Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cyzad4
Blackfish Corp.
0
|
Posted - 2013.04.20 13:52:00 -
[1] - Quote
I'm a sniper, have been since I started playing and I really think the damage from lvl to lvl needs a tweak. I still use the NT-511 because there's no incentive to use any of the higher rifles.
militia sniper - 190 hp - 760 ISK NT-511 - 199.5 hp - 13,400 ISK (sniper lvl 3) Ishukone - 209 - 40,720 (sniper 5)
19 pts from militia to lvl 5? That's only 39,960 ISK difference, roughly 2100 ISK/hp... good deal
I've got sniper prof 3 and used the TAR-07 a few times and that's really the only time there's been a noticeable difference.
The idea being, damage and effective range should be down a bit for militia/lvl 1 (-10-15 hp) up a bit lvl 3 (+15-20) and up a lot for lvl 5 (+45-50)
If you practice and spend the SP to get a lvl 5 sniper rifle you should damn well be able to blow a fist sized hole though someone for it.
(obv the hp + and - is only a rough range)
OH and the idea that a 40k ISK rifle and 760 ISK rifle have the same scope is laughable at best, magnification should be added to higher level rifle |
TheEnd762
Algintal Core Gallente Federation
24
|
Posted - 2013.04.20 14:05:00 -
[2] - Quote
+1 Agreed. Once I got to Sniper Op level 5 I was using the Ishukone as my standard. Then I realized what a huge waste of ISK and CPU it was. I'm back to the NT for the foreseeable future, until the Ishukone is made worth the money. A damage increase would be nice, and so would a RoF increase. |
Cyzad4
Blackfish Corp.
0
|
Posted - 2013.04.20 14:32:00 -
[3] - Quote
TheEnd762 wrote:+1 Agreed. Once I got to Sniper Op level 5 I was using the Ishukone as my standard. Then I realized what a huge waste of ISK and CPU it was. I'm back to the NT for the foreseeable future, until the Ishukone is made worth the money. A damage increase would be nice, and so would a RoF increase.
RoF increase would be nice too but range is still one of my main sticking points, I mean a miltia sniper, NT and TAR-07 SHOULD NOT have the same base range it just doesn't make sense |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.04.20 14:44:00 -
[4] - Quote
Cyzad4 wrote:I'm a sniper, have been since I started playing and I really think the damage from lvl to lvl needs a tweak. I still use the NT-511 because there's no incentive to use any of the higher rifles.
militia sniper - 190 hp - 760 ISK NT-511 - 199.5 hp - 13,400 ISK (sniper lvl 3) Ishukone - 209 - 40,720 (sniper 5)
19 pts from militia to lvl 5? That's only 39,960 ISK difference, roughly 2100 ISK/hp... good deal
I've got sniper prof 3 and used the TAR-07 a few times and that's really the only time there's been a noticeable difference.
The idea being, damage and effective range should be down a bit for militia/lvl 1 (-10-15 hp) up a bit lvl 3 (+15-20) and up a lot for lvl 5 (+45-50)
If you practice and spend the SP to get a lvl 5 sniper rifle you should damn well be able to blow a fist sized hole though someone for it.
(obv the hp + and - is only a rough range)
OH and the idea that a 40k ISK rifle and 760 ISK rifle have the same scope is laughable at best, magnification should be added to higher level rifle
Decrease damage and range by 100% !!! job done ..... no wait i still want to shoot you guys in the back so lets say 1 hp damage and range as far as a tank is long. SOLD !!
|
Sleepy Zan
Internal Error. Negative-Feedback
2196
|
Posted - 2013.04.20 15:30:00 -
[5] - Quote
The protogear nerf f***ed up the difference between the tiers of sniper rifle even more. It wasn't always like that. there used to be around a 40pt damage difference between standard and proto (without the skill bonuses added on). |
Cyzad4
Blackfish Corp.
