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Johnny Guilt
Algintal Core Gallente Federation
63
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Posted - 2013.04.04 21:18:00 -
[31] - Quote
Changeing sharpshooter from range to accuracy sounds good to me,i cant reemeber another game i play where range was increased by a skill or perk in multiplayer ,maybe for good reason. |
Garrett Blacknova
Codex Troopers
2381
|
Posted - 2013.04.04 22:44:00 -
[32] - 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. |
Kushmir Nadian
Valor Coalition RISE of LEGION
132
|
Posted - 2013.04.05 00:17:00 -
[33] - Quote
2-Ton Twenty-One wrote:Sentient Archon wrote:Kushmir Nadian wrote:Knarf Black wrote:I was under the impression that the sharpshooter skills were being broken up by individual weapon. I might have to ditch SMGs if I can no longer upgrade their initially pathetic range. I thought sharpshooter was too big of an advantage as well. Hopefully it will increase a weapons efficiency over it max range, tho. But I agree my Exile shouldn't shoot farther than yours because I have sharpshooter level 3. The SMG is another matter. Its pitiful range needs looking at. How the pistol has more range than the SMG is amazing to me. Shouldn't the SMG be solid inside 40m? Does that kind of range make it OP? I'm confused.... Most RL pistols have effective ranges of < 50. My PX4 storm (handgun actually) has a range of 40m. My Uzi has a range of 200m but my MP5 has a effective range of 70m The MP5A2s have an effective range of 200m. Either way the SMGs do need a range buff over pistols. The ballistic properties of fictional weapons firing fictional ammunition vs real weapons and physics has about as much place in this as building a star gate does to nasa's space program, although i get what you are saying and smgs could use a range buff but at the same time pistols deserve some sort of balance in their favor as well, right now we only have scramblers but there should be others down the pipe at some point.. The time it takes to switch from AR to a smg compared to a pistol should be 2x as long because its way easier to draw a pistol then ready a smg. Also a pistol should probably hit harder as it would use heavier slugs or make movement quicker and easier.
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. |
Kazio De Vihura
Rave Technologies Inc. C0VEN
10
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Posted - 2013.04.05 00:40:00 -
[34] - Quote
Daedric Lothar wrote:I find it interesting that year 2000 rifles will be more effective then super technology futuristic rifles. I guess progress does not always march forward. Not really, bullet form barrett .50 will vaporize on scout shield and dropping it 1 point maybe... |
Garrett Blacknova
Codex Troopers
2384
|
Posted - 2013.04.05 01:24:00 -
[35] - 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. |
Roy Ventus
Foxhound Corporation
214
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Posted - 2013.04.05 01:35:00 -
[36] - Quote
WHAT HAVE YOU DONE?
YOU HAVE DISTURBED THE BALANCE.
-
now the scrubby sniper nubs will be on the battlefield for our team getting themselves killed more.
WE WILL LOSE MORE CLONES MORE FASTER.
AND BABIES. THE BABIES TOO.
AND UGH...probably more assault's who don't know wtf they're doing and THE BABIES. |
Mavado V Noriega
SyNergy Gaming EoN.
2657
|
Posted - 2013.04.05 06:18:00 -
[37] - Quote
Kushmir Nadian wrote:2-Ton Twenty-One wrote:Sentient Archon wrote:Kushmir Nadian wrote:Knarf Black wrote:I was under the impression that the sharpshooter skills were being broken up by individual weapon. I might have to ditch SMGs if I can no longer upgrade their initially pathetic range. I thought sharpshooter was too big of an advantage as well. Hopefully it will increase a weapons efficiency over it max range, tho. But I agree my Exile shouldn't shoot farther than yours because I have sharpshooter level 3. The SMG is another matter. Its pitiful range needs looking at. How the pistol has more range than the SMG is amazing to me. Shouldn't the SMG be solid inside 40m? Does that kind of range make it OP? I'm confused.... Most RL pistols have effective ranges of < 50. My PX4 storm (handgun actually) has a range of 40m. My Uzi has a range of 200m but my MP5 has a effective range of 70m The MP5A2s have an effective range of 200m. Either way the SMGs do need a range buff over pistols. The ballistic properties of fictional weapons firing fictional ammunition vs real weapons and physics has about as much place in this as building a star gate does to nasa's space program, although i get what you are saying and smgs could use a range buff but at the same time pistols deserve some sort of balance in their favor as well, right now we only have scramblers but there should be others down the pipe at some point.. The time it takes to switch from AR to a smg compared to a pistol should be 2x as long because its way easier to draw a pistol then ready a smg. Also a pistol should probably hit harder as it would use heavier slugs or make movement quicker and easier. 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.
