Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Raynedog Lightstar
O.Q.R.D.
0
|
Posted - 2013.06.08 18:23:00 -
[1] - Quote
Some thoughts and feedback on snipers. Thanks for reading.
Red Line: It would seem that the red line needs a timer on the order of the three minutes or so for all players to vacate the area. I understand the need to have an area for players to spawn and organize, and not be spawn camped, however it would also seem that a variety of players utilize the red zone as a hiding, camping, farming, afking zone. With unlimited amount of time being able to be spent in the red zone it promotes this behavior.
MCC snipers: Think we can all agree this needs to go away and IGÇÖve seen a variety of posts on the issue so enough said I think
Snipers Role: The snipers role seems to have been the topic of some debate as of late. Some argue that snipers should be much closer to the action and in the mix while others stand firm that snipers will always be at long distance camped out in picking off the occasional combatant. It would be interesting to hear what the Devs think of the sniper role and state of game play.
As it stands the SR is designed to be fired multiple times from a stationary location and at a distance. IGÇÖve experimented with both game play styles and it would seem the design forces the long distance camping far greater than constant moving to cover your teams location.
Before going into the why let me be clear about a few things of the top. The lack of quick scope ability is good and good for the game. The rate of fire, cost, ammo, reload time, and primary stats associated with the SR feels about right to me. That being said, the idea that a sniper will be very effective constantly moving to cover a team is hindered by a few factors.
The scope and zoom is the first factor. I find that the closer I am to the targets the more difficult it becomes to track and fire on time. The more distance I have it becomes exponentially easier because of the zoom. If snipers are truly meant to be on the move and somewhat closer to the action, variable zooms would be needed in order to fit the situation.
The second issue would be time involved to set up. I have level 5 in both primary skills for sniping so I do a good deal of damage in addition the sway is not too bad. However when moving around with my squad trying to get to a position to cover them, once there I have to kneel, wait for sway, get on target and fire, then wait for the bounce to subside then shoot again.
The combat pace is fast in this game which brings excitement to the battles but does not sit well for a weapon that can takes 3-4 seconds to be fired. In addition I find that when IGÇÖm moving with the squad and keeping my range IGÇÖm also right in range for players with scrambler rifles to light me up once seen. That weapon has good distance and can be fired fairly quickly. This is not a bad thing but it does seem to be more suited for distance cover than the SR is.
In addition many of the vantage points in cities and around capture points have been blocked off with rails and the like to provide cover from snipers. ThatGÇÖs fine as well, but it does narrow the options for someone who wants to use a SR to help cover a teamGÇÖs position.
The removal of the GÇ£tracer roundGÇ¥ seems to have been a much need change since after one shot it was very easy to find a sniper forcing them to find spots even further away from the battle. IGÇÖve noticed how ever when you are fairly close to a sniper shot you can see the white tracer round. This is not something that needs to be removed but, again it doesnGÇÖt really promote being any closer to your squad.
Finally the lack of any kind of stealth or cammo mechanic really seals the deal for what role snipers will play in battle.
All in all the SR has many draw backs and balances in place that will force most players to stay far outside the battle with wide vantage point, taking what shots they can. I donGÇÖt regard this as a bad thing unless the design for snipers was something else.
IGÇÖve run with some snipers who have been able to move around cities with success in support of a team. They seem to do well counter sniping, and getting a kill or two. IGÇÖve noted however they would have been more effective from relatively the same positions with a TAC AR or scrambler. Again this is not to say there is anything wrong with those weapons but they do seem to do better in that situation.
So based on the game play it would seem that snipers are not designed to follow the squad, rather to take up positions with wide range of view, good vantage, and out of range of TACGÇÖs and Scramblers. After all the SRGÇÖs big advantage is range so why would you not press that advantage?
The issue then becomes, when you load into a match and you no less than 5-6 snipers camped out in the hills while the rest try to frantically fight off the onslaught. This however is not an effect of the snipers power or cost, itGÇÖs a function of SP gaps. The biggest complaint I get from friends IGÇÖve brought into the game is that it takes too long to become moderately proficient in terms of survivability and DPS output. So they all do the same thing, they start sniping from the red zone until they get enough SP to fill the roles they wanted to play in the first place.
|
Raynedog Lightstar
O.Q.R.D.
