|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
BuTtHuRtPEepZ
Raging Pack of Homos
6
|
Posted - 2013.05.22 22:27:00 -
[1] - Quote
TAR makes snipers useless. it needs a range nerf imo |
BuTtHuRtPEepZ
Raging Pack of Homos
7
|
Posted - 2013.05.22 23:42:00 -
[2] - Quote
Sontie wrote:It suffers significant range falloff after 60 meters, with a hard max range of 90 meters. Most snipers don't get anywhere near this close.
If you ARE one of those rare combat snipers, I love you.
A sniper has 2 roles: 1) to defend an objective from an onslaught of soldiers at a distance (as in seeing enemies rushing to your objective) and 2) provide cover fire/clearing the way for assault players to rush an objective.
On skirmish, the Objectives are tightly knit together that a TAR can close the gap between objectives very easy, forcing snipers to hide much further to avoid getting killed. Because of this, snipers are useless to the team and have to resort to redlining. I personally objective snipe, moving from one to the other, providing supporting fire, keeping objectives from being taken, and countersniping redliners. However, due to the settle speed of the sniper, objective sniping gets near impossible since TAR users close the range gap very easily.
TAR is only good because the other weapons suck in comparison however there are easy ways to balance the assault rifle while retailing its effectiveness, yet making other weapons effective in their roles.
1. Reduce the range. this make snipers more effective at objective sniping BUT ALSO remove war points when sniping in redline to prevent redline sniping abuse 2. Either A) add a firecap, B) implement a heat build up and overheat mechanic, OR C) reduce the heat buildup on scrambler rifles so that assaults, lazer and scrambler are on par 3. Keep the range slightly further than the HMG, to keep HMG as a defensive role weapon
I think this alone would add variety to the metagame as there would be more viable weapon choices.
OFF TOPIC:
For weapons in general, i would implement the following:
1. Make Assault rifles fully auto and burst only 2. Make Scrambler rifles Semi-auto only and reduce their heat build up 3. Add a sight to lazer rifle
I also have ideas for armor tanking and dropsuits but thats another thread |
BuTtHuRtPEepZ
Raging Pack of Homos
7
|
Posted - 2013.05.23 02:08:00 -
[3] - Quote
Sloth9230 wrote:Snipers should be useless, because snipers are useless to the team
|
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 06:33:00 -
[4] - Quote
Ludvig Enraga wrote:TAR should be in a different class of weapons. It should be an automatic SR with a short range. It would need a smaller clip size to go with it - 10 to 15 rounds. Think about it: every other game has a semiauto SR, why not DUST? this would make snipers more useful and more interactive. It would also deal with the problem of assaults running up to you and close quarter unload a sniping weapon in your face.
the tactical sniper rifle is semi-auto. the regular is bolt action speed |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 06:45:00 -
[5] - Quote
Imp Smash wrote:I believe it's an optimum range issue. Not a max range issue. Drop it's optimum a tiny bit, buff other single shot of low ROF weapons optimum slightly.
Edit note: on second thought, don't Nerf it. Make appropriate changes to other guns. We Nerf too easily here.
1) it would be easier to nerf 1 gun than to buff 3. 2) due to the long aim settle time on a sniper (operation V), a buff in damage would still be useless. it would only promote more redline 3) If anything, make all the ranges of scrambler rifles, assault rifles, and lazer rifles equivalent. This way, each weapon is on par with each other and the sniper still has a use (objectively) |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 06:47:00 -
[6] - Quote
Ignatius Crumwald wrote:Damage and range is what makes TAC Rifles TAC Rifles. They need a big accuracy hit when not shouldered in ADS, reason being higher caliber rounds.
Range and damage can stay the same.
Keep the damage, Lose the range. Thats all im saying |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 06:58:00 -
[7] - Quote
Ignatius Crumwald wrote:BuTtHuRtPEepZ wrote:Ignatius Crumwald wrote:Damage and range is what makes TAC Rifles TAC Rifles. They need a big accuracy hit when not shouldered in ADS, reason being higher caliber rounds.
Range and damage can stay the same. Keep the damage, Lose the range. Thats all im saying Then why have a scope? To be a Kill-boner tease?
Then add a holographic/dot sight. my gripe is snipers cant be team players with tac AR users runing around doing a better job and sniping than snipers do. And no, redlining is not sniping, that is masturbating in the corner of a big room |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 07:00:00 -
[8] - Quote
Cass Barr wrote:BuTtHuRtPEepZ wrote:Ignatius Crumwald wrote:Damage and range is what makes TAC Rifles TAC Rifles. They need a big accuracy hit when not shouldered in ADS, reason being higher caliber rounds.
Range and damage can stay the same. Keep the damage, Lose the range. Thats all im saying Which basically makes it a Burst AR. There's a reason you don't see those around. Although the pointless and obtrusive scope on them doesn't help.
Burst arent around bc TAR's reach further and do more dmg |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 07:46:00 -
[9] - Quote
Ignatius Crumwald wrote:Cass Barr wrote:BuTtHuRtPEepZ wrote:Ignatius Crumwald wrote:Damage and range is what makes TAC Rifles TAC Rifles. They need a big accuracy hit when not shouldered in ADS, reason being higher caliber rounds.
Range and damage can stay the same. Keep the damage, Lose the range. Thats all im saying Which basically makes it a Burst AR. There's a reason you don't see those around. Although the pointless and obtrusive scope on them doesn't help. Nothing has the range of a Sniper rifle. I think you are being dramatic. There should be an equal close range sniper rifle variant that is basically the same as the TAC but available to snipers.
You are right. nothing has the range of a sniper. but unless u want snipers to sit on the mountains in the red zone all day and not be on the battlefield helping to capture/defend objectives, then something needs to change for snipers to be objectively useful. IMO that would dropping the range of AR's since objectives are so close together that ARs can close the range gap very easily. |
BuTtHuRtPEepZ
Raging Pack of Homos
8
|
Posted - 2013.05.23 08:14:00 -
[10] - Quote
Cass Barr wrote:Good snipers excel at defending objectives, the points that cater to it at least. Lowering the range of TARs isn't going to change which points those are. Bad snipers are just bad snipers.
I can't tell you how many times I've just walked right up to a sniper who was taking potshots at me not 1 minute earlier.
The objectives, objects and map placement make engagements at assault rifle range. For a sniper to engage and hold back AR users, the sniper has to retreat significantly further back to provide adequate time for the aim to settle (like 2 - 3 seconds). In that time, AR users can close the gap very quickly.
Think of it this way, if you see a red dot on ur minimap, u are in AR range. if you see player indicators ^ but that player does not appear on the minimap, then you are in SR range. However, placement of objects and objectives make most engagements fall into the first category.
Also, lowering the range of the TARs covers the disadvantages of the Scrambler and Lazer rifles (fast overheating) thus making them more viable.
If TAR users want to keep their range thats fine with me, as long as snipers get a faster aim steady time so TAR users have a counterbalance. |
|
|
|
|