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Crow Splat
DUST University Ivy League
42
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Posted - 2013.07.10 17:19:00 -
[61] - Quote
Sniper damage is fine.. Give me more zoom/longer rendering distances... |
loumanchew
Ametat Security Amarr Empire
123
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Posted - 2013.07.10 17:27:00 -
[62] - Quote
Reav Hannari wrote:loumanchew wrote:It makes me laugh when I see people saying snipers do not contribute to objective based maps. Last night in a domination I watched the entire match how little the infantry was doing to actually push the objective while I kept sweeping it clean over and over and over for them and they did nothing. They were just hiding behind a container holding each other's hands. We lost the match but it sure wasn't the sniper's fault. For the record I went 40-1 and the closest to me was 7-2 and it's really not because I am an exceptional sniper, it's because most weren't doing their vanilla AR job. Did you ever get off your perch and go hack an objective? I do. When possible I'll stick close to one objective and try and cover as many of the others as I can. Yeah, having a team full of blueberries that can't push an objective is seriously irritating. Seeing someone close to an unguarded objective is even worse.
There was a single objective. As I mentionned it was domination. I just ran and placed a pod since I run faster than most and then switched to my glass cannon to wipe out the objective campers. There was not a lack of ppl needed to do the job. There just seemed to be a lack of understanding of what was going on and of the priorities. Oh well pub is pub.
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G Groenenstein
The Malevolent Monkey Militia
0
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Posted - 2013.07.10 17:34:00 -
[63] - Quote
Vavilia Lysenko wrote:I snipe 99% of the time.
I use the Ishukone Rifle because I like it.
The noise from the Charge Sniper is just too irritating to bear.
I don't know why it don't use the Kaalakiota more than I do.
There is absolutely nothing wrong with the Damage output of the Sniper Rifle.
There is no need for a Nerf or a Buff.
The Sniper Rifle is a OHK weapon against certain Suits and Suit Loadouts.
Sniping in DUST514 is not about K/DR, it's not about being some OHKilling machine.
If you can't kill people using the Sniper Rifle then put it down and walk away.
The only gripes I have with the sniper rifle are:
The bloody awful render distance. It is absolutely terrible. The Half-Merc. problem, can we hold the attack until all the concrete is dry please.. I need one more damn round in my Mag., just one, not asking for much, one small round, 6 round Mag. please. (boom, boom, boom, not so smart now ******, boom, you're gonna die matey, boom, oh yes.., CLICK, Noooo.)
lol i hate the ammo prob its horrid make it one giant clip. I cant tell u how many times ive had a clean shot then click click...and some one poaches my kill. Yah i just wish if their gonna run through wet cement atleast make it quik dry cement. and the render distance has gone down alot since the last update after 100 meters u cant see **** only arrows then u have to aim for the top of the arrow. I agree wit everything u said. CCP just dont seem to care. because of the added new glitches in rendering my kills have droped by half |
loumanchew
Ametat Security Amarr Empire
123
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Posted - 2013.07.10 17:40:00 -
[64] - Quote
The scope is indeed really crappy. I would have a better chance with binoculars. I wish we could skill into scoping. |
Boot Booter
Elite Gamers Militia
29
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Posted - 2013.07.10 17:53:00 -
[65] - Quote
BL4CKST4R wrote:Rinzler XVII wrote:After reading through a few posts re AR DPS i've seen that the average dps of a STD AR is around 446 DPS and i'd like to make a comparison between these STD lvl weapons v the PROTO Charge Rifle with 321.3 base damage and a 4 second charge time between shots that puts the PROTO lvl Charge rifle at 160.65 DPS for 2 shots 120.4875 DPS for 3 shots 107.1 DPS for 4 shots 100.4 DPS for 5 shots and then a reload .. I know AR users will QQ about distance etc but this is a huge difference in damage when we get to proto lvl gear, based on the average eHP at proto lvl being 600 with a huge percentage of that being shield tankers to which Rifles now do 90% to shields you can reduce the initial base damage of 321.3 by a straight 10% for the 1st shot as they have to hit shields 1st which puts the actual base damage below 300 and clearly shows just how broken the Sniper rifle is. I'd like to make a proposal, increase the charge time between shots to a straight 8 seconds and double the damage and the DPS becomes this :- 642 DPS for 1 shot 160.65 for 2 shots 120.4875 for 3 shots Without the stopping power of the 1st shot the whole concept of a PROTO lvl Charge Rifle becomes flawed, they have a significant disadvantage DPS which equates to being nearly 1/3rd weaker than a standard lvl AR so in all honesty either increase the delay time between shots and increase