0
|
Posted - 2013.06.08 18:23:00 -
[2] - Quote
In closing, it would be nice to know what the Devs think of the status of snipers and what they have planned. To those who say snipers donGÇÖt engage in combat closer to the teamGÇÖs location I would simply say when it becomes advantageous to do so, then more people will. Thanks for reading.
|
cy6
Raging Pack of Homos
38
|
Posted - 2013.06.08 19:08:00 -
[3] - Quote
IMO, if you are really far away from the battle and picking off random combatants, you are not helping the team defend an objective or go on an offensive. When I snipe, i am always nearby an objective so for 3 reasons:
1) If the enemy team is advancing, it is up the to sniper to injure/kill enemies rushing the team objective from afar and buy time for the frontline troops time to respawn/retaliate
2) If the enemy team is defending an objective, it is up to the sniper to injure/kill spawning soldiers so the team can capture it more easily
3) If the team has completely left an objective unguarded and an enemy spy infiltrates a team objective, it is up to the sniper to have a sidearm readily available to kill the hacker in order for the team to keep the objective.
In a sense, a sniper plays the same role as a heavy, but with different methods.
If a sniper is doing none of the above, if the sniper is picking off random enemy troops he/she is not a team player. Also, one cannot use the excuse that "a sniper is a team player if he gets kills to force the enemy to respawn" because the only the kills that really matter are the ones that will affect the team's overall intentions. IE) killing a random in an open field is not as effective as killing (or simply injuring) an enemy running with 3 others that are rushing an objective. Only the latter will give your team a fighting chance. |
Raynedog Lightstar
O.Q.R.D.
0
|
Posted - 2013.06.08 19:30:00 -
[4] - Quote
cy6 wrote:IMO, if you are really far away from the battle and picking off random combatants, you are not helping the team defend an objective or go on an offensive. When I snipe, i am always nearby an objective so for 3 reasons:
1) If the enemy team is advancing, it is up the to sniper to injure/kill enemies rushing the team objective from afar and buy time for the frontline troops time to respawn/retaliate
2) If the enemy team is defending an objective, it is up to the sniper to injure/kill spawning soldiers so the team can capture it more easily
3) If the team has completely left an objective unguarded and an enemy spy infiltrates a team objective, it is up to the sniper to have a sidearm readily available to kill the hacker in order for the team to keep the objective.
In a sense, a sniper plays the same role as a heavy, but with different methods.
If a sniper is doing none of the above, if the sniper is picking off random enemy troops he/she is not a team player. Also, one cannot use the excuse that "a sniper is a team player if he gets kills to force the enemy to respawn" because the only the kills that really matter are the ones that will affect the team's overall intentions. IE) killing a random in an open field is not as effective as killing (or simply injuring) an enemy running with 3 others that are rushing an objective. Only the latter will give your team a fighting chance.
Your line of thinking is very valid and I've often engaged in conversations with others with a similar line of thinking. After all what's the point of objective based play if you are not part of the group aiding in the capture or defend of the the objective?
Where I am coming from in my line of thinking is the aspect of optional team play vs the path of least resistance. It would seem that the design and set up of the SR class and it's weapons promote the long range picking off folks rather than moving with the group.
The issue comes in when you look at time to fire and set up, visibility, and rewarding player experience. I simply contend that the game design for the class, good or bad based on your particular point of view, promotes snipers being some place with open views and killing who that can vs moving along at distance with a team. I've listed some of the reasons I think this in my OP.
While I think the issue is entirely relative to personal game play style and disposition I would venture to say most will find they are more effective at range in open spaces rather than constantly trying to move from spot to spot.
An example of the game play i'm talking about it is the idea that when a sniper sets up he/she communicates to the team enemy movements and what targets are open while also trying to defend at least one capture point or area of enemy traffic. Depending on the flow of the match there may be times when there isn't much action or when it becomes obvious that it would be better to pick a new vantage point. In addition I view the job as counter sniper, when the team calls out they are being pinned down or taking fire from another sniper.
I would also contend that as a sniper your best advantage is the spot that is just beyond the range of the other long range weapons.
I don't mean to imply that it can not be done, I 'm simply saying that the current design and set up of the class favors long distance, high vantage points, and less frequent re-positioning.
The facts on if that's good or bad is really down to personal preference. That's why if the dev team would perhaps shed light on how they envisioned the role operating , it would be helpful in providing feedback in relation to how the role is currently functioning.
|
cy6
Raging Pack of Homos
38
|
Posted - 2013.06.08 19:47:00 -
[5] - Quote
Raynedog Lightstar wrote:cy6 wrote:IMO, if you are really far away from the battle and picking off random combatants, you are not helping the team defend an objective or go on an offensive. When I snipe, i am always nearby an objective so for 3 reasons:
1) If the enemy team is advancing, it is up the to sniper to injure/kill enemies rushing the team objective from afar and buy time for the frontline troops time to respawn/retaliate
2) If the enemy team is defending an objective, it is up to the sniper to injure/kill spawning soldiers so the team can capture it more easily
3) If the team has completely left an objective unguarded and an enemy spy infiltrates a team objective, it is up to the sniper to have a sidearm readily available to kill the hacker in order for the team to keep the objective.
