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Jathniel
G I A N T
38
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Posted - 2013.02.24 09:58:00 -
[1] - Quote
Here's what I've understood so far: "I want snipers to do less damage, AND I want more places to hide from them, because they are useless to capturing objectives, and they annoy me."
As for all of the ideas you mentioned... I'm a sniper. The following is the role that I play for my corp:
Squad Lead - I'm not on the ground capturing objectives, but since I am not in the middle of a firefight, I can easily use the wheel menu to assign a Defend, Capture, Attack order, etc. to the next squad member who is about to perform that function, instantly. If someone goes down, it doesn't matter. The order is automatically on another available squad member, instantly. We are in a perpetual state of WP gain, as a result. I am the one BEST suited for orders and orbital strike deployment.
Overwatch - I often do NOT shoot at hostiles until my squad mates are about entering combat range. Before they engage the enemy ground units, I have already told them what type of units are heading their way, armament, armor, and how many. Again, I am NOT on the ground capturing objectives, therefore I AM in the BEST position to analyze and track enemy movements both visually and on Overview Map. If there are 3 hostile units around a corner near one of my friendlies, he will be alerted long before a red chevron pops up, and LONG before they enter a solution for sniper fire. Wouldn't you like to know exactly what's ahead of you as you approach an objective BEFORE you get there?
Smart Firing - I alluded to this in Overwatch, but it's very effective to have a firing solution on at least one objective terminal. That is often the only time I will shoot at an isolated target, that is NOT near or attempting to flank one of my squadmates; this prevents the loss of an objective. I also take down enemies that my ground units cannot. If you are a big dominant heavy, mowing down my squad, I will have them hide from you, draw you out, and *I* WILL be the one that kills you, if they can't. Good luck hitting me with that HMG at 500 meters. All they need to do is cry out, "Jath, I need sniper fire!", and I'll tell them if i have a solution or not.
Aggressive Fire/Pinning Fire - This is the aggressive sniping that I don't often do, but when I DO, I'm either alone and the enemy is redlined and/or we're trying to clone them out, or my squadmates have called for it. This is when I am actively looking for any target of opportunity, and am hunting and tracking every hostile I see relentlessly. As in, don't come out from behind that box, or I will shoot at you.
What confuses me, is why you want a sniper to have non-lethal pinning fire that warns that it's coming, the very concept defeats the purpose of Pinning Fire. Pinning Fire PINS you behind cover, because you can't move or you would be killed.
Significant Enemy Diversion - I can often harass and stress an enemy to the point where they commit resources like time, a dropship, manpower, and even orbital strikes, simply to locate and kill me. Someone would grab a sniper rifle to counter snipe me. Okay good, that means there is now a counter sniper on the ground that my squad mates can now kill. Any amount of resources dedicated to killing me, is a resource wasted, because my squadmates have less resistance and can capture objectives that much easier.
It's not like you're teaching a sniper some sort of lesson by going out-of-your-way to kill him.
Snipers are, and always will be, all about killing. For you to say snipers should be 'less about killing', is like saying you want to declaw and defang a lion because you want a cat to cuddle with and it would be more fun. lol
The trick is for the sniper to MAKE himself useful to his team. |
Jathniel
G I A N T
38
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Posted - 2013.02.24 11:39:00 -
[2] - Quote
Lykos Pyro wrote:I rarely say this, but i think you re completely and utterly wrong.
to prove my point, i literally just finished a skirmish on manus peak with 31/ 0, sniping of course. That means that over the course of a 20 minute game, i bought my team over 5 minutes worth of time in respawns at least, as every kill has to wait to respawn, and then he ll respawn back at a position potentially a few hundred metres from where he was shot.
Not only did i buy that time, i pissed off most of the team and killed the majority of the enemy snipers i could find, preventing them from doing the same to our team. AND in the event that we cant control the objectives, i killed over 1/5 of their team for the clone war...
I'm an average sniper.
Ive spec'ed over 1.3mil sp in snipers and i still dont get one hit kills on everyone, yet you want me to do LESS damage? Bullet mechanics is all that is needed to sift the good snipers from the bad.
Cover fire doesnt particularly work here, people are very naive and dont always realise i just missed their face, and carry on blundering forward anyway.
Snipers are not for taking out vehicles, they are anti infantry, change class to AV. Remote hacking? well why doesnt everyone on the field engage in remote hacking, hell we wont even have to deploy, jsut sit in the MCC with a laptop...
