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Magpie Raven
ZionTCD Unclaimed.
211
|
Posted - 2013.05.03 21:05:00 -
[1] - Quote
I was thinking about why Sharpshooter was removed.
One possibility is that now there may not be a set distance where out rounds just disappear. Maybe now after a certain point its just less effective. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
142
|
Posted - 2013.05.03 21:06:00 -
[2] - Quote
Here's hoping you're right. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
51
|
Posted - 2013.05.03 21:06:00 -
[3] - Quote
Because it was OP, even if no one actually said anything about it. |
Veiny Throbbing Joystick
Intara Direct Action Caldari State
36
|
Posted - 2013.05.03 21:06:00 -
[4] - Quote
I think the logic is that skills can't magically make a bullet fly further. |
Ops Fox
ZionTCD Unclaimed.
222
|
Posted - 2013.05.03 21:07:00 -
[5] - Quote
I hope your right as well that would be pretty cool, maybe half or a third as effective beyond their range. |
Arron Rift
Commando Perkone Caldari State
103
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Posted - 2013.05.03 21:08:00 -
[6] - Quote
Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL.
But then again, they do have skills that magically make more bullets fit in the magazines |
Spy Mouse
New Eden Space Pirates
17
|
Posted - 2013.05.03 21:13:00 -
[7] - Quote
The light, sidearm and heavy weapon sharpshooter skills are being removed so that they can give different bonuses to different weapons. There will still be sharpshooter skills to increase range for some weapons although the AR sharpshooter only improves dispersion.
It should make for a more balanced game. |
Malkai Inos
Seituoda Taskforce Command Caldari State
2
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Posted - 2013.05.03 21:57:00 -
[8] - Quote
The reason for its removal was that the sharpshooter skill is breaking the balance between some weapons.
E.g. Shotgun vs AR: If the shotgun guy happens to have a higher sharpshooter skill lvl with enough difference the shotgun basically overcomes its primary weakness against the AR i.e. range wich means the AR guy has to skill SS as well to make his weapon usefull again.
For any competitve player this means that skilling into SS becomes mandatory and thus the skill can be removed altogether because if everyone has extra range, no one has extra range, it's just the puppies who get murdered constantly until they also dump massive SP into SS, making it a prime example of a SP sink
I personally welcome this change as it allows for weapons to have a defined niche and greatly reduces the roflstomping of new players as well as lowers sp requirement for all combat focused roles.
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Himiko Kuronaga
SyNergy Gaming EoN.
249
|
Posted - 2013.05.03 21:58:00 -
[9] - Quote
Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further.
I'd like to understand the logic that makes the bullet stop flying in the first place. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
45
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Posted - 2013.05.03 21:59:00 -
[10] - Quote
Arron Rift wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL. But then again, they do have skills that magically make more bullets fit in the magazines
It's called the ability to jam extra bullets in there.
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Baal Roo
Subdreddit Test Alliance Please Ignore
1318
|
Posted - 2013.05.03 22:02:00 -
[11] - Quote
CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
144
|
Posted - 2013.05.03 22:03:00 -
[12] - Quote
Himiko Kuronaga wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. I'd like to understand the logic that makes the bullet stop flying in the first place.
The things we shoot from our weapons are just exceedingly frangible. The can only withstand so much friction from the atmosphere before they are nothing. |
Buster Friently
Rosen Association
349
|
Posted - 2013.05.03 22:04:00 -
[13] - Quote
Spademan wrote:Arron Rift wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL. But then again, they do have skills that magically make more bullets fit in the magazines It's called the ability to jam extra bullets in there.
Actually, this is incorrect. The ability allows the user to carry more total rounds, but the magazine quantity doesn't change. This is more like duct taping two magazines together, or filling your pockets with more ammo. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
144
|
Posted - 2013.05.03 22:05:00 -
[14] - Quote
Buster Friently wrote:Spademan wrote:Arron Rift wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL. But then again, they do have skills that magically make more bullets fit in the magazines It's called the ability to jam extra bullets in there. Actually, this is incorrect. The ability allows the user to carry more total rounds, but the magazine quantity doesn't change. This is more like duct taping two magazines together, or filling your pockets with more ammo.
The Scrambler Pistol Operation skill increases your magazine size. |
Matticus Monk
Ordus Trismegistus
28
|
Posted - 2013.05.03 22:08:00 -
[15] - Quote
Spademan wrote:Arron Rift wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL. But then again, they do have skills that magically make more bullets fit in the magazines It's called the ability to jam extra bullets in there.
You're skilled enough to find the longer magazines when you shop at the gun store. It's not trivial.... they end up in odd places. |
Malkai Inos
Seituoda Taskforce Command Caldari State
2
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Posted - 2013.05.03 22:13:00 -
[16] - Quote
Baal Roo wrote:CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so.
For anyone interested if CCPs follows Eves philosophy concerning the falloff mechanics every weapon gets a distinct optimal and falloff range where optimal is the range up to wich a weapon deals full damage and from there after the first falloff roughly half and by the end of another falloff distance the bullet does zero damage and dissapears.
So a gun with 40m optimal and 10m folloff does 100% from 0m-40m gradually going to about 50% at 50m and smoothly dropping to none at about 60m distance. |
hooc order
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.03 22:22:00 -
[17] - Quote
NeoWraith Acedia wrote:Because it was OP, even if no one actually said anything about it.
If everyone could fire across the map (you know like real guns can) then how can it be OP?
OP vs who?
CCP made a bad choice...it could have given everyone sharpshooter firing distance from the start...instead it decided to take it away from everyone and defacto buff up lasers and scoped snipers so now those weapons and only those weapons will rule everything in the long to medium range. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1318
|
Posted - 2013.05.03 22:28:00 -
[18] - Quote
hooc order wrote:NeoWraith Acedia wrote:Because it was OP, even if no one actually said anything about it. If everyone could fire across the map (you know like real guns can) then how can it be OP? OP vs who? CCP made a bad choice...it could have given everyone sharpshooter firing distance from the start...instead it decided to take it away from everyone and defacto buff up lasers and scoped snipers so now those weapons and only those weapons will rule everything in the long to medium range.
It's OP because you HAVE to skill into it in order to be able to fire across the map. if you DON'T you are at a debilitating disadvantage.
Snipers SHOULD rule the long range, and lasers SHOULD rule the medium-long range. Just like AR's rule the medium range, and shotguns rule the short range. THAT is the balance. If you're being outranged either switch weapons, OR IF YOU ACTUALLY PLAY THE GAME AS IT IS DESIGNED, have YOUR OWN TEAM'S SNIPER/LASERS focus fire to the enemy snipers, have your dropship pilot pick you up and drop you on top of them, call in an orbital, send in your scouts to rush them, etc, etc, etc. |
hooc order
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.03 22:29:00 -
[19] - Quote
Malkai Inos wrote:Baal Roo wrote:CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so. For anyone interested if CCPs follows Eves philosophy concerning the falloff mechanics every weapon gets a distinct optimal and falloff range where optimal is the range up to wich a weapon deals full damage and from there after the first falloff roughly half and by the end of another falloff distance the bullet does zero damage and dissapears. So a gun with 40m optimal and 10m folloff does 100% from 0m-40m gradually going to about 50% at 50m and smoothly dropping to none at about 60m distance.
We already have this built into the game mechanic
With an AR the rifle will kick your target out of your sights...so the farther someone is the less bullets you can put in them without adjusting your aim.
Idiotic we need something artificial added to this.
"OMG OMG OMG people learned how to compensate for rifle kick!!! just like they would in real life through skill and practice!!! We need to stop this immediately!!!
God forbid good players who master the game mechanics of the actual game benefit from that mastery rather then arbitrary use of Skill points and gear. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1319
|
Posted - 2013.05.03 22:31:00 -
[20] - Quote
hooc order wrote:Malkai Inos wrote:Baal Roo wrote:CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so. For anyone interested if CCPs follows Eves philosophy concerning the falloff mechanics every weapon gets a distinct optimal and falloff range where optimal is the range up to wich a weapon deals full damage and from there after the first falloff roughly half and by the end of another falloff distance the bullet does zero damage and dissapears. So a gun with 40m optimal and 10m folloff does 100% from 0m-40m gradually going to about 50% at 50m and smoothly dropping to none at about 60m distance. We already have this built into the game mechanic With an AR the rifle will kick your target out of your sights...so the farther someone is the less bullets you can put in them without adjusting your aim. Idiotic we need something artificial added to this. "OMG OMG OMG people learned how to compensate for rifle kick!!! just like they would in real life through skill and practice!!! We need to stop this immediately!!! God forbid good players who master the game mechanics of the actual game benefit from that mastery rather then arbitrary use of Skill points and gear.
Again, you want to brute force the game into a single weapon that can win every encounter. That's boring. It's much more interesting to have to think of the engagement in terms of an entire TEAM vs another entire TEAM. Limiting weapons in different ways requires players to WORK TOGETHER to accomplish goals rather than just 16 Rambos rampaging about. |
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hooc order
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.03 22:45:00 -
[21] - Quote
Baal Roo wrote:hooc order wrote:NeoWraith Acedia wrote:Because it was OP, even if no one actually said anything about it. If everyone could fire across the map (you know like real guns can) then how can it be OP? OP vs who? CCP made a bad choice...it could have given everyone sharpshooter firing distance from the start...instead it decided to take it away from everyone and defacto buff up lasers and scoped snipers so now those weapons and only those weapons will rule everything in the long to medium range. It's OP because you HAVE to skill into it in order to be able to fire across the map. if you DON'T you are at a debilitating disadvantage.
Agreed...this is why i said everyone should have it from the start. CCP could have gotten rid of the skill and simply given everyone the ability to shoot as far (or farther) as what the skill allowed you to fire at max level 5.
CCP made the wrong choice.
Quote:Snipers SHOULD rule the long range, and lasers SHOULD rule the medium-long range.
Snipers rule the long range by having a scope and harder hitting bullets (head shot BOOM!!). Lasers rule by being instant shield destroyers.
The problem is that the other buffs and nerfs are arbitrary and artificial. In real life i can aim at someone 100 yards away and hit them with a rifle. In the game i can see them i can follow them with my crappy iron sights but i pull the trigger and nothing happens....this moronic choice is an FPS killer.
If CCP wants the ARMA guys and the BF3 guys and even the CoD kids then they need to think about actual game mechanics rather then arbitrary patches to fix perceived "OP"
Your complaint is a better player then you who has mastered game mechanics beats you...even with the game mechanics that give those advantages to lasers and snipers the man with the lesser weapon beat you.
The proper response is "gg" not to cry like a baby that ARs are OP. |
Llan Heindell
One-Armed Bandits Atrocitas
36
|
Posted - 2013.05.03 23:06:00 -
[22] - Quote
Truth is strong in this thread.
Llan Heindell. |
Vaerana Myshtana
Bojo's School of the Trades
814
|
Posted - 2013.05.03 23:22:00 -
[23] - Quote
Magpie Raven wrote:I was thinking about why Sharpshooter was removed.
One possibility is that now there may not be a set distance where out rounds just disappear. Maybe now after a certain point its just less effective.
I hope you are right.
That would be consistent with EVE.
Weapons in EVE have an Optimal Range and a Falloff Range. Within Optimal Range, you hit very often and do the most damage. Past Falloff, your ability to hit and damage drops off massively, but sometimes you still get a hit.
Of course, EVE also has a Sharpshooter skill that increases Optimal range.
Oh, here is the formula for EVE:
http://wiki.eveonline.com/en/wiki/Turret_damage
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Malkai Inos
Seituoda Taskforce Command Caldari State
4
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Posted - 2013.05.03 23:32:00 -
[24] - Quote
hooc order wrote:Malkai Inos wrote:Baal Roo wrote:CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so. For anyone interested if CCPs follows Eves philosophy concerning the falloff mechanics every weapon gets a distinct optimal and falloff range where optimal is the range up to wich a weapon deals full damage and from there after the first falloff roughly half and by the end of another falloff distance the bullet does zero damage and dissapears. So a gun with 40m optimal and 10m folloff does 100% from 0m-40m gradually going to about 50% at 50m and smoothly dropping to none at about 60m distance. We already have this built into the game mechanic With an AR the rifle will kick your target out of your sights...so the farther someone is the less bullets you can put in them without adjusting your aim. Idiotic we need something artificial added to this. "OMG OMG OMG people learned how to compensate for rifle kick!!! just like they would in real life through skill and practice!!! We need to stop this immediately!!! God forbid good players who master the game mechanics of the actual game benefit from that mastery rather then arbitrary use of Skill points and gear.
First of, i explained how falloff works in EVE, not necessarily how it should be here.
Secondly i'll agree with your notion that controlling gun kickback is a legitimate way of adressing the whole range issue. The reason for those artificial rules is not to negate player skill but to allow for other aspects to come into the equation.
Surely we can make most/all weapons reach accross the map and limit effective range just by different grades of kickback. But this makes player skill not primarily but almost exclusively the determining factor between winning and losing, wich, in principle is fine by me and has been done in a number of successfull games. With a range/falloff mechanic we get a factor into the equation that can not be circumvented "simply" by beeing a good shot. You have to specialize through your gear and (game) skills to be effective in one thing and cooperate with your fellow squad-/teammates to offset those aspects where you're bound to be ineffective. This rock/paper/scissors aproach is what sets Dust 514 apart from "Shooter X 3: Meaningless Subtitle" and probably what sells this product to the majority of its playerbase.
Also: Donst expect a game that's based off a universe in wich spacesubmarines drift through some invisible gelatinous mass while firing an octet of 1800mm nuclear warheads at each other every 18sec to be anywhere near realistic. |
hooc order
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.03 23:39:00 -
[25] - Quote
Baal Roo wrote:hooc order wrote:Malkai Inos wrote:Baal Roo wrote:CCP has already confirmed that they are working on implementing damage falloff beyond the optimal range, but that it will not yet be ready for uprising.
So, you are correct OP, this is EXACTLY what they are doing, but don't expect to see it yet. At CCP's normal rate of operation for Dust 514 we should see this taken care of by at least 2016 or so. For anyone interested if CCPs follows Eves philosophy concerning the falloff mechanics every weapon gets a distinct optimal and falloff range where optimal is the range up to wich a weapon deals full damage and from there after the first falloff roughly half and by the end of another falloff distance the bullet does zero damage and dissapears. So a gun with 40m optimal and 10m folloff does 100% from 0m-40m gradually going to about 50% at 50m and smoothly dropping to none at about 60m distance. We already have this built into the game mechanic With an AR the rifle will kick your target out of your sights...so the farther someone is the less bullets you can put in them without adjusting your aim. Idiotic we need something artificial added to this. "OMG OMG OMG people learned how to compensate for rifle kick!!! just like they would in real life through skill and practice!!! We need to stop this immediately!!! God forbid good players who master the game mechanics of the actual game benefit from that mastery rather then arbitrary use of Skill points and gear. Again, you want to brute force the game into a single weapon that can win every encounter. That's boring. It's much more interesting to have to think of the engagement in terms of an entire TEAM vs another entire TEAM. Limiting weapons in different ways requires players to WORK TOGETHER to accomplish goals rather than just 16 Rambos rampaging about.
What game are you even playing? When i see an assault with an AR 9 times out of ten i think to myself "Oh look a DS3 noob, i can relax" and then blow their brains out. I do this as a logi with an AR. In fact When I play on my heavy with an HMG or my scout with a shotgun my kill count in good games doubles. In fact i use an AR as a logi to a fit a specific role....namely i am not front line so i am either behind giving supporting fire or flanking giving supporting fire. If anything an AR is the odd man out supportive weapon.
Yes there are geared out elites with sp in the 8 million range going into Ambush matches and dominating...but to be honest they would dominate in any class...and are probably getting lazy and will get face stomped when they go up against an elite squad of mixed classes wroking to gether. This is not a reason to nerf ARs...it is a reason to avoid ambush and get better at playing the actual game then worrying about some spread sheet ultimate SP gear set. we have an FPS here...if you want to play WOW then go play WOW.
Note: Not a hit on WOW i played it for years....but it is not an FPS. |
The Robot Devil
BetaMax. CRONOS.
169
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Posted - 2013.05.03 23:44:00 -
[26] - Quote
Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further.
Think? I doubt you did that. Just more useless posts. |
hooc order
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.03 23:54:00 -
[27] - Quote
Malkai Inos wrote:
Also: Don't expect a game that's based off a universe in wich spacesubmarines drift through some invisible gelatinous mass while firing an octet of 1400mm nuclear warheads at each other every 18sec to be anywhere near realistic.
Edit: Don't cite numbers if you're about to get them wrong
Brilliant! so EvE weapon designers can make 1400mm nuke warhead cannons but can't get around to making a military rifle that can hit the broad side of the barn from 150 feet away.
It is not only unrealistic but CCP can't even pull off suspension of disbelief in the same damn universe they invented!
PS don't even get me started on how ******** swarmers are....i can hit the tank with a rocket...it is right firggin there...no the swarmer missile tries a different path instead and decides to hit the building next to the tank. Why not just give me a rocket? |
Malkai Inos
Seituoda Taskforce Command Caldari State
4
|
Posted - 2013.05.04 00:07:00 -
[28] - Quote
hooc order wrote:Malkai Inos wrote:
Also: Don't expect a game that's based off a universe in wich spacesubmarines drift through some invisible gelatinous mass while firing an octet of 1400mm nuclear warheads at each other every 18sec to be anywhere near realistic.
Edit: Don't cite numbers if you're about to get them wrong
Brilliant! so EvE weapon designers can make 1400mm nuke warhead cannons but can't get around to making a military rifle that can hit the broad side of the barn from 150 feet away. It is not only unrealistic but CCP can't even pull off suspension of disbelief in the same damn universe they invented! PS don't even get me started on how ******** swarmers are....i can hit the tank with a rocket...it is right firggin there...no the swarmer missile tries a different path instead and decides to hit the building next to the tank. Why not just give me a rocket?
The 1400mm thing is Minmatar so we'll have to wait and see how far they're rifle bullets go before disintegrating.
The highest DPS Gallente blaster setups of the same class have there optimals barely three shiplenghts away, so since the AR is technically a max DPS blaster setup they're at least consistent in their incompetence.
That damage is Huge though... BUFF AR |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
61
|
Posted - 2013.05.04 00:34:00 -
[29] - Quote
hooc order wrote:
CCP made a bad choice...it could have given everyone sharpshooter firing distance from the start
Except the ranges were all screwed up after sharpshooter, not before it.
What would start as a 5 meter difference between the range of 2 weapons would end up as 7 meter difference. It completely messed up the balance that was supposed to exist between weapons. It's easier to simply get rid of sharpshooter, and then determine new ranges from there, instead of trying to fix sharpshooter prof. 5 ranges, which would also mess up the base ranges. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
395
|
Posted - 2013.05.04 00:44:00 -
[30] - Quote
Magpie Raven wrote:I was thinking about why Sharpshooter was removed.
One possibility is that now there may not be a set distance where out rounds just disappear. Maybe now after a certain point its just less effective. I believe the reason is more game balancing related.
The Large Rail Gun Turret used to be able to hit items over 1K away. Now it can hit 599m and not one meter more. This was done, IMHO, to reduce the effectiveness of Sniper Tanks and to allow the opposing team some room to recover from being Red Lined or nearly so anyway.
Expecting more EVE like behavior is optimistic at best. This is not EVE and we are not fighting in space. We are Mercs down in the DUST with maps that have to enable engaging game play. Changing weapon stats are all about chasing game balance in some fashion or other.
It is best not to read anything into what little information we have as that will end in tears. We need to wait until we have the game in our hands to assess what has happened. We have yet to be informed as to how much SP will be necessary to accomplish anything yet that is the most important aspect of DUST. |
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Buster Friently
Rosen Association
353
|
Posted - 2013.05.04 01:17:00 -
[31] - Quote
Alaika Arbosa wrote:Buster Friently wrote:Spademan wrote:Arron Rift wrote:Veiny Throbbing Joystick wrote:I think the logic is that skills can't magically make a bullet fly further. Good point, LOL. But then again, they do have skills that magically make more bullets fit in the magazines It's called the ability to jam extra bullets in there. Actually, this is incorrect. The ability allows the user to carry more total rounds, but the magazine quantity doesn't change. This is more like duct taping two magazines together, or filling your pockets with more ammo. The Scrambler Pistol Operation skill increases your magazine size.
I stand corrected. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1327
|
Posted - 2013.05.04 04:08:00 -
[32] - Quote
hooc order wrote:Baal Roo wrote:hooc order wrote:NeoWraith Acedia wrote:Because it was OP, even if no one actually said anything about it. If everyone could fire across the map (you know like real guns can) then how can it be OP? OP vs who? CCP made a bad choice...it could have given everyone sharpshooter firing distance from the start...instead it decided to take it away from everyone and defacto buff up lasers and scoped snipers so now those weapons and only those weapons will rule everything in the long to medium range. It's OP because you HAVE to skill into it in order to be able to fire across the map. if you DON'T you are at a debilitating disadvantage. Agreed...this is why i said everyone should have it from the start. CCP could have gotten rid of the skill and simply given everyone the ability to shoot as far (or farther) as what the skill allowed you to fire at max level 5. CCP made the wrong choice. Quote:Snipers SHOULD rule the long range, and lasers SHOULD rule the medium-long range. Snipers rule the long range by having a scope and harder hitting bullets (head shot BOOM!!). Lasers rule by being instant shield destroyers. The problem is that the other buffs and nerfs are arbitrary and artificial. In real life i can aim at someone 100 yards away and hit them with a rifle. In the game i can see them i can follow them with my crappy iron sights but i pull the trigger and nothing happens....this moronic choice is an FPS killer. If CCP wants the ARMA guys and the BF3 guys and even the CoD kids then they need to think about actual game mechanics rather then arbitrary patches to fix perceived "OP" Your complaint is a better player then you who has mastered game mechanics beats you...even with the game mechanics that give those advantages to lasers and snipers the man with the lesser weapon beat you. The proper response is "gg" not to cry like a baby that ARs are OP.
So, your problem isn't even with the Sharpshooter skill being removed in the first place. You just have a different subjective opinion for how far the set ranges should be. |
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