the stopping power of the weapon or remove the delay between shots because seeing as you have to hit most ppl 2/3 times currently to kill them that basically means the average kill for a sniper is over a period of 8 seconds and 120 dps is far to UP .. people will say Sniper rifles aren;t supposed to be DPS .. yes they aren't supposed to be DPS they are supposed to be OHK weapons and if OHK isn;t a viable option because all the protobear AR users will QQ then you need to improve the DPS of the weapon significantly. That 642 base damage wont kill heavy users in 1 shot and probably wont kill most assault/logi suits with any kind of shield on them in 1 shot but it will mean that if you hit a medium suit user in the head you will more than likely kill them which is how it should be and dont forget we are talking about a PROTO lvl sniper rifle here and i feel the damage of the sniper rifles scales appallingly and dont forget I'm only comparing this PROTO lvl weapon to STD AR's the difference is even greater compared to PROTO lvl AR's .. sniper rifles need some love and b4 anyone says you need to work with another sniper or use tactics ... even 2 charge rifle users have 642 DPS for 1 shot each combined and 321.3 DPS for 2 shots each ... thats 2 people with proto lvl weapons unable to kill shield tankers and heavies with 2 shots .. Hopefully ppl will respond with something constructive and any responses which are basically a straight 'No' or that they shouldn't have anything done to improve them clearly have no idea what they are talking about and will be straight up ignored. Thanks for reading Do you know what DPS means? High damage-Low ROF weapons have low DPS (Charged sniper rifle) Low damage-High ROF weapons have high DPS The AR could have a DPS of 1,000,000 if it had damage of 1, and a ROF of 1,000,000. The reason the AR has higher DPS than a Sniper rifle is because it has a high ROF. If you want a 2 shot kill sniper rifle, go get a Thale.
Uhm so.. Do you know what dps means?
A sniper could have a dps of 1,000,000 if it had damage of 1,000,000 and a ROF of 1.
DPS is a function of both damage per round and rof, that's why it's called DAMAGE PER SECOND.... At least try to know what you're talking about before you try to insult people.
That being said, the sniper rifle isn't supposed to have a high dps because you can sit safely from a distance, load damage mods on, and surprise people with a few devastating shots.
Dps isn't everything, you have to include accuracy/ probability to hit, range, and instantaneous damage relative to an opponent's eHP. |
HYENAKILLER X
Condotta Rouvenor Gallente Federation
23
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Posted - 2013.07.10 18:12:00 -
[66] - Quote
Balacs assualt rofle is so dirty |
voidfaction
Circle of Huskarl Minmatar Republic
13
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Posted - 2013.07.10 18:48:00 -
[67] - Quote
Banning Hammer wrote:Matticus Monk wrote:+1 draw distance and variable scopes.
I don't think CCP should attempt to really balance this weapon to such a large degree as you propose (doubling damage) with those two issues oustanding. I have spent time sniping and while it can be challenging to get kills, you absolutely don't have the same rush of battle or fear for your life.... so lets just say that while it can be 'hard', and useful, it's not exactly the same as putting your ass on the frontlines in an expensive dropsuit.
There was another post in the feedback section about sniper rifle damage. My preference from that thread was to increase base damage on rifles by some small amount (I think it was 10%) and increase head shot damage to 200% or so and see where that takes things.
Enough .... any buffing to the Sniper Rifle have to come "AFTER" CCP fix the red-line problem, its bad enough already. Base Camping is a Game Killer.
I take it you don't know what counter snipers are used for. You probably don't like tanks because your AR wont kill them either. learn to play as a team and quit thinking your supposed to be able to kill everything with one suit fitting. Next time you get mad because a sniper takes you out from his red-line base camp pick up a sniper rifle and snipe him back or do you lack the skill to shoot a stationary target from 400m. Option 2 stay in cover and do all your fighting inside buildings or do you lack that skill too. Option 3 tell sniper teammate location of said red-line sniper and have someone else take care of it. That sounds like your best bet because I don't think you have the skill for the other 2 Game Killer fixes.
Snipers need CCP to address the building problems. front line mercs run inside building and never come out into the open field for snipers to shoot them. Maybe snipers should be able to shot through walls to fix this problem because it is a game killer when 90% of the enemy team is fighting inside buildings where I can't hit them. WWWWWWWWWaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.
The real game killer is those that think someone playing a different class and different play style is supposed to drop their game and play it your way to make it fun for you. |
Marston VC
Sver true blood Public Disorder.
