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Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1300
|
Posted - 2013.07.29 05:59:00 -
[1] - Quote
It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue.
One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozed dropships to finally evade forges from that rooftop.
However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground.
For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor.
Thumbs up? |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
138
|
Posted - 2013.07.29 06:13:00 -
[2] - Quote
I'm torn.
On the one hand, I agree: it's kind of annoying. It's especially annoying when you've got a heavy with an Ishukone Forge effectively covering an objective such that anyone who tries to hack gets obliterated.
On the other hand, the tallest areas have absolutely no cover aside from sheer height, require positioning at or near the edge to be able to effectively fire down, and can be effectively covered by snipers on just about any point of the map. Even the aforementioned Ishukone heavy is going to have trouble covering that objective when somebody keeps trying to split his melon with a charged sniper flechette. The highest points aren't so much of a problem for thems as lacks dropships as they are for thems as lacks decent snipers. Sure, you have to have get somebody to take time off from doing more "productive" things to go hassle a high-altitude heavy or two, but it's imminently doable. You just have to make the time.
Also, I can't help feeling that it's kind of neat that there are areas only dropships can reach. They're otherwise the most long-suffering vehicle in the game. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1300
|
Posted - 2013.07.29 06:17:00 -
[3] - Quote
Yun Hee Ryeon wrote:
Also, I can't help feeling that it's kind of neat that there are areas only dropships can reach. They're otherwise the most long-suffering vehicle in the game.
I'm going to have to agree with you there, but what if they brought Manus Peak (the mountain back) but better and there was a jutting only accessible to dropships I just think that industrial/urban structures should be easily accessible, but what if we allowed some geographical places in it's wake? Just make them not a super-dominating location. |
SponkSponkSponk
The Southern Legion
120
|
Posted - 2013.07.29 06:33:00 -
[4] - Quote
I don't mind dropship-only locations.
As long as I have a mortar I can use to drop shells on them with. |
M3DIC 2U
Hellstorm Inc League of Infamy
80
|
Posted - 2013.07.29 16:03:00 -
[5] - Quote
It's a strategy, though I don't think additional ladders/ground access is the answer. Sure for some buildings this would make for a more dynamic map, but I like the high towers for raindown and then having to see someone counter with a good sniper. Makes things interesting. Also nice to know that you just added some rage to that proto for taking out his $$$$ suit.
I say keep it but also add some more arenas with multiple levels to create nuiances and variation. The world has three dimensions, let's play in them all. |
TheEnd762
Algintal Core Gallente Federation
110
|
Posted - 2013.07.29 16:22:00 -
[6] - Quote
I wouldn't mind ladders on a *few* of the medium-level structures, but not on the really high perches. I have to risk my dropships to get up there (against various installations, Forge Gunners, tanks, swarms, etc) in the first place. If someone can't be bothered to call in a dropship of their own, let alone pull out a free sniper fit to take me out, then they need to stay on the ground and worry about stuff on their level.
And not that I'd do it, but if you open up the access of these structures even more, you're just gonna have more people sniping from the redline. And I know no one wants that.
Snipers are going to snipe. Period. Yes, we're annoying. That's part of our ****ing job. Make peace with our existence, because we're not going away, no matter how much you want us to, or how much you try to change to game to screw us over. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1302
|
Posted - 2013.07.29 16:28:00 -
[7] - Quote
TheEnd762 wrote:If someone can't be bothered to call in a dropship of their own, but, why would you use a dropship when there is a ladder? |
TheEnd762
Algintal Core Gallente Federation
110
|
Posted - 2013.07.29 16:36:00 -
[8] - Quote
Bojo The Mighty wrote:TheEnd762 wrote:If someone can't be bothered to call in a dropship of their own, but, why would you use a dropship when there is a ladder?
Because a ladder takes no skill. Ladders are also a big "hey, go up here" and "hey, if you're getting sniped, look up here" sign. Using a dropship allows you to get to places people might not think of looking. |
SteelDark Knight
Internal Error. Negative-Feedback
69
|
Posted - 2013.07.29 16:51:00 -
[9] - Quote
I agree 100%. |
N1ck Comeau
Ahrendee Mercenaries EoN.
873
|
Posted - 2013.07.29 17:05:00 -
[10] - Quote
Sense Orbital strikes now land on these high areas that is a extremely effective way to counter it, Or fly a drop ship up there yourselves, you may say, "But he got forge gun i can't do it" Sneak around behind him, get teammates to distract him. |
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J Lav
Opus Arcana Covert Intervention
156
|
Posted - 2013.07.29 17:11:00 -
[11] - Quote
I think the problem at present is that the aforementioned perches are large enough that they provide cover from sniper fire, overlook objectives and can easily defend itself from a dropship. Yes it means they are not on an objective, but it allows 1 guy to be virtually unassailable.
This identifies 2 significant causes, 1st, the dropship has no defence from a forgegun on a roof top. 2nd It is too easy to cover an objective without being visible to countersniping. |
Oso Peresoso
RisingSuns
382
|
Posted - 2013.07.29 17:11:00 -
[12] - Quote
my squad was on a team getting stomped by a Team Players squad last week. The map we were on had the tiny city in it, the one where there's a dropship-accessible tower/roof over the building where objective B usually is. Anyway, ChicagoCubs4ever was up there proto-assault-forge-gunning us left and right. I managed to snipe him from the ground (it took 4 out of my five shots, with the last one at least being a headshot.). We still lost the match badly, but taking him down like that did make me feel like hot ****.
Basically, I'm not convinced this issue needs to be addressed as it currently exists. |
Sarducar Kahn
xCosmic Voidx The Superpowers
29
|
Posted - 2013.07.29 17:14:00 -
[13] - Quote
N1ck Comeau wrote:Sense Orbital strikes now land on these high areas that is a extremely effective way to counter it, Or fly a drop ship up there yourselves, you may say, "But he got forge gun i can't do it" Sneak around behind him, get teammates to distract him.
It's not worth the risk, I have seen it done once, the guy he dropped failed and I killed his DS. |
TheEnd762
Algintal Core Gallente Federation
111
|
Posted - 2013.07.29 17:21:00 -
[14] - Quote
J Lav wrote:I think the problem at present is that the aforementioned perches are large enough that they provide cover from sniper fire, overlook objectives and can easily defend itself from a dropship. Yes it means they are not on an objective, but it allows 1 guy to be virtually unassailable.
This identifies 2 significant causes, 1st, the dropship has no defence from a forgegun on a roof top. 2nd It is too easy to cover an objective without being visible to countersniping.