HAVING SAID THAT, i definitely would like to engage painter and spotter roles for snipers, if we cant shoot it, at least warn others about it, like tanks and lavs who are moving to fast to pin the driver, but this was covered in at least one other thread ive seen and i supported it then.
Thanks for reading. Criticise as necessary.
Right on.
For spotting and painting, often my ground team does that for me. They tell me where a sniper is, and they simply look at him briefly. The active radar lights up his chevron on my screen. A few moments later he's down. Likewise, I paint tanks by simply aiming at them and bringing up a symbol. My squad knows where it is, and can move accordingly. People forget that the radar is already active and networked between squadmates.
For bullet mechanics, it's unbelievable how many people are demanding it, just to make things harder for noobs. It's quite short-sighted to do that. As it CURRENTLY stands, if a sniper is harassing a team, ANYONE can run to a supply depot, grab a sniper rifle and try to counter snipe as needed. IF ballistics are added that will change, and in the long run, the squad will just be more vulnerable to sniper attack. Yet many non-snipers are clamoring for it. lol People need to be careful what they wish for. (Note: I AM in favor of ballistics for this very reason. It just means FAR less people sniping back. But this is a game, everyone should be able to pick up a gun, and hit a target. CAREFUL what you wish for. Adding ballistics won't change a damned thing, cept make it harder for you to shoot back at a sniper. lol) |
Jathniel
G I A N T
38
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Posted - 2013.02.24 22:41:00 -
[3] - Quote
Winsaucerer wrote:Jathniel, it sounds like you have a very good attitude towards the role of a sniper. The proposal I have been making has been precisely along the lines of *buffing* the very kinds of things you say you do. So while your post sounds like it's a response/counter to mine, I really don't think it is. I think we are perhaps on the same pageGǪunless you think snipers are useful and balanced enough anyway, and don't need improving. Just a few nitpicks amongst the majority agreement: Jathniel wrote:What confuses me, is why you want a sniper to have non-lethal pinning fire that warns that it's coming, the very concept defeats the purpose of Pinning Fire. Pinning Fire PINS you behind cover, because you can't move or you would be killed. I didn't actually suggest "non-lethal pinning fire that warns that it's coming". What I said was: Winsaucerer wrote:rather than killing enemies outright, snipers could fit a fast firing gun that alerts the enemy that they're being fired at, and sends them a message of "Don't go out there carelessly!". Not so easy to kill outright due to the warning it gives, it might nonetheless be useful at influencing the direction of movement of an enemy player, as well as wear down their shield/armour Maybe it was not as obvious as I first thought, but what I had hoped was the implied message here is that if the enemy decides to brave your fire anyway, he should die. So this was not at all intended to be a non-lethal alternative. The difference with this proposal compared to what snipers can already do is that the location (not the source) of fire is more obvious (and, in the suggestion, perhaps some form of aoe). Jathniel wrote:Snipers are, and always will be, all about killing. For you to say snipers should be 'less about killing', is like saying you want to declaw and defang a lion because you want a cat to cuddle with and it would be more fun. lol So long as we use the word "sniper", you are of course right :) But I am suggesting that the role of "sitting in a secluded spot on the map, with great vision, and ability to do damage to enemy infantry from a long way away" should be changed from "sniper" (killer), to something more. Really, I don't know why you disagree with me. You've gone to great lengths to suggest you already do all these non-killing roles, which I am suggesting should get buffed. But then you end with "Snipers are, and always will be, all about killing". That last comment just doesn't fit with the preceding parts of your post, most of which I agree with. Your post was about how you do so much more than just killing, and then you finish with "Snipers are [GǪ] all about killing". I agree with the first part of your post, and not this closing comment. Jathniel wrote:The trick is for the sniper to MAKE himself useful to his team. I'm not sure what role this statement plays in your overall argument. This is true to some extent of any player fulfilling any role in a team sport/game. Anyway, thanks (really) for the interesting post.
Well, the only thing you said that I was attempting to counter was that bit about Snipers being useless. I've had my corp mates call me their "guardian angel" on numerous occasions. I take pride in that, and it pisses me off whenever I miss or can't make a critical shot that would save a life or save an objective. But when I DO make that shot, the feeling is pride and satisfaction.
I've done a lot of reading on these forums, and a lot of names I recognize. Some of the people that have complained about sniping, are people whose clones I've saved. They were not in my squad, so they were oblivious to the fact. Nothing like shooting the hostile that is running up on an OBLIVIOUS blueberry, then having that same blueberry run to these forums later and call snipers useless. LOL!