i did pre-wipe ppl said "nuuuu its a sidearm u shouldnt have any range" while the scrambler pistol outranges it which is laughable 40M seems legit they do need more range tho |
WyrmHero1945
IMPSwarm Negative-Feedback
88
|
Posted - 2013.04.05 06:28:00 -
[38] - Quote
I don't think the skill will change guys, according to the new skills, if they ever come put as final.
http://i.imgur.com/FgWfA1vh.jpg?1
:( |
2100 Angels
The Southern Legion RISE of LEGION
31
|
Posted - 2013.04.05 06:54:00 -
[39] - Quote
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? |
Kushmir Nadian
Valor Coalition RISE of LEGION
133
|
Posted - 2013.04.05 07:38:00 -
[40] - 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.
not sure if serious...but I hope not. One AR should be able to hit a target at 100m and its the Tactical. You've literally lost your mind if you think even the Duvolle should have that kind of range. Medium range is 40-70m, not 100+
The LR and Tac AR need to have advantages over the AR and they should dominate the medium long range area (70-120m) |
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Garrett Blacknova
Codex Troopers
2385
|
Posted - 2013.04.05 07:46:00 -
[41] - 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. |
Your Absolut End
SVER True Blood Unclaimed.
35
|
Posted - 2013.04.05 09:28:00 -
[42] - Quote
Kushmir Nadian wrote: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. not sure if serious...but I hope not. One AR should be able to hit a target at 100m and its the Tactical. You've literally lost your mind if you think even the Duvolle should have that kind of range. Medium range is 40-70m, not 100+ The LR and Tac AR need to have advantages over the AR and they should dominate the medium long range area (70-120m)
Totally true. All this crying about how OP some weapons are but you barely see a thread where someone actually tells you that the regular AR's right now are just incredible precise. |
Prius Vecht
Red and Silver Hand Amarr Empire
37
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Posted - 2013.04.05 11:48:00 -
[43] - Quote
Kushmir Nadian wrote: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. not sure if serious...but I hope not. One AR should be able to hit a target at 100m and its the Tactical. You've literally lost your mind if you think even the Duvolle should have that kind of range. Medium range is 40-70m, not 100+ The LR and Tac AR need to have advantages over the AR and they should dominate the medium long range area (70-120m)
great point. lasers and tactical assault rifle users need to be able to outrange the normal assault rifle just like the ar does to the shotgun and smg. |
Korvin Lomont
United Pwnage Service RISE of LEGION
16
|
Posted - 2013.04.05 11:56:00 -
[44] - Quote
Prius Vecht wrote:Kushmir Nadian wrote: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. not sure if serious...but I hope not. One AR should be able to hit a target at 100m and its the Tactical. You've literally lost your mind if you think even the Duvolle should have that kind of range. Medium range is 40-70m, not 100+ The LR and Tac AR need to have advantages over the AR and they should dominate the medium long range area (70-120m) great point. lasers and tactical assault rifle users need to be able to outrange the normal assault rifle just like the ar does to the shotgun and smg.
The Tac AR outranges the normal AR by roughly 30 to 40% and the LR has a different optimal range. So fighting a Laser over distance is in general a bad idea for an AR user. At least I have no probs to bring down AR users with my laser at distance. |
Garrett Blacknova
Codex Troopers
2386
|
Posted - 2013.04.05 12:19:00 -
[45] - 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. |
2100 Angels
The Southern Legion RISE of LEGION
32
|
Posted - 2013.04.05 12:56:00 -
[46] - Quote
Garrett Blacknova wrote: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.
This is what I was thinking, my comments were directed at those here who were making comments about snipers! |
Vrain Matari
ZionTCD Legacy Rising
467
|
Posted - 2013.04.05 13:13:00 -
[47] - Quote
Garrett Blacknova wrote: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. It is interesting that the various species of sharpshooter skill will have varying effects, I'm thinking It's a good solution and someone deserves a cookie.
One of the biggest outcomes here is that Garrett and HowDidThatTaste get their way - dispersion is decoupled from range for the SMG and HMG. I see rivers of merc blood flowing from this fact. |
GeneralButtNaked
ZionTCD Legacy Rising
277
|
Posted - 2013.04.05 14:28:00 -
[48] - Quote
Garrett Blacknova wrote: 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.
No, the heavy weapons sharpshooter skill does not add range. It clearly says in the description that it increases maximum effective range, the same as the Assault Rifle Sharpshooter skill.
All weapons will have fixed maximum values now. Your weapon sharpshooter skill will increase how effective you are over that range.