In a sense, a sniper plays the same role as a heavy, but with different methods.
If a sniper is doing none of the above, if the sniper is picking off random enemy troops he/she is not a team player. Also, one cannot use the excuse that "a sniper is a team player if he gets kills to force the enemy to respawn" because the only the kills that really matter are the ones that will affect the team's overall intentions. IE) killing a random in an open field is not as effective as killing (or simply injuring) an enemy running with 3 others that are rushing an objective. Only the latter will give your team a fighting chance. Your line of thinking is very valid and I've often engaged in conversations with others with a similar line of thinking. After all what's the point of objective based play if you are not part of the group aiding in the capture or defend of the the objective? Where I am coming from in my line of thinking is the aspect of optional team play vs the path of least resistance. It would seem that the design and set up of the SR class and it's weapons promote the long range picking off folks rather than moving with the group. The issue comes in when you look at time to fire and set up, visibility, and rewarding player experience. I simply contend that the game design for the class, good or bad based on your particular point of view, promotes snipers being some place with open views and killing who that can vs moving along at distance with a team. I've listed some of the reasons I think this in my OP. While I think the issue is entirely relative to personal game play style and disposition I would venture to say most will find they are more effective at range in open spaces rather than constantly trying to move from spot to spot. An example of the game play i'm talking about it is the idea that when a sniper sets up he/she communicates to the team enemy movements and what targets are open while also trying to defend at least one capture point or area of enemy traffic. Depending on the flow of the match there may be times when there isn't much action or when it becomes obvious that it would be better to pick a new vantage point. In addition I view the job as counter sniper, when the team calls out they are being pinned down or taking fire from another sniper. I would also contend that as a sniper your best advantage is the spot that is just beyond the range of the other long range weapons. I don't mean to imply that it can not be done, I 'm simply saying that the current design and set up of the class favors long distance, high vantage points, and less frequent re-positioning. The facts on if that's good or bad is really down to personal preference. That's why if the dev team would perhaps shed light on how they envisioned the role operating , it would be helpful in providing feedback in relation to how the role is currently functioning.
A simple fix to promote team sniping would be to reduce the settle down time by 1 second (therefore 2 seconds to settle instead of 3 at lv5 operation) as well as reduce range of all weapons, BUT i cannot see the later happening. Therefore, sniping will continue to be camping in the mountains with a firepit. However, I would like to mention that on average i do 15 - 29 kills when close range sniping and 5 - 7 kills when mountain sniping.
|
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
96
|
Posted - 2013.06.08 19:56:00 -
[6] - 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. |
cy6
Raging Pack of Homos
40
|
Posted - 2013.06.08 20:12:00 -
[7] - Quote
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 |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
100
|
Posted - 2013.06.08 20:18:00 -
[8] - 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. |
Tharak Meuridiar
The Empyrean Agency
65
|
Posted - 2013.06.08 20:31:00 -
[9] - Quote
Raynedog Lightstar wrote:Snipers Role: The snipers role seems to have been the topic of some debate as of late. Some argue that snipers should be much closer to the action and in the mix while others stand firm that snipers will always be at long distance camped out in picking off the occasional combatant. It would be interesting to hear what the Devs think of the sniper role and state of game play.
I am definitely of the opinion snipers should be taking a perch somewhere with a good view of the battle, but where they hopefully won't attract much notice.
Duking it out at a range is the role of assault rifles/scramblers/laser rifles. The sniper rifle is about hitting the enemy VERY hard from an unexpected angle, and used properly it can win battles for your allies.
The fact that many snipers focus too much on the not attracting notice part, and too little on helping their team part, is just a product of this game placing too much emphasis on K/D. Personally I think they should up the victory points for taking objectives, give bonus victory points based on the AMOUNT of the gap between your kills and deaths (So that someone who got 15/5 would get a much better reward than 5/0) and just up the ISK/SP rewards for helping your team win in general.
|
Raynedog Lightstar
O.Q.R.D.
0
|
Posted - 2013.06.08 20:35:00 -
[10] - Quote
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.
Over all I would also like to agree with reducing the settle time a small bit to promote more mobility and better support like cy6 said. Of course it would have to be a small amount since the balance over all needs to remain.
