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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Jathniel
G I A N T EoN.
562
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Posted - 2013.07.03 07:34:00 -
[1] - Quote
We were at 100% body, and 195% headshot damage.
Why is it now 90% and 175%? Why the fk would you REDUCE headshot damage on a sniper rifle?
Can't you just fix what we say are problems?
I was just praising you, CCP. So why when you fix something, you have to break something else?
Just as my faith starts to restore, you go and do that.
Why?
Why give every weapon a 10% damage nerf, just to take it away... and then put it back on snipers?
I spec'd back into sniping, because I was pleased that it was doing good damage again. I did not spec back into sniping just for you to nerf them or put them at some kind added disadvantage. I went through all of Chromosome dealing with a broken sniper mechanic. Namely, sniper rifles that are weak on the proto end against proto gear... Please, don't start it again. Not with things starting to be good.
I noticed a good difference today when facing a pack of proto users.... 10% is a big nerf. Fkin put that 10% back. Please. |
KOBLAKA1
Opus Arcana Covert Intervention
191
|
Posted - 2013.07.03 07:35:00 -
[2] - Quote
at minimum no reason to reduce headshot dmg. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
108
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Posted - 2013.07.03 07:38:00 -
[3] - Quote
Railgun is a hybrid weapon. Hybrid weapons do 90% vs armor. Headshots likely got a nerf because they register against Armor, so you're simply seeing the railguns' inherent weakness towards armor manifesting itself in a reduced modifier. |
Jathniel
G I A N T EoN.
562
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Posted - 2013.07.03 07:38:00 -
[4] - Quote
it's idiotic, and it's starting to burn me up. shooting guys in proto suits, and they don't drop? still can't figure out why they would nerf sniper rifles.
they stealth nerfed it too... as if someone wouldn't notice. fk that. |
Vell0cet
Royal Uhlans Amarr Empire
34
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Posted - 2013.07.03 07:54:00 -
[5] - Quote
What's the deal with the sniper optimal, falloff, absolute damage numbers, how did this affect things? Or am I just noticing the hybrid penalty? |
Jathniel
G I A N T EoN.
562
|
Posted - 2013.07.03 07:58:00 -
[6] - Quote
Kekklian Noobatronic wrote:Railgun is a hybrid weapon. Hybrid weapons do 90% vs armor. Headshots likely got a nerf because they register against Armor, so you're simply seeing the railguns' inherent weakness towards armor manifesting itself in a reduced modifier.
Oh no. I don't think so, dude. They pulled a fast one.
Blasters (Assault Rifles) are hybrids too. They are 110% vs. shields. Snipers are now 90% vs. shields.
Who the fk asked for that? No one fkin asked them to do that.
10% makes a difference on the proto vs. proto level.
Difference of 2 sniper rounds taking a suit down vs. 3.
Oh yeah, 3 shots sounds reasonable to the infantry guy on the ground. Totally unreasonable on the sniper's end.
5 round magazine. On body shots that's 2 kills and 1 wounded player. (2 shots per kill), vs. 1 kill and 1 wounded. Which translates into a sniper's effectiveness of shooting hostiles off of an objective, covering an ally, you name it. Every fkin shot counts.
Why the **** should 3 of my 5 round clip be wasted to kill anyone short of a Heavy? Because that someone thinks himself too important to get sniped?
They need to put every fkin drop of damage RIGHT back where it was. |
Jathniel
G I A N T EoN.
562
|
Posted - 2013.07.03 07:58:00 -
[7] - Quote
Vell0cet wrote:What's the deal with the sniper optimal, falloff, absolute damage numbers, how did this affect things? Or am I just noticing the hybrid penalty?
No dude. This bs is happening at point blank range. |
Jathniel
G I A N T EoN.
564
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Posted - 2013.07.03 08:06:00 -
[8] - Quote
Spread word guys. This is some bull.
We need to raise as much ruckus over this, as we did for the heavies when they nerfed their HMGs.