99% of the time, if they can see you to shoot you, you can see them, if you know where to look. The other 1% of the time, it's a terrain/hit detection glitch, for which ladders are not the answer. A great sniper is hard to find, and a good sniper is at least hard to get to. That's just the nature of the beast. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
782
|
Posted - 2013.07.29 17:25:00 -
[15] - Quote
I agree as well.
Funny (IMHO) Anecdote: Last night had a guy on top of one of the towers on Line Harvest. He was up there in his proto heavy raining death with his proto forge so I swapped to a sniper rifle.
Coordinated with two other snipers and 5-6 shots later, dead proto heavy (best part, I got the kill with a MLT Sniper Rifle Blueprint). |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
370
|
Posted - 2013.07.29 17:29:00 -
[16] - Quote
I agree with this, all the buildings with platforms where you can land should be reachable with stairs or elevators, maybe both. Give multiple access to the buildings will prevent roof camping, you can have a tactical advantage but it should not last forever only because it's easy to defend. Roofs should give a momentaneus advantage over the enemies not a 100% safe zone. |
TheEnd762
Algintal Core Gallente Federation
111
|
Posted - 2013.07.29 17:49:00 -
[17] - Quote
Like I said, it's not 100% safe. Not even close. You put stairs and ladders everywhere, people are just going to snipe from the redzone. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1306
|
Posted - 2013.07.29 18:34:00 -
[18] - Quote
TheEnd762 wrote:Like I said, it's not 100% safe. Not even close. You put stairs and ladders everywhere, people are just going to snipe from the redzone. People already do this and the thing about these buildings is that they are a commanding position over most objectives. And I'm not stopping you from using a DS to get up there. It would probably be much faster than climbing stairs, ladders, and elevators. But I've been with and against the squads that use the roof *exploit* and when you have a forge or two up there, nothing is going to touch you.
Anecdote: Jungian (RND) was up on Line Harvest skyscrapers with his Proto Sniper and Proto Logi, as well as a proto heavy + forge. I, took the time to countersnipe him. Took 7 minutes of my time because by the second hit with MLT sniper he was well back behind cover. I finally got him when two consecutive headshots actually landed without him moving. That was more of luck than skill because although I had placed those shots, my RoF would allow for him to move by the third shot. I was lucky there was a moments delay when he started to retreat to cover.
My point is coutner sniping is easier said than done. Luck is usually the prevailing force. Luck that they were sipping some water or distracted or hesitated in that given moment.
Give those buildings some various ground access points and see how well a ranged-only weapon strategy will go. Ladders, elevators, and stairs will only increase the spice and options in strategies. When you allow the CQC world to collide with the Long Range world, you have yourself a spicy meatball. |
TheEnd762
Algintal Core Gallente Federation
111
|
Posted - 2013.07.29 18:43:00 -
[19] - Quote
Try counter-forge gunning, or landing/crashing a dropship onto/into them. Or use a railgun installation. Or just ignore them and go about the rest of the match. Putting stairs or ladders up to there just means they'll have someone parked at the top, with that same proto forge gun trained on it, or maybe some REs.
I've dealt with this same issue. I either leave them be and try to deal with accessible enemies, or I spend the entire match forcing them to stay away from the edge, thus being unable to exploit their elevated position. I might not kill them, but they'll have a much harder time killing anyone else. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1307
|
Posted - 2013.07.29 19:03:00 -
[20] - Quote
TheEnd762 wrote:Try counter-forge gunning, or landing/crashing a dropship onto/into them. Or use a railgun installation. Or just ignore them and go about the rest of the match. Putting stairs or ladders up to there just means they'll have someone parked at the top, with that same proto forge gun trained on it, or maybe some REs.
I've dealt with this same issue. I either leave them be and try to deal with accessible enemies, or I spend the entire match forcing them to stay away from the edge, thus being unable to exploit their elevated position. I might not kill them, but they'll have a much harder time killing anyone else. Yes, I'd love to so people sabotaging the rooftops, would make the game a lot more dynamic.
And do you feel a sense of fulfillment, a success if you will, by sitting there and non-lethally counter sniping? In all honesty that question is really determined by opinion; some people do find it fulfilling.
I personally don't but find fulfillment in shooting people in the back when they believe they are high above the danger. That is where my fulfillment lies and the only sane means of doing that is via ground access (as previous stated dropship charges are suicidal). These measures do not prevent you from non-lethal countersniping, and open me up to back-shooting. It's a win-win. |
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TheEnd762
Algintal Core Gallente Federation
111
|
Posted - 2013.07.29 19:19:00 -
[21] - Quote
No, because it robs those players of a well-earned position and already balanced strategy by giving easy access to people without the skill to get up there the same way. And let's be honest; the point of the stairs/ladder idea was never to ADD anything to the gameplay, it was to make things harder for snipers.
Yes, there are already people sniping from behind the redline. But if this is implemented and perches are compromised, a great deal MORE people will be doing it. People with actual skill, and it will be a LOT more frustrating.
People need to understand, you're never going to convince snipers to run headfirst into the fray, or to put down their sniper rifles and pick up ARs by breaking their tactics and strategies. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
316
|
Posted - 2013.07.29 19:24:00 -
[22] - Quote
If they can shoot down, you can shoot up...problem solved |
Jason Pearson
Seraphim Auxiliaries
2235
|
Posted - 2013.07.29 19:34:00 -
[23] - Quote
See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
784
|
Posted - 2013.07.29 19:46:00 -
[24] - Quote
Bojo The Mighty wrote:TheEnd762 wrote:Try counter-forge gunning, or landing/crashing a dropship onto/into them. Or use a railgun installation. Or just ignore them and go about the rest of the match. Putting stairs or ladders up to there just means they'll have someone parked at the top, with that same proto forge gun trained on it, or maybe some REs.
I've dealt with this same issue. I either leave them be and try to deal with accessible enemies, or I spend the entire match forcing them to stay away from the edge, thus being unable to exploit their elevated position. I might not kill them, but they'll have a much harder time killing anyone else. Yes, I'd love to so people sabotaging the rooftops, would make the game a lot more dynamic. And do you feel a sense of fulfillment, a success if you will, by sitting there and non-lethally counter sniping? In all honesty that question is really determined by opinion; some people do find it fulfilling. I personally don't but find fulfillment in shooting people in the back when they believe they are high above the danger. That is where my fulfillment lies and the only sane means of doing that is via ground access (as previous stated dropship charges are suicidal). These measures do not prevent you from non-lethal countersniping, and open me up to back-shooting. It's a win-win.
