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vyyres blood
Tartarus Legion Domination..
0
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Posted - 2013.02.21 07:27:00 -
[1] - Quote
the reticle seems to move a lot with the smallest of adjustments when zoomed in. so by the time you've skipped over your target 12 times because it jumps too much, you get shot. maybe have the movement speed of the aiming drop down to very minimal when scoped? so we can actually line up some head shots instead of it being almost luck that you find a spot where your reticle will align correctly |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.02.21 07:42:00 -
[2] - Quote
vyyres blood wrote:the reticle seems to move a lot with the smallest of adjustments when zoomed in. so by the time you've skipped over your target 12 times because it jumps too much, you get shot. maybe have the movement speed of the aiming drop down to very minimal when scoped? so we can actually line up some head shots instead of it being almost luck that you find a spot where your reticle will align correctly
I agree only two ways to stop this homing your skills more and more or CCP fixing but they are already working on controller and pc control balances. Another way is to not and try to put your rectile dead on the enemys but put it near his right side then jerk it over to ur left. Instead of having it almost on his body and jerk to his other side it'll be off his body and jerk directly on him. Ionna they're all very subtle small movements =3 |
Jathniel
G I A N T
39
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Posted - 2013.02.21 20:37:00 -
[3] - Quote
Dealing with the sniper sway is a littlle irritating. We don't even have the same dps as assault rifles, so reducing the sway wouldn't change the outcome at closer ranges much.
At the same time, I can appreciate the scope sway somewhat. It just means that snipers are forced to play their class "realistically", (find a far away position and "set up").
What's weird is that when we snipe at long range, people complain and tell us to "get closer to the action". When we complain that the sniper rifle is too disadvantaged at closer ranges, they say "stfu it's a sniper rifle. it would be OP to have it work at closer ranges."
Conundrum! |
develsgun
Phyrexian Engineering Legacy Rising
19
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Posted - 2013.02.21 20:42:00 -
[4] - Quote
I think we need bullit dynamics to fix this |
Alcare Xavier Golden
DUST University Ivy League
30
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Posted - 2013.02.21 21:47:00 -
[5] - Quote
We're talking rail guns here...this is the first time I've done the math...
Mach 10 - 15 (3.4 - 5.1 km/s)
Travel time to standard effective range of 600m is aproximately .176 to .118 seconds (negating the effects of atmospheric resistance).
Assuming a perfectly horizontal shot the effective drop would be 1.72 (Mach 10) - 1.15 (Mach 15) meters.
Perhaps theres something to this bullet drop.... |
vyyres blood
Tartarus Legion Domination..
0
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Posted - 2013.02.21 22:52:00 -
[6] - Quote
i don't mind the scope sway, with skill training and crouching that is fixed. but this.. idk, pixel skipping? not sure what else to call it, i tried using a keyboard/mouse and cranked the movement down to almost nothing, but the reticle still fights against small scoped adjustments. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.21 23:02:00 -
[7] - Quote
Alcare Xavier Golden wrote:We're talking rail guns here...this is the first time I've done the math... Mach 10 - 15 (3.4 - 5.1 km/s) Travel time to standard effective range of 600m is aproximately .176 to .118 seconds (negating the effects of atmospheric resistance). Assuming a perfectly horizontal shot the effective drop would be 1.72 (Mach 10) - 1.15 (Mach 15) meters. Perhaps theres something to this bullet drop....
I'd like to know what numbers you were using, as the only official number I could find was the muzzle velocity of 2500 m/s for the Sniper Rifle
http://www.shooterscalculator.com/
This is what I used for it.
I used the stats for the 50 BMG for the Ballistic Coefficient and Bullet Weight, because it's a very big gun that shoots very big bullets and that just makes sense in my head. Converted 2500 m/s to ft/s (8202). Set the Sight Height, Shooting Angle, Wind Speed, and Wind Angle to 0. Set chart size to 5K (5468 yards) and Chart Step size to 1. Scroll down to 600 Meters and you'll see that the "drop" is only .28 meters (11 inches), and the round took .26 seconds to reach the target. Most of the shots I see are between 300-400 meters. Which is a "drop" of 0.05-0.11 meters (1.9-4.33 inches) with a 0.13-0.17 second travel time. The most extreme range a Sniper Rifle can reach in this game (that I know of) is with the Ishukune Sniper Rifle. It has a range of 1000 meter which can be bumped up to 1250 meters if you have the Sharpshooter Skills maxed out. So at "maximum range" you have a "drop" of 1.53 meters (5 feet), and a travel time of 0.61 seconds.