Gonna take it to the CPM too. Maybe they know something I don't over this crap. |
loumanchew
Ametat Security Amarr Empire
39
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Posted - 2013.07.03 08:20:00 -
[9] - Quote
If anything they should bump the damage if they dont plan on lowering ppl s health. It's ******** that it takes 3 shots from a proto sniper to drop someone. No wonder ppl think snipers are useless. The scopes are so bad as well. The only decent one is the officer. |
Sgt Buttscratch
G I A N T EoN.
324
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Posted - 2013.07.03 08:28:00 -
[10] - Quote
now the performance is fixed, people move faster, also, what ever they did to rendering distance, on my screen people run through stairs, through into walls...now we gotta hit every shot clean or it was for nothing, GG CPP
******* stupid, snipers werent hitting to hard, they were actually in a good place, MCC sniping was the only sniper problem |
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Soul Houdson
L.O.T.I.S. RISE of LEGION
0
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Posted - 2013.07.03 09:18:00 -
[11] - Quote
I am kinda new to the game and trying to spec as a sniper but I think that there is more than the damage which is handled like crazy, especially for snipers:
I think it is crazy to work with + and - % on the damage and this is true with all weapons. If I have a weapon I should deal 100% damage in its range and have a drop effect after the optimal range (like they did now with 1.2). If we have to consider the efficacy of the weapon on armor or shield then I should be able to deal 100% against the specific target and something less against other targets (lets say my weapon is good against armor, then I should deal 100% against it and maybe 90% on shields). In this way things would be easier and CCP could play on the nominal damage iteself, on the drop against distance and on the drop over not specific target.
Secondly, and most importantly for snipers, I think headshots should kill anyway as long as they are carried at least in the optimal range...we are in the future and use ultrasonic bullets so, if a bullet can go through the dropsuit and deal damage to the body inside, then an headshot should kill... this should be true also for other weapons. Also on this point things things would get easier and more realistic allowing CCP to play on weapon stats, especially range...
In this way we keep a high level of challange for who wants to become snipers but in the same time we allow even a newly come to take out a proto enemy if he is good enough to place a headshot or if the enemy is so stupid to stand still in the open...and for the less skilled snipers it would be still difficult if not impossible to kill, having to deliver 2 to 6 bodyshots...
As for the optimal range of sniper rifles, I read they are something around 600m but someone states that, due to rendering, it is not possible to hit over about 400m. I did not checked personally, but I have beed killed from about 580 and we were shooting each other, I even shot first and was able to shot two rounds before him. Though I was not able to hit him but I guess it is my fault...anyone can confirm this or have information on the new ranges in 1.2?
As for MCC sniping I agree it should not be possible. I consider it like cheating or MCC SP farming...
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Karazantor
Mannar Focused Warfare Gallente Federation
39
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Posted - 2013.07.03 09:50:00 -
[12] - Quote
Pathetic CCP
Its not even like there is a surplus of snipers anymore.
What happened, did some special petal at CCP have their character knocked off by a sniper and go sulk? That seems to be how half the nerfs go nowadays. |
Delta 749
Kestrel Reconnaissance
711
|
Posted - 2013.07.03 10:00:00 -
[13] - Quote
Soul Houdson wrote:I am kinda new to the game and trying to spec as a sniper but I think that there is more than the damage which is handled like crazy, especially for snipers:
I think it is crazy to work with + and - % on the damage and this is true with all weapons. If I have a weapon I should deal 100% damage in its range and have a drop effect after the optimal range (like they did now with 1.2). If we have to consider the efficacy of the weapon on armor or shield then I should be able to deal 100% against the specific target and something less against other targets (lets say my weapon is good against armor, then I should deal 100% against it and maybe 90% on shields). In this way things would be easier and CCP could play on the nominal damage iteself, on the drop against distance and on the drop over not specific target.
Secondly, and most importantly for snipers, I think headshots should kill anyway as long as they are carried at least in the optimal range...we are in the future and use ultrasonic bullets so, if a bullet can go through the dropsuit and deal damage to the body inside, then an headshot should kill... this should be true also for other weapons. Also on this point things things would get easier and more realistic allowing CCP to play on weapon stats, especially range...