Back-shooting defined:
Finally getting to the top of the tower, going straight past the RE that they didn't pull the detonator on (cause they were too tunnel-visioned to realize you were up there). Walking straight up behind them and leveling your TY-5 on the back of their head, taking a moment to recite Ezekiel 25:17, R1, watch their lifeless corpse ragdoll down off the tower and then following it, only activating the Inertial Damp mere meters before impact and moving on.....
At least, that is how I pictured it. |
TheEnd762
Algintal Core Gallente Federation
111
|
Posted - 2013.07.29 19:50:00 -
[25] - Quote
Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :)
No one is saying they'll use those structures in the redline. They'll just snipe and forge gun from the redline rather than the rooftop. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1307
|
Posted - 2013.07.29 20:38:00 -
[26] - Quote
TheEnd762 wrote:No, because it robs those players of a well-earned position and already balanced strategy by giving easy access to people without the skill to get up there the same way. And let's be honest; the point of the stairs/ladder idea was never to ADD anything to the gameplay, it was to make things harder for snipers.
Yes, there are already people sniping from behind the redline. But if this is implemented and perches are compromised, a great deal MORE people will be doing it. People with actual skill, and it will be a LOT more frustrating.
People need to understand, you're never going to convince snipers to run headfirst into the fray, or to put down their sniper rifles and pick up ARs by breaking their tactics and strategies. Ok, take your eyes out of your scope and experience a viewing angle greater than 2 degrees.
The food chain works as follows At Long Range: Snipers > All other weapons At short Range: Snipers < All other weapons
Currently these roof tops only allow [ Snipers > All other weapons ]. That's it. You can't deal with these snipers in any other way than sniping and because they are dedicated and you are not you will fail. That's basic reasoning.
If we open up access to these roosts, then shorter range weapons have the ability to get the snipers and allow the food chain to become cyclic and thus balanced. If we allow this to get out of hand the only true formula will be [ Snipers > All Other Weapons ] and we will nerf them to kingdom come.
Snipers are not supposed to be invulnerable and your ideal world is that [ Sniper > Sniper > Everything else ] which is not fun. Their is a reason snipers suck at short range but if there is never a CQC scenario for snipers then Snipers will have be the official "I Win" button and we will all leave the game.
TLDR: Ladders + Stairs + Elevators + Roofs = ability to impose a weakness on snipers on rooftops that dominate the maps, when there currently is no weakness. |
Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1307
|
Posted - 2013.07.29 20:40:00 -
[27] - Quote
TheEnd762 wrote:Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) No one is saying they'll use those structures in the redline. They'll just snipe and forge gun from the redline rather than the rooftop. The reason people use the rooftops is because they dominate the map. Redline areas don't have these dominating locations so how could they snipe as effectively from the redline? |
Oso Peresoso
RisingSuns
382
|
Posted - 2013.07.29 20:48:00 -
[28] - Quote
R'adeh Hunt wrote:If they can shoot down, you can shoot up...problem solved
Clearly the "high ground" was never a real advantage, merely a psychological one... |
Kharga Lum
Kinsho Swords Caldari State
96
|
Posted - 2013.07.29 21:09:00 -
[29] - Quote
Certain rooftops are large enough to deploy tanks onto and spam down onto the ground.
Snipers with a flaylock pistol are trouble. The flaylock will flip your dropship over so they can prevent you from getting close and if you deploy onto a nearby roof they'll snipe you off of it. |
Canaan Knute
Conspiratus Immortalis Covert Intervention
73
|
Posted - 2013.07.29 21:23:00 -
[30] - Quote
Speaking from experience, when you see a group of enemy players sniping from a tower when only one or two are needed, that gives you a fairly significant advantage on the ground. |
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Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1307
|
Posted - 2013.07.29 23:16:00 -
[31] - Quote
Canaan Knute wrote:Speaking from experience, when you see a group of enemy players sniping from a tower when only one or two are needed, that gives you a fairly significant advantage on the ground. While that can be true, outnumbered does not always mean outmatched....*protostomps* cough !* |
Serah Mione
Knights of No Republic The Superpowers
2
|
Posted - 2013.07.29 23:45:00 -
[32] - Quote
I think they should add a few more access ladders but still maintain a few towers/buildings with no ground to roof access via stairs or ladders. We still need some Drop Ship landings available.
I think what needs to be more looked at is where our current ladders are placed because there is some seriuosly dumb areas where ladders lead to a small useless section of the roof/building. Better yet fix the roof so there is less of those annoying non jumpable metal sheets all over the place. I don't mind walls and barriers but it makes the roof look like a scrap yard with thin metals walls all over. Game could use some nice perche ballconies, or interactive access points (elevators). |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
794
|
Posted - 2013.07.30 02:46:00 -
[33] - Quote
Serah Mione wrote:I think they should add a few more access ladders but still maintain a few towers/buildings with no ground to roof access via stairs or ladders. We still need some Drop Ship landings available.
I think what needs to be more looked at is where our current ladders are placed because there is some seriuosly dumb areas where ladders lead to a small useless section of the roof/building. Better yet fix the roof so there is less of those annoying non jumpable metal sheets all over the place. I don't mind walls and barriers but it makes the roof look like a scrap yard with thin metals walls all over. Game could use some nice perche ballconies, or interactive access points (elevators).
I would like to see some interior spaces linking ground->roof access to the real roof which is a Dropship landing zone.
I think that would be some hot ****. |
Garth Mandra
The Southern Legion
51
|
Posted - 2013.07.30 03:21:00 -
[34] - Quote
I think almost all of the roof tops should be accessible on foot.
In some cases though it should potentially take a long time to get up there. Imagine walking up the stair case things on the tall towers. This way those that use dropships get an appropriate advantage (time saving).
As a slight aside I would also like to see the barriers on the roofs of the orbital artillery outpost removed and I'm not a sniper or forge gunner. With better rooftop access than there currently is I don't think it would be a problem. |
Herrick Arcos
The Shadow Cavalry Mercenaries DARKSTAR ARMY
106
|
Posted - 2013.07.30 23:52:00 -
[35] - Quote
I still cant help but find it strange that we are using ladders when teleportation technology is not only accessible but mobile. We should not be worrying about chutes and ladders this far into the future. |
Mobius Wyvern
BetaMax.
