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Jathniel
G I A N T
39
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Posted - 2013.02.06 02:29:00 -
[1] - Quote
After playing this game for several months as a mostly dedicated sniper, I'd like to drop some feedback. All things considered, I believe I can sum up all complaints and ideas about sniping in Dust into one sentence:
"Sniper rifles require more variety of operation."
There's nothing I can cite or complain about, that this one obvious point does not encompass.
But for those that require an explanation, I provide the following:
There are two (2) major gaps in the weapon checklist for sniper rifles.
1. The gap between assault rifles and sniper rifles. 2. The gap between sniper rifles and forge guns.
Assault Rifles CAN snipe. Sniper Rifles can't assault. This can be fixed with a mid-range light sniper rifle, with low sway, enabling a sniper to give his squad Rifleman support.
Forge Guns too, CAN snipe. Sniper Rifles cannot face vehicles. This can be fixed with a slow, heavy sniper rifle that I presented before, enabling a sniper to give moderate anti-material support.
To compensate, I've been going for high ground... very high ground... like, *you-need-a-dropship-to-reach-me* high ground. This has worked well for me, and enhances my ability to support squad mates on the ground.
On one particular map however, just getting on to a tower to provide this support costs me a dropship.. every match. Then when I'm up there, opponents try to approach my position with their own dropship to displace me. This requires me to call down a tank, so I can destroy them before they reach. Sometimes, (if i'm lucky) the game will glitch, and mysteriously hurl me and my tank OFF of the tower, at least another 200 meters into the air.
This isn't just my problem. I played with and saw a skilled sniper in a well-known and respected corp during a skirmish match have to jump off his perch, after getting snuck up on. Then just to fight his way out of a situation, run to a supply depot, switch to an AR, die a bunch of times in his scout suit to help save an objective, then try to get back to his perch to snipe.... near the end of the match.
SO HERE IS THE PROBLEM: I lose a dropship AND a tank MINIMUM... not to enemy players, but simply just to get INTO position to provide efficient sniping, and KEEP my position. Simply to play... The other sniper had to switch to an AR, something he probably doesn't have skill points in, just to keep himself alive. HE may not complain, so I am complaining for him.
Why is sniping like pulling teeth? Answer: because snipers don't have the weapons within their operation class to adapt to changing situations..
If i had an efficient mid-range sniper rifle, with heavily reduced sway, I would run with my mates on the ground and cover their flank, I wouldn't need to pull teeth to get high ground. If the other notable sniper had an efficient mid-range rifle, he could swap to it, and use that to help defend an objective instead of pull his teeth swapping to a fitting outside of his class, every time he died.
Snipers need a low-sway, mid-range rifle, and something that can dent an LAV or dropship. A light sniper rifle for the gap between AR and Sniper Rifle. A heavy sniper rifle for the gap between Sniper Rifle and Forge Gun. |
Jathniel
G I A N T
39
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Posted - 2013.02.06 05:48:00 -
[2] - Quote
Why is my request pushing it? ARs and Forges kill infantry and damage vehicles all in the same gun AND they can SNIPE (imho THAT'S pushing it). I'm just asking for variants within the sniper class.
First, they take ladders away. That reduced the number of sniper perches dramatically, and that's why you see some snipers crouching in the middle of the street (poor things). Or you oh so conveniently, happen to stumble upon an unsuspecting sniper crouched at a corner.
Then, they tighten the red zones. A former guild mate of mine said, "I personally like the new red zone, no one is too far away to hit." They are SNIPERS. They are *supposed* to be too far away for you to hit. YOU are supposed to go out of YOUR way to get THEM.
Finally, we get the global damage nerf. Now snipers got tactical rifles that barely hit much harder than breach pistols!
All that considered, I figure adding sniper rifle variants to meet the need would help compensate for this, and you say everything is "sufficient"? Are you a sniper? Adapting to unfair circumstances, doesn't stop the circumstances from being unfair.
"Due to the surprise nature of sniper fire, high lethality of aimed shots and frustration at the inability to locate and attack snipers, sniper tactics have a significant effect on morale. Extensive use of sniper tactics can be used as a psychological strategy in order to induce constant stress in opposing forces." (pulled from wiki. citation needed)
In order to pull this off effectively, I am sacrificing a dropship, and sometimes a tank, in almost every match. That's a problem. On the other hand, you have other snipers that aren't inflicting the fear and stress that they should. Instead they are running around in ambush matches getting hunted, crouching in the middle of the street, or sniping from perches well-within AR range, and nearly every perch is within AR range.
And you say that's "sufficient"? I see a bias with the game balancing here. Another quote from wiki: "Snipers are less likely to be treated mercifully if captured by the enemy.[44] The rationale for this is that ordinary soldiers shoot at each other at 'equal opportunity' whilst snipers take their time in tracking and killing individual targets in a methodical fashion with a relatively low risk of retaliation."
If people want gameplay to be totally unfavorable for sniping, why not spare yourself the headache and just get rid of us? I'll just pick up another class. lol |
Jathniel
G I A N T
39
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Posted - 2013.02.06 22:31:00 -
[3] - Quote
Okay. I clearly put the wrong letters in bold. I apologize for this misarticulation.
The point I was trying to make, is that excellent snipers have to go through unreasonably strenuous lengths to be competitive with their sniping. They have good gun-game, like the sniper I mentioned earlier. But they are supposed to snipe. They are supposed to have others at a disadvantage, and serve as a force multiplier for their squad mates.
The fact remains, the sniper I speak of was forced out of his element, to do gameplay that is not in a sniper's description. He shouldn't have had to deal with that. I personally refuse to deal with it, and I end up needing to go through extreme lengths to avoid this. The scenarios i mentioned are examples.
And since so many negatives have come to snipers. I figured that the only way to overcome this, is to produce some variants for the sniper rifles. Yes, they ARE unreasonable variants, that 'dont make sense with how Dust currently works'. But the concept of creating a weapon class capable of operating at 600m, then doing everything in your power to punish, penalize, and restrict people that use it, is unreasonable as well. Seems like you're better off integrating ARs, and Snipers into the same Rifle operation skill... |
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