In this way we keep a high level of challange for who wants to become snipers but in the same time we allow even a newly come to take out a proto enemy if he is good enough to place a headshot or if the enemy is so stupid to stand still in the open...and for the less skilled snipers it would be still difficult if not impossible to kill, having to deliver 2 to 6 bodyshots...
As for the optimal range of sniper rifles, I read they are something around 600m but someone states that, due to rendering, it is not possible to hit over about 400m. I did not checked personally, but I have beed killed from about 580 and we were shooting each other, I even shot first and was able to shot two rounds before him. Though I was not able to hit him but I guess it is my fault...anyone can confirm this or have information on the new ranges in 1.2?
As for MCC sniping I agree it should not be possible. I consider it like cheating or MCC SP farming...
Oh god I can hear the EVE players screaming now if headshots were always an instant kill "COD 514" "Ruined forever" etc etc |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
115
|
Posted - 2013.07.03 10:04:00 -
[14] - Quote
Jathniel wrote:We were at 100% body, and 195% headshot damage.
Why is it now 90% and 175%? Why the fk would you REDUCE headshot damage on a sniper rifle?
Can't you just fix what we say are problems?
I was just praising you, CCP. So why when you fix something, you have to break something else?
Just as my faith starts to restore, you go and do that.
Why?
Why give every weapon a 10% damage nerf, just to take it away... and then put it back on snipers?
I spec'd back into sniping, because I was pleased that it was doing good damage again. I did not spec back into sniping just for you to nerf them or put them at some kind added disadvantage. I went through all of Chromosome dealing with a broken sniper mechanic. Namely, sniper rifles that are weak on the proto end against proto gear... Please, don't start it again. Not with things starting to be good.
I noticed a good difference today when facing a pack of proto users.... 10% is a big nerf. Fkin put that 10% back. Please. Confirmed. Another nerf to my scout. |
Rogue Saint
Science For Death The Shadow Eclipse
48
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Posted - 2013.07.03 10:06:00 -
[15] - Quote
Yep, confirming that something has definitely happened to sniper rifles. I can only assume the optimal/fall-off code has been applied to sniper rifles too cuz I'm seeing the same thing as reported in this thread.
Hit detection was bad before, but it seems worse now, I can shoot a stationary target and have the guy perfectly lined up to see the bullet land behind or to the left/right of the target.
Furthermore, my Kaalakitoa now randomly fires four shots before reloading! |
Khal V'Rani
Nephilim Initiative
152
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Posted - 2013.07.03 10:44:00 -
[16] - Quote
ffs. really?
Though my primary is heavy, my distant secondary is sniper. I'm with you guys. Haven't been able to play the new build but with everything I'm reading... uuhhg. I'm kinda not looking forward to it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4654
|
Posted - 2013.07.03 10:54:00 -
[17] - Quote
Damn, that was a totally unnecessary nerf. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1108
|
Posted - 2013.07.03 10:57:00 -
[18] - Quote
Perhaps we should just straight-up ask for every "unlisted" change that they didn't see fit to specify in the patch notes... |
Sgt Buttscratch
G I A N T EoN.
324
|
Posted - 2013.07.03 12:55:00 -
[19] - Quote
Zeylon Rho wrote:Perhaps we should just straight-up ask for every "unlisted" change that they didn't see fit to specify in the patch notes...
Yeah I would like to see the real list of delusional "fixes" also. |
Scheneighnay McBob
Bojo's School of the Trades
1888
|
Posted - 2013.07.03 15:52:00 -
[20] - Quote
Kekklian Noobatronic wrote:Railgun is a hybrid weapon. Hybrid weapons do 90% vs armor. Headshots likely got a nerf because they register against Armor, so you're simply seeing the railguns' inherent weakness towards armor manifesting itself in a reduced modifier. plasma hybrids do 90% vs armor- sniper rifles are rail hybrids, which are 100% vs everything |
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Jathniel
G I A N T EoN.
574
|
Posted - 2013.07.03 18:27:00 -
[21] - Quote
Contacted 3 CPM guys... Maybe just maybe, they can find out what the story is behind this stealth nerf.
Was it an accident, and if we can get it fixed.
Between this, and Flux nades killing people again... I'm just smh. |
Sgt Buttscratch
G I A N T EoN.
330
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Posted - 2013.07.03 18:52:00 -
[22] - Quote
flux deal is ********, straight up killed my lil logi gal. |
Jathniel
G I A N T EoN.
574
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Posted - 2013.07.03 19:17:00 -
[23] - Quote
http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/
lol so sniper rifles are going to be anti-armor now? same for the forge gun?
lol as if armor guys didn't have enough against them already.
Rather the railgun weapons be perfectly neutral in their damage output, but whatever...
Thanks for not including this info in the patch notes.
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Jathniel
G I A N T EoN.
574
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Posted - 2013.07.03 19:31:00 -
[24] - Quote
The added damage to armor means nothing, if your target is shield tanking.
Congratulations you just broke sniper rifles.
10% means everything when a proto sniper is trying to take down a proto suit. |
Naedeus
DUST University Ivy League
65
|
Posted - 2013.07.03 19:34:00 -
[25] - Quote
People are going to complain regardless. I've been sniping since I started back in open beta... and right now the sniper rifles feel like actual sniper rifles. This stealth nerf your complaining about has been applied to every weapon. Its the range optimization you're feeling. |
Vell0cet
Royal Uhlans Amarr Empire
34
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Posted - 2013.07.03 19:50:00 -
[26] - Quote
Naedeus wrote:People are going to complain regardless. I've been sniping since I started back in open beta... and right now the sniper rifles feel like actual sniper rifles. This stealth nerf your complaining about has been applied to every weapon. Its the range optimization you're feeling.
What's the optimal range then? |
Jathniel
G I A N T EoN.
574
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Posted - 2013.07.03 19:53:00 -
[27] - Quote
Naedeus wrote:People are going to complain regardless. I've been sniping since I started back in open beta... and right now the sniper rifles feel like actual sniper rifles. This stealth nerf your complaining about has been applied to every weapon. Its the range optimization you're feeling.
This nerf has nothing to do with range optimization. Spawn into a skirmish, and aim at a blueberry standing right next to you.
You will see 90%.
Do the same at a player 100m away. 200m. 400m.
90% on body. 175% on head.
It's this crap about making it weaker to shields and stronger against armor. It sounds pretty on paper, and may work out well at other tiers, but in a match where a proto sniper rifle has to take down a proto suit, having a -10% vs. shields can dramatically effect the sniper's effectiveness. You only have 5 rounds. It's not like the sniper rifle keeps a steady stream of fire on a target like an AR. |
RoundEy3
Metal Mind Industries
158
|
Posted - 2013.07.03 20:02:00 -
[28] - Quote
Sigh... Faster movement, funky aiming 90% of the time, sniper rifles doing less damage than they did before. It's game design to either get you behind an AR or in a LAV.
The sniper rifles felt just fine in uprising. One of the few weapons that really had no problems. It's hard enough for snipers to be effective and be accepted as a team role. Now you might as well just grab an AR, all of your precious aiming doesn't count for much anymore. |
Jathniel
G I A N T EoN.
574
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Posted - 2013.07.03 20:22:00 -
[29] - Quote
RoundEy3 wrote:Sigh... Faster movement, funky aiming 90% of the time, sniper rifles doing less damage than they did before, faster RDV dropoff time. It's game design to either get you behind an AR or in a LAV.
The sniper rifles felt just fine in uprising. One of the few weapons that really had no problems. It's hard enough for snipers to be effective and be accepted as a team role. Now you might as well just grab an AR, all of your precious aiming doesn't count for much anymore.
To make matters worse, all they're doing is making it more effective against armor guys.
A sniper rifle DOES NOT need to do 110% damage against ANYTHING. Especially armor guys. They got enough against them as it is, what with the Flaylocks going around like candy.
So now an already slow Gallente Assault has to deal with EXTRA damage from a sniper rifle? What are you guys thinking?
The sniper doesn't discriminate. A target is a target.
Why are we still pushing people toward shield tanking assault? |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
887
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Posted - 2013.07.03 20:24:00 -
[30] - Quote
I haven't picked up a sniper rifle this build, but I feel for you snipers if what is being said here is true. There was absolutely no need for a nerf of any sort. |
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