2738
|
Posted - 2013.07.31 00:02:00 -
[36] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up? It was already removed before after everyone bitched in E3. That's what spawned the super-low flight ceiling in the following updates that they had everyone bitching about "orbiting". |
RAGING GIGGLES
Hostile Acquisition Inc The Superpowers
4
|
Posted - 2013.07.31 00:20:00 -
[37] - Quote
As one of those Proto heavy, Proto assault forge gun weilding irritants, i can say, yes, provide ground access to the popular high-hides. I'm tired of raining death down on rasberries and annihilating dropships while only having to worry bout backing up to let my reps kick in from pesky sniperfire. I say, let them come, give me some action, make the tactical highground hardpoint something to be contested, not owned by the first sniper or forgegunner to get there. |
Thurak1
Psygod9 RISE of LEGION
18
|
Posted - 2013.07.31 00:21:00 -
[38] - Quote
Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) Heavies dont have equipment slots so 4 heavies would not have 1 nanohive or a repair tool among them. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:23:00 -
[39] - Quote
Thurak1 wrote:Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) Heavies dont have equipment slots so 4 heavies would not have 1 nanohive or a repair tool among them. Well a lot of heavies roam around with logis you know |
Thurak1
Psygod9 RISE of LEGION
18
|
Posted - 2013.07.31 00:26:00 -
[40] - Quote
If you cant take out a forgegunner or sniper that has acquired high ground your not working as a team. If you are working as a team your tactics suck. The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
Sorry but this is just a non issue to even argue over about being fair or unfair. Its warfare and high ground is valuable and can change the battler thats just how it is and how it should be. Dont like it? Skill into heavy and forgegun and do it to your enemies. |
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TheEnd762
Algintal Core Gallente Federation
114
|
Posted - 2013.07.31 00:29:00 -
[41] - Quote
If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:30:00 -
[42] - Quote
Thurak1 wrote:The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
No, this does not work. I've been there right by the heavies and some fool took a DS up to us like twice. Lost both. On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:31:00 -
[43] - Quote
TheEnd762 wrote:If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. Or you can upgrade your Scan Precision and Range |
TheEnd762
Algintal Core Gallente Federation
114
|
Posted - 2013.07.31 00:39:00 -
[44] - Quote
Bojo The Mighty wrote:TheEnd762 wrote:If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. Or you can upgrade your Scan Precision and Range
Those don't make a sniper rifle viable at -20m. |
Bojo The Mighty
Zanzibar Concept
1320
|
Posted - 2013.07.31 00:42:00 -
[45] - Quote
TheEnd762 wrote:
Those don't make a sniper rifle viable at -20m.
Sure they do |
Disturbingly Bored
The Strontium Asylum
490
|
Posted - 2013.08.01 04:38:00 -
[46] - Quote
I think the issue with the Forge Gun against infantry is honesty just that it's so sudden and violent a death when you get hit by it. People die to other weapons far more often, they just see it coming and don't feel as cheated.
I've been using the FG on ladder-climbable buildings quite a lot lately, and even though my game has improved a hell of a lot, I still always do better with an HMG when I whip it out. I even get about as many kills with my M209 as I do with my FG in any given match.
Except for the rare gifted fattie, you don't see Forge Gunners topping the kill boards in games, especially if they're sitting on top of the towers in Line Harvest (you get a ton of assists, but them ants are hard to hit). An enemy FG is just a constant annoyance that you have to worry about LOS while you go about whatever else you were otherwise doing.
A constant annoyance that is, the moment you stop paying attention to it, a massively traumatic and gooey death.
It's 60% shock and awe, 40% murder. And that's balanced in my book. |
RINON114
B.S.A.A. General Tso's Alliance
367
|
Posted - 2013.08.01 05:48:00 -
[47] - Quote
The main problem with this tactic is that in some locations it's impossible to counter. Spawning a dropship on some maps is simply too difficult as the forge gunner(s) have a fantastic los on the entire battlefield. Try spawning it further away? Then the same forge gunner just has more time to take you down.
I think Bojo said it best with: GÇ£Snipers>everythingGÇ¥ because right now there is only a very slim chance you'll be able to take out that dedicated sniper with your militia fit. Snipers should be worried about being found by ground troops and you can see currently that they are not. Almost all snipers I ever come across sit in one spot until they die.
The bottom line: Adding more map dynamics is a fantastic way to add variety and spice to this currently bland tactic. |
KEROSIINI-TERO
Seraphim Auxiliaries
628
|
Posted - 2013.08.01 06:41:00 -
[48] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up?
+1 AWESOME POST. Rooftop warfare indeed is an integral part of any serious Dust battle.
More accesses onto rooftops would be good, although not necessarily every one should have it.
Some other things to fix about rooftop warfare: - Headglitching making it impossible to counter snipers from below - Short draw distance making it impractical to counter with railguns - The 'tarpit walking' on top of roofs (the weird POV/speed issue slowing down) - Not having a safe way to walk on rooftops, this issue deepened by inaccurate building edges |
Timothy Reaper
ZionTCD
364
|
Posted - 2013.08.01 06:41:00 -
[49] - Quote
Bojo The Mighty wrote:On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them. Not anymore. The flight ceiling is well above the skyscrapers again.
I have yet to figure out why so many people think you're invincible on the buildings. I kill plenty of those players because I know it's strengths and weaknesses. The high ground is useful only if (1) you know how to make the best of it and (2) if the enemy doesn't know how to counter it. Here's a couple of examples from yesterday:
Line Harvest, Domination: An enemy squad placed uplinks on the N.E. tower and spawned with some proto forge guns. While the rest of the our team handled the ground troops, another sniper and I (located on the ground) shot anyone who poked their head out on the tower. Very few escaped the concentrated proto sniper fire.
Line Harvest, Skirmish: The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks.
In short, try working as a team instead of expecting the developers to change the game to fit your preferred playstyle. |
RINON114
B.S.A.A. General Tso's Alliance
369
|
Posted - 2013.08.01 11:46:00 -
[50] - Quote
Timothy Reaper wrote:Very few escaped the concentrated proto sniper fire. There is the flaw in your argument.
You were using proto snipers and still didn't manage to annihilate everybody?
The point is that this is in the interest of balancing the weapon against everything, not just between snipers without nerfing the gun. Ground troops should always be able to counter a sniper or even a whole team because they can access the sniper on foot IRL.
Sniper on the roof? Get a team inside the building and clear him out from below is what I would do. Any wise sniper would cover his exits and know his exits, which is why I hate sniping in Dust, it just doesn't have good tactics to it like in Battlefield (being a sniper/DM myself).