Currently it seems that the settle down time and sway is a bit over done to prevent snipers from becoming too prevalent and proficient at closer range. However now that the game has been out for a while, and based on the balance of other weapons I think it couldn't hurt to be reduced a small amount. |
|
Raynedog Lightstar
O.Q.R.D.
0
|
Posted - 2013.06.08 20:46:00 -
[11] - Quote
Tharak Meuridiar wrote:Raynedog Lightstar wrote:Snipers Role: The snipers role seems to have been the topic of some debate as of late. Some argue that snipers should be much closer to the action and in the mix while others stand firm that snipers will always be at long distance camped out in picking off the occasional combatant. It would be interesting to hear what the Devs think of the sniper role and state of game play. I am definitely of the opinion snipers should be taking a perch somewhere with a good view of the battle, but where they hopefully won't attract much notice. Duking it out at a range is the role of assault rifles/scramblers/laser rifles. The sniper rifle is about hitting the enemy VERY hard from an unexpected angle, and used properly it can win battles for your allies. The fact that many snipers focus too much on the not attracting notice part, and too little on helping their team part, is just a product of this game placing too much emphasis on K/D. Personally I think they should up the victory points for taking objectives, give bonus victory points based on the AMOUNT of the gap between your kills and deaths (So that someone who got 15/5 would get a much better reward than 5/0) and just up the ISK/SP rewards for helping your team win in general.
In addition to your fine points, I think additional rewards being granted for assistance kills would help the sniper class a great deal since in reality many times the sniper supports a team by delivering an Alpha strike that makes the close range team have an easy target as others have pointed out.
I personally don't worry about KD as much as I worry about effective contribution to the team game play. As a sniper I know that it's not optimal for me to really be running up on points to capture or mixing it up with a scrambler rifle. I feel I'm far more effective in the combat over watch role, the anti sniper, or area of access guardian role.
I would still contend however there is a place for some sort of covert, stealth or cloak mechanic that would change the style of sniper play. In addition I find it somewhat frustrating that there isn't an effective target call out system, or target painting mechanic. Being able to only mark one target at a time seem a little limiting.
Once a team member spots a sniper or a group of combatants that he/she would like the sniper to help with, they have no real recourse to mark a target or area unless they are squad lead |
cy6
Raging Pack of Homos
41
|
Posted - 2013.06.08 21:22:00 -
[12] - Quote
Raynedog Lightstar wrote:Tharak Meuridiar wrote:Raynedog Lightstar wrote:Snipers Role: The snipers role seems to have been the topic of some debate as of late. Some argue that snipers should be much closer to the action and in the mix while others stand firm that snipers will always be at long distance camped out in picking off the occasional combatant. It would be interesting to hear what the Devs think of the sniper role and state of game play. I am definitely of the opinion snipers should be taking a perch somewhere with a good view of the battle, but where they hopefully won't attract much notice. Duking it out at a range is the role of assault rifles/scramblers/laser rifles. The sniper rifle is about hitting the enemy VERY hard from an unexpected angle, and used properly it can win battles for your allies. The fact that many snipers focus too much on the not attracting notice part, and too little on helping their team part, is just a product of this game placing too much emphasis on K/D. Personally I think they should up the victory points for taking objectives, give bonus victory points based on the AMOUNT of the gap between your kills and deaths (So that someone who got 15/5 would get a much better reward than 5/0) and just up the ISK/SP rewards for helping your team win in general. In addition to your fine points, I think additional rewards being granted for assistance kills would help the sniper class a great deal since in reality many times the sniper supports a team by delivering an Alpha strike that makes the close range team have an easy target as others have pointed out. I personally don't worry about KD as much as I worry about effective contribution to the team game play. As a sniper I know that it's not optimal for me to really be running up on points to capture or mixing it up with a scrambler rifle. I feel I'm far more effective in the combat over watch role, the anti sniper, or area of access guardian role. I would still contend however there is a place for some sort of covert, stealth or cloak mechanic that would change the style of sniper play. In addition I find it somewhat frustrating that there isn't an effective target call out system, or target painting mechanic. Being able to only mark one target at a time seem a little limiting. Once a team member spots a sniper or a group of combatants that he/she would like the sniper to help with, they have no real recourse to mark a target or area unless they are squad lead
I think a fix is needed for the squad targetting command. In particular, the target should stay highlighted until it is killed. Also, squadmates should be getting squad bonus for killing a squad target. After all, the lead DID commission the target.
|
Raynedog Lightstar
O.Q.R.D.
