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Sheep DogX
Xtreme Mercenaries
0
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Posted - 2013.02.08 23:12:00 -
[1] - Quote
First it should never take more than 2 shots to kill anyone... especially if we are shooting super space aged energy cannons... (Using the basic militia bpo sniper which I imagine is the lowest in the game it takes 3+ (which means reloading) shots center mass to take down someone in a heavier suit)
Next up variable zoom! not sure what button to use but other games have it there needs to be something for shooting closer ranges some maps just are not big enough.
Next why doesn't the sniper rifle have a fire from the hip crosshairs like other classes... just kinda winging it but it saves me getting tape and marking the TV....
Also maybe up magazine sizes and damage (like one shot kills where it should be) but add in bullet drop at range...
Then... you went to hightech with the sniper rifle simple is good.... rifle ... silencer... bi-pods... scope options/ different zoom levels (sub fittings?) camouflage? maybe a target finder to call in artillery / artillery vehicle! Finding the guy on the hill with the big red name above him does not exactly yell stealth... especially when it takes him 3 shots (and possibly a reload) to kill you... oh and let us lay in the prone (lay down)
Lastly The sniper rifles have insane recoil you can hardly get a 2nd shot off... why don't other rapid fire weapons have similar recoil? with aim assist you can fire a whole assault rifle mag into an opponent without a single miss the aim assist really doesn't work for snipers you just go till the cross hairs turn red then fire... if it is a close fight you are dead before you even realize you are being shot at... I am all for but a little recoil to make it take some skill would be nice...
(haven't read up on all the details but I hope to see more eve features! it was my favorite game but became to adictive and time consuming, but I loved the crafting and player market.... if eve players are selling our gear maybe let us make stuff for them with loot from battles and capture moons/planets for mining corporation resources? right now the same battles are pretty repetative and not all that much different from hundreds of other games (battlefield 3 would be the closest) |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.02.08 23:52:00 -
[2] - Quote
First, you're shooting railguns at people with shielded, advanced body armor. How many shots it should take to kill has nothing to do with the "realism" behind technology that doesn't actually exist, and everything to do with gameplay.
You can shoot at pretty close ranges just fine using sniper rifles.
It doesn't have hip crosshairs because they don't want you firing from the hip. It's also wildly inaccurate, so crosshairs would be pointless.
One shot kills shouldn't be in the game as far as I'm concerned. You can achieve this with body shots using a charge rifle sometimes currently. That's as far as it should go. Bullet drop should probably be in.
Weapon modifications are coming soon. Sniper rifles make very little noise anyway, so a silencer would probably be pointless.
The recoil is to prevent you from being able to instantly land two shots and kill whoever you were aiming at. It's to give your target a chance to run to cover. You're firing from 600 m away or more, at times, and the people you're shooting can't shoot back. Exactly how many advantages do you need?
If you're being shot by someone with an assault rifle, you're doing it wrong. |
Rachoi
HavoK Core
17
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Posted - 2013.02.09 00:08:00 -
[3] - Quote
Fivetimes Infinity wrote:First, you're shooting railguns at people with shielded, advanced body armor. How many shots it should take to kill has nothing to do with the "realism" behind technology that doesn't actually exist, and everything to do with gameplay.
You can shoot at pretty close ranges just fine using sniper rifles.
It doesn't have hip crosshairs because they don't want you firing from the hip. It's also wildly inaccurate, so crosshairs would be pointless.
One shot kills shouldn't be in the game as far as I'm concerned. You can achieve this with body shots using a charge rifle sometimes currently. That's as far as it should go. Bullet drop should probably be in.
Weapon modifications are coming soon. Sniper rifles make very little noise anyway, so a silencer would probably be pointless.
The recoil is to prevent you from being able to instantly land two shots and kill whoever you were aiming at. It's to give your target a chance to run to cover. You're firing from 600 m away or more, at times, and the people you're shooting can't shoot back. Exactly how many advantages do you need?