As it stands, if I want to take out a sniper, I have to be a sniper. I don't like sniping in Dust and I haven't specced a significant portion of my 11 million SP into them. It's completely ludicrous to suggest that I should in this kind of game. |
|
TheEnd762
Algintal Core Gallente Federation
123
|
Posted - 2013.08.01 12:18:00 -
[51] - Quote
Ladders and stairways are an easy way to *force* snipers into AR/CQC range, where their rifles are ineffective, and their scout suits are momentarily shredded. So, I ask you, where's the mechanic to *force* AR rambos back out to a sniper-friendly distance? Oh right, if you don't want people sniping from the redzone, there isn't one. I killed Symbioticforks (a formidable pain in the *** from Hellstorm Inc) twice in the same match this morning, while he was on a tower and I was on the ground. And if you can't kill them, keeping them away from the ledge (thus unable to kill people on the ground) is still helping your team, and is sufficiently balanced. |
Timothy Reaper
ZionTCD
366
|
Posted - 2013.08.01 12:40:00 -
[52] - Quote
RINON114 wrote:You were using proto snipers and still didn't manage to annihilate everybody?
You're saying that we should be able to take out prototype heavy suits - which are specifically designed to soak up massive amounts of damage - with one or two shots? While that sounds like it could be fun, it wouldn't be fair to the heavys.
Those that survived on the tower were the ones who would pop up, fire a random shot and duck back into cover (and not all of them escaped). Those who tried to help the team by staying still long enough to aim were dropped quickly. Two people from one squad managed to ruin (what has been called in this thread) a near unbeatable strategy.
People keep saying things like, 'what I would do.' As a wise man once said: "There is no 'I' in 'team'!" Part of a good team-based game is specialities; if you're not good at a particular task, find someone who is. If you try to do everything yourself of course you're not going to have fun. |
RINON114
B.S.A.A. General Tso's Alliance
371
|
Posted - 2013.08.02 05:19:00 -
[53] - Quote
Timothy Reaper wrote:RINON114 wrote:You were using proto snipers and still didn't manage to annihilate everybody?
You're saying that we should be able to take out prototype heavy suits - which are specifically designed to soak up massive amounts of damage - with one or two shots? While that sounds like it could be fun, it wouldn't be fair to the heavys. Those that survived on the tower were the ones who would pop up, fire a random shot and duck back into cover (and not all of them escaped). Those who tried to help the team by staying still long enough to aim were dropped quickly. Two people from one squad managed to ruin (what has been called in this thread) a near unbeatable strategy. People keep saying things like, 'what I would do.' As a wise man once said: "There is no 'I' in 'team'!" Part of a good team-based game is specialities; if you're not good at a particular task, find someone who is. If you try to do everything yourself of course you're not going to have fun. So I should probably repeat myself then: You were using proto snipers, what chance would my entire team have if they're just militia, or not in my squad? Neutralizing a sniper isn't always about using a sniper against him. It's about getting the tactical advantage through using his biggest weakness against him (range). This is the advantage snipers currently have with no downside, a downside which should be there.
As for the GÇ£that's what I would doGÇ¥ I should clarify that I meant as a squad, as in GÇ£that is the tactic I would employ with my squad, or a tactic I would tell my squad to useGÇ¥ not that I would rambo up there at all. |
Jathniel
G I A N T EoN.
734
|
Posted - 2013.08.02 05:37:00 -
[54] - Quote
No. I like the idea that a fight for the high ground using dropships can help decide the outcome of battles. An orbital can clear rooftops now.
If you give ground access to rooftops, there is absolutely NO point using a sniper rifle nor forge gun from up there. A sniper will spend more time trying to set traps, and hold his rooftop instead of sniping. And a forge gunner CANNOT set traps at all.
No, to ground access. They go up there for the sole purpose of getting out of range of weapons like ARs, Shotguns, Mass Drivers, and Nova Knives. Why are you trying to penalize them for being smart?
They are willing to consume a dropship to do it. If you are not willing to spend the same cost to go up there, then you don't deserve access, and will have to settle for counter-sniping from the ground.
First we complain about snipers in the redzone, now we complain about the ones that are actually trying to be smart and do it right? Especially, when they have decent teamwork going on? Forge Gunner, and Sniper? Just counter snipe them. A good counter-sniper can suppress a tower sniper and a forge gunner for an entire match, and getting suppressed is just as bad as getting killed. You are rendering them useless.
|
Jathniel
G I A N T EoN.
734
|
Posted - 2013.08.02 05:45:00 -
[55] - Quote
lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS.... |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
220
|
Posted - 2013.08.02 05:51:00 -
[56] - Quote
I'm sorry but counter sniping is a valid tactic. Get with a buddy or two and aim on the same person. You will kill him before he has a chance to respond. Have done this a couple of times to the effect that they leave; the damage is to intense with 3 tactical snipers on their ass; and that's just a level 2 sniper rifle. |
Timothy Reaper
ZionTCD
366
|
Posted - 2013.08.02 07:12:00 -
[57] - Quote
Timothy Reaper wrote:Line Harvest, Skirmish:The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks. In this situation my proto rifle did not give me a significant advantage over a militia rifle. The only thing I could do was hassle the snipers enough that they got their railgun tank to focus on me.
Yes, taking the high ground can provide an advantage, but every strategy has a weakness, and this is no exception. True, with the current match making system you're not guaranteed an even distibution of skills. But if the direct approach is not feasable with the tools available, try an indirect approach. |
RINON114
B.S.A.A. General Tso's Alliance
371
|
Posted - 2013.08.02 08:29:00 -
[58] - Quote
Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here.
You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others.
If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive.
All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit.
What you're saying is similar to: Only a tank should be able to take out a tank. |
Jason Pearson
Seraphim Auxiliaries
2368
|
Posted - 2013.08.02 08:38:00 -
[59] - Quote
Bojo The Mighty wrote:Thurak1 wrote:The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
No, this does not work. I've been there right by the heavies and some fool took a DS up to us like twice. Lost both. On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them.
Don't.
You can get twice as high as the skyscrapers, it's where I AFK in ambushes. I support this thread do not throw that idea about the flight ceiling not being high out there, the flight ceiling is immensely high (And perfect.)
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Jathniel
G I A N T EoN.
740
|
Posted - 2013.08.02 13:01:00 -
[60] - Quote
RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank.
There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums.
I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit.
All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.)
However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper.
Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. |
|
RINON114
B.S.A.A. General Tso's Alliance
371
|
Posted - 2013.08.02 13:58:00 -
[61] - Quote
Jathniel wrote:RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums. I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit. All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.) However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper. Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. Sorry but you've just proved my point.
A whole sniper team can hold down a tower. Think about that tower for a minute - how did the snipers get up there? I bet they didn't rappel from a helicopter onto the roof. If they did, I think all buildings in existence have roof access and they should in the future. It shouldn't be the case the one sniper and one forge gunner can lock down a tower, but that they need to cover their weaknesses by packing good sidearms or bringing good soldiers to cover the stairs.