3
|
Posted - 2013.06.08 22:58:00 -
[13] - Quote
I think a fix is needed for the squad targetting command. In particular, the target should stay highlighted until it is killed. Also, squadmates should be getting squad bonus for killing a squad target. After all, the lead DID commission the target. [/quote]
+1 |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
101
|
Posted - 2013.06.08 23:25:00 -
[14] - Quote
Sorry didn't read your entire post I read about 5 lines and i could already see that i was reading a post from a sniper who isn't a total moron only sitting INSIDE the MCC only trying to score a few easy easy kills.
Again i have not read your entire posts (it's a bit loooong sorry ) but as i see a sniper he's a merc who gets into a position where he can see: A crucial choke point where a lot of enemies come through denying them this route or killing them when they use it. A objective and deny the enemies to take this objective as the team he is on can then kind of leave this alone knowing the sniper will have it covered.
The perfect sniper is NOT a douche who stands back in the redline trying to pick off a few guys who tries to climb one ladder he's aiming at. And i can't say it enough why in the world are people now able to shoot out of the MCC ?????? Who asked for this ???? Why CCP why ???? It's just anpther form of AFK'ing in the MCC. Now you can just try to earn a few more WP's at a really low costs ......
Ohh yeah and real snipers give S*** about their KD |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
108
|
Posted - 2013.06.09 11:49:00 -
[15] - 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. |
Vell0cet
Royal Uhlans Amarr Empire
5
|
Posted - 2013.06.09 14:58:00 -
[16] - Quote
A couple points to add to this.
Sniping is pretty hard in this game. Most suits can take a couple of hits, and some can take a ton of hits. Sniper rifles have tiny clips so you really need to maximize your alpha, which leads to running expensive fits in your sniper gear. Because snipers are so vulnerable to counter-sniping, it's easy to loose that expensive suit in an instant. This leads to:
Tharak Meuridiar wrote:...many snipers focus too much on the not attracting notice part... I'm not saying this is or isn't a problem, merely pointing out the motivations behind it.
Things that could help this is rewarding assists more. If you take away over 75% of someone's health you should get a "Big Assist" 40 WPs or something like that, and the guy who finishes him off should get a "Kill Steal" 25 WPs. Rewarding assists more when they are doing the bulk of the damage should help a bit. Also, I think scout suits should be more invisible to detection than they are by a significant amount. You should be able to sit far away from combat in a mediocre scout suit with a profile damp and feel "fairly" safe. Snipers should get a 10-20 WP bonus for lighting up a hard to see target if that target is then killed by a teammate (e.g. painting up a stealth shotgunner, or a sniper from an angle you can't hit directly). There should be a significant WP bonus for taking out someone in the process of hacking an objective (perhaps you don't even have to kill them to get it, just do damage and have them stop hacking).
These small incentives would help reward the sniper who is focused on helping his team's goals instead of padding the K/D from the redline. If you think about how combat is currently incentivized with WPs and payouts, redline sniping is the most cost-effective way to farm SPs since of all the tasks that a sniper does, he's really only rewarded kills and assists. Compare that with murder taxiing, shooting turrets (even the ones meant for your own team) and AV, or spawining free assault suits and spamming grenades and your going to have to work VERY hard for your WP's compared to others. |
Raynedog Lightstar
O.Q.R.D.
4
|
Posted - 2013.06.10 02:13:00 -
[17] - Quote
Lots of good points and discussion. It's good to hear everyone's thoughts on the matter. Seems like in terms of sniper class feed back we seem to all be dancing around the same points
- More WP for assistance kills - Small reduction to sway at level 5 - MCC sniping while annoying isn't really that big of a factor - Red zone sniping, again, annoying but not really a huge issue - Additional improvements to the squad leader command system - ease of use, longer attack target notice
|
Brutus Va'Khan
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2013.06.10 02:27:00 -
[18] - Quote
IMO, there only two kinds of GOOD, PRODUCTIVE snipers: tactical and overwatch.
In skirmish especially, a good overwatch sniper takes a dropship up to a high point with the best view available. And a mic is necessary for this. I played with this guy in my squad who would constantly be telling all of us stuff like, "3 guys coming from the north towards A" "2 camping out at B" etc. etc.
The next type is the tactical sniper. This kind moves with the squad, scouting out the area ahead while also aiding in firefights. With the massive sway, this is difficult. The fact that snipers have a very difficult time hitting anything closer than a few meters, they are effectively farsighted and can not fight in the thick of it. I suspect that when cloaking arrives, snipers (and really all speedy, sneaky scout suits) will be much more effective in combat considering a scout suit is so squishy. |
Raynedog Lightstar
O.Q.R.D.
