Jathniel
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Posted - 2013.03.08 02:03:00 -
[1] - Quote
trollsroyce wrote:Snipers in dust have one endgame issue that's going to surface soon, as corps get the game. Dust is local objective based, and snipers are a global field asset.
This will ultimately mean, that the counter to snipers is at the same time the only way to win the game: tanks and frontline troops, using drop uplinks to deploy, bypassing sniper cover. A full local team wins, so why waste time thinking about snipers?
The core issue can be fixed - and the game can be broadened much - by introducing open objectives without cover. A random generator makes objectives spawn without hacking cover, let's say 25% probability. The game changes drastically as tanks are required to provide hack cover, and sniper dominance along with tank dominance gives an advantage at holding some of the objectives. A game with 3/3 open objectives is a game of field control, a game with 0/3 open objectives is your generic assault bash. Teams need to adapt to circumstances, and base design allows you to play to your strenght.
Mini fixes to accompany: GÇó thale damage reduction, clip size +1 GÇó range scaled damage. optimal range 200m, falloff 400, sharpshooter actually matters. GÇó scope selection
I identify with all fellow snipers. I agree to everything except the thale's dmg reduction.
IF it takes a damage reduction like in the other thread, the damage cannot drop below 300 points, and it must receive a RoF buff AND a clip size buff. Anything that allows it to strike extreme discomfort into targets, and keep that up.
I know you are trying to be reasonable with non-snipers, but too much has gone their way already, imo. Especially, players who are dedicated assaults. |
Jathniel
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Posted - 2013.03.08 20:07:00 -
[2] - Quote
KalOfTheRathi wrote:Thale damage reduction? Not only no, but Kitten No!
How about damage reduction for whatever Office Class Weapon you like to use, not just the one that butt hurt our semi-consistent Forum Troll?
The entire point of Office Weapons is their improved stats and relative difficulty to acquire. Plus the heavy requirement of SP to Skill up enough to enable their use.
In another thread, someone was griping that the Thale's was disproportionately stronger than the other SRs, unlike the other officer weapons to their class (with the exception of the forge gun, which was also a 'easy kill button' ). The entire thesis was erroneous if game balancing was the intent.
How about a damage increase for whatever officer-class weapon that people like to use? (Excluding the Thale's of course.) That should take care of that pettiness.
trollsroyce wrote:It makes an occasional shift from local to global tactics, which is a good change. The game is now all about fighting in strategic spots, while it could be that AND fighting for field control. On those maps you mentioned, Laurent, only Manus Peak is the one where I would not contribute more at front line than as sniper. And I suck at frontline.
Edit: thus far in 100% corp matches I've fought, its first minute of game stall by sniping, then I hop voluntarily to AR because I want the team to win. Drop uplinks bypass snipers.
We need deployable installations, to make field control more vital, and get the ideal 1/3, 1/3, 1/3 that you mention. |