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Thread Statistics | Show CCP posts - 1 post(s) |
Shijima Kuraimaru
WarRavens
168
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Posted - 2013.02.06 03:56:00 -
[1] - Quote
Fivetimes Infinity wrote:Redline sniping would be largely solved by adding bullet drop/travel time and scope sway to sniper rifles. These are mechanics that would make shooting at very long ranges as a sniper harder to do. Snipers who want to get kills would move in a bit closer to the action, while snipers who refuse to put themselves in any danger will find themselves much less effective.
First off, there's no bullet. It's a flechette. Flechette's have a flatter, more stable, flight trajectory and better penetration. And at 2500+ meters per second, they are rail guns after all, travel time would be negligible at the current maximum range. Nearly unnoticeable at the ranges I've seen most snipers firing from. As for stabilization, even now, we have gyro stabilization for sniper rifles and other long arm weapons, usually when vehicle mounted. What's to say that technology wouldn't improve in 20K years?
Forlorn Destrier wrote:I have never experienced this, personally. Sucks if it happens to you though I don't think it is consistent or prevalent - it if were there would be less snipers.
Yes, it does suck. But it's fun when counter sniping actually works against them.
Fivetimes Infinity wrote:It is a common issue, and has been with Dust for as long as I can remember. Having 10% of your shots or something (I don't know exactly how common it is, but you'll experience it every game at least) not do damage to a target isn't enough to deter most snipers. Sniping is still the easiest way to get a large number of kills with very few deaths.
And the glitch isn't limited to sniper rifles. I've had it happen with scramblers as well. |
Shijima Kuraimaru
WarRavens
168
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Posted - 2013.02.06 09:26:00 -
[2] - Quote
Fivetimes Infinity wrote:Shijima Kuraimaru wrote:First off, there's no bullet. It's a flechette. Flechette's have a flatter, more stable, flight trajectory and better penetration. And at 2500+ meters per second, they are rail guns after all, travel time would be negligible at the current maximum range. Nearly unnoticeable at the ranges I've seen most snipers firing from. As for stabilization, even now, we have gyro stabilization for sniper rifles and other long arm weapons, usually when vehicle mounted. What's to say that technology wouldn't improve in 20K years? You're right, there is no bullet. It's a video game, after all. It's whatever the code says it is. Right now, it says it's hitscan, but if they want to have a projectile with drop and so on like I described, it could be changed to that without any major trouble, I'm sure. Thanks for the description of gun stuff I guess, but what matters is what makes the game fun and balanced.
I see you've never heard of a conceptual basis. There's a concept behind everything in the game. I know code can be changed to do anything one wants. If CCP wanted, all weapons could fire exploding bunny rabbits. But the point was to attempt to help you understand the concept. An understanding you and Lance 2ballzStrong seem to lack or choose to ignore. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.08 03:30:00 -
[3] - Quote
Fivetimes Infinity wrote:Shijima Kuraimaru wrote:I see you've never heard of a conceptual basis. There's a concept behind everything in the game. I know code can be changed to do anything one wants. If CCP wanted, all weapons could fire exploding bunny rabbits. But the point was to attempt to help you understand the concept. An understanding you and Lance 2ballzStrong seem to lack or choose to ignore. And the concept behind everything is entirely made-up, and CCP can change it to be whatever they want through simply editing some text. What you don't seem to understand is that the idea of this game being constrained in significant ways is absurd. They can't add ballistics, because someone at some point decided to refer to the rifle as a railgun in their fiction? I don't think so. What matters is that their game be fun and well-designed. They can change the sniper rifles to have ballistics irrespective of what the description of the weapon says, and if for some reason they feel the need to, they can simply edit the description to better suit the weapon's characteristics. The concept, as you seem unaware of, is both mutable and ultimately irrelevant.
I'm aware that through manipulation of code, everything in the game is mutable. With a little code manipulation Dust could be turned into a kart style racing game with brightly colored fuzzy animals.
I'm also aware of your inability to accept and work within the current presented concept. The modelling coupled with the description of the sniper rifle indicates that it uses a magnetic field effect to accelerate a projectile, in this case a flechette, to hypersonic speeds. This makes it what we currently understand to be considered a rail gun. If CCP changes the concept that they use, then I will go with the new concept. Until then, I will make my judgements of the current Dust 514 sniper rifle based on the what CCP has presented.
