CeeJ Mantis
Mantodea MC
34
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Posted - 2014.09.01 21:16:00 -
[1] - Quote
CCP Rattati wrote:On snipers,
My main assumption was that Thale's zoom was the major problem, i.e. only counterable by another Thale.
Riddle me this, Appia specifically and Symbiotik if you are here.
1)How far can you really shoot with the Thale's, what are regular and necessary ranges, 400, 500 or 600, to be an effective, team helping sniper?
2) Pretend we reduce the Thale's zoom down to whatever proto is right now. Is the zoom the limiting factor on range or would you need to within 400 metres anyway with proto zoom?
3) If we buff headshot damage so that a proto sniper can down a sentinel in 2, or even 1 and and a body shot, you really only need to have 300 to 450 range, right? Since you don't have the Thale zoom anymore?
4) Why only cal sent right now, I didn't do the math, but galogis with 3 dmg mods would seem ok? Is there ever a case for a long range scout sniper?
5) I would prefer that the tactical sniper could be a scout "shoot and relocate" weapon, that can be effective outside of Rail Rifle and Laser range. Is there a way? Reduced sway maybe, but not quickscoping. If you are being chased, a body shot and followup with smg should be scary to the chaser.
While not those people, I can offer insight into these questions
1) The thales zoom is so high that it makes it difficult to shoot at targets less than 300m away. 400m is it's sweet spot, but you can easily get people out to 600m. Being an effective, team helping sniper is more about positioning. Being on a high point with a good vantage is way better than focusing on range.
2) The limiting factor on snipers is less about zoom, and more about rendering distance and effective sniping positions. If I can see it, I shoot at it, and kill or damage most of my targets.
3) I think 400m is the max real distance you need to be effective. It's a good range for the zoom of standard style sniper rifles, and keeps you far enough to the action to be useful at covering multiple locations from a single location, but close enough that you have to be out of the redline to do it.
4) While people use assaults, scouts, logis, and heavies, the 3 best suits are gal logi (5 complex plate, 3 damage mods, equipment slots and fitting allow for nanohives with room to spare, and TECHNICALLY some armor repair), Calmando (3 complex damage mods and the calmando skill means 30% bonus damage with sniper rifles, and a rail rifle for backup and nanohives), and cal sentinels (their low shield recharge delay, fair recharge rate, and numerous high slots allow you to have a suit with high hp, resistance to sniper bullets from their high shields, and damage mods, or more tank. The cal sentinel is used mostly when you use a Thale's, and you value survivability more than effectiveness as you can't easily replace them.
I personally use a scout sniper, but while it is mobile, the mechanics make it difficult to use it as a mobile sniper support. Scouts scans only apply close to them, and since you have to stop, crouch, wait for your aim to stabilize, and then shoot your mobility is less important than good positioning. My fit is set up to be mobile, but I rarely have the need to. And that job is better suited for a Calmando than a scout.
5) Reduced sway, more damage, ability to use it without being zoomed in (hipfire is HORRIBLE on sniper rifles. I have missed point blank targets that I was literally touching), and more rounds in the magazine. And it's greater zoom level is counterproductive to mobile sniping. Perhaps similar hipfire to the scrambler rifle (though not quite as good as that) might make it better. Doing it with a tactical now means I have too much zoom and can't do enough damage to kill someone before I reload as it's difficult to get headshots (the only way to kill reliably with snipers) with that much zoom on close range targets. Especially when targets are twitching from combat or habitual twitching.
Longest plasma cannon kill: 236.45m
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