high kdr would just pick off the blueberries running around the edges of the map or wandering aimlessly. Obviously the higher the kill count the more effective they become (due to this overlap) but it is still relatively ineffective in comparison to a sniper actively playing the role for the team where there would be less emphasis on getting kills and more on supporting the survivability and strategic goals of the team. how do you define easy? I would argue that this is directly relevant as the measure of how "easy" it is should be tied to how effective they can operate as part of a team rather than as an individual. It could hardly be an "easy" class if the user is making minimal impact on game outcome despite getting a relatively high number of kills. You're using imprecise terms. "Less effective". "Minimal impact". What is the average impact of a sniper? Who's to say but CCP? Our perspective is so narrow. What's the difference between running to a point which a sniper just shot dead two enemies at, there to find a single enemy awaiting you, versus there having only been one enemy there in the first place? When I would snipe, sometimes I'd kill an entire squad before they could make it to an objective. During the corp battles, where everyone was communicating and being attentive, I killed three enemies who managed to sneak back to point A on that spires map via dropship. We had nobody defending it, they never even started hacking it, so nobody had any idea -- if they even saw my kill spam -- where those people I killed was. Who knows if people walked away from that fight thinking that damn Fivetimes Infinity, sitting on the whole game, he didn't help at all. This is why attempting to justify the power of snipers as acceptable because they are "relatively ineffective" is unconvincing to me. The real story is more than you're not aware of their true impact, because often times you can't see just what the people they're killing are up to. It can be easy to dismiss snipers if the kills aren't happening right in front of your face. But trust me, the people they're shooting aren't "wandering aimlessly". People don't really do that very much in this game. In any case, whether the capacity of snipers right now -- either to help their team or get kills -- is at a place CCP would like it to be, it doesn't change the fact that the raw mechanics of sniping are overly simplistic. The changes I've been advocating since sometime this past summer have been all about making sniping more engaging. Bullet travel time, bullet drop, scope sway -- these things shouldn't be seen as nerfs. They will help bring snipers in closer to the fighting, make it more exciting for them, more interesting for everyone else. Raising the skill ceiling on a weapon ought not to be lamented, even if at the same time it perhaps raises the skill floor as well. And, at the end of the day, I bet the people who like sniping for the sake of sniping, and not just for the KDR, would appreciate a change that would make getting a kill at 500 m an impressive feat, rather than being just any old shot.
I think we could argue this all day, so I'm going to leave it where I have. obviously I made some over simpistic generalisations in regards to team movements, and I've used imprecise terms because these elements are somewhat intangible and unquantifiable. I think we could all agree that in games there are players less useful than others that don't coordinate with the team.... which admittedly is not easy to do in a pub much with the current lack of communication between randoms.
I am not opposed to changes provided they are reasonable and don't make the class unplayable for all but those who have devoted excessive time to becoming proficient. There needs to be a limit to the learning curve expected and I'm not sure the current *difficulty* is at an unacceptable level. Like I said, I love the idea of horizontal changes in regards to changes in the roles of snipers and their equipment outlined by J-Lewis, and having just listened to Nova Knife's podcast with Praetorian and Nullarbor, it looks like CCP is taking steps in that direction with respect to racial dropsuits.
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