Yes there is something to "bullet drop", but it isn't something that anyone will really notice until we get the 5K maps going. |
Jathniel
G I A N T
39
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Posted - 2013.02.21 23:07:00 -
[8] - Quote
vyyres blood wrote:i don't mind the scope sway, with skill training and crouching that is fixed. but this.. idk, pixel skipping? not sure what else to call it, i tried using a keyboard/mouse and cranked the movement down to almost nothing, but the reticle still fights against small scoped adjustments.
I've experienced this too.
Literally a target is saved from you, by the tiniest possible pixel. lol Doesn't help that the LoD at great distances is so low, that enemy movements and animations become almost slide show (depending on the latency).
An adjustment to sniper rifles for closer combat would probably help compensate for this. As it stands, the weapon is balanced to work at ranges that often don't even render properly. |
Jathniel
G I A N T
39
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Posted - 2013.02.21 23:11:00 -
[9] - Quote
Hagintora wrote:Alcare Xavier Golden wrote:We're talking rail guns here...this is the first time I've done the math... Mach 10 - 15 (3.4 - 5.1 km/s) Travel time to standard effective range of 600m is aproximately .176 to .118 seconds (negating the effects of atmospheric resistance). Assuming a perfectly horizontal shot the effective drop would be 1.72 (Mach 10) - 1.15 (Mach 15) meters. Perhaps theres something to this bullet drop.... I'd like to know what numbers you were using, as the only official number I could find was the muzzle velocity of 2500 m/s for the Sniper Rifle http://www.shooterscalculator.com/This is what I used for it. I used the stats for the 50 BMG for the Ballistic Coefficient and Bullet Weight, because it's a very big gun that shoots very big bullets and that just makes sense in my head. Converted 2500 m/s to ft/s (8202). Set the Sight Height, Shooting Angle, Wind Speed, and Wind Angle to 0. Set chart size to 5K (5468 yards) and Chart Step size to 1. Scroll down to 600 Meters and you'll see that the "drop" is only .28 meters (11 inches), and the round took .26 seconds to reach the target. Most of the shots I see are between 300-400 meters. Which is a "drop" of 0.05-0.11 meters (1.9-4.33 inches) with a 0.13-0.17 second travel time. The most extreme range a Sniper Rifle can reach in this game (that I know of) is with the Ishukune Sniper Rifle. It has a range of 1000 meter which can be bumped up to 1250 meters if you have the Sharpshooter Skills maxed out. So at "maximum range" you have a "drop" of 1.53 meters (5 feet), and a travel time of 0.61 seconds. Yes there is something to "bullet drop", but it isn't something that anyone will really notice until we get the 5K maps going.
I see what you did there. That's a nice substitute variable with the 50 BMG. Of course, it's harder to run with those numbers since the sniper rifles in Dust fire flechettes instead of bullets, and the performance and operation of current snipers in Dust, aren't remotely coded to approximate .50s. |
Alcare Xavier Golden
DUST University Ivy League
30
|
Posted - 2013.02.21 23:11:00 -
[10] - Quote
Velocity is based on dust lore...as best as I remember it. I don't have my console available. I'll try to remember to check later. |
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Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.21 23:17:00 -
[11] - Quote
Jathniel wrote:I see what you did there. That's a nice substitute variable with the 50 BMG. Of course, it's harder to run with those numbers since the sniper rifles in Dust fire flechettes instead of bullets, and the performance and operation of current snipers in Dust, aren't remotely coded to approximate .50s.
True, but I figured it was a close approximation that didn't involve me just pulling numbers out of my ***. |
SSBBW Amber
Church of the Unforgiven
26
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Posted - 2013.02.21 23:47:00 -
[12] - Quote
Hagintora wrote: Yes there is something to "bullet drop", but it isn't something that anyone will really notice until we get the 5K maps going.
Except we don't use "bullets" in EvE, we use plasma rounds and the speed as which plasma moves would negate the effects of gravity. |
Rachoi
HavoK Core
17
|
Posted - 2013.02.22 00:16:00 -
[13] - Quote
Jathniel wrote:Dealing with the sniper sway is a littlle irritating. We don't even have the same dps as assault rifles, so reducing the sway wouldn't change the outcome at closer ranges much.
At the same time, I can appreciate the scope sway somewhat. It just means that snipers are forced to play their class "realistically", (find a far away position and "set up").
What's weird is that when we snipe at long range, people complain and tell us to "get closer to the action". When we complain that the sniper rifle is too disadvantaged at closer ranges, they say "stfu it's a sniper rifle. it would be OP to have it work at closer ranges."
Conundrum! i do agree with you on some points... i think the issue most have is the fact.. well... most snipers like to find the most inaccessible places for anyone but them, or in places where its nigh impossible to counter snipe.
as for being used in close range... i've had idjit fragheads trying to quick scope me, at close range, and i just smack 'em, i dont want snipers close in, i want them far away, but i'd like it if we could see where they fire from... like.. for five seconds after a shot they're lit up like a beacon on the mini map or something. let us know where we're being shot at, since the shot trail doesnt show about 50% of the time |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.22 00:52:00 -
[14] - Quote
SSBBW Amber wrote:Except we don't use "bullets" in EvE, we use plasma rounds and the speed as which plasma moves would negate the effects of gravity.
We use plasma rounds for the AR and other medium range weapons, but the sniper rifle uses an inert flechette (solid projectile) round so gravity and other such forces would still apply. They just wouldn't apply very much, except at extreme ranges. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.22 01:01:00 -
[15] - Quote
Rachoi wrote:i do agree with you on some points... i think the issue most have is the fact.. well... most snipers like to find the most inaccessible places for anyone but them, or in places where its nigh impossible to counter snipe.
as for being used in close range... i've had idjit fragheads trying to quick scope me, at close range, and i just smack 'em, i dont want snipers close in, i want them far away, but i'd like it if we could see where they fire from... like.. for five seconds after a shot they're lit up like a beacon on the mini map or something. let us know where we're being shot at, since the shot trail doesnt show about 50% of the time
Finding out of the way places to fire from is part of what it means to BE a sniper. It's also a part of why a sniper is so devestating on the battlefield. Remember that, when dealing with a sniper, if he can see you, you can see him. Which means that if he can shoot you, you can also shoot him. Every time a sniper fires his weapon he potentially gives away his position to anyone who is paying attention. Yes we have graphics issues that need to be addressed (like terrain not showing up at range, snipers firing out of their eyes, and the problem of hits not registering when they should), but once those are fixed a lot of the problems we face will go away.
I wouldn't mind snipers popping up on radar every time they fired a shot, but the problem with that is that they are usually far enough away that they wouldn't appear on your radar anyway. I've learned to listen for the telltale snapping sound that means that a sniper has shot at you and missed. It might take a moment to locate where they're firing from, but once you know their location it's over. You either call it in to your team mates, or you hit a Supply Station and switch to a sniper fit yourself, then go hunting. |
Rachoi
HavoK Core
17
|
Posted - 2013.02.22 01:31:00 -
[16] - Quote
Hagintora wrote:Rachoi wrote:i do agree with you on some points... i think the issue most have is the fact.. well... most snipers like to find the most inaccessible places for anyone but them, or in places where its nigh impossible to counter snipe.
as for being used in close range... i've had idjit fragheads trying to quick scope me, at close range, and i just smack 'em, i dont want snipers close in, i want them far away, but i'd like it if we could see where they fire from... like.. for five seconds after a shot they're lit up like a beacon on the mini map or something. let us know where we're being shot at, since the shot trail doesnt show about 50% of the time Finding out of the way places to fire from is part of what it means to BE a sniper. It's also a part of why a sniper is so devestating on the battlefield. Remember that, when dealing with a sniper, if he can see you, you can see him. Which means that if he can shoot you, you can also shoot him. Every time a sniper fires his weapon he potentially gives away his position to anyone who is paying attention. Yes we have graphics issues that need to be addressed (like terrain not showing up at range, snipers firing out of their eyes, and the problem of hits not registering when they should), but once those are fixed a lot of the problems we face will go away. I wouldn't mind snipers popping up on radar every time they fired a shot, but the problem with that is that they are usually far enough away that they wouldn't appear on your radar anyway. I've learned to listen for the telltale snapping sound that means that a sniper has shot at you and missed. It might take a moment to locate where they're firing from, but once you know their location it's over. You either call it in to your team mates, or you hit a Supply Station and switch to a sniper fit yourself, then go hunting. the only way i've been able to fire back at about 70% of the snipers is by picking up a sniper rifle myself.
i also do listen for the sounds of a round whizzing by, but that only tells me to get the hell out of there. because where there is one sniper, there are three right next to him more often than not, so stopping to look is a death sentence. and very rarely is a sniper within range to where i can even walk to.
i understand the tactical use of a sniper, i dont say we need to nerf or remove though. i'm more hoping there is MUCH larger maps in the next month, and less valleys to place a map in. i do really just wish more people would pick up a mass driver or laser rifle if we already have a good squad of snipers making the enemy sweat.
because as i have found out... i'm one of the only one of my friends that likes being in the thick of it, they all like sitting backand sniping, so i sabotage them from time ti |
vyyres blood
Tartarus Legion Domination..