Right now they don't need ths soldiers, but for you to take them out you need the snipers. That is not balanced.
I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance. |
Kekklian Noobatronic
Goonfeet Top Men.
275
|
Posted - 2013.08.02 14:25:00 -
[62] - Quote
Yun Hee Ryeon wrote:I'm torn.
On the one hand, I agree: it's kind of annoying. It's especially annoying when you've got a heavy with an Ishukone Forge effectively covering an objective such that anyone who tries to hack gets obliterated.
On the other hand, the tallest areas have absolutely no cover aside from sheer height, require positioning at or near the edge to be able to effectively fire down, and can be effectively covered by snipers on just about any point of the map. Even the aforementioned Ishukone heavy is going to have trouble covering that objective when somebody keeps trying to split his melon with a charged sniper flechette. The highest points aren't so much of a problem for thems as lacks dropships as they are for thems as lacks decent snipers. Sure, you have to have get somebody to take time off from doing more "productive" things to go hassle a high-altitude heavy or two, but it's imminently doable. You just have to make the time.
Also, I can't help feeling that it's kind of neat that there are areas only dropships can reach. They're otherwise the most long-suffering vehicle in the game.
Putting in ways to get places from the ground does not necessarily invalidate or remove the dropship role. Especially on the taller buildings - the dropship will still provide the means for a drastically more rapid ascension. Can you imagine scaling that building with a spiral staircase, elevator, or *shudder* a ladder? It'll take ages! Especially in Fatsuits. But it *will* at least provide ground pounders with options to counter people already ontop of the buildings.
Really hope CCP gets some modifications to those buildings in ASAP. |
Kekklian Noobatronic
Goonfeet Top Men.
275
|
Posted - 2013.08.02 14:28:00 -
[63] - Quote
RINON114 wrote: I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance.
The same can be said for many things in this game. Right now it's a very broken version of 'rock paper scissors'. A true counter to something should never be itself. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
206
|
Posted - 2013.08.02 16:45:00 -
[64] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up?
Thumbs down from me.
There are so many counters to these Mercs.
Sniper Forge Gun Tank Dropship etc.
They have made the effort to get up there. Someone risked a DS to get them there. Let them have their fun or alternatively you could kill them.
If they fix the occasional glitches and actually allow you to shoot the head you can see sticking over the edge, then it will be fine. |
RINON114
B.S.A.A. General Tso's Alliance
373
|
Posted - 2013.08.03 00:40:00 -
[65] - Quote
Kekklian Noobatronic wrote:RINON114 wrote: I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance.
The same can be said for many things in this game. Right now it's a very broken version of 'rock paper scissors'. A true counter to something should never be itself. Exactly, this is precisely why we have tactics and we no longer march at each other on open battlefields with no cover.
The defining tactic to neutralizing a sniper's effectiveness is to take away his range by getting closer. |
Ferindar
The Malevolent Monkey Militia
0
|
Posted - 2013.08.03 02:54:00 -
[66] - Quote
Jathniel wrote: This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
This thread in a nutshell. Militia Dropships only cost 70k ISK, require no skills trained to fly, and can get you there pretty fast.
If you can't be bothered to fly up there, land, then spray and pray with your AR until you get a kill, then you deserve to get sniped over and over.
If you can't be bothered to load the FREE SNIPER FIT and suppress them, you deserve to get blown to bits by blue balls of death.
If you can't be bothered to work as a team, you deserve to die alone.
|
TheEnd762
SVER True Blood
134
|
Posted - 2013.08.03 03:44:00 -
[67] - Quote
Ferindar wrote:Jathniel wrote: This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
This thread in a nutshell. Militia Dropships only cost 70k ISK, require no skills trained to fly, and can get you there pretty fast. If you can't be bothered to fly up there, land, then spray and pray with your AR until you get a kill, then you deserve to get sniped over and over. If you can't be bothered to load the FREE SNIPER FIT and suppress them, you deserve to get blown to bits by blue balls of death. If you can't be bothered to work as a team, you deserve to die alone.
QTF. |
Beeeees
KILL-EM-QUICK RISE of LEGION
57
|
Posted - 2013.08.03 03:45:00 -
[68] - Quote
Someone said something about how everything is supposed to counter everything.
Please keep your homogenous CODpulp out, thank you.
This again is not an issue of unbeatable tactics. Its an issue of tactics being unbeatable by non-tactics.
How in the f-¦ck could you even be so massively self entitled to a right of beating others in their game? The bunch-o-protos on the roof ruin your day?
Ruin theirs.
They managed to get a tactical advantage, then manage to keep the tactical advantage. Do something about it. If you cant kill them, make them bleed.
There is a whole coordinated squad on the rooftop, guess what counters a well coordinated team on a rooftop? A well coordinated drop on said rooftop. A well coordinated countersniping measure. A well coordinated heavy ordinance bombardement. Notice a pattern there? The "well coordinated" part is what you-¦re looking for.
You got sh!t gear? Put on your face paint, soldier, you get to try way harder than them. Been there done that. You got sh!t tactics? Tough f-¦cking luck, bite the pillow since you refuse to learn and adapt. You are the reason pubstomping happens.
Do not expect the game to win itself for you, especially not against other players. Especially not those who are better than you. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
851
|
Posted - 2013.08.03 03:59:00 -
[69] - Quote
Beeeees wrote:Someone said something about how everything is supposed to counter everything.
Please keep your homogenous CODpulp out, thank you.
This again is not an issue of unbeatable tactics. Its an issue of tactics being unbeatable by non-tactics.
How in the f-¦ck could you even be so massively self entitled to a right of beating others in their game? The bunch-o-protos on the roof ruin your day?
Ruin theirs.
They managed to get a tactical advantage, then manage to keep the tactical advantage. Do something about it. If you cant kill them, make them bleed.
There is a whole coordinated squad on the rooftop, guess what counters a well coordinated team on a rooftop? A well coordinated drop on said rooftop. A well coordinated countersniping measure. A well coordinated heavy ordinance bombardement. Notice a pattern there? The "well coordinated" part is what you-¦re looking for.
You got sh!t gear? Put on your face paint, soldier, you get to try way harder than them. Been there done that. You got sh!t tactics? Tough f-¦cking luck, bite the pillow since you refuse to learn and adapt. You are the reason pubstomping happens.
Do not expect the game to win itself for you, especially not against other players. Especially not those who seek self-esteem through protostomping.