The power of a sniper is in his ability to KILL. Period. That's all we can do. This point may seem to be in contradiction with the rest of my post but it isn't. Why? Because everything I mentioned requires "situational awareness" AND the ability to kill. You may have the ability to kill, but if you are not actually paying attention to what is happening on the field, especially around your squadmates and your whole team's vulnerable flanks, then you are a useless sniper. (e.g. your squad is on its last legs fighting to defend an objective, but instead of helping them, you're more interested in shooting a random hostile that just respawned in the enemy home base. I've seen this stupidity before.)
There are simple principles for a sniper to follow: 1. You snipe who your squadmates and blueberries are fighting. 2. You snipe who your squadmates and blueberries can't beat. 3. You snipe whoever is sniping your squadmates and blueberries. 4. You snipe whoever is sniping at you.
4 simple principles, and you're helpful as a sniper.
If a sniper can't easily kill a target, but only provides support information, that would be a frustrating role to play. Because now you're seeing **** go down in front of you, and you can't do a damned thing about it. If anything snipers need to get their damage back.
Some of us are getting by with the Damage Mod stacking being glitched, but when that's fixed it's going to take 4 shots or more to kill targets and that's going to get really frustrating with increased cover.
So don't think I was trying to knock your point. I just got hung up on that "useless" bit.
EDIT: Gameplay is different for snipers that try to run on the ground with their squadmates. I often see Sleepy Zan do this. This is a mid-range rifleman gameplay style, which is actually quite challenging and requires lots of practice; but which we believe the scrambler rifle is going to better enable, because the standard sniper rifle is just not suitable for it with all the heavy sway. |
Jathniel
G I A N T
38
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Posted - 2013.02.25 01:44:00 -
[4] - Quote
Winsaucerer wrote:Regarding the comment on snipers being useless, as I pointed out to 2100, I was being provocative and immediately clarified what I meant :) That is, I think other roles are (as a general rule) more useful than snipers.
I have no doubt that you and other snipers have helped a game at critical points with that well timed and aimed kill, and saved my hide too. But that's not really the point -- anyone can kill other players and save a friend or a point. The question is, is that killing that you are doing valuable enough that you wouldn't be more useful overall doing some other role? Eg, maybe driving another tank around, or playing a heavy, or shotgun scout to cap points.
Even though you acknowledge that sniper kills help at critical points, and that you yourself have also been saved on the ground, you still seem to have the impression that a sniper's kills are less valuable. ". . .is that killing that you are doing valuable enough. . .?" THIS is a contradiction.
The sniper in his perch, is seeing much more of the battlefield than you are. All you see is his kill on the kill feed. You will never know the relevance of that kill unless you were in comms with him. Seeing is not a requisite to believing.
Anyone can do it, eh? Which do YOU think is more valuable: 1. An extra boot on the ground that can help capture 1 objective? (anyone can do this) 2. A sniper that can simultaneously prevent 2 or 3 objectives from being hacked? (not just anyone can do this)
A good sniper is invaluable to his team, but *by no means* a replacement for a ground unit. The ground unit is required to actually capture objectives, but the skilled sniper is *significantly* effective in preventing their loss, and can eliminate the need for a ground unit to travel across a map to retake it. The way this is accomplished is killing from afar.
Winsaucerer wrote:I want your non-killing roles to be buffed, and if it turns out that on balance a similarly equipped+skilled sniper can't kill a similarly equipped+skilled infantry guy on the ground in two or three shots (or whatever we think is appropriately balanced), then damage buffed too. But I think that perhaps the way that a sniper kills needs to be looked at. Jathniel wrote:The power of a sniper is in his ability to KILL. Period. That's all we can do. This point may seem to be in contradiction with the rest of my post but it isn't. Why? Because everything I mentioned requires "situational awareness" AND the ability to kill. Technically, it is a contradiction. If you say "All a sniper can do is kill", and then you list other non-killing things a sniper can do (such as spotting enemies), you have contradicted yourself. The thing is, I agree with your original post talking about all the roles in addition to killing that a sniper plays. I think that those need buffing. And a sniper should certainly be able to kill.