529
|
Posted - 2013.07.10 19:00:00 -
[68] - Quote
Rinzler XVII wrote:After reading through a few posts re AR DPS i've seen that the average dps of a STD AR is around 446 DPS and i'd like to make a comparison between these STD lvl weapons v the PROTO Charge Rifle with 321.3 base damage and a 4 second charge time between shots that puts the PROTO lvl Charge rifle at 160.65 DPS for 2 shots 120.4875 DPS for 3 shots 107.1 DPS for 4 shots 100.4 DPS for 5 shots and then a reload .. I know AR users will QQ about distance etc but this is a huge difference in damage when we get to proto lvl gear, based on the average eHP at proto lvl being 600 with a huge percentage of that being shield tankers to which Rifles now do 90% to shields you can reduce the initial base damage of 321.3 by a straight 10% for the 1st shot as they have to hit shields 1st which puts the actual base damage below 300 and clearly shows just how broken the Sniper rifle is. I'd like to make a proposal, increase the charge time between shots to a straight 8 seconds and double the damage and the DPS becomes this :- 642 DPS for 1 shot 160.65 for 2 shots 120.4875 for 3 shots Without the stopping power of the 1st shot the whole concept of a PROTO lvl Charge Rifle becomes flawed, they have a significant disadvantage DPS which equates to being nearly 1/3rd weaker than a standard lvl AR so in all honesty either increase the delay time between shots and increase the stopping power of the weapon or remove the delay between shots because seeing as you have to hit most ppl 2/3 times currently to kill them that basically means the average kill for a sniper is over a period of 8 seconds and 120 dps is far to UP .. people will say Sniper rifles aren;t supposed to be DPS .. yes they aren't supposed to be DPS they are supposed to be OHK weapons and if OHK isn;t a viable option because all the protobear AR users will QQ then you need to improve the DPS of the weapon significantly. That 642 base damage wont kill heavy users in 1 shot and probably wont kill most assault/logi suits with any kind of shield on them in 1 shot but it will mean that if you hit a medium suit user in the head you will more than likely kill them which is how it should be and dont forget we are talking about a PROTO lvl sniper rifle here and i feel the damage of the sniper rifles scales appallingly and dont forget I'm only comparing this PROTO lvl weapon to STD AR's the difference is even greater compared to PROTO lvl AR's .. sniper rifles need some love and b4 anyone says you need to work with another sniper or use tactics ... even 2 charge rifle users have 642 DPS for 1 shot each combined and 321.3 DPS for 2 shots each ... thats 2 people with proto lvl weapons unable to kill shield tankers and heavies with 2 shots .. Hopefully ppl will respond with something constructive and any responses which are basically a straight 'No' or that they shouldn't have anything done to improve them clearly have no idea what they are talking about and will be straight up ignored. Thanks for reading
Sniper rifles aren't really meant to be High DPS weapons....... In most games, the higher the DPS the better it tends to be on lighter targets (in this games case, armor tanking targets) The lower the DPS a gun has, The higher Up front damage it has, and theoretically should be better for well armored targets (could be shield or armor tanked, depends on how much HP).
Just because you cant ONE shot EVERYTHING doesn't meant the charge sniper is broken...... it just means you have to TWO shot people with 500+ health...... in other words you have to two shot most Proto Suits, and Heavy suits, Which if you could one shot either of those, the game would be very difficult to play for fun. |
Marston VC
Sver true blood Public Disorder.
529
|
Posted - 2013.07.10 19:02:00 -
[69] - Quote
voidfaction wrote:Banning Hammer wrote:Matticus Monk wrote:+1 draw distance and variable scopes.
I don't think CCP should attempt to really balance this weapon to such a large degree as you propose (doubling damage) with those two issues oustanding. I have spent time sniping and while it can be challenging to get kills, you absolutely don't have the same rush of battle or fear for your life.... so lets just say that while it can be 'hard', and useful, it's not exactly the same as putting your ass on the frontlines in an expensive dropsuit.
There was another post in the feedback section about sniper rifle damage. My preference from that thread was to increase base damage on rifles by some small amount (I think it was 10%) and increase head shot damage to 200% or so and see where that takes things.
Enough .... any buffing to the Sniper Rifle have to come "AFTER" CCP fix the red-line problem, its bad enough already. Base Camping is a Game Killer. I take it you don't know what counter snipers are used for. You probably don't like tanks because your AR wont kill them either. learn to play as a team and quit thinking your supposed to be able to kill everything with one suit fitting. Next time you get mad because a sniper takes you out from his red-line base camp pick up a sniper rifle and snipe him back or do you lack the skill to shoot a stationary target from 400m. Option 2 stay in cover and do all your fighting inside buildings or do you lack that skill too. Option 3 tell sniper teammate location of said red-line sniper and have someone else take care of it. That sounds like your best bet because I don't think you have the skill for the other 2 Game Killer fixes. Snipers need CCP to address the building problems. front line mercs run inside building and never come out into the open field for snipers to shoot them. Maybe snipers should be able to shot through walls to fix this problem because it is a game killer when 90% of the enemy team is fighting inside buildings where I can't hit them. WWWWWWWWWaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa. The real game killer is those that think someone playing a different class and different play style is supposed to drop their game and play it your way to make it fun for you.
Ok, then don't get disappointed if your sniper rifle cant 1 hit kill everything...... If you want DPS use the tactical sniper rifle. As for counter sniping goes, that's just a load of BS. Not everyone is specced into it. But if your redline camping the only way to fix the problem is counter snipe. This game is based on the belief that there is no "right way to play" so If I want to sprint up to your camping ass in a scout suit, I should be able to do it. Simple as that. |
Marston VC
Sver true blood Public Disorder.
529
|
Posted - 2013.07.10 19:06:00 -
[70] - Quote
Quote:I take it you don't know what counter snipers are used for.
Quote:The real game killer is those that think someone playing a different class and different play style is supposed to drop their game and play it your way to make it fun for you.
So I have to drop being an AR guy (because that's fun for me) To go and counter snipe you??? Its totally ok for Assault troops to have to switch to sniper suits to counter snipers, but its not ok for Snipers having to adapt and deal with assault suits?? That's the most hypocritical thing ive ever read on these forums. |
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Matticus Monk
Ordus Trismegistus
222
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Posted - 2013.07.10 19:15:00 -
[71] - Quote
calisk galern wrote:Matticus Monk wrote:
you absolutely don't have the same rush of battle or fear for your life.... so lets just say that while it can be 'hard', and useful, it's not exactly the same as putting your ass on the frontlines in an expensive dropsuit.
yesterday I was in an engagement with 3 AR users, and 2 flay lockers were chasing me down across hilly open ground at about 150m after killing the rest of the blue dots around me. The closest range I can effectively shoot you with my charged rifle is about 65m, it takes me abut 1.4 seconds to line up a shot on a target. I killed 4 of the 5 while falling back, and then the flay locker ran out of ammo, but I also was down to my last shot in my charged rifle, so I called in an lav while he dropped a nano hive while we fought each other with smgs, I drove about 400 meters past him hopped out and finished him off with my last shot. there's a story or two like that for every single game I ground snipe. I seldom call it boring, unless I want it to be boring and sit in the hills all game, which I do for a change of pace once in awhile I guess....
That is good to hear, and definitely a welcome change from what I typically see in terms of sniper activity on the field.
I'm not saying other styles of sniping are not valid or useful, I've certainly appreciated having (some) snipers on my teams many times in the past....
But still, let me say that 'typical' sniping isn't the same as putting your ass on the frontlines of battle, surrounded by a hornet's nest of angry reds.... |
calisk galern
BurgezzE.T.F
523
|
Posted - 2013.07.10 19:16:00 -
[72] - Quote
Marston VC wrote:Quote:I take it you don't know what counter snipers are used for. Quote:The real game killer is those that think someone playing a different class and different play style is supposed to drop their game and play it your way to make it fun for you. So I have to drop being an AR guy (because that's fun for me) To go and counter snipe you??? Its totally ok for Assault troops to have to switch to sniper suits to counter snipers, but its not ok for Snipers having to adapt and deal with assault suits?? That's the most hypocritical thing ive ever read on these forums.
those quotes are a bit out of content so i'm unsure who said them but i'll try to comment anyway.
the second of the two quotes sounds more along the lines of other players calling something OP simply because they can't deal said weapon. he's not really saying that using adaptive fits is a bad thing.
I'm a main sniper, I have a swarm launcher AV fit, and a flay lock fit for close range engagements, and just to mix things up.
my opinion is as such, one fit CANNOT do it all, and other fits are required to deal with different scenarios.
sniper>flaylock>AR>AV>HAV>Sniper kind of deal, seriously though don't try to quote me on that example. |
G Groenenstein
The Malevolent Monkey Militia
0
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Posted - 2013.07.10 21:04:00 -
[73] - Quote
can some one tell me how many damage multipliers you can fit before the penalty becomes to great to be worth it |
Sleepy Shadow
L.O.T.I.S. RISE of LEGION
36
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Posted - 2013.07.10 23:19:00 -
[74] - Quote
G Groenenstein wrote:can some one tell me how many damage multipliers you can fit before the penalty becomes to great to be worth it
IGÇÖd say three.
If we take his Charge Sniper Rifle as an example:
Base damage 321,90 1 damage mod 354,09 2 damage mods 384,86 3 damage mods 406,82 4 damage mods 418,34 5 damage mods 422,77
Sure the difference between no mods and 5 is big, but youGÇÖre actually better off using the last two slots for something else.
And if you don't yet have a copy, check this thread and make a copy of the fitting tool. It's a wonderful thing :)
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Cyzad4
Blackfish Corp.
2
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Posted - 2013.07.10 23:54:00 -
[75] - Quote
In all reality I think most of the other issues w SR's would be relegated to the bottom of the "to do" pile if they could possibly maybe finally get around to fixing the ******* hit registration, 'cause you know it's only been mangled for i dunno months. |
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