0
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Posted - 2013.02.22 01:44:00 -
[17] - Quote
lol so, how about laying down and bipods, opinions? :p |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.22 02:03:00 -
[18] - Quote
vyyres blood wrote:lol so, how about laying down and bipods, opinions? :p
People seem to think that going prone will slow down the game to a halt. I don't personally think so, because the only people who would probably use prone would be Scouts with Profile Dampeners trying to sneak past the enemy, and snipers trying to line up a shot. COD, Battlefield and other FPS games all have prone as an option and it's raare to see soomeone use it who wasn't sniping. I could be wrong, but I haven't personally seen an FPS that used prone having slow gameplay.
As for bipods, they would have to change some things first before bipods became useful at all. Like adding in prone for one. But, more importantly, they would have to add more scope sway for the sniper rifle. Right now, if you crouch, scope sway is reduced to zero even if you don't have any points in Sniper Rifle Operation. Personally I think crouching should only reduce scope sway by 50%, not eliminate it completely. So having level 5 Sniper Rifle Operation, and crouching would reduce scope sway by 75%. Going prone could reduce it by another 15%, leaving only a 10% scope sway. Then bipods could have an actual effect on the game by eliminating scope sway completely, but at the penalty of reduced movement while ADS. So a sniper would have, say, only a 30 degree arc in front of him that he could cover. If he needed to fire outside of that arc, he would have to change position. |
Alcare Xavier Golden
DUST University Ivy League
30
|
Posted - 2013.02.22 15:20:00 -
[19] - Quote
Hagintora wrote:vyyres blood wrote:lol so, how about laying down and bipods, opinions? :p People seem to think that going prone will slow down the game to a halt. I don't personally think so, because the only people who would probably use prone would be Scouts with Profile Dampeners trying to sneak past the enemy, and snipers trying to line up a shot. COD, Battlefield and other FPS games all have prone as an option and it's raare to see soomeone use it who wasn't sniping. I could be wrong, but I haven't personally seen an FPS that used prone having slow gameplay. As for bipods, they would have to change some things first before bipods became useful at all. Like adding in prone for one. But, more importantly, they would have to add more scope sway for the sniper rifle. Right now, if you crouch, scope sway is reduced to zero even if you don't have any points in Sniper Rifle Operation. Personally I think crouching should only reduce scope sway by 50%, not eliminate it completely. So having level 5 Sniper Rifle Operation, and crouching would reduce scope sway by 75%. Going prone could reduce it by another 15%, leaving only a 10% scope sway. Then bipods could have an actual effect on the game by eliminating scope sway completely, but at the penalty of reduced movement while ADS. So a sniper would have, say, only a 30 degree arc in front of him that he could cover. If he needed to fire outside of that arc, he would have to change position.
I have to say I like this idea...
From a mechanics stand point I can uderstand 100% elimination of sway as caused by the fact that we're using mechnical suits and servos can lock down / fine tune our movement...but personally I think the extra challange of some sway is a good thing. I'd like to see more snipers that are interested in the role rather than just thinking it's the easiest option. Besides, with the issues that fine adjustment can sometimes have in this game, maybe a little sway might HELP make that sweet shot |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.22 15:50:00 -
[20] - Quote
Hagintora wrote:vyyres blood wrote:lol so, how about laying down and bipods, opinions? :p People seem to think that going prone will slow down the game to a halt. I don't personally think so, because the only people who would probably use prone would be Scouts with Profile Dampeners trying to sneak past the enemy, and snipers trying to line up a shot. COD, Battlefield and other FPS games all have prone as an option and it's raare to see soomeone use it who wasn't sniping. I could be wrong, but I haven't personally seen an FPS that used prone having slow gameplay. As for bipods, they would have to change some things first before bipods became useful at all. Like adding in prone for one. But, more importantly, they would have to add more scope sway for the sniper rifle. Right now, if you crouch, scope sway is reduced to zero even if you don't have any points in Sniper Rifle Operation. Personally I think crouching should only reduce scope sway by 50%, not eliminate it completely. So having level 5 Sniper Rifle Operation, and crouching would reduce scope sway by 75%. Going prone could reduce it by another 15%, leaving only a 10% scope sway. Then bipods could have an actual effect on the game by eliminating scope sway completely, but at the penalty of reduced movement while ADS. So a sniper would have, say, only a 30 degree arc in front of him that he could cover. If he needed to fire outside of that arc, he would have to change position. cover, thats what prone is use for |