It is a change for the news, because weapons with wildly different ranges would have been quite confusing. |
Jack McReady
DUST University Ivy League
92
|
Posted - 2013.04.05 14:44:00 -
[49] - Quote
just saying, the SMG will be pathetic without a range buff and without a skill to increase its range.
it already is very situational in the current state where you can upgrade the optimal range to 23m with MAX skills in both sharpshooter skills. most fights happen beyond 20m and now imagine the sharpshooter skill does not increase range anymore and you end with pathetic 16m optimal range range.
also what kind of design is this actually? I can tell you, it is very bad. you can limit the range of most weapons much easier with their ACCURACY stat. sure, you can include a max range but atleast make it REASONABLE. just take the SMG, with max. skills you can pump the optimal range up to 23m but the SMG is not the most accurate and will actually miss alot of damage at ranges of 20 meters making it already supbar beyond 20m (oh look the optimal range of 23m is not optimal at all), even if it had 40m optimal range you would not hit anything with it at such ranges. |
Knarf Black
Subdreddit Test Alliance Please Ignore
548
|
Posted - 2013.04.05 15:04:00 -
[50] - Quote
Jack McReady wrote:just saying, the SMG will be pathetic without a range buff and without a skill to increase its range.
it already is very situational in the current state where you can upgrade the optimal range to 23m with MAX skills in both sharpshooter skills (you get ONLY 7m of optimal range from a big SP investment, quite pathetic). most fights happen beyond 20m and now imagine the sharpshooter skill does not increase range anymore and you end with pathetic 16m optimal range.
also what kind of design is this actually? I can tell you, it is very bad. you can limit the range of most weapons much easier with their ACCURACY stat. sure, you can include a max range but atleast make it REASONABLE. just take the SMG, with max. skills you can pump the optimal range up to 23m but the SMG is not the most accurate and will actually miss alot of damage at ranges of 20 meters making it already supbar beyond 20m (oh look the optimal range of 23m is not optimal at all), even if it had 40m optimal range you would not hit anything with it at such ranges.
I might have to end up ditching them as my primary without the ability to upgrade the range. They have trouble hitting the ground from atop relatively short structures with their base stats. (You can fire straight down and the bullets will still magically vanish at the max range.) |
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Tolen Rosas
Kang Lo Directorate Gallente Federation
69
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Posted - 2013.04.05 15:45:00 -
[51] - Quote
the only thing is they have to raise the SMG cpu/pg and along with the range. if it stays the same people can exploit it to basically outfit two primaries.
maybe only the militia and toxin have low range and cost. the STD and higher will be like a normal primary. |
Hauker Due
Rubber Chicken Bombers
28
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Posted - 2013.04.05 16:46:00 -
[52] - Quote
considering that maps are going to get HUGE, there will absolutely be a skill in order to increase distance for snipers. This is common sense. I would imagine they would keep that skill to sharpshooter, but who knows at this point. |
GeneralButtNaked
ZionTCD Legacy Rising
277
|
Posted - 2013.04.05 16:55:00 -
[53] - Quote
Hauker Due wrote:considering that maps are going to get HUGE, there will absolutely be a skill in order to increase distance for snipers. This is common sense.
Common Sense isn't common.
It is more logical this way. The weapon itself only has x range. Need more range get a better weapon.
Having a skill that makes you more effective over the weapons ranges is a better way than having mysterious extra range weapons.
I would assume that there will be some substantial weapon tuning to go with all the skill rework, otherwise this could get messy in a hurry. |
Prius Vecht
Red and Silver Hand Amarr Empire
37
|
Posted - 2013.04.05 16:55:00 -
[54] - Quote
GeneralButtNaked wrote:Garrett Blacknova wrote: 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.
No, the heavy weapons sharpshooter skill does not add range. It clearly says in the description that it increases maximum effective range, the same as the Assault Rifle Sharpshooter skill. All weapons will have fixed maximum values now. Your weapon sharpshooter skill will increase how effective you are over that range. It is a change for the news, because weapons with wildly different ranges would have been quite confusing.
prefer it this way. much better rock-paper-scissors gameplay will come from this.
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Sloth9230
Reaper Galactic
763
|
Posted - 2013.04.05 18:11:00 -
[55] - Quote
Tolen Rosas wrote:the only thing is they have to raise the SMG cpu/pg and along with the range. if it stays the same people can exploit it to basically outfit two primaries.
maybe only the militia and toxin have low range and cost. the STD and higher will be like a normal primary. Why would STD ever have higher fitting requirements than Militia? |
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