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Garrett Blacknova
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2381
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Posted - 2013.04.04 22:44:00 -
[1] - Quote
trollsroyce wrote:This has me a bit worried. If AR, or worse, ScR cannot hit head precisely at 100 meters... Forget about any targeting, just spray at chest and hope for lucky head dispersion. Skill factor non existent. Sniper long range field control and tactical play non existent. Even if this would be fixed at sharpshooter V so that you hit where you aim instead of where the dice decides, all it will do is remove the last advantage newbies could have on veterans.
Wish this gets confirmed at the spreadsheet. This might be the worst decision in dust design history. An fps games competitiveness is measured by being able to out aim others, take it away and dust is skillpoint spray online. As I mentioned in your thread on the topic, at the moment, AR Ops affects "kick and dispersion", in the new system, Ops will still affect "kick" but you'll train Sharpshooter for "dispersion" - same stats being affected, so your first-round accuracy with Militia gear and no training won't be affected, so a good AR sniper will still be a good AR sniper. |
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Garrett Blacknova
Codex Troopers
2384
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Posted - 2013.04.05 01:24:00 -
[2] - Quote
Kushmir Nadian wrote:Pretty sure he's just making the example that SMGs should have more range. we know videogames cant mirror reality because the maps simply arent big enough. I think SMGs would be cool with 40m of range. They would still be outdistanced by ARs.
I'm surprised the SMG users havent cried foul. 15m is crazy. If any weapon should have that short a range it should be the pistol. its damage per round is VERY HIGH and if you cant hit anything with it then the fault is within.
I never understood this whole "we need a reason to use it" argument...WE HAVE ONE. The single round damage is higher than anything but the sniper rifle, mass driver and forge gun and the fire rate is high. If you're missing with it you're doing it wrong. If SMGs literally didn't hurt past 15m, then it would be ridiculous.
They lose a bit of stopping power at 40m, but they can hit and damage and I can kill an AR Scout before my SMG Scout dies at that range. |
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Garrett Blacknova
Codex Troopers
2385
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Posted - 2013.04.05 07:46:00 -
[3] - Quote
Direct statement from the devs in the podcast suggests that instead of a general "Light Weapon Sharpshooter" skill, there will be a series of Sharpshooter skills for different types of Light Weapon. Assault Rifle Sharpshooter has been stated during the podcast to reduce dispersion, and they mentioned that AR Ops will only reduce kick instead of kick and dispersion as it does now. AR Ops is shown in one of the images from that same source you linked, and the info supports what the cast said.
Obviously, the info we have is incomplete, so we can't 100% confirm this, but it's what the devs said. |
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Garrett Blacknova
Codex Troopers
2386
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Posted - 2013.04.05 12:19:00 -
[4] - Quote
2100 Angels wrote:you guys realise that 99% of the time snipers operate well within their maximum range, right? There are only 2 maps in which it is efficient to operate outside that range, and then only in certain circumstances..... I don't see this having much of an effect on sniping whatsoever. Incidentally, if maximum range isn't going to be affected, and the optimal range for a sniper is the same as its maximum range, what will the sniper sharpshooting skill do?  All we've been told is that AR Sharpshooter isn't going to affect max range. There's the Sisi info that suggests Heavy Sharpshooter will be a range buff. Sniper Sharpshooter makes sense to be a range increase as well. |
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