If you're being shot by someone with an assault rifle, you're doing it wrong.
bullet drop is not something to be considered with small soldier rail guns, since the slug, or plasma charge would disintegrate going that fast after a certain time anyway. even with the one railgun made by a military [took an entire ship btw] the shot did not slow down enough to show even a slight drop.
though on the other points of fairness, i actually agree.... there are ways to prolong life on the battlefeild against snipers.... oh how i love my armor repair mod |
Bojo The Mighty
Bojo's School of the Trades
433
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Posted - 2013.02.09 00:18:00 -
[4] - Quote
You are proposing to make the Sniper Rifle OP, when it can already OHK people from across the map?
I have SP invested in the Sniper Rifle and I don't want it to become OP, then too UP because nerf hammer came down. |
Rachoi
HavoK Core
17
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Posted - 2013.02.09 00:34:00 -
[5] - Quote
Bojo The Mighty wrote:You are proposing to make the Sniper Rifle OP, when it can already OHK people from across the map?
I have SP invested in the Sniper Rifle and I don't want it to become OP, then too UP because nerf hammer came down.
not proposing OPness, i think the rifles are fine in stopping power, hell, i'm amazed the recoil from that thing doesnt crush your collar bone. Railguns are ment to be massive power, but they should also have decent recoil, a little more, or maybe some scope say after every shot.... not a bunch mind you.... just some
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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.02.09 09:23:00 -
[6] - Quote
Rachoi wrote:bullet drop is not something to be considered with small soldier rail guns, since the slug, or plasma charge would disintegrate going that fast after a certain time anyway. even with the one railgun made by a military [took an entire ship btw] the shot did not slow down enough to show even a slight drop.
though on the other points of fairness, i actually agree.... there are ways to prolong life on the battlefeild against snipers.... oh how i love my armor repair mod
It isn't a railgun, it's a thing in a video game. It can do whatever they want it to do, because it isn't real. |
Shijima Kuraimaru
WarRavens
168
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Posted - 2013.02.09 09:40:00 -
[7] - Quote
Fivetimes Infinity wrote:Rachoi wrote:bullet drop is not something to be considered with small soldier rail guns, since the slug, or plasma charge would disintegrate going that fast after a certain time anyway. even with the one railgun made by a military [took an entire ship btw] the shot did not slow down enough to show even a slight drop.
though on the other points of fairness, i actually agree.... there are ways to prolong life on the battlefeild against snipers.... oh how i love my armor repair mod It isn't a railgun, it's a thing in a video game. It can do whatever they want it to do, because it isn't real.
^This guy^ LOL |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.09 09:56:00 -
[8] - Quote
Maybe they could mix it up a little. Say, add more variety of Sniper Rifles that would have some fire standard ballistics, and others that would be based on Rail Gun Tech. The standard ballsistics could do more damage, but have bullet drop and lead times that the Sniper would have to compensate for. The Rail Gun Tech Rifles would do less damage but have a longer range.
And while we're on the subject of range, I think that damage should DEFINATELY be modified based on the range of the target. I'm pretty much a dedicated Sniper in this game, and I've noticed that "Hit Efficiency" counter (the percent number that shows up under a targets name), doesn't change from 100%, except for when I'm aiming at someones head, then it jumps to 195%. I think this is a mistake. The counter, as I understand it is supposed to tell you how effective your current weapon is going to be against that specific target, so the further away you are from the target, the less effective your weapon should be. So when I'm sniping someone from 700+ meters out, I shouldn't have the effect as I would if I were to shoot that same target from only 100 meters out. There should be a damage drop off when firing beyond the "optimal range" of the weapon. Any weapon. Most Sniper Rifles have a maximum range of 699 meters (without skill mods), so let's say that the "optimal range" would then be 350 meters. Anything within that range would take 100% normal damage. Beyond that, there should be a 10% decrease in damage per 100 meters out the the weapons maximum range. So if I'm shooting at someone who's sitting 650+ meters away, I'm doing 30% less damage to that target.
Now I can't speak for the other weapons in the Dust arsenal, even when I do play with them I very rarely have time to notice the "hit efficiency" number, but I do know that Sniper Rifles have no drop off in damage.
Anyway, that's my idea. Condone, or Comdemn, as you see fit. |
Kermit DeSade
THE MID-WEST DYNASTY
8
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Posted - 2013.02.09 10:01:00 -
[9] - Quote
I have fired the largest weapons that you can get on a dropship or a tank. None of those give the damage on a direct hit that a newbie sniper can do.