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Jack Sharkey42
Sardaukar Merc Guild General Tso's Alliance
18
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Posted - 2013.02.22 16:03:00 -
[21] - Quote
Eris Ernaga wrote:vyyres blood wrote:the reticle seems to move a lot with the smallest of adjustments when zoomed in. so by the time you've skipped over your target 12 times because it jumps too much, you get shot. maybe have the movement speed of the aiming drop down to very minimal when scoped? so we can actually line up some head shots instead of it being almost luck that you find a spot where your reticle will align correctly I agree only two ways to stop this homing your skills more and more or CCP fixing but they are already working on controller and pc control balances. Another way is to not and try to put your rectile dead on the enemys but put it near his right side then jerk it over to ur left. Instead of having it almost on his body and jerk to his other side it'll be off his body and jerk directly on him. Ionna they're all very subtle small movements =3
So which way do I need to jerk it so I jerk it right on him? I have to jerk it to his right side first but then jerk it to the left side so i'll end up jerking it directly on him is what you're saying? |
drake sadani
Villore Sec Ops Gallente Federation
42
|
Posted - 2013.02.22 17:41:00 -
[22] - Quote
Jack Sharkey42 wrote:Eris Ernaga wrote:vyyres blood wrote:the reticle seems to move a lot with the smallest of adjustments when zoomed in. so by the time you've skipped over your target 12 times because it jumps too much, you get shot. maybe have the movement speed of the aiming drop down to very minimal when scoped? so we can actually line up some head shots instead of it being almost luck that you find a spot where your reticle will align correctly I agree only two ways to stop this homing your skills more and more or CCP fixing but they are already working on controller and pc control balances. Another way is to not and try to put your rectile dead on the enemys but put it near his right side then jerk it over to ur left. Instead of having it almost on his body and jerk to his other side it'll be off his body and jerk directly on him. Ionna they're all very subtle small movements =3 So which way do I need to jerk it so I jerk it right on him? I have to jerk it to his right side first but then jerk it to the left side so i'll end up jerking it directly on him is what you're saying?
dude. quit jerking it you will go blind.
also they are mini rail cannons . it fires a inert slug velocity is incredibly high you are looking at little to no drop. i played a game that rhymes with herms 3D and they have precision control on the D pad . if you could allow me to hold a button or click a button to slow my aiming waaaaayyy down it would solve the problem |
drake sadani
Villore Sec Ops Gallente Federation
42
|
Posted - 2013.02.23 18:52:00 -
[23] - Quote
i am going to shamelessly bump this because i am tired of jumpy sniping |
Balzich Rotaine
Rotaine Shipping Inc
17
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Posted - 2013.02.23 20:12:00 -
[24] - Quote
I like the ranging system they use in Arma2. Rather than using bullet drop and Kentucky windage to aim you adjust the scope by using the up and down keys to increase and decrease range. Higher end sniper rifles could have a built in range finder while lower tier you have to guess how far out they are. Nothing too complicated though Arma just does it in increments off 100 yards. |
Cyzad4
Blackfish Corp.
0
|
Posted - 2013.02.23 20:19:00 -
[25] - Quote
I've been playing as a sniper since the beginning and figured out a couple things. 1. Anyone complaining we're too far from the action is most likely just whining because they forgot we're in a battle "KEEP YOUR ***ING HEAD DOWN!" if not I'm happy to take it off for you lol. 2.practice practice practice and more practice, it seems to be all about the timing. and if you've got the tiniest bit of lag you wont hit anything. |
SIeepy Zan
Edimmu Warfighters Gallente Federation
34
|
Posted - 2013.02.23 20:25:00 -
[26] - Quote
Cyzad4 wrote:I've been playing as a sniper since the beginning and figured out a couple things. 1. Anyone complaining we're too far from the action is most likely just whining because they forgot we're in a battle "KEEP YOUR ***ING HEAD DOWN!" if not I'm happy to take it off for you lol. 2.practice practice practice and more practice, it seems to be all about the timing. and if you've got the tiniest bit of lag you wont hit anything. By "the beginning", you mean beginning of open beta? |
Cyzad4
Blackfish Corp.
0
|
Posted - 2013.02.23 20:32:00 -
[27] - Quote
No, I got accepted during closed... sniping has gotten A LOT better |
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