0
|
Posted - 2013.04.20 16:42:00 -
[6] - Quote
That would've been a bit better but w same range, Rof and scope it's still only marginal |
Geth Massredux
Defensores Doctrina
158
|
Posted - 2013.04.20 18:13:00 -
[7] - Quote
Militia sniper rifles need a nerf. I hate annoying snipers but c-mon, a militia **** that can take out 200 armor with 50 shields left on you... DAFUQ, makes you go rage |
slypie11
Planetary Response Organisation
165
|
Posted - 2013.04.20 18:21:00 -
[8] - Quote
Geth Massredux wrote:Militia sniper rifles need a nerf. I hate annoying snipers but c-mon, a militia **** that can take out 200 armor with 50 shields left on you... DAFUQ, makes you go rage I posted a thread about this and got no support. I have wpnry 4 but can still take out a heavy in 3 shots. Even though that's an entire clip, it's pretty sad. Make the clip larger, then lower the damage |
Ulysses Knapse
Nuevo Atlas Corporation
321
|
Posted - 2013.04.20 23:28:00 -
[9] - Quote
Geth Massredux wrote:Militia sniper rifles need a nerf. I hate annoying snipers but c-mon, a militia **** that can take out 200 armor with 50 shields left on you... DAFUQ, makes you go rage Not in one shot, however. Militia Sniper Rifles are working as intended. In fact, I can't stand them. I always use Standard or above because Militia Sniper Rifles are so subpar. Only three shots in a clip instead of five. It means something. |
mollerz
s1ck3r Corp
142
|
Posted - 2013.04.21 01:02:00 -
[10] - Quote
It's all about the charged rifle.
accept no imitations. |
|
KalOfTheRathi
Talon Strike Force LTD
343
|
Posted - 2013.04.21 02:15:00 -
[11] - Quote
You have not been around for very long time it would seem.
The Devs have listened to the OP QQ Kitten crowd almost exclusively with the result that every type of weapon gets The Wang Nerf Hammer Of Doom sooner or sooner than that. The result is very little difference from one weapon tier to the next with the exception that most Militia grade gear is indeed sub-par. The only one that hasn't that I know of is the Laser Rifle.
ARs used to be great weapons and while they are still the best overall tool for the job they lack most of the features that made them a standout weapon in modern FPS gaming. Now they are just like every other AR in every other FPS. Boring.
Now a good sniper can take out almost everybody with a head shot. Look at the targeting information and you will note that the efficiency is nearly double compared to hitting the body which doesn't include All the damage mods. Also the head is softer than the rest of the suit. I suspect it has less total points and allows one shot kills with a good shot and a good weapon. There are probably two hit boxes, one for the body and one for the head. Put a solid Hit on the head and oddly enough everybody dies.
I am not a great sniper but I am a good sniper. I am happy stripping the shields and most of their armor with one shot. If my squad is nearby then I get the assist and the Reds lose another clone. However, if I get a head shot the Red is dead. What armor, shields and the thickness of their skull no longer matters. I am fine with that. |
Bendtner92
Imperfects Negative-Feedback
490
|
Posted - 2013.04.21 08:51:00 -
[12] - Quote
That's how it is.
There's a 5% damage increase for each tier for ALL weapons except the laser I think. It used to be 10% before the weapon flattening I think.
If you change it for snipers you must change it for all the other weapons as well.
Also I don't think you snipers should complain that much when you have a officer sniper doing 323 damage (114 more than the prototype). |
Jathniel
G I A N T EoN.
171
|
Posted - 2013.04.21 09:58:00 -
[13] - Quote
Bendtner92 wrote:That's how it is.
There's a 5% damage increase for each tier for ALL weapons except the laser I think. It used to be 10% before the weapon flattening I think.
If you change it for snipers you must change it for all the other weapons as well.
Also I don't think you snipers should complain that much when you have a officer sniper doing 323 damage (114 more than the prototype).
The existence of the Thale's doesn't mean SRs don't need some tweaking.
You're not obligated to change the settings for all other weapons after making an adjustment to one. Why reposition my spine, if I only have tension in my arm? There's no harm in working around that to sharpen your balances.
@OP: Damages for sniper rifles are mostly fine. Any SR with 2 or more damage mods is going to pink mist potently. I'd say that PRO SRs could use an additional 30-40 points of damage, because they are quite weak against suits of their own class, even when damage modded.
It would be a big help if the max effective ranges, and zoom fidelities were reviewed and balanced between the tiers however. I'd love to give PRO tactical SRs the same zoom fidelity as the Thale's, and give the Ishukone just under that. Made a thread about it. Here |
Bendtner92
Imperfects Negative-Feedback
490
|
Posted - 2013.04.21 10:25:00 -
[14] - Quote
Jathniel wrote:The existence of the Thale's doesn't mean SRs don't need some tweaking. You're not obligated to change the settings for all other weapons after making an adjustment to one. Why reposition my spine, if I only have tension in my arm? There's no harm in working around that to sharpen your balances. @OP: Damages for sniper rifles are mostly fine. Any SR with 2 or more damage mods is going to pink mist potently. I'd say that PRO SRs could use an additional 30-40 points of damage, because they are quite weak against suits of their own class, even when damage modded. It would be a big help if the max effective ranges, and zoom fidelities were reviewed and balanced between the tiers however. I'd love to give PRO tactical SRs the same zoom fidelity as the Thale's, and give the Ishukone just under that. Made a thread about it. Here Right.
What I meant was that you can't just change the percentages for the snipers only. You'll have to rebalance it for every weapon then.
Either by making all weapons gain a for example 10% damage increase between tiers, or by giving them different percentage increases between tiers. For example Snipers and Mass Drivers have 10%, Scrambler Pistols and Tactical ARs 9% and so on for every weapon.
Anyway, if the passive damage bonuses from skills are going away in Uprising there will need to be done some weapon balancing regardless, for snipers in particular. With no ability to get passive damage increase, 200 damage for a sniper is too low.
There are other things to fix as well regarding snipers though. Maps need to be made so snipers can't cover the entire battlefield by sitting somewhere high up and far away from the action (lol Manus Peak). I don't really care if they're sniping from the redline as long as their view is limited, and currently it is not. |
Garrett Blacknova
Codex Troopers
2567
|
Posted - 2013.04.21 12:33:00 -
[15] - Quote
Militia Sniper Rifle has 0.5s longer reload time (yes, it matters) and only 3 shots instead of the Standard/Advanced/Protoype base variant's 5. Charge Sniper has massive per-shot damage even compared to the Prototype versions, and yet it doesn't consistently dominate the battlefield.
There are plenty of players out there with well-tanked Assault fittings, and even a few heavily-defended SCOUTS who can take an Advanced Sniper hit and keep moving, making the shooter wish they had a better gun (or landed the headshot).
You're also forgetting that the skill bonuses for weapon damage, damage modifiers and your efficiency rating are all applied to the damage output, meaning a mod-stacking headshot from someone with Weaponry and Sniper Prof both up to level 5 will see a much larger difference in damage between Militia/Standard and Prototype. That 19 damage gap becomes almost 50 in that scenario. |
TheEnd762
Algintal Core Gallente Federation
28
|
Posted - 2013.04.21 13:31:00 -
[16] - Quote
Bendtner92 wrote:There are other things to fix as well regarding snipers though. Maps need to be made so snipers can't cover the entire battlefield by sitting somewhere high up and far away from the action (lol Manus Peak).
So... you want to make it so snipers can't snipe? |
Bendtner92
Imperfects Negative-Feedback
490
|
Posted - 2013.04.21 13:40:00 -
[17] - Quote
TheEnd762 wrote:Bendtner92 wrote:There are other things to fix as well regarding snipers though. Maps need to be made so snipers can't cover the entire battlefield by sitting somewhere high up and far away from the action (lol Manus Peak). So... you want to make it so snipers can't snipe? I want them to be unable to cover the entire battlefield at the same time.
They should be used as support to a group attacking/defending an objective/area.
|
mollerz
s1ck3r Corp
143
|
Posted - 2013.04.21 19:51:00 -
[18] - Quote
Bendtner92 wrote:TheEnd762 wrote:Bendtner92 wrote:There are other things to fix as well regarding snipers though. Maps need to be made so snipers can't cover the entire battlefield by sitting somewhere high up and far away from the action (lol Manus Peak). So... you want to make it so snipers can't snipe? I want them to be unable to cover the entire battlefield at the same time. They should be used as support to a group attacking/defending an objective/area.
Hopefully, the maps we are fighting on in the future are far larger.. on the order of 200+ sq KM with player corp owned structures dotting the land at their leisure. This would potentially see objectives up to 100KM away from each other.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |