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Sjem'Tolk
Mercenaries On Duty
2
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Posted - 2013.05.12 06:47:00 -
[1] - Quote
During my time playing and learning (and trying to build up SP for improving my skills) I have found that unless you go in with a group, there is no rhyme or reason, or any resemblance of team work. Everyone wants to go for getting WP and they don't care about winning the match as long as they get enough points to boost themselves.
While there have been many times that I went into matches to practice my sniping, I have mostly tried to help other members reach objectives; after all, a sniper is a team's designated marksman and there to help the team.
To be truthful, I am getting pretty close to abandoning playing. Part of this is due to the fact that I am having a harder time getting through the game with earning about half of the kills that I did previously, but there are other contributing factors. I know that this may be whining to some, but not everyone playing this game is young, and has good hand/eye coordination. I was enjoying the game, and yes spending more than a few $ to help me with every advantage that $ could buy in this game, but CCP is quickly loosing me at this rate and without people like me spending the $, then they wouldn't be wanting to continue providing a game for free.
So here is some information about my skill levels, and what I feel is needed to keep me going. First off, so you can see what my levels that I have achieved:
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5 Weaponry (1x)6,22018,65043,53087,060155,460 Light Weapon Operation (2x)12,44037,30087,060174,120310,920 Sniper Rifle Operation (2x)12,44037,30087,060174,120310,920 Sniper Rifle Proficiency (5x)31,10093,250217,650 Sniper Rifle Ammo Capacity (3x)18,660
As for other levels, I don't think that matters for what I am bring up in this posting. Except for possibly:
Lvl 1Lvl 2Lvl 3Lvl 4 Nanocurcuitry (3x)360018,66055,950 Precision Enhancement (3x)360018,660 Profile Dampening (3x)360018,66055,950130,590 Range Amplification (3x)360018,66055,950
I had much higher numbers before the last build.
There are many players that hate (really HATE) snipers. This has a simple answer: they don't know when they are saved by a sniper, and they don't feel as if sniper help them. Now I know that there are (at times) too many people trying to snipe, but then, there is not really that much team work going on in many of the current matches. I say this as a fact because, I did have a Logi before the last build and would be out there to try to heal and revive players, and would carry a swarm rifle to try to take out jeeps, tanks and dropships, and I hardly ever got any protective support. This also applies to snipers, and team mates not knowing when they are getting a snipers support.
Many people think that redline snipers are just out for getting WP, yet, in truth, most of the snipers out there, are getting a small portion of WP. They would get more by running through and hacking, or blowing things up. Only when I have gone into a game with others in a squad, did they realize how much I was helping them, either by saving their ass, or telling them what was around them.
So to those that want to complain about redline snipers, all I have to say is that redline snipers are not a problem. What I suggest to you is get a counter sniper on your team.
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Sjem'Tolk
Mercenaries On Duty
2
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Posted - 2013.05.12 06:49:00 -
[2] - Quote
For CCP consideration: Sniper Class Changes - Part 2
Before this build, I WAS the sniper that supported his squad and team from super long distances. Not anymore... At least, not unless I use a Thale's SR in every match; but I am running very low on such a weapon, and there is currently nothing close to this available. One of the problems is that the shooting mechanics have been totally messed up since this new rebuild. The game was much more balanced before this build.
All the high ground sniper positions are gone, because too many people whined that it was unfair to be sniped from a guy in a mountain, or anywhere else they couldn't easily reach. WHne teamed, I was usually dropped off by a team member from a dropship on the high points.
When in a real battle, a good squad wanted a sniper on their side because they could take out the enemy from a great distance, along with relaying enemy positions and strength. Now it can take several shots to take down a ground grunt, whereas previously it was only heavies that had to use your entire clip to take down. Now, it shouldn't take 3+ rounds for a sniper with a 5 round clip to kill someone, but fine, I can adapt - to a point.
One complaint is that when sniping at multiple targets at long range, the data that appears in my targeting scope can totally clutter up my sight dot. So, performing head shots can get problematic because of this. Having the necessary precision is vital to protecting friendlies from flanking hostiles, etc. and the clutter can often damage this precision. Now I do know that you are looking into this:
[FEEDBACK] Target data clutters view when in sniper scope mode. Update: The dev team is planning on improving how target data is displayed for a future release.
Now my hope is that this is remedied. As I am sometimes getting data and multiple health bars for multiple hostiles (and friendlies) plastered across my sight. This data blends in with my aim dot, and I end up needing to spend a second or two more trying to correct my aim.
I would also like to have real information on my screen such as range. I would like Damage Percentage, Sheilds/Armor, and Range to Target. Also, being a sniper, means that I am a spotter for the team. I'd also like to see more information displayed based on sensor skill and profile analysis. As a spotter its vital, to know what is incoming sensor wise as you can't always make visual. I should be able to focus on a dot and see armor type and load outs so my ground team can prep for contact.
I would also like an adjustable scope w/range finder. The scopes on all the SR's (except the Thale) really are lousy. While I am not really happy about the SR distance change, (and the shooting mechanics) I can see a drop in shields beyond 400m, so the issue is not necessarily the shooting distance but is one of good visibility of the targets.
If you don't want to make this change, at least give us a module that would send the passive scan information (that lights up all enemies currently within scopes reticle to the tacnet.) It would also be nice if any enemy currently painted is killed by a team member nets a WP bonus. With such recon abilities (such as target painting and range finding) would also allow the general sniper hating to rethink their position of those in the sniper profession.
So as it is now, even I decide not to stop playing, I will NOT, EVER buy Aurum from CCP again. You really need to think about these things, as people don't leave games after investing so much time and money for some trivial reasons. THEY ONLY LEAVE IF THE GAME IS NO LONGER mildly ENJOYABLE.. which is what has happened to my reasons from this patch. I know that there are plenty of others out there that you won't hear from so PLEASE consider a SWIFT REMEDY! I and others have spoken; I hope you are listening.
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Absoliav
Suffer Inc.
8
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Posted - 2013.05.12 07:43:00 -
[3] - Quote
I agree with many of your points, they came off a little weird, but I get it, the new aiming has thrown off my sniping to the point I no longer snipe, I quit sniping the moment I tried it, it didn't take long for me to find out that it wasn't worth dealing with, it was bad enough just dealing with the info clutter. I think part of the issue is that non of the suits support sniping, if you look at the suits we have now you'll see that non of them provide points for long range combat, all the scout suits provide buffs for Scan Range, pointless if you're miles from the target, and the Minmatar buffs Melee and Nova Knife damage. What doesn't is that only two modules help snipers, Profile Dampeners and Precision Enhancers are the only mods that help, oh and Damage-mods. What I'm trying to say is that the way the game is built now doesn't support sniping, even the Chromsome build didn't help. The only thing we as snipers can do is ether persevere and keep trying to adapt or we can wait till the game finally has a real place for us, but for now were the the guy stuck in the back of the bus.
What I propose is that we get some Sniper Suits, the Scout Suits are nice, but they lean more towards CQC then sniping. Maybe they could make cloaking a Sniper Suit exclusive feature, as a trade-off cloaking should drain our shields and the suits should have low recharge rates and have a slightly higher Recharge Delay. They would also have higher Profile, unlike a CQC Scout they wouldn't need it as much and would help with balance, this would also make active scanners more useful. The should have no grenades, I'm not sure if they should have a lower CPU or PG, I'm sure one of those things need to be lower to help with the trade-off for being invisible. They could also make a passive mod design to detect Active Scanner use, which would alert the Sniper of being scanned but not tell them if they have been detected, this would then force the Sniper to to ether flee in fear of detection or hold out in confidence of not being detected. Another equipment could be made to counter the Active Scanner, like an Active Dampener, when a scan is preformed it would distort the results and tell the Scanner an error %, which informs that ether there is an enemy lying in wait, or it might just be a trick to make them think it's a ruse.
I'm sorry if I got off topic, I just wanted to contribute to what you already said without repeating you, I also hope I made sense, what do you guys think? |
2100 Angels
The Southern Legion RISE of LEGION
101
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Posted - 2013.05.12 08:45:00 -
[4] - Quote
It would be nice to have a specialisation suit that provided bonus to snipers. As things stand, I probably won't skill any further than the minmatar medium frame proto, though I don't think that this is a big issue. The Winmatar medium frame suits my purposes for sniping very well.
To the OP: I agree with your points, especially that of the zoom fidelity. I've been noticing it a lot more recently, and the reduction in uprising is certainly beginning to vex me, though I've noticed that they've kept the old fidelity of the tactical rifle, presumably to add the difference between the standard and tactical variants. Sniping has become less enjoyable in uprising, but It's my bread and butter so I'll stick with it regardless. One thing that your post made me think about in terms of spotting was having an optional tactical overview for the HUD. This would have an incremental range overlay, much the same way it operates in EVE. I find it very frustrating to have to find some sort of hackable structure to point my rifle at to estimate range.
To summarise:
1. Increase zoom fidelity of all sniper rifle variants (except thales) 2. Introduce a Tactical overlay option 3. Racial specialisation suits with sniper bonuses would be nice |
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