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ShinyJay
Destruction Reapers The Superpowers
18
|
Posted - 2013.07.24 18:21:00 -
[61] - Quote
Galvan Nized wrote:Snipers have way too much as it is. Hide in the redline and still be able to see across the entire map. Hide on top of a unscalable tower because stairs are too OP. Have almost no way to find you and you do insane amounts of damage. Plus objectives that are completely wide open so are nearly impossible to hack because people can see you from their redline.
Snipers need no love, they get all the love in the maps anyways. Giant bowls that are completely flat with very little cover. Redlines that extend to about 50m from objectives.
Maybe once we get shield bubbles and new maps that are more urban we could talk.
what love is there to risk flying around in a dropship to find that high end sniper point? if they got up there in a dropship, your did something wrong to let them. with the eHP of people now-a-days, it takes about 3-4 shot with a sniper, 2-3 if i'm lucky and they are using std and adv, 1 if i get a lucky headshot or they stand still. let's completely forget about the red line snipers as they are garbage, but look at the true snipers that go out into the field. the insane damage the sniper does is 219 damage clean, about 240-250 with profecity and some damage mods with the ishukone. the charge sniper about 337+ that takes about 4 seconds for the full damage. it makes the thales the only sniper to get, but is very hard to come by.
snipers do lead there targets if they are moving, a bullet drop and bullet slow wouldn't change that and make it harder with each distance away from said target. lets not forget that the sniper is shooting extremely fast rounds that covers long distances quickly as a rail gun if i recall within the discription |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
154
|
Posted - 2013.07.24 18:42:00 -
[62] - Quote
Text Grant wrote:Until sniping involves skill they should be nerfed to 50% damage for body shots. After bullet travel time and bulet drop are added maybe give a damage buff
Dude,
Don't even joke about that. There is a ****-load of skill in sniping.
When was the last time you killed a running target at 400m? If you can, it's not luck. You have to lead them - travel time is in the game.
For running targets, if you hit them once, strip their armour, and do it again to kill them, it's not luck.
Good snipers can do it fairly often.
I don't think of myself as an awesome sniper but I can usually hit running targets a dozen times per game (sometimes more). Not all are kills but some are, the rest are assists because my CQC colleagues finish them off.
People just don't stand around smoking and chatting in militia gear like n00bs anymore.
Munch |
Text Grant
Planetary Response Organization
33
|
Posted - 2013.07.24 20:52:00 -
[63] - Quote
Poonmunch wrote:Text Grant wrote:Until sniping involves skill they should be nerfed to 50% damage for body shots. After bullet travel time and bulet drop are added maybe give a damage buff Dude, Don't even joke about that. There is a ****-load of skill in sniping. When was the last time you killed a running target at 400m? If you can, it's not luck. You have to lead them - travel time is in the game. For running targets, if you hit them once, strip their armour, and do it again to kill them, it's not luck. Good snipers can do it fairly often. I don't think of myself as an awesome sniper but I can usually hit running targets a dozen times per game (sometimes more). Not all are kills but some are, the rest are assists because my CQC colleagues finish them off. People just don't stand around smoking and chatting in militia gear like n00bs anymore. Munch I can do this anytime i snipe. There is no bullet travel time though. This may be why you think its hard |
Niuvo
The Phoenix Federation
292
|
Posted - 2013.07.24 21:11:00 -
[64] - Quote
Sniping takes skill guys, and good eyes. |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
158
|
Posted - 2013.07.24 21:15:00 -
[65] - Quote
Text Grant wrote:Poonmunch wrote:Text Grant wrote:Until sniping involves skill they should be nerfed to 50% damage for body shots. After bullet travel time and bulet drop are added maybe give a damage buff Dude, Don't even joke about that. There is a ****-load of skill in sniping. When was the last time you killed a running target at 400m? If you can, it's not luck. You have to lead them - travel time is in the game. For running targets, if you hit them once, strip their armour, and do it again to kill them, it's not luck. Good snipers can do it fairly often. I don't think of myself as an awesome sniper but I can usually hit running targets a dozen times per game (sometimes more). Not all are kills but some are, the rest are assists because my CQC colleagues finish them off. People just don't stand around smoking and chatting in militia gear like n00bs anymore. Munch I can do this anytime i snipe. There is no bullet travel time though. This may be why you think its hard
Why would I think it's hard?
It is hard.
I lead my targets and it works.
If there is no travel time then what I'm noticing might be lag. But it has the same effect as travel time and I see it in every game on every map.
I have to lead my targets.