FYP, though I agree with most of it. |
Tal-Rakken
DUST University Ivy League
42
|
Posted - 2013.08.03 04:05:00 -
[70] - Quote
Bojo The Mighty wrote: One thing that's not cool is that these areas are accessible only by dropship.
I find my sniper rifles and forge guns seem to have quite enough access to said "rooftops" no need to be able to fly a dropship just countersnipe the snipers as it should be. hell of a lot harder to find you when your not on top of a tower outlined by the sky. |
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TheEnd762
SVER True Blood
134
|
Posted - 2013.08.03 04:28:00 -
[71] - Quote
You don't even have to go to that same roof! Take Line Harvest for example. Drop onto the back of a tower on the opposite side. The slope allows you to be completely hidden from opposite tower's view. Then get an angle on them and start putting rounds downrange. Or get some guys together, get a dropship, and have one guy bail out, each on a different tower.
I've taken out proto forge gunners with rail gun emplacements. You don't even need to be able to operate a militia sniper rifle for that! They're around the stage, for free! |
Delenne Arran
Ivory Hounds
55
|
Posted - 2013.08.03 04:36:00 -
[72] - Quote
In general, I've got no problem with snipers doing their thing from atop tall buildings. It's kind of a pain, but I'm accurate enough with my scrambler rifle that I can at least strip their shields and make 'em rethink their position for a bit. If someone can see you to shoot you, you can see them to hit them, and such. In addition, once you figure out where they are, it's not TOO difficult to kill them or force them out.
However-- it seems to me that adding access to the roof from the ground from most buildings would hurt dropship pilots a bit, since they'd be less useful. I'm not sure how adversely affected snipers would be, since I don't know how tightly they're fit. It seems to me that adding ladders or staircases would mostly lead to an increase in Remote Explosive and/or Flaylock use. Assuming nanohives restock REs (never used them,) a good sniper would still be able to camp out on top of the tall buildings, they'd just have to take their eyes off the scope every once in awhile to make sure no one was coming up behind them. Or have a forge gunner or something guard the stairs.
In general, I don't like there only being one path to a given location or structure. Even if one is objectively less desirable than the other, having more than just one or two ways up, down, in, or out allows for (or rather forces the use of) more strategies than "get there, have someone guard the one entrance, and do what you came to do." Or, in the case of the rooftops, "Get there, recall your dropship, set up an uplink and a nanohive, and spend the entire game there, knowing you're pretty much safe"
TL:DR- I"m ambivalent to, leaning towards supporting this idea. |
RINON114
B.S.A.A. General Tso's Alliance
373
|
Posted - 2013.08.03 04:38:00 -
[73] - Quote
Beeeees wrote:Someone said something about how everything is supposed to counter everything.
Please keep your homogenous CODpulp out, thank you.
This again is not an issue of unbeatable tactics. Its an issue of tactics being unbeatable by non-tactics.
How in the f-¦ck could you even be so massively self entitled to a right of beating others in their game? The bunch-o-protos on the roof ruin your day?
Ruin theirs.
They managed to get a tactical advantage, then manage to keep the tactical advantage. Do something about it. If you cant kill them, make them bleed.
There is a whole coordinated squad on the rooftop, guess what counters a well coordinated team on a rooftop? A well coordinated drop on said rooftop. A well coordinated countersniping measure. A well coordinated heavy ordinance bombardement. Notice a pattern there? The "well coordinated" part is what you-¦re looking for.
You got sh!t gear? Put on your face paint, soldier, you get to try way harder than them. Been there done that. You got sh!t tactics? Tough f-¦cking luck, bite the pillow since you refuse to learn and adapt. You are the reason pubstomping happens.
Do not expect the game to win itself for you, especially not against other players. Especially not those who are better than you. You're missing the point...
If some enemy guy starts using a tactic, would you be a lazy ass and just use the same one? That is lazy as hell. Sure it works in some situations, like countersniping is a valid tactic but it should not be the endgame to the tactics of getting rid of a sniper.
My point in a nutshell: - How many ways are there to kill a tank? - How many ways to kill a dropship? - How many ways to kill an assault soldier?
Now answer this: - How many ways are there to kill a sniper?
Good luck finding more ways to kill a sniper than any one of the first. |
Beeeees
KILL-EM-QUICK RISE of LEGION
59
|
Posted - 2013.08.03 04:57:00 -
[74] - Quote
RINON114 wrote:
Now answer this: - How many ways are there to kill a sniper?
1. Countersnipe 2. Forgegun to the face 3. Plasma Cannon to the teeth. 4. Fly-by. 5. Zerg-drop 6. Railsniping. 7. Rocket barrage 8. Orbital Bombardement.
You want me to continue? |
Delenne Arran
Ivory Hounds
55
|
Posted - 2013.08.03 05:17:00 -
[75] - Quote
Beeeees wrote:RINON114 wrote:
Now answer this: - How many ways are there to kill a sniper?
1. Countersnipe 2. Forgegun to the face 3. Plasma Cannon to the teeth. 4. Fly-by. 5. Zerg-drop 6. Railsniping. 7. Rocket barrage 8. Orbital Bombardement. You want me to continue?
I believe the point he was making was that you can kill other infantry and/or vehicles more easily than you can kill snipers, not that there aren't ways to kill snipers. Hell, all of those you listed work just as well on assault guys, although it's just sniping when you guys do it. |
TheEnd762
SVER True Blood
134
|
Posted - 2013.08.03 05:28:00 -
[76] - Quote
Delenne Arran wrote:Beeeees wrote:RINON114 wrote:
Now answer this: - How many ways are there to kill a sniper?
1. Countersnipe 2. Forgegun to the face 3. Plasma Cannon to the teeth. 4. Fly-by. 5. Zerg-drop 6. Railsniping. 7. Rocket barrage 8. Orbital Bombardement. You want me to continue? I believe the point he was making was that you can kill other infantry and/or vehicles more easily than you can kill snipers, not that there aren't ways to kill snipers. Hell, all of those you listed work just as well on assault guys, although it's just sniping when you guys do it.