4
|
Posted - 2013.06.10 02:31:00 -
[19] - Quote
Brutus Va'Khan wrote:IMO, there only two kinds of GOOD, PRODUCTIVE snipers: tactical and overwatch.
In skirmish especially, a good overwatch sniper takes a dropship up to a high point with the best view available. And a mic is necessary for this. I played with this guy in my squad who would constantly be telling all of us stuff like, "3 guys coming from the north towards A" "2 camping out at B" etc. etc.
The next type is the tactical sniper. This kind moves with the squad, scouting out the area ahead while also aiding in firefights. With the massive sway, this is difficult. The fact that snipers have a very difficult time hitting anything closer than a few meters, they are effectively farsighted and can not fight in the thick of it. I suspect that when cloaking arrives, snipers (and really all speedy, sneaky scout suits) will be much more effective in combat considering a scout suit is so squishy.
That's a good point I forgot to add to my list cloaking game mechanic. Game play modules like cloaking and portable shield generators always excite me and worry me at the same time. One the one hand they seem like the stock and trade of good stealth based players. On the other hand they are popular devices to at first be OP then nerfed into gag gift items due to public outcry. i'll be very interested to see how they implement and balance such items. |
Jathniel
G I A N T EoN.
451
|
Posted - 2013.06.10 05:34:00 -
[20] - Quote
I'll give you some feedback. I played sniper role from the Mordu's Private Trials build all the way to the very end of the Chromosome build. I went Tactical Assault in Uprising.
There's a misconception that a sniper HAS to run with his squad, and engage in mid-range combat. This is due to the hatred that snipers receive when they operate at ultra long-range, or at some position inaccessible to the enemy (like behind the red line, or up on a tower). People get frustrated, and start trying to insult the sniper. Snipers are not viewed as "honorable", because a sniper doesn't allow his opponent an "equal opportunity exchange of fire". So if he is a proficient sniper, and actually starts killing a lot of people, and those people can't reach him; they cry, *****, moan, throw tantrums, throw insults, and come to the forums to complain about how a sniper killed them... It's "the redzone", it's the damage, it's ALWAYS absolutely fkin EVERYTHING else except their OWN failure.
To make people feel better (or because they fall for insults on their tenacity as players), some snipers take it upon themselves to fight at mid-range, like their non-sniper rivals want them to. Before Uprising, this simply caused snipers to get chewed up by Assault Rifles and Laser Rifles. Today, snipers that do the "honorable" thing, simply get chewed up by Scrambler Rifles and Tactical Assault Rifles.
No. A sniper is NOT a run-and-gunner. Some snipers do this for the prestige, but that's not how the class was meant to be played... if it were, the sniper rifle would have the appropriate sway to fight at mid-range... namely, none.
The best snipers were and are of two types; the ones you COULDN'T find, and the ones you COULD find, but couldn't do a damn thing about. BOTH would be packing so much damage, they would wipe most or your shields and/or armor away with a single shot, and they would do this with ANY sniper rifle... Militia, Regular, Tactical, Charge, Officer... It made little difference; a good sniper was a good sniper. These snipers were of all shapes and sizes too (scout snipers, logi snipers, heavy snipers). They ALL knew what their purpose was. I had the privilege of playing with and against some of the best snipers in this game, and if I didn't play with them, I saw their forum posts. They KNEW their roles. This is what they told me in order of importance:
1. Control the map. - With a proper overwatch position, situational awareness, a proper fitting, and good quick aim; a sniper can support and push forward an entire line of blue berries. He can also cut the advance of up to half an entire enemy team. I've done it and I've seen it done.
2. Ally Support - You can do this for both your squad, and for random blueberries. So many players ***** about snipers on their team, yet they are in ignorance as to how many times that sniper may have saved their life. You can order a squadmate that's under attack to run and lure hostiles into your line of fire, or give him advance warning, or kill and weaken the enemies at an objective for him before he gets there. You're the best one to make squad lead, because you're the one that can fastest call down orbital strikes, etc.
3. Objective Coverage (camping) - This is tricky business, because if enough guys start hacking that objective all at once, you will not be able to down them all in time (unless you're using a Thale's). So mastering the first two is way more important, in order to prevent needing to do this.
4. Aggressive Sniping - This is when you start killing every hostile indiscriminately. A tactic used many times. KILLING a LOT of people. If you have all objectives captured, or your team is being red-lined, those are especially the times for you to start going predator. Because those kills can lead to a clone out. 25 kills? 30? 40? When the end of match screen comes out, the other side will KNOW who cloned them out. However, since the first three roles are more important, only do this last one if your squadmates request it.
