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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
96
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Posted - 2013.06.08 19:56:00 -
[1] - Quote
CCP has done a good job making it so the snipers far and away from the battlefield don't have the ability to contribute as much to the fight as a sniper who is closer.
That said, I've found the role to be most helpful in these ways:
1) Intel. Nobody but a dropship can gather intelligence on enemy movement like a sniper. But the sniper is at least safer, and the sniper can also gather the intel faster. 2) Squad Support. In this game, being sniper isn't about getting a high kill/death ratio and only taking really opportune shots. You're not helping your squad that way. When your squad engages the enemy, you need to be taking shots on the targets, whether they're lined up headshots or not. That extra damage that the enemy can't prepare for or block can EASILY tip the scales in favor of your squadmates. 3) Tactical denial. There are usually several safe positions that give a sniper an eagle eye on at least one objective terminal. If the team knows that the Sniper has eyes on this target and can snipe off any enemy trying to hack it, they can save their remote explosives and manpower at guarding other locations. This is a huge factor while defending, as the single sniper becomes a tremendous force multiplier. Remember he can still support his squad from afar after defending the objective. 4) Anti-Sniper. Nobody can kill a sniper quite like, well, another sniper. Most snipers are used to being able to sit in one area and camp away. But if you can drive them off and keep mobile, you'll save your squadmates a lot of headache when they try to cross from objective to objective.
That aside, I feel there is no issue with red line sniping or MCC sniping. These types typically stay in the same place, and return to the same place, making them easy kills for anyone with a sniper rifle and 10 seconds to spare. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
100
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Posted - 2013.06.08 20:18:00 -
[2] - Quote
cy6 wrote:EXASTRA INVICTAS wrote:CCP has done a good job making it so the snipers far and away from the battlefield don't have the ability to contribute as much to the fight as a sniper who is closer.
That said, I've found the role to be most helpful in these ways:
1) Intel. Nobody but a dropship can gather intelligence on enemy movement like a sniper. But the sniper is at least safer, and the sniper can also gather the intel faster. 2) Squad Support. In this game, being sniper isn't about getting a high kill/death ratio and only taking really opportune shots. You're not helping your squad that way. When your squad engages the enemy, you need to be taking shots on the targets, whether they're lined up headshots or not. That extra damage that the enemy can't prepare for or block can EASILY tip the scales in favor of your squadmates. 3) Tactical denial. There are usually several safe positions that give a sniper an eagle eye on at least one objective terminal. If the team knows that the Sniper has eyes on this target and can snipe off any enemy trying to hack it, they can save their remote explosives and manpower at guarding other locations. This is a huge factor while defending, as the single sniper becomes a tremendous force multiplier. Remember he can still support his squad from afar after defending the objective. 4) Anti-Sniper. Nobody can kill a sniper quite like, well, another sniper. Most snipers are used to being able to sit in one area and camp away. But if you can drive them off and keep mobile, you'll save your squadmates a lot of headache when they try to cross from objective to objective.
That aside, I feel there is no issue with red line sniping or MCC sniping. These types typically stay in the same place, and return to the same place, making them easy kills for anyone with a sniper rifle and 10 seconds to spare. Could not have said this better myself. (i really couldnt. all your points are top notch). Also, the above makes me feel like i am useful lol Haha, thanks. I don't play sniper often, but I have done so to a moderate extent in this game and have enjoyed it quite a bit. One downside is that I don't have a mic and only play public matches right now because none of my friends are playing the game yet, so I'm no good for intel when I do snipe (I'm a vehicle specialist btw).
However, I have seen the impact snipers can have on the battlefield. I've been saved by them at times, and at other times they've saved their teammates from me. While I've sniped, I myself have noticed the impact a sniper can have in a firefight. When that heavy rounds the corner HMG blazing and "Snik" off with his shields while your squad mates fill him full of plasma holes, you feel good even though you're only getting an "assist". Those times where it's 5 on 3, and your squad mates are getting pushed back but suddenly "snik", tango down. "Snik" second one down. "Snik", missed headshot but his armor is at 20% or less, boom squad mates got him.
The sniper has a huge effect on the ebb and flow of individual engagements. This is felt by both your team and the enemy team. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
108
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Posted - 2013.06.09 11:49:00 -
[3] - Quote
Raynedog Lightstar wrote:EXASTRA INVICTAS wrote:CCP has done a good job making it so the snipers far and away from the battlefield don't have the ability to contribute as much to the fight as a sniper who is closer.
That said, I've found the role to be most helpful in these ways:
1) Intel. Nobody but a dropship can gather intelligence on enemy movement like a sniper. But the sniper is at least safer, and the sniper can also gather the intel faster. 2) Squad Support. In this game, being sniper isn't about getting a high kill/death ratio and only taking really opportune shots. You're not helping your squad that way. When your squad engages the enemy, you need to be taking shots on the targets, whether they're lined up headshots or not. That extra damage that the enemy can't prepare for or block can EASILY tip the scales in favor of your squadmates. 3) Tactical denial. There are usually several safe positions that give a sniper an eagle eye on at least one objective terminal. If the team knows that the Sniper has eyes on this target and can snipe off any enemy trying to hack it, they can save their remote explosives and manpower at guarding other locations. This is a huge factor while defending, as the single sniper becomes a tremendous force multiplier. Remember he can still support his squad from afar after defending the objective. 4) Anti-Sniper. Nobody can kill a sniper quite like, well, another sniper. Most snipers are used to being able to sit in one area and camp away. But if you can drive them off and keep mobile, you'll save your squadmates a lot of headache when they try to cross from objective to objective.
That aside, I feel there is no issue with red line sniping or MCC sniping. These types typically stay in the same place, and return to the same place, making them easy kills for anyone with a sniper rifle and 10 seconds to spare. I am in alignment with your thoughts here outside of red line and MCC. MCC I feel like is somewhat of an exploit as in unintended game play mechanic. My issue with red line play across the board is that at some point the game should promote players into coming onto the playable combat zone. This is really more of an issue when you see that half way though a match the randoms have taken up positions in the red zone. The idea being that if forced to leave at some point they might engage in meaningful combat on some level. I would be in favor of the red line timer being tied to the number of objectives you have captured, the more objectives you own the less time you can spend in the red zone or something to that effect. MCC sniping may indeed be unintended. I see no immediate problem with it, but if CCP were for to implement the "no bullets in no bullets out" shield on all MCCs on all game modes, you wouldn't see me batting an eyelash. I don't see it as a particularly good or useful use of time or manpower, I just don't see it as being as big of a deal as everyone is making it out to be (many seem to think that all fights should be solved in Assault Rifle range).
That aside, there are several maps that reward snipers for leaving the red zone. They reward the sniper by giving them access to a plethora of kills and kill assists, they reward the sniper by allowing him to effectively help his squad and his team. There are maybe only one or two maps where a sniper can get a really, really good view of a large portion of "action zones" from the red zone.
Are there still gonna be some guys who hang back and only take pot shots trying to keep their KDR as high as possible? Yeah, of course, and that's unfortunate. But they're just as killable there as they are anywhere else, so I see no need for CCP to "fix" it. Besides, you have to remember that the sniper really can't tell if he's in the enemy's red zone or not. You can guess, but I've seen some snipers sitting right along the edge. It's impossible for that to be intentional. They're just picking a spot they like. |
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