"Technically, it is a contradiction"? Now that's just quibbling over semantics, but I will specify, because I actually like you. "All a sniper can do is kill" is a very simple way of saying, "A recon sniper's only aggressive action on a battlefield is sniping and orbital strikes. Simply put. Killing. We are generally NOT in a position to punch, knife, melee, man installations, destroy installation, hack objectives, hack vehicles, destroy vehicles, kill with grenades or do anything else that directly detriments an opponent." All that glory belongs to our squad mates, who we support. We kill infantry. That's it. Our job is to make those infantry kills count.
Winsaucerer wrote:I fear two scenarios long term in this game: a) Snipers are too weak at killing and do nothing else -- they're nothing more than a nuisance, hearing that ping on the ground near you, and then an occasional hit that wipes out your shield before you get to coverGǪwasted slot on the team b) Snipers are too strong at killing and do nothing else -- they are a nuisance that can kill you with impunity if you step out into the open for more than a few secondsGǪdestroying the fun of the game for the non-snipers
I want something in between this. The ability to kill another player in two or three hits or whatever is balanced, but also other useful powers when not killing that are considered very useful to the team.
It sounds like you want sniping to feel good somehow... Not too hard, not too soft. (The sniper **** is BIG, I know. lol jk jk) Getting sniped is not pleasant. Getting killed is not pleasant.
You will probably never get used to focusing at the task at hand, then dropping dead a moment later because of a sniper. Don't run out into the open for more than a few seconds, or you WILL be sniped with impunity. lol It is a battlefield, if you're out in the open you will be shot. If you need to get somewhere and there are multiple snipers on your case, get behind some good cover like a base, call for a LAV, and pray that the RDV doesn't land it in the open. Once you're in the LAV, you can move with a measure of freedom, since killing the driver is more or less a luck shot for snipers. Your chances of getting sniped while in motion on a LAV, I'd put no higher than 9% (if you're the gunner you're much more at risk).
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Jathniel
G I A N T
38
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Posted - 2013.02.25 01:47:00 -
[5] - Quote
Scheneighnay McBob wrote:CCP is a build ahead of you. This build, they said they were going to change all sniper rifles so they need to be charged. Check the patch notes
Quit pulling my leg... |
Jathniel
G I A N T
38
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Posted - 2013.02.25 05:23:00 -
[6] - Quote
Balzich Rotaine wrote:I think snipers should be invisible and have a shield that can absorb at least one round from everything in the game without going down. So, they can hide behind the rocks until whatever is shooting at them gets bored and moves on. I think the cost of the suit is too high because sometimes they lose one. I think sniper drop suits should have two side arm slots so they can carry a pistol and a small handheld nuclear weapon that one shots all tanks and any equiptment on the field. But, to maintain balance it should have a cool down timer of at least 2 minutes so you can only use it a couple of times per round. I don't think snipers should ever show up on the radar or with line of site detection, because it's the future and their suits should have better dampening abilities. I think sniper should have two equipment slots so they can carry nano hives and drop links. That way they never have to be exposed. Since they are using futuristic rail guns, I don't think they should have any range limitations or bullet drop. I think snipers should have robotic arms that way they can sprint and ads at the same time with no sway. I think that snipers should have sensors built into their helmets that make a beeping noise that gets faster as people approach them so no one can sneak up behind them. It's not fair to let people get behind them unless you boost the armor by at least one hundred. I've also noticed that their are some points on the map that they can't reach with their 10 ft verticle. So, I was thinking that maybe they could have a special module that summons a magical unicorn that can help them get to better vantage points. Oh, and also as the unicorn flys over everyone it melts them with rainbow acid. I also think that when snipers shoot someone and it doesn't 1 hit kill them. It should at least slow them down by 80%. I would also like suggest heat seeking and armor piercing rounds. I mean why can't a mini rail gun disable a jeep or blow the treads off a tank so it can't move. I would also like to see a long range piece of hacking equiptment that can hack and take control of enemy installations from a distance. I'm not talking from the red line or anything, but something realistic like 300 yards. Oh and lastly I would like to see some sort of team barrier or at least a drop link lock. I notice that sometimes they get seen because some stupid ar guy or heavy uses their drop and gives away their position.
Dude, we have all this already. Didn't you see the 'Alpha and Omega' Scout vk.2 prototype dropsuit? The whole fitting is a bpo. |
Jathniel
G I A N T
38
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Posted - 2013.02.25 08:51:00 -
[7] - Quote
I admit, I've asked for some of those things. Namely, a heavy rifle that can damage vehicles, and a cloaking device that eliminates line-of-sight detection.
I like the pocket nuke idea. That's da bomb. All puns intended. lol |
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