Munch
|
RoundEy3
Metal Mind Industries
218
|
Posted - 2013.07.24 21:19:00 -
[66] - Quote
Yeah there is no travel time. You fire the moment your dot turns orange. It's instant straight fire damage. Which if you want to justify it I would say it's because of advanced technology with rangefinding and instant point fire sight adjuments systems. Those are actually in the works today. No reason DUST era weapons wouldn't have it. |
Text Grant
Planetary Response Organization
33
|
Posted - 2013.07.24 21:22:00 -
[67] - Quote
Poonmunch wrote:Text Grant wrote:Poonmunch wrote:Text Grant wrote:Until sniping involves skill they should be nerfed to 50% damage for body shots. After bullet travel time and bulet drop are added maybe give a damage buff Dude, Don't even joke about that. There is a ****-load of skill in sniping. When was the last time you killed a running target at 400m? If you can, it's not luck. You have to lead them - travel time is in the game. For running targets, if you hit them once, strip their armour, and do it again to kill them, it's not luck. Good snipers can do it fairly often. I don't think of myself as an awesome sniper but I can usually hit running targets a dozen times per game (sometimes more). Not all are kills but some are, the rest are assists because my CQC colleagues finish them off. People just don't stand around smoking and chatting in militia gear like n00bs anymore. Munch I can do this anytime i snipe. There is no bullet travel time though. This may be why you think its hard Why would I think it's hard? It is hard. I lead my targets and it works. If there is no travel time then what I'm noticing might be lag. But it has the same effect as travel time and I see it in every game on every map. I have to lead my targets. Munch I can kill protos with basic sniper rifles. Snipers need to try out their gun game in the playing field before they come to the forums to ask for OHK's |
Fang 95
Immortal Shinigami
2
|
Posted - 2013.07.24 21:29:00 -
[68] - Quote
i believe they need to leave snipers the way they are now theyer balanced pretty good and if you actualy have the skill to use it you can do good with it this is not no call of duty run n gun quick scope with a sniper BS youre suppose to be at a distance and be able to take some time lining up youre shots. light suits are usually a 1 hit kill, mediums are usually 2-3 and heavys are usually a 4-5 hit kill which i think is perfectly balanced and you can do good IF you actually have the skill. btw i do snipe at times in this game and i am skilled with the sniper its actually one of my specialties and i usually do good with it. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
421
|
Posted - 2013.07.24 21:42:00 -
[69] - Quote
Spirit Charm wrote:Before you hate just wait. Snipers are the fear gods of Shooters. A great sniper should be able to make ppl fear him. I do not see that in this game. I feel like sniping isnt as dangerous as other shooters. When I hit a guy and it takes a quarter of his health off. It pisses me off cause now he runs and hides and escapes. Even with Head shots its like he doesnt die. WHY?! I mean a head shot in any other means is and should be fatal.
Let Sniper shots kill in 1 shot if its a head shot. Reward skill and patience for lining up a head shot. And buff the basic damage of a sniper shot so that low suit players get one shoted and proto players can be 2 shoted. If a proto players gets hit it makes since to let him take cover. but a basic suit militia suit and even a advance suit player gets one shoted. Tact snipers should be at a 65% dmg of normal sniper rifles and shoot at a 50% fire rate. But buff the normal rifle dmg for 45% - 65% dmg.
In the future where immortal super soldier that wear highly protective armors , no one fears snipers. Snipers are NOT the killers they are in other FPS, but more of a tactical/support role. (like covering certain Letters in skirmish or give cover fire to assault units, INFORMING their teammates of enemy locations , etc....)
PLUS snipers are still good and DO get a powerful headshot bonus. I go 15-2 with a covenant sniper rifle or the Basic TAC when i snipe.
And snipers 1HKO my scout suit every time, and my min runs 410HP....
so i really dont know what you are talking about broski. |
Niuvo
The Phoenix Federation
292
|
Posted - 2013.07.24 21:58:00 -
[70] - Quote
KING CHECKMATE wrote:[In the future where immortal super soldier that wear highly protective armors , no one fears snipers. Snipers are NOT the killers they are in other FPS, but more of a tactical/support role. (like covering certain Letters in skirmish or give cover fire to assault units, INFORMING their teammates of enemy locations , etc....)
PLUS snipers are still good and DO get a powerful headshot bonus. I go 15-2 with a covenant sniper rifle or the Basic TAC when i snipe.
And snipers 1HKO my scout suit every time, and my min runs 410HP....
so i really dont know what you are talking about broski. Just to pull your chains, we have highly effective weapons to counter the armored dropsuit. I agree with you though. I'll begin bitc... once I get my complex damage mods and I can't be effective against proto bears. For now, I don't mind, what I do mind is the hit detection. |
|
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
158
|
Posted - 2013.07.24 22:25:00 -
[71] - Quote
Text Grant wrote:Poonmunch wrote:Text Grant wrote:Poonmunch wrote:Text Grant wrote:Until sniping involves skill they should be nerfed to 50% damage for body shots. After bullet travel time and bulet drop are added maybe give a damage buff Dude, Don't even joke about that. There is a ****-load of skill in sniping. When was the last time you killed a running target at 400m? If you can, it's not luck. You have to lead them - travel time is in the game. For running targets, if you hit them once, strip their armour, and do it again to kill them, it's not luck. Good snipers can do it fairly often. I don't think of myself as an awesome sniper but I can usually hit running targets a dozen times per game (sometimes more). Not all are kills but some are, the rest are assists because my CQC colleagues finish them off. People just don't stand around smoking and chatting in militia gear like n00bs anymore. Munch I can do this anytime i snipe. There is no bullet travel time though. This may be why you think its hard Why would I think it's hard? It is hard. I lead my targets and it works. If there is no travel time then what I'm noticing might be lag. But it has the same effect as travel time and I see it in every game on every map. I have to lead my targets. Munch I can kill protos with basic sniper rifles. Snipers need to try out their gun game in the playing field before they come to the forums to ask for OHK's
I'm not asking for anything for snipers.
I never have.
Check my posts (I never use an alt).
The only thing I've been harping on is the texture swimming bug, which causes potential snipees to disappear. But it's a bug.
Snipers are balanced.
Munch |
Text Grant
Planetary Response Organization
34
|
Posted - 2013.07.24 22:31:00 -
[72] - Quote
That is what this post is about. Wanting OHK's. The people disappearing is annoying to everyone |
2100 Angels
The Southern Legion
203
|
Posted - 2013.07.25 01:59:00 -
[73] - Quote
I feel like I need to quote myself, there are a lot of people putting forward absolute rubbish arguments
2100 Angels wrote: ... It's an absolute joke that I can have proficiency 5, 3 complex damage mods and a charge sniper rifle, and it STILL takes me 4-5 shots to take down some heavies, and usually 3 for any decently fit proto logi or assault. Lets put this in perspective; this is a prototype weapon with the highest damage of any sniper not an officer in the game. It is comparable to the Thales in damage, and with the charge time it still takes me a minimum of 12 seconds to down a well fit proto player. In terms of sniping, 12 seconds is an absolute eternity in terms of finding cover... let alone 20 seconds that some heavies will have. This hardly makes us a class to be feared by our equals.
Sure, the proto sniper does well against std and adv opponents, but is that really the standard we hold the weapon to to be balanced?
NOTE: times calculated based on 4 sec charge time, though I have not tested this
This is not about OHKs, this is about achieving a reasonable level of damage to make sniping all classes of players *plausible*. Currently it is not plausible to even bother with the upper echelon of players as they are much more effort than they are worth. 4-5 shots with the best non officer sniper in the game? You have got to be joking. If you think this is balanced you need to re-evaluate your concept of balance.
To all of those people talking about bullet travel time and the ability to "see across the entire map". Maybe it would be a good idea to actually play the class before chiming in with your "omg-i-got-sniped-plz-nerf" opinions, because if you had you would know a couple of things:
1) The render range is limited to around 400-450m, which is about HALF the size of any map (sometimes less), and a full 200m less than our weapon ranges.
2) Depending on the match, there can be and often is a significant amount of latency and/or input lag. This is essentially the same as adding in bullet travel time. The reason I say this is that the bullet velocity is 2500 m/s (stated in the description). With an average kill distance (for arguments sake) of 300m, this means that there would be an average travel time of 0.12 (1/8) seconds. This is negligible, and I would argue that we currently deal with a delay of more than this on a regular basis.
Admittedly, there are more pressing issues to be addressed in the game currently, so this is by no means a demand for an immediate fix, but if you think that this class isn't currently underpowered, you're kidding yourself. |
Text Grant
Planetary Response Organization
34
|
Posted - 2013.07.25 02:10:00 -
[74] - Quote
2100 Angels wrote:I feel like I need to quote myself, there are a lot of people putting forward absolute rubbish arguments 2100 Angels wrote: ... It's an absolute joke that I can have proficiency 5, 3 complex damage mods and a charge sniper rifle, and it STILL takes me 4-5 shots to take down some heavies, and usually 3 for any decently fit proto logi or assault. Lets put this in perspective; this is a prototype weapon with the highest damage of any sniper not an officer in the game. It is comparable to the Thales in damage, and with the charge time it still takes me a minimum of 12 seconds to down a well fit proto player. In terms of sniping, 12 seconds is an absolute eternity in terms of finding cover... let alone 20 seconds that some heavies will have. This hardly makes us a class to be feared by our equals.
Sure, the proto sniper does well against std and adv opponents, but is that really the standard we hold the weapon to to be balanced?
NOTE: times calculated based on 4 sec charge time, though I have not tested this This is not about OHKs, this is about achieving a reasonable level of damage to make sniping all classes of players *plausible*. Currently it is not plausible to even bother with the upper echelon of players as they are much more effort than they are worth. 4-5 shots with the best non officer sniper in the game? You have got to be joking. If you think this is balanced you need to re-evaluate your concept of balance. To all of those people talking about bullet travel time and the ability to "see across the entire map". Maybe it would be a good idea to actually play the class before chiming in with your "omg-i-got-sniped-plz-nerf" opinions, because if you had you would know a couple of things: 1) The render range is limited to around 400-450m, which is about HALF the size of any map (sometimes less), and a full 200m less than our weapon ranges. 2) Depending on the match, there can be and often is a significant amount of latency and/or input lag. This is essentially the same as adding in bullet travel time. The reason I say this is that the bullet velocity is 2500 m/s (stated in the description). With an average kill distance (for arguments sake) of 300m, this means that there would be an average travel time of 0.12 (1/8) seconds. This is negligible, and I would argue that we currently deal with a delay of more than this on a regular basis. Admittedly, there are more pressing issues to be addressed in the game currently, so this is by no means a demand for an immediate fix, but if you think that this class isn't currently underpowered, you're kidding yourself. Lag isnt bullet travel time. You may need to look into a better internet provider. However .12 seconds is a correct travel time of a bullet going this speed it is wrong because bullets slow down. The faster a bullet is the faster it slows down. So at 300 meters id CRUDELY guess a travel time of about .3 seconds. For a better estimate we would need to know the surface area, shape, density, and length, BUT thats about .45 meters or 1.5 feet that you would need to lead your target |
2100 Angels
The Southern Legion
203
|
Posted - 2013.07.25 02:32:00 -
[75] - Quote
Text Grant wrote: Lag isnt bullet travel time. You may need to look into a better internet provider. However .12 seconds is a correct travel time of a bullet going this speed it is wrong because bullets slow down. The faster a bullet is the faster it slows down. So at 300 meters id CRUDELY guess a travel time of about .3 seconds. For a better estimate we would need to know the surface area, shape, density, and length, BUT thats about .45 meters or 1.5 feet that you would need to lead your target
Thankyou, I realise bullet travel time and lag are diffferent things. For the purposes of establishing when the user would be required to pull the trigger, however, they essentially provide the same effect (I had input lag in mind when writing this, afaik this wouldn't be an ISP issue as during tests when I do and don't have input lag I have a constant ping of between 37 and 40 ms). I'm not sure what your expectations are of CCP in terms of implementing bullet travel time, but at a guess I'd wager they wouldn't implement environmental physics (including wind resistance) on each individual projectile. I'm by no means an expert, but I would imagine that this would have enormous effect on lag, similar to the reasons previously posted for not having bullet drop. I think the best you could hope for would literally be a distance/speed = time to impact (s). |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
373
|
Posted - 2013.07.25 03:33:00 -
[76] - Quote
ITT its not easy enough for me why can't i be like those other snipers who go 40/2 |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
161
|
Posted - 2013.07.25 03:34:00 -
[77] - Quote
Text Grant wrote: Lag isnt bullet travel time. You may need to look into a better internet provider. However .12 seconds is a correct travel time of a bullet going this speed it is wrong because bullets slow down. The faster a bullet is the faster it slows down. So at 300 meters id CRUDELY guess a travel time of about .3 seconds. For a better estimate we would need to know the surface area, shape, density, and length, BUT thats about .45 meters or 1.5 feet that you would need to lead your target
I have no doubt that your math is reasonable. In this universe.
But DUST 514 is in a universe where there is science-fiction-space-railgun-computer-aided-and-compensated-megasniping.
The same universe where an LAV can drop off a building and the crew survives and the LAV can still drive.
The same universe where an HAV can sit beside me on a hill and we happily snipe together.
The same universe where a person's consciousness can be transferred from clone to clone.
The same universe where a nanohive can make ammunition from ... the environment.
The same universe where armour can regenerate itself from ... the environment.
The same universe where every planet has the same six desert maps and snow was only recently introduced.
The same universe where my advanced sensors can detect a 30 cm wide drop uplink 100 m away but can't detect someone standing 20 m from me.
The same universe where you can't lie prone.
The same universe where sh!t can travel faster than light.
The same universe where hacking a NULL cannon can make you invisible.
The same universe where running in a circle and dodging backwards and forwards in the open is supposed to model what real soldiers do when they are under fire. And people who do it well think they are somehow badass.
Yunnow, a bullish!t place where we come to have fun. A place where the laws of thermodynamics and relativity are routinely violated.
Anyhow, the point that I'm making (and many of us who snipe make) is that it is a challenge to snipe well. I'm not asking for the role to be buffed, and never have. I'm only replying to what people's perceptions in this thread are.
Munch |
lithkul devant
Cerberus Network. The Superpowers
9
|
Posted - 2013.07.25 03:43:00 -
[78] - Quote
I will politely as I can say "Hell no" to the original poster. Snipers are already way to hard to find and detect, they can be placed in spots upon buildings where you literally can not get to them unless you have a drop ship. Headshot damage really is about one shot kill, especially with a charged sniper rifle, you can shoot 4-5 times quickly before having to reload. Most games are also ruined in a way by snipers, as in whole teams will just sit back and be snipers and try to farm kills. Their are far to many ways to make a sniper nearly impervious to taking damage such as terrain glitches, which they do use, the redline, which keeps infinitry and vehicles from attacking them, and often enough the only way to kill a sniper is by another sniper, so no thanks on the added damage, I'd rather have snipers not be the only class on the battlefield. |
Text Grant
Planetary Response Organization
36
|
Posted - 2013.07.25 03:53:00 -
[79] - Quote
The same universe where you survive being shot by an AR 30 times. If you want the sniper to be more like real life in terms of damage then it should have travel time. Although for now I agree it is balanced. (Crappy snipers plinking us are really annoying tho) |
Spirit Charm
Bhaalgorn Industries
35
|
Posted - 2013.07.25 05:59:00 -
[80] - Quote
2100 Angels wrote:I feel like I need to quote myself, there are a lot of people putting forward absolute rubbish arguments 2100 Angels wrote: ... It's an absolute joke that I can have proficiency 5, 3 complex damage mods and a charge sniper rifle, and it STILL takes me 4-5 shots to take down some heavies, and usually 3 for any decently fit proto logi or assault. Lets put this in perspective; this is a prototype weapon with the highest damage of any sniper not an officer in the game. It is comparable to the Thales in damage, and with the charge time it still takes me a minimum of 12 seconds to down a well fit proto player. In terms of sniping, 12 seconds is an absolute eternity in terms of finding cover... let alone 20 seconds that some heavies will have. This hardly makes us a class to be feared by our equals.
Sure, the proto sniper does well against std and adv opponents, but is that really the standard we hold the weapon to to be balanced?
NOTE: times calculated based on 4 sec charge time, though I have not tested this This is not about OHKs, this is about achieving a reasonable level of damage to make sniping all classes of players *plausible*. Currently it is not plausible to even bother with the upper echelon of players as they are much more effort than they are worth. 4-5 shots with the best non officer sniper in the game? You have got to be joking. If you think this is balanced you need to re-evaluate your concept of balance. To all of those people talking about bullet travel time and the ability to "see across the entire map". Maybe it would be a good idea to actually play the class before chiming in with your "omg-i-got-sniped-plz-nerf" opinions, because if you had you would know a couple of things: 1) The render range is limited to around 400-450m, which is about HALF the size of any map (sometimes less), and a full 200m less than our weapon ranges. 2) Depending on the match, there can be and often is a significant amount of latency and/or input lag. This is essentially the same as adding in bullet travel time. The reason I say this is that the bullet velocity is 2500 m/s (stated in the description). With an average kill distance (for arguments sake) of 300m, this means that there would be an average travel time of 0.12 (1/8) seconds. This is negligible, and I would argue that we currently deal with a delay of more than this on a regular basis. Admittedly, there are more pressing issues to be addressed in the game currently, so this is by no means a demand for an immediate fix, but if you think that this class isn't currently underpowered, you're kidding yourself. This guy here is telling us that adding travel time is impossible as the size of the map is to large and to much going on for a ps3 to handle.
All I am saying is that it takes to many body shots to kill targets sometimes. And I would like either more zoom. or a hold breath to stop swaying or both. BUT would simply love more damage. I mean at least make it where Militia Ridles do less damage now but the better the rifle the more damage it does. So far the amount of damage it goes up is like 50 points? That is stupid. Only rifle at doing the best damage is Charged and that is 70k a pop. Not really looking to go bankrupt. AND YES I DONT HAVE BILLIONS OF ISK. Maybe have rifles do this.
Militia - 190 Standard - 235 Advance - 310 Prototype 385 Charged 420 - Non charges 295.? Maybe little more.
|
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NOAMIzzzzz
The Shadow Cavalry Mercenaries DARKSTAR ARMY
5
|
Posted - 2013.07.25 06:13:00 -
[81] - Quote
LOL |
2100 Angels
The Southern Legion
203
|
Posted - 2013.07.25 06:41:00 -
[82] - Quote
Spirit Charm wrote:2100 Angels wrote:I feel like I need to quote myself, there are a lot of people putting forward absolute rubbish arguments 2100 Angels wrote: ... It's an absolute joke that I can have proficiency 5, 3 complex damage mods and a charge sniper rifle, and it STILL takes me 4-5 shots to take down some heavies, and usually 3 for any decently fit proto logi or assault. Lets put this in perspective; this is a prototype weapon with the highest damage of any sniper not an officer in the game. It is comparable to the Thales in damage, and with the charge time it still takes me a minimum of 12 seconds to down a well fit proto player. In terms of sniping, 12 seconds is an absolute eternity in terms of finding cover... let alone 20 seconds that some heavies will have. This hardly makes us a class to be feared by our equals.
Sure, the proto sniper does well against std and adv opponents, but is that really the standard we hold the weapon to to be balanced?
NOTE: times calculated based on 4 sec charge time, though I have not tested this This is not about OHKs, this is about achieving a reasonable level of damage to make sniping all classes of players *plausible*. Currently it is not plausible to even bother with the upper echelon of players as they are much more effort than they are worth. 4-5 shots with the best non officer sniper in the game? You have got to be joking. If you think this is balanced you need to re-evaluate your concept of balance. To all of those people talking about bullet travel time and the ability to "see across the entire map". Maybe it would be a good idea to actually play the class before chiming in with your "omg-i-got-sniped-plz-nerf" opinions, because if you had you would know a couple of things: 1) The render range is limited to around 400-450m, which is about HALF the size of any map (sometimes less), and a full 200m less than our weapon ranges. 2) Depending on the match, there can be and often is a significant amount of latency and/or input lag. This is essentially the same as adding in bullet travel time. The reason I say this is that the bullet velocity is 2500 m/s (stated in the description). With an average kill distance (for arguments sake) of 300m, this means that there would be an average travel time of 0.12 (1/8) seconds. This is negligible, and I would argue that we currently deal with a delay of more than this on a regular basis. Admittedly, there are more pressing issues to be addressed in the game currently, so this is by no means a demand for an immediate fix, but if you think that this class isn't currently underpowered, you're kidding yourself. This guy here is telling us that adding travel time is impossible as the size of the map is to large and to much going on for a ps3 to handle.
Congratulations on misinterpreting entirely what I have said. Nowhere at all did I make reference to the ability of the ps3 to handle any of these new features, except to reference an earlier poster who claimed to have information from Wolfman that bullet drop wouldn't be feasible; which wasn't even in this post.
I'm AGREEING with you, you imbecile. However, In relation to the figures you've provided:
Spirit Charm wrote:
Militia - 190 Standard - 235 Advance - 310 Prototype 385 Charged 420 - Non charges 295.? Maybe little more.
The base figures you've provided for prototype and charged are too high. In addition to increasing damage of the standard rifle relative to the charge from 71.4% to 91.6%, essentially rendering the charge rifle pointless, when proficiency 5 is taken into account these figures turn into: Ishukone: 442.75 Charge: 483 and then with 3 damage mods they become: Ishukone: 559.56 Charge: 610.426
These figures would allow most prototype assault suits to be OHK, which is unacceptable. I'm all for a moderate increase in damage but what you've proposed would render the charge rifle irrelevant and make the sniper rifle well overpowered. |
Text Grant
Planetary Response Organization
36
|
Posted - 2013.07.25 07:02:00 -
[83] - Quote
It can OHK now. Head shots. You don't need damage |
Spirit Charm
Bhaalgorn Industries
35
|
Posted - 2013.07.26 00:17:00 -
[84] - Quote
2100 Angels wrote:Spirit Charm wrote:2100 Angels wrote:I feel like I need to quote myself, there are a lot of people putting forward absolute rubbish arguments 2100 Angels wrote: ... It's an absolute joke that I can have proficiency 5, 3 complex damage mods and a charge sniper rifle, and it STILL takes me 4-5 shots to take down some heavies, and usually 3 for any decently fit proto logi or assault. Lets put this in perspective; this is a prototype weapon with the highest damage of any sniper not an officer in the game. It is comparable to the Thales in damage, and with the charge time it still takes me a minimum of 12 seconds to down a well fit proto player. In terms of sniping, 12 seconds is an absolute eternity in terms of finding cover... let alone 20 seconds that some heavies will have. This hardly makes us a class to be feared by our equals.
Sure, the proto sniper does well against std and adv opponents, but is that really the standard we hold the weapon to to be balanced?
NOTE: times calculated based on 4 sec charge time, though I have not tested this This is not about OHKs, this is about achieving a reasonable level of damage to make sniping all classes of players *plausible*. Currently it is not plausible to even bother with the upper echelon of players as they are much more effort than they are worth. 4-5 shots with the best non officer sniper in the game? You have got to be joking. If you think this is balanced you need to re-evaluate your concept of balance. To all of those people talking about bullet travel time and the ability to "see across the entire map". Maybe it would be a good idea to actually play the class before chiming in with your "omg-i-got-sniped-plz-nerf" opinions, because if you had you would know a couple of things: 1) The render range is limited to around 400-450m, which is about HALF the size of any map (sometimes less), and a full 200m less than our weapon ranges. 2) Depending on the match, there can be and often is a significant amount of latency and/or input lag. This is essentially the same as adding in bullet travel time. The reason I say this is that the bullet velocity is 2500 m/s (stated in the description). With an average kill distance (for arguments sake) of 300m, this means that there would be an average travel time of 0.12 (1/8) seconds. This is negligible, and I would argue that we currently deal with a delay of more than this on a regular basis. Admittedly, there are more pressing issues to be addressed in the game currently, so this is by no means a demand for an immediate fix, but if you think that this class isn't currently underpowered, you're kidding yourself. This guy here is telling us that adding travel time is impossible as the size of the map is to large and to much going on for a ps3 to handle. Congratulations on misinterpreting entirely what I have said. Nowhere at all did I make reference to the ability of the ps3 to handle any of these new features, except to reference an earlier poster who claimed to have information from Wolfman that bullet drop wouldn't be feasible; which wasn't even in this post. I'm AGREEING with you, you imbecile. However, In relation to the figures you've provided: Spirit Charm wrote:
Militia - 190 Standard - 235 Advance - 310 Prototype 385 Charged 420 - Non charges 295.? Maybe little more.
The base figures you've provided for prototype and charged are too high. In addition to increasing damage of the standard rifle relative to the charge from 71.4% to 91.6%, essentially rendering the charge rifle pointless, when proficiency 5 is taken into account these figures turn into: Ishukone: 442.75 Charge: 483 and then with 3 damage mods they become: Ishukone: 559.56 Charge: 610.426 These figures would allow most prototype assault suits to be OHK, which is unacceptable. I'm all for a moderate increase in damage but what you've proposed would render the charge rifle irrelevant and make the sniper rifle well overpowered. Ugh well it was a rough draft and I was tired last night so forgive me for not understanding what you were saying and the numbers were a rough set of numbers to show that I wanted the rifles to go up in damage. Thinking of it now. I know its to high for it to be acceptable. |
Spirit Charm
Bhaalgorn Industries
35
|
Posted - 2013.07.26 00:44:00 -
[85] - Quote
How bout I start over on what I wanted in the first place.
3 things. 1. Range. I hate how it does so little over the effective range. Just saying I hate it. Not sure on the numbers of range present. But I was wondering how these numbers would work. First in order of type of rifle. Militia - 300m effective range. with a damage decrease of .05% every meter up to 350m and 1% at every meter till 400m and it stays that way. that is a 75% less damage at 400m and 100% at 300m
Standard - Effective range 400m same with above with the damage decrease. Advance would be 450m and Prototype would be 500m.
2. Scope. The scope would only work on standard - Prototypes. Militia stays the same now. But when zoomed in with L1 you press your Melee and it adds more zoom. I was thinking twice the zoom in but think that might be too much.
3 Difference between the Riffles. Militia - Damage 130 Standard - Damage 200 Advance - Damage 240 Prototype - Damage 268 Range 300m Range 400m Range 450m Range 500m Clip size 3 Clip size 5 Clip size 3 Clip size 2 Fire rate normal Fire rate Normal Fire rate slow Fire rate normal Reload speed Slow Enhanced zoom Enhanced zoom Enhanced zoom Reload speed normal Reload speed slow Reload speed fast
Normal Fire rate is based on present numbers. Fast is 35% - 50% faster. Slow is 35% -50% slower. Normal Reload speed is based on present numbers. Fast is 25% - 35% faster. Slow is 40% - 50% slower. Not sure where the numbers should be. This is I think a better draft of numbers. Tact Rifles are somewhere between 50% effectiveness then normal rifles. And charged is fine the way it is now with numbers. Tho I am not sure what it did last time I checked. |
Jathniel
G I A N T EoN.
700
|
Posted - 2013.07.26 00:54:00 -
[86] - Quote
1 and 2 hit kills are exactly where snipers should be. If you're 2-shotting proto suits, you're doing good.
It gets lame when it starts to take 3, 4, or more shots when you have max proficiency and damage mods. |
Tal-Rakken
DUST University Ivy League
35
|
Posted - 2013.07.26 00:55:00 -
[87] - Quote
Can't argue with different zoom levels that's probably the quickest way to fix the rendering issues over 400 m. As for the actual range issues again I would say that at present damage and range on snipers is just fine. |
TechMechMeds
Swamp Marines
93
|
Posted - 2013.07.26 01:10:00 -
[88] - Quote
Yeah agreed that when sniping actually takes alot more skill then yeah, at the moment dust sniping is the easiest in any game iv ever played next to auto aim as a kid gamer. If there was sway and bullet drop and the ability to hold your breath to stop sway for a time based on stamina then yeah but as it stands its too easy, iv gone 48/1 sniping and im not that good at it.
This is just my opinion but the FACT is that sniping is already too easy to implement that amount of damage. |
Jathniel
G I A N T EoN.
702
|
Posted - 2013.07.26 02:17:00 -
[89] - Quote
TechMechMeds wrote:Yeah agreed that when sniping actually takes alot more skill then yeah, at the moment dust sniping is the easiest in any game iv ever played next to auto aim as a kid gamer. If there was sway and bullet drop and the ability to hold your breath to stop sway for a time based on stamina then yeah but as it stands its too easy, iv gone 48/1 sniping and im not that good at it. This is just my opinion but the FACT is that sniping is already too ea sy to implement that amount of damage.
If public matches were the sole criteria by which sniping could be judged, I would agree with you.
But my criteria are high-tier PC battles. Where both teams are working 100% organically. In that context, sniping is highly insufficient as a supporting anti-infantry weapon.
When you're on a good team, taking on another good team with skilled experienced players. It's awesome and intense. When I was running my Cal Assault, the snipers weren't there. To my memory.... a sniper has never even killed me in a PC battle when i was running assault. It just will not happen.
Challenge Eon to a PC match. Bring your snipers. Watch and see how you get railroaded. Remember the battle. Don't repeat it. The FUNCTION of sniping in Dust IS easy, it's the APPLICATION in significant battles that takes skill. Went 13/1 in the last PC battle I was in. One suicide, just to switch to my Thale's.... its the only sniper that functions well vs. everyone. Locked down my objective and its perimeter using a combination of REs and sniper fire. Changed positions regularly to throw sniper fire at heavy choke points. Again, the practical application of a sniper rifle is what takes skill, not just it's function.
Can you finish that hostile off before he kills your buddy? Can you neutralize that hostile squad running out in the open?
The problem with sniper rifles is that when you get into "True Proto level" (proto suits, proto modules, proto weapons) any sniper rifle short of the Thale's is grossly underpowered. I HAD to switch to the Thale's for my sniper fire to be efficient in that match. Why couldn't the Ishukone do it? Takes 3-4 rounds to drop someone. Too weak. The Kaalakiota? Don't make me laugh. It's RoF means batshit when it shoots only 3 weak rounds. The Charge? Now you're talking, but in heavy fighting, that RoF is very poor for significant support. Proto rifles vs. powerful opponents in meaningful battles have VERY poor TTK. It all boils down to TTK (time to kill). It would be great if Tactical sniper rifles had 5 rounds, and the Charge was a guaranteed OHK (it does about 440 neutral body damage. -10% vs. shields. +10% vs. armor, but it's TTK is still bad.)
All this is said with vs. high-end proto in mind. Sniper rifles are balanced fine for your every day pub stomp. But the high-end fights is where they are really suffering a lack.
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Jathniel
G I A N T EoN.
702
|
Posted - 2013.07.26 02:44:00 -
[90] - Quote
Spirit Charm wrote:How bout I start over on what I wanted in the first place.
3 things. 1. Range. I hate how it does so little over the effective range. Just saying I hate it. Not sure on the numbers of range present. But I was wondering how these numbers would work. First in order of type of rifle. Militia - 300m effective range. with a damage decrease of .05% every meter up to 350m and 1% at every meter till 400m and it stays that way. that is a 75% less damage at 400m and 100% at 300m
Standard - Effective range 400m same with above with the damage decrease. Advance would be 450m and Prototype would be 500m.
2. Scope. The scope would only work on standard - Prototypes. Militia stays the same now. But when zoomed in with L1 you press your Melee and it adds more zoom. I was thinking twice the zoom in but think that might be too much.
3 Difference between the Riffles.
Militia - Damage 130 Range 300m Clip size 3 Fire rate normal Reload speed Slow
Standard - Damage 200 Range 400m Clip size 5 Fire rate Normal Enhanced zoom Reload speed normal
Advance - Damage 240 Range 450m Clip size 3 Fire rate slow Enhanced zoom Reload speed slow
Prototype - Damage 268 Range 500m Clip size 2 Fire rate normal Enhanced zoom Reload speed fast
Normal Fire rate is based on present numbers. Fast is 35% - 50% faster. Slow is 35% -50% slower. Normal Reload speed is based on present numbers. Fast is 25% - 35% faster. Slow is 40% - 50% slower. Not sure where the numbers should be. This is I think a better draft of numbers. Tact Rifles are somewhere between 50% - 75% effectiveness then normal rifles.
Honestly, you don't need to touch the base damages. The current base damages are perfectly fine. It's the new damage profile that fked up the proto snipers at the higher end. The sniper rifle before 1.2 didn't discriminate. It hit shields and armor the same. 100%/100%. When they swapped that to 90%/110%, they literally lopped off 10% damage from every sniper rifle's opening shot AND follow-up shot (vs. Heavies and High-End gear). The damage profile is calculated AFTER your base damage and multipliers. Which means that whatever your total damage output is, exactly 10% of that number is getting totally lopped off vs. shields.
That is a significant amount of damage lost, and at the higher end, that measly 10% decides whether someone takes 2-shots to kill or 3. Or if someone takes 3 shots to kill, taking 4. Considering the sniper rifle's small clip sizes, and no anti-shield biased sniper rifles being released, you dramatically reduce a sniper rifle's effectiveness, even when it's being properly applied. It's not the base damages, it's the god-damned damage profile. |
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