Truth be told, even if a sniper running with his squad is adored, or makes a useful counter-sniper... He is still at the mercy of the ARs around him, and he cannot accomplish all these roles that he is intended for. These roles can be better accomplished from places like......... 1. Behind the red line (only on some maps). 2. High places like the MCC, towers, skyscrapers, rooftops, hillsides.
Counter-snipers are the least of your worries if you come prepared. You can go the route of invisibility; which requires sufficient profile dampening and being well hidden (shooting from just barely behind cover can actually prevent your orange chevron from popping up). OR you can go the route of armor; lots of enhanced plates on a logi suit, or heavy sniper. I've seen both methods used with great effect.
Sniping works with great effect in it's intended long-range role. But if you put yourself at mid-range you're going to suffer. Don't try to do a Rifleman's role with a sniper rifle; that's what the scrambler and tactical AR is for. There were two reasons why I didn't make sniping my primary in Uprising: First, I wanted to do the Rifleman role from the beginning, not the Sniper role, and I believe the tactical AR serves that role best. Second, the problem with long range rendering in Uprising is atrocious, so ultra long-range sniping is impossible... Great snipers were operating at 500m+ on a regular basis. So if I can't hit the ranges I prefer to be at... forget it. |
|
Raynedog Lightstar
O.Q.R.D.
8
|
Posted - 2013.06.10 21:44:00 -
[21] - Quote
Jathniel wrote:I'll give you some feedback. I played sniper role from the Mordu's Private Trials build all the way to the very end of the Chromosome build. I went Tactical Assault in Uprising.
There's a misconception that a sniper HAS to run with his squad, and engage in mid-range combat. This is due to the hatred that snipers receive when they operate at ultra long-range, or at some position inaccessible to the enemy (like behind the red line, or up on a tower). People get frustrated, and start trying to insult the sniper. Snipers are not viewed as "honorable", because a sniper doesn't allow his opponent an "equal opportunity exchange of fire". So if he is a proficient sniper, and actually starts killing a lot of people, and those people can't reach him; they cry, *****, moan, throw tantrums, throw insults, and come to the forums to complain about how a sniper killed them... It's "the redzone", it's the damage, it's ALWAYS absolutely fkin EVERYTHING else except their OWN failure.
To make people feel better (or because they fall for insults on their tenacity as players), some snipers take it upon themselves to fight at mid-range, like their non-sniper rivals want them to. Before Uprising, this simply caused snipers to get chewed up by Assault Rifles and Laser Rifles. Today, snipers that do the "honorable" thing, simply get chewed up by Scrambler Rifles and Tactical Assault Rifles. .
I cant tell you feel very passionately about the subject which I find to be a good trait!
You definitely reinforced much of the general thought process from snipers. Thank you for bringing up the render distance thing, I totally forget to add that in. |
Jathniel
G I A N T EoN.
456
|
Posted - 2013.06.10 22:29:00 -
[22] - Quote
Raynedog Lightstar wrote:Jathniel wrote:I'll give you some feedback. I played sniper role from the Mordu's Private Trials build all the way to the very end of the Chromosome build. I went Tactical Assault in Uprising.
There's a misconception that a sniper HAS to run with his squad, and engage in mid-range combat. This is due to the hatred that snipers receive when they operate at ultra long-range, or at some position inaccessible to the enemy (like behind the red line, or up on a tower). People get frustrated, and start trying to insult the sniper. Snipers are not viewed as "honorable", because a sniper doesn't allow his opponent an "equal opportunity exchange of fire". So if he is a proficient sniper, and actually starts killing a lot of people, and those people can't reach him; they cry, *****, moan, throw tantrums, throw insults, and come to the forums to complain about how a sniper killed them... It's "the redzone", it's the damage, it's ALWAYS absolutely fkin EVERYTHING else except their OWN failure.
To make people feel better (or because they fall for insults on their tenacity as players), some snipers take it upon themselves to fight at mid-range, like their non-sniper rivals want them to. Before Uprising, this simply caused snipers to get chewed up by Assault Rifles and Laser Rifles. Today, snipers that do the "honorable" thing, simply get chewed up by Scrambler Rifles and Tactical Assault Rifles. . I cant tell you feel very passionately about the subject which I find to be a good trait! You definitely reinforced much of the general thought process from snipers. Thank you for bringing up the render distance thing, I totally forget to add that in.
Oh yeah. I waged war with feelings of wanting to quit the game, if Uprising didn't turn out to be satisfactory (which it did). CCP was going the wrong way for a LONG time when it came to the sniper's role.
