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Vrain Matari
ZionTCD Unclaimed.
485
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Posted - 2013.04.29 04:58:00 -
[1] - Quote
My very imperfect memory of reading this originally was that different weapons were going to respond differently to the 'Operation' skill. At least I think it was the operation skill.
And the impression I got was that smg and hmg were both going to get more range from the operation skill.
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Vrain Matari
ZionTCD Unclaimed.
486
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Posted - 2013.04.29 12:16:00 -
[2] - Quote
Ydubbs81 RND wrote:Sharpshooter broke the game? Really?
It's sad that it comes to this.
I loved what sharpshooter added to the game. Loved having to distract or flank Lasers. Loved getting surprised by the range on Icy Tiger's Ishukone smg. Didn't love getting my 900+ hp heavy one-shotted by shotguns, but that's a dispersion problem in my books.
It removes a variable from the game and makes it simpler. Currently if you see a laser or AR looking at you and you need to cross open ground, a little testing is called for. Run out, check his tracers, check his damage, then make the sprint/flank decision.
Without sharpshooter, once we get the ranges of the weapons dialed in, it becomes a trivial process of estimation.
I'd like to see a better solution. |
Vrain Matari
ZionTCD Unclaimed.
495
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Posted - 2013.05.02 12:31:00 -
[3] - Quote
XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Right now our maps are artificially small for testing purposes.
And the current range on these weapons, even with shaprshooter, is not unrealistic.
Removing shaprshooter simplifies gameplay and is part of a dumbing-down process. |
Vrain Matari
ZionTCD Unclaimed.
495
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Posted - 2013.05.02 12:43:00 -
[4] - Quote
Garrett Blacknova wrote:Sharpshooter on HMG and Shotgun broke those two weapons against most of their best counters, until the other player also skilled into the same thing, meaning the only valid counter to SS was equal/better SS.
Sharpshooter on ARs basically allowed them to negate the primary advantage of Snipers. Same goes for Lasers. Some Ambush maps are small enough that lvl 3 SS is almost enough to fire across the map with mid-range weapons.
There have been plenty of threads targeting weapons specifically for "SS breaks this weapon" or "this weapon breaks SS" or "this weapon is OP" with the explanation basically boiling down to one of the first 2. I agree with the ranges on the HMG & shotgun being to long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class.
Many peeps are claiming that AR with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency?
I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles it tend to discount that poster's opinion.
What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if go hiking in the hills to hunt him down. |
Vrain Matari
ZionTCD Unclaimed.
495
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Posted - 2013.05.02 13:29:00 -
[5] - Quote
Garrett Blacknova wrote:Vrain Matari wrote:Garrett Blacknova wrote:...some good stuff... I agree with the ranges on the HMG & shotgun being too long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class. Many peeps are claiming that ARs with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency? I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles i tend to discount that poster's opinion. What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if i go hiking in the hills to hunt him down. Balancing the base ranges of HMG and Shotgun so they work "properly" as high SS levels would nerf them into uselessness until the skill is maxed out. That's not a balance improvement. Removing the skill is, and it allows weapon ranges to be lined up so they each fill a specific niche in regards to damage vs. range. And snipers DON'T have a minimum range. At all. I've been quick-scoped at Shotgun ranges (legit SG range, not SS-buffed) and taken full damage from the hit. At almost the maximum range possible on an Ambush map like Manus Peak, AR and Laser Assaults can damage-race Snipers and win (without needing Viziams). When they can get just barely into range where they're able to hit, ARs still fire accurately enough to rip a sniper apart before they can take a second shot. If you don't kill with the first shot (and against a well-tanked suit, you often won't, even with a headshot), you've usually lost the fight. You missed the context in which minimum was used. The italics were the giveaway for peeps who didn't get the implication....
And a SS skill contextual to the weapon class would address your first objection re: nerfing base range into uselessness. |
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