Thats just silly considering how muck work I went into on a now deleted player to be able to use those weapons. (Ive started over about 5 times my latest the name I have now is gonna my my main. A support unit from hell ) |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.02.09 11:33:00 -
[10] - Quote
Hagintora wrote:Maybe they could mix it up a little. Say, add more variety of Sniper Rifles that would have some fire standard ballistics, and others that would be based on Rail Gun Tech. The standard ballsistics could do more damage, but have bullet drop and lead times that the Sniper would have to compensate for. The Rail Gun Tech Rifles would do less damage but have a longer range.
No weapon in the game should be a two-shot-kill weapon which is perfectly accurate, hitscan, and can shoot across the map. This isn't a question of balance as much as it's a question of what's fun and challenging and what isn't. Ballistics to rifles gives a higher skill ceiling and makes getting shots at longer ranges more challenging, encouraging snipers to move in a bit, which brings additional challenge to the mix. Those are all positive changes. CCP should go that route with the game, and totally abandon the hitscan, braindead sniper mechanics that currently exist. |
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Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.09 12:32:00 -
[11] - Quote
No weapon in the game should be a two-shot-kill weapon which is perfectly accurate, hitscan, and can shoot across the map. This isn't a question of balance as much as it's a question of what's fun and challenging and what isn't. Ballistics to rifles gives a higher skill ceiling and makes getting shots at longer ranges more challenging, encouraging snipers to move in a bit, which brings additional challenge to the mix. Those are all positive changes. CCP should go that route with the game, and totally abandon the hitscan, braindead sniper mechanics that currently exist.[/quote]
You misunderstand me, that's my fault. I don't mean that the Rail Guns should be 2-hit kill weapons. When I said less damage, I was thinking more like 3-4 hits, even against a Scout Suit. And you missed the part about the damage drop off at range. So that's 3-4 hits against a Scout Suit at optimum range. The heavier ballistics Rifles would do more damage but take greater skill to use, and have less range. The hitscan should absolutely go, though. I agree with you 100% on that. |
Shijima Kuraimaru
WarRavens
168
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Posted - 2013.02.09 20:15:00 -
[12] - Quote
Hagintora wrote:Fivetimes Infinity wrote:No weapon in the game should be a two-shot-kill weapon which is perfectly accurate, hitscan, and can shoot across the map. This isn't a question of balance as much as it's a question of what's fun and challenging and what isn't. Ballistics to rifles gives a higher skill ceiling and makes getting shots at longer ranges more challenging, encouraging snipers to move in a bit, which brings additional challenge to the mix. Those are all positive changes. CCP should go that route with the game, and totally abandon the hitscan, braindead sniper mechanics that currently exist. You misunderstand me, that's my fault. I don't mean that the Rail Guns should be 2-hit kill weapons. When I said less damage, I was thinking more like 3-4 hits, even against a Scout Suit. And you missed the part about the damage drop off at range. So that's 3-4 hits against a Scout Suit at optimum range. The heavier ballistics Rifles would do more damage but take greater skill to use, and have less range. The hitscan should absolutely go, though. I agree with you 100% on that.
I like the idea of multiple types of sniper rifles, and there will be. But for right now, we have a rail tech sniper rifle. And as per the concept given it's working fine. It actually under performs in many ways in order to be more balanced in game. All the weapons do. The Sniper Rifle you want will be the Minmatar variant when it comes. It'll most likely have the properties you're asking for as Minmatar use chemical propellant slug throwing based weapons.
By concept, the flechette travels four, or more, times the current usable range in one second. Travel time of .25 seconds or less will have little to no noticeable effect. Flechettes also have ballistic properties more closely related to the flight of a crossbow bolt than a bullet. It'll be flatter and more stable with greater penetration. Once again, at range limits, ballistic drop will be negligible.
Now before anyone comes at me about demanding too much realism... If the current Dust Sniper Rifle had realistic properties, it would have massive recoil. It would have an effective range of over 7500 meters. The transfer of kinetic energy on impact would knock mercs off their feet and dismember easily. The flechette would create a shock-wave that would deafen, disorient, and possibly nudge any merc it passed close to.