At one point, they eliminated a lot of ladders that existed in game, because people complained that snipers had too many perches to camp from (even though they were still close to the action). With the loss of their regular perches, snipers moved away into the distant hills and mountains, and again people complained that "snipers were too far away to kill" ('you don't say...'). So at one point, CCP tightened the red zones overall, and this forced snipers closer to the action. This had many negative side-effects. Aerial red zone was also tightened, so dropships couldnt get out of AA range. Blaster tanks raped everything. There was no where you could spawn, without immediately being within Assault Rifle and Laser Rifle range (in Ambush). Trying to force snipers to play at closer ranges using the red zone resulted in a very very broken game for them, and many others... and it took months to undo these problems. That was the entire Chromosome build.
Sniping in Uprising is just 3 notches away from perfect though. First and foremost, the long-range player and object rendering is a BIG issue. Second is, the delay for damage to register when using the sniper rifles at times (though this isn't a consistent problem). Third, it would be very nice to have some ballistics for sniper rifles ala Battlefield 3 (but not necessary since our sniper "rifles" are railguns according to lore).
But overall, snipers have more freedom of movement and more vantage points available to them now, and I am happy to see them flourishing. They can go into distant hills and mountains like they could Pre-Chromosome. And now they can snipe from in and ON the MCC. I compare MCC sniping to be a cheap shot similar to using a contact grenade, but I don't knock them over it. Much of the hit detection issues at long range seem to have been remedied, so there's no place a sniper can go, that another sniper can't reach. :)
In the end though, I opted to go with an Assault Rifleman role. But I definitely feel a kinship with the snipers in this game. I know what their viewpoint is like. |
low genius
The Sound Of Freedom Renegade Alliance
104
|
Posted - 2013.06.10 22:53:00 -
[23] - Quote
take away warpoints and everything else from redline snipers. |
Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.11 01:34:00 -
[24] - Quote
The only problem I see with MCC sniping is that it's only sniper rounds that go in and out. Nothing else passes the barrier. It should be an all or nothing system. |
Raynedog Lightstar
O.Q.R.D.
9
|
Posted - 2013.06.12 00:48:00 -
[25] - Quote
I find it interesting that in the new game play vid around the 1:20 mark they show a sniper moving into combat position, sitting down to take aim, experiencing what amounts to 0 sway. I suppose the vid is sped up in places for run time but I'm curious if that's where it's all going with the next build. in terms of sway.
Also they show the sniper moving in close to the battle and mixing it up with the squad. Most likely because it make a more interesting video that way I suppose. It would appear however that they have shown a bit of the design for how they want snipers to operate in some fashion.
I tend to disregard game play trailers in terms of predicting new systems or features changes. They do what they think will look best in the vid for with the internal testing which may or may not be balanced for use. Also because it also shows the flaylock pistol being useful ;) |
TheEnd762
Algintal Core Gallente Federation
68
|
Posted - 2013.06.12 01:44:00 -
[26] - Quote
I'd like to see more ladders, allowing access to more sniping positions. And less of those stupid, head-level barricades around rooftops. |
Raynedog Lightstar
O.Q.R.D.
9
|
Posted - 2013.06.13 02:49:00 -
[27] - Quote
TheEnd762 wrote:I'd like to see more ladders, allowing access to more sniping positions. And less of those stupid, head-level barricades around rooftops. While I do understand the need for creating LOS blocks in areas so players can actually maneuver, they do seem overly prevalent on some roof tops.
Adding more ladders would not only give snipers and others perches but it would also make them more open to attack so seems like a fair trade. Short of that we would be looking at ascension cables or something of that nature.
|
NSProxy
Sanmatar Kelkoons Minmatar Republic
3
|
Posted - 2013.06.13 16:12:00 -
[28] - Quote
Raynedog Lightstar wrote:[quote=TheEnd762]Short of that we would be looking at ascension cables or something of that nature. Ascension cables or jet packs would be amazing and help define the scout suit's role better--the heavier the suit the more PG required to fit the module to lift that extra mass which would make it prime for fitting on scout suits. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
147
|
Posted - 2013.06.13 16:23:00 -
[29] - Quote
This sounds like the Miminatar Sniper to me. That's most likely what you want. |
Scheneighnay McBob
Bojo's School of the Trades
1558
|
Posted - 2013.06.13 17:02:00 -
[30] - Quote
It's very rare to see sniper rifles being used correctly.
If you're at a long distance, you damn well better be either coordinating with voice chat or giving squad orders If you just want to pick people off, you should be close to the action and moving at the edge of the pack. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |