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WeapondigitX V7
Planetary Response Organization
34
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Posted - 2013.07.18 06:30:00 -
[1] - Quote
This module would be equipped in a high slot and last for 11 seconds and have 60 second cooldown period. The module makes the snipers aim always spot on while the module is active (unless the bullet is slow enough for the target to move out of the way). The module makes you aim at the chest of a SELECTED enemy dropsuit when he is within line of sight (like when putting defend orders on targets). The module is activated from the weapon wheel. The module only remains active while stationary and only works with sniper rifles. While the module is active, getting hit by anything like bullets or grenades, makes the sniper inaccurate (more inaccurate than it currently is when snipers get hit by bullets while scoped, the recoil from bullet impacts would have a greater effect on the sniper while module is active).
basic version: 10 seconds duration -- 60 second cooldown
advanced version: 11 seconds duration -- 54 second cooldown
proto version: 12 second duration -- 48 second cooldown
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Nocturnal Soul
Immortal Retribution
217
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Posted - 2013.07.18 07:26:00 -
[2] - Quote
psssssh i laugh at this maybe tone it down a bit or just trash the idea completely |
Ansiiis The Trustworthy
WE ARE LEGENDS
136
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Posted - 2013.07.18 07:36:00 -
[3] - Quote
is this serious or just a jest? |
Galvan Nized
Deep Space Republic Top Men.
157
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Posted - 2013.07.18 08:04:00 -
[4] - Quote
Wow. No on every level. Why do snipers need help?
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Seras Vikutoria
Seraphim Auxiliaries CRONOS.
17
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Posted - 2013.07.18 08:08:00 -
[5] - Quote
Autoaim for snipers? You must have been playing with a controller. |
WeapondigitX V7
Planetary Response Organization
37
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Posted - 2013.07.18 09:31:00 -
[6] - Quote
This idea is not meant to make snipers be as good as other weapons but better because snipers are already good. I only use basic sniper rifles but I am a good shot and don't think snipers NEED any help aiming compared to other weapons but I am sure extra help would still be apprieciated nonetheless. This is designed to make snipers far more deadly than they are currently to the extent of almost being OP. To make them more scary than they are currently at long range.
Although now that I think about it scouts might have a problem with this module being introduced alone (charge snipers becoming more popular and more deadly beyond intended level). Maybe a ISK cheap counter module with low CPU/PG could be introduced that nullifies this sniper module while also damaging players targeting the user with counter module by overloading specific electronics at long range. Maybe the counter sniper module could cost low amounts of SP for proto version like 230 000 SP for proto version. (something like 12 000 SP for basic version)
This has been implemented in other games I have played but applied to all weapons and it did not seem to break those games as far as I was aware. Check the xbox 360 games Section 8 and Section 8 Prejudice. |
Duck Drahko
DUST University Ivy League
28
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Posted - 2013.07.18 09:44:00 -
[7] - Quote
This most accurately describes my feelings about it: http://www.youtube.com/watch?v=BU7-JdhqPC4
No offense meant!! |
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