Now, outside of concept, Dust is still in beta. We're testing. Dust doesn't host matches client side like other games I won't name here, it's on CCP's New Eden servers. So they have to build Dust keeping in mind that their systems will have to continuously track all the Dust activity as well as Eve activity, activity that can potentially span multiple planets in well over one thousand star systems Dust side. There's a lot more to come in Dust and CCP will make adjustments where necessary to keep from overloading their servers while giving us the best gaming experience possible for the server technology available. |
Rachoi
HavoK Core
17
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Posted - 2013.02.09 23:32:00 -
[13] - Quote
Shijima Kuraimaru wrote:Hagintora wrote:Fivetimes Infinity wrote:No weapon in the game should be a two-shot-kill weapon which is perfectly accurate, hitscan, and can shoot across the map. This isn't a question of balance as much as it's a question of what's fun and challenging and what isn't. Ballistics to rifles gives a higher skill ceiling and makes getting shots at longer ranges more challenging, encouraging snipers to move in a bit, which brings additional challenge to the mix. Those are all positive changes. CCP should go that route with the game, and totally abandon the hitscan, braindead sniper mechanics that currently exist. You misunderstand me, that's my fault. I don't mean that the Rail Guns should be 2-hit kill weapons. When I said less damage, I was thinking more like 3-4 hits, even against a Scout Suit. And you missed the part about the damage drop off at range. So that's 3-4 hits against a Scout Suit at optimum range. The heavier ballistics Rifles would do more damage but take greater skill to use, and have less range. The hitscan should absolutely go, though. I agree with you 100% on that. I like the idea of multiple types of sniper rifles, and there will be. But for right now, we have a rail tech sniper rifle. And as per the concept given it's working fine. It actually under performs in many ways in order to be more balanced in game. All the weapons do. The Sniper Rifle you want will be the Minmatar variant when it comes. It'll most likely have the properties you're asking for as Minmatar use chemical propellant slug throwing based weapons. By concept, the flechette travels four, or more, times the current usable range in one second. Travel time of .25 seconds or less will have little to no noticeable effect. Flechettes also have ballistic properties more closely related to the flight of a crossbow bolt than a bullet. It'll be flatter and more stable with greater penetration. Once again, at range limits, ballistic drop will be negligible. Now before anyone comes at me about demanding too much realism... If the current Dust Sniper Rifle had realistic properties, it would have massive recoil. It would have an effective range of over 7500 meters. The transfer of kinetic energy on impact would knock mercs off their feet and dismember easily. The flechette would create a shock-wave that would deafen, disorient, and possibly nudge any merc it passed close to. Now, outside of concept, Dust is still in beta. We're testing. Dust doesn't host matches client side like other games I won't name here, it's on CCP's New Eden servers. So they have to build Dust keeping in mind that their systems will have to continuously track all the Dust activity as well as Eve activity, activity that can potentially span multiple planets in well over one thousand star systems Dust side. There's a lot more to come in Dust and CCP will make adjustments where necessary to keep from overloading their servers while giving us the best gaming experience possible for the server technology available.
good sir i commend you on your research into railgun tech.
and you do bring up a point, even with EvE being the future it is.. something fired that far that fast woudl have more backlash... so realism isn't really here. though they probably should bring up the shockwave to a small degree, would be interesting to see a sniper shot literally 'push' someone out of cover.
as for the recoil... i thought they'd have dampeners to help compensate... but they are so huge i'm amazed they dont sway at least a little when crouched.
but yes... this iteration of railgun tech is actually very low power compared to what it could be, so people asking to 'nerf' it more are asking to effectively make it not a railgun, just a regular gun
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Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
30
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Posted - 2013.02.09 23:54:00 -
[14] - Quote
If you want a aiming dot for your XX720XXnoscopeXXSniper kills,
- Tear the corner of a post it and get a permanent marker or something to make it black (or whatever colour you want) - Search for a flat surface (like the wall of a building) center your gun - Walk backwards without moving your aim to a distance you think is a common pew pew distance(close or medium range). - Shoot into the wall, repeat like 3 times. - Walk towards the wall again without moving your aim - Check were the bullet marks are and triangulate the center of it - Put post-it note piece on the center and you have your own NOSCOPE.
Worked in TF2, don't know if it works here :p
on topic though: I think the Sniper Rifle is one of the most balances weapons in game. Many people are terrible with it, some are godlike and most of them don't know what to do with them that contributes to winning a game. |
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