Judging from what I've seen on the forums, the concept is only irrelevant to you and a small group of others. Many of us understand that the QQ from the small cadre you're with in this matter will never cease unless you get the game features you want. Features that are readily available in many other wildly popular games. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.08 11:10:00 -
[4] - Quote
Fivetimes Infinity wrote:Shijima Kuraimaru wrote:Judging from what I've seen on the forums, the concept is only irrelevant to you and a small group of others. Many of us understand that the QQ from the small cadre you're with in this matter will never cease unless you get the game features you want. Features that are readily available in many other wildly popular games. Yes, there are only a small group of people who do not put their own self-interest above what would make Dust a better game, it's true. Most of you get your 20/0 as a sniper, imagine that it's because you're good rather than the gun is broken, and then come here to talk about how sniping is fine and anything to the contrary is "QQ". And the fact that proper sniper rifles are features already available in many wildly popular games should make you wonder as to why, exactly, Dust wouldn't have a similar feature. Do we not want Dust to be popular as well?
Actually, your grouping me with snipers is irrelevant as I mainly play HVY/HMG or Skinweave Assault/Exile. I only pick up a sniper rifle to counter snipe. And the physics of slow projectiles by comparison of what's represented in dust, and the demand for those slow bullet physics on the basis of your own self centered desires is irrelevant to Dust. If they change it fine. But, as I said before, as long as the concept is for a magnetic rail delivery system for a hyper sonic flechette, then that's the concept I'm going to work within.
I find your blatant hypocrisy humorous. As you probably don't know where your hypocrisy lies, I'll tell you. You bashed me, and possibly others, in this and other threads, saying, in effect, that there is no place in Dust for realism when the hard physics of magnetic rail delivery and flechette ballistics are given. Then you call for "realistic bullet drop and travel time" based on real world hard physics of chemical propellant delivery bullet ballistics implemented in other games. You don't appear to even consider that Dust takes place in a far distant future compared to the modern, or very close to modern, settings of most of said other games, and thus could have technology far in advance of what's represented in those other games. If I demanded as full of a reflection of reality as you seem to think I do, then I'd call for the deafening and disorientation as well as the push that would be caused by the shock-wave of the projectile's passing close by at hypersonic speeds.
Dust will be popular because of it's differences. And if not wildly popular then it will have a large dedicated core player base that will appreciate the gritty harsh depth of New Eden's Dust-514 rather than the shallow fast maxing prestige type systems that can be completed within an month or two of playing no-lifer style. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.08 20:40:00 -
[5] - Quote
Orin the Freak wrote:Red line or no, sniper rifles need consistent sway. 100% accuracy should NEVER be possible in an FPS. crouching should slow it down a little, but the reticle should never stop moving. also, more time is needed for accuracy recovery. I can easily belt off two 100% accurate shots in a little less than a second. and thats with a starter sniper kit with no skills in sniper rifles.
way too easy to be decent at sniping. I'd think truly skilled snipers would want it to be more challenging, to make themselves stand out as actually skilled snipers.
as for the red line, there needs to be some way of "discouraging" players from using the redline as a safe zone. also, you are never truly "trapped" there. dropships, drop uplinks, and teamwork can usually prevent being redlined.
And just think how much QQing there'd be if this idea was applied to all weapons when using ADS. LOL |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.11 02:34:00 -
[6] - Quote
fred orpaul wrote:137H4RGIC wrote:Primarily, I am a tank pilot. I love driving me tanks. And in the map where there's mountains everywhere and rock formations in the middle (Not sure what it's called) One of two things are happening on that map. Sniper Swarm Launchers/Forge Guns or Snipers. Rarely will I ever see a heavy or an assault, or a logi for that matter.
Different maps call for different class compisitions. Naturally you will be strong on one map, and weak in another. I've noticed that in Installation maps, my tank is a lot stronger as it has more cover to hide in and bank around. Snipers naturally have a much more difficult time on those maps. In open terrain maps with lots of visibility, those maps will favor the classes that rely on range. Such as snipers.
In short, Tanks get Hate because they are OP in some maps where CQC is called for, why? Because they're nearly impossible to kill at CQ. They kill you (usually) faster before you can do anything about it.
Snipers get hate because they are OP in some maps where Long range combat is called for, why? Because they're so far away that your AR, HMG, or SMG won't reach them, and you're at the mercy of their scopes. In short? All classes are working as intended. Having been playing a Sniper class the past few days, I feel that this insight is unbiased and largely true for any class that benefits from certain maps. the problem isn't losing a match because of getting sniped the problem is losing a match because of your waste of a team redline sniping, there should be no reason ever for matches to turn into sniping wars on the red line. that said the Idiots that use the insane depth of their red line to make it almost impossible to shoot them so they can pad stats by going 20-0(i'll admit to great respect for their skills) are borderline exploit users.
IMO, there's nothing borderline about it. It should be considered an exploit. I have accidentally sniped from the redline but that was merely from the edge of the redline. I could have been shot from the other side of the redline with a scrambler pistol. But I do my best whenever I pick up a sniper rifle, I hate playing sniper, to make sure I'm not redlineing. I do agree that there should be no rewards for kills from behind the red line and that deaths while behind the red line should still be tracked. |
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