All those ways listed work much better on snipers than assault grunts, because snipers don't move as much, if at all, and are usually less armored/shielded. And in the case of roof forge gunners, slow large targets. |
Delenne Arran
Ivory Hounds
55
|
Posted - 2013.08.03 05:46:00 -
[77] - Quote
Going down the you gave list with a bunch of anecdotes ('cause those are totally just as good as hard data, amirite? ;))
1: While it's probably easier for snipers to snipe snipers, than infantry, it still only takes what, two or three shots to kill most folks scurrying around? 2: Similarly, a forge gun always or nearly always a one hit kill if it hits, and while it's always harder to hit a moving target than a stationary one, it's not like infantry isn't known to cluster together. 3: I've only seen like three plasma cannons between beta and today, so no comment 4: Been targetted by dropships' bombing runs more than I've seen snipers targetted-- granted, if I saw them, they'd be crappy snipers, now wouldn't they? 5: I'll give you this one, if only because I've never seen it employed at all. Usually it's just uplink spam on our end. 6: I don't do skirmish or domination often enough for this to really come up, so I'll give it to you. 7: See #5, replace dropships with HAVs 8: About 50/50 with these. Since they kill everyone in what, a 15-20 meter radius, I've seen it both used to clear out those pesky rooftop snipers or to get rid of a problematic squad on the ground and their uplinks. Unless you're trying specifically to kill one guy with it, I'd say it's just as effective on infantry than on snipers. Really, I'd call it more effective, since, again infantry tends to group together. |
RINON114
B.S.A.A. General Tso's Alliance
373
|
Posted - 2013.08.03 06:34:00 -
[78] - Quote
Beeeees wrote:RINON114 wrote:
Now answer this: - How many ways are there to kill a sniper?
1. Countersnipe 2. Forgegun to the face 3. Plasma Cannon to the teeth. 4. Fly-by. 5. Zerg-drop 6. Railsniping. 7. Rocket barrage 8. Orbital Bombardement. You want me to continue? Please do, considering none of those other than OB and counter sniping actually work in practice:
- Good luck getting a forge gun or plasma cannon to hit anyone on top of a tower. - Good luck getting the elevation required to rail snipe. - Same for rocket barrage.
A fly by can and has worked before for counter snipers, but a forge gun can take out your flying, noisy pinata before it can even be dropped, so tactics four and five don't count.
This is about addressing both problems at the same time, not just about addressing snipers. |
TheEnd762
SVER True Blood
134
|
Posted - 2013.08.03 06:48:00 -
[79] - Quote
RINON114 wrote:Beeeees wrote:RINON114 wrote:
Now answer this: - How many ways are there to kill a sniper?
1. Countersnipe 2. Forgegun to the face 3. Plasma Cannon to the teeth. 4. Fly-by. 5. Zerg-drop 6. Railsniping. 7. Rocket barrage 8. Orbital Bombardement. You want me to continue? Please do, considering none of those other than OB and counter sniping actually work in practice: - Good luck getting a forge gun or plasma cannon to hit anyone on top of a tower. - Good luck getting the elevation required to rail snipe. - Same for rocket barrage. A fly by can and has worked before for counter snipers, but a forge gun can take out your flying, noisy pinata before it can even be dropped, so tactics four and five don't count. This is about addressing both problems at the same time, not just about addressing snipers.
Just because YOU can't get them to work, doesn't mean that they don't. I've seen ALL of these tactics work, and have used several of them myself. |
Jathniel
G I A N T EoN.
742
|
Posted - 2013.08.03 06:57:00 -
[80] - Quote
RINON114 wrote:Jathniel wrote:RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums. I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit. All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.) However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper. Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. Sorry but you've just proved my point. A whole sniper team can hold down a tower. Think about that tower for a minute - how did the snipers get up there? I bet they didn't rappel from a helicopter onto the roof. If they did, I think all buildings in existence have roof access and they should in the future. It shouldn't be the case the one sniper and one forge gunner can lock down a tower, but that they need to cover their weaknesses by packing good sidearms or bringing good soldiers to cover the stairs. Right now they don't need ths soldiers, but for you to take them out you need the snipers. That is not balanced. I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance.
You are stating a falsehood as fact. That is NOT honest. A good sniper can be killed in other ways that do not require a sniper rifle, you guys are just being too cheap and lazy to use the alternatives.
Good players are keenly aware of what their weaknesses are, and try to reduce them, while cooperating with others to augment their strengths; this is something sniper teams have learned to do, and you guys have NOT. That's why you perceive sniper teams as unbeatable.
A sniper "team" (key word: team) can lock down a tower, the same as an assault "team" can lock down a field. BALANCE is a two-way street. You feel you are entitled to exploit their weakness in anyway that you feel. Guess what? You aren't, and the game is not imbalanced because of this. |
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Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
71
|
Posted - 2013.08.03 07:14:00 -
[81] - Quote
As a sniper, these rooftops with a drop uplink on them are a feeding frenzy for me. Unless I'm against a team I don't take seriously at all, I won't go on top of those rooftops. One good sniper can clear these rooftops off or at the very least keep them pinned down. Trying to say you have to have ground access to these rooftops would be like saying you have to make snipers have a viable kill option in CQC like quick scoping. Give me an instakill melee with the butt of my sniper and I'll support your idea. |
Jathniel
G I A N T EoN.
744
|
Posted - 2013.08.03 08:53:00 -
[82] - Quote
Captain Wontubulous wrote:As a sniper, these rooftops with a drop uplink on them are a feeding frenzy for me. Unless I'm against a team I don't take seriously at all, I won't go on top of those rooftops. One good sniper can clear these rooftops off or at the very least keep them pinned down. Trying to say you have to have ground access to these rooftops would be like saying you have to make snipers have a viable kill option in CQC like quick scoping. Give me an instakill melee with the butt of my sniper and I'll support your idea.
Exactly. One broken idea begets another broken idea.
At this rate, sniper rifles will have to work exactly as they do in Battlefield 3 to be viable options.... No sway, super fast semi-auto fire, and an ACOG scope.
lmao imagine a Thale's with an ACOG scope... jeez... and they cry about imbalance when the sniper rifle is being used properly? lol |
RINON114
B.S.A.A. General Tso's Alliance
373
|
Posted - 2013.08.03 10:21:00 -
[83] - Quote
Jathniel wrote:Captain Wontubulous wrote:As a sniper, these rooftops with a drop uplink on them are a feeding frenzy for me. Unless I'm against a team I don't take seriously at all, I won't go on top of those rooftops. One good sniper can clear these rooftops off or at the very least keep them pinned down. Trying to say you have to have ground access to these rooftops would be like saying you have to make snipers have a viable kill option in CQC like quick scoping. Give me an instakill melee with the butt of my sniper and I'll support your idea. Exactly. One broken idea begets another broken idea. At this rate, sniper rifles will have to work exactly as they do in Battlefield 3 to be viable options.... No sway, super fast semi-auto fire, and an ACOG scope. lmao imagine a Thale's with an ACOG scope... jeez... and they cry about imbalance when the sniper rifle is being used properly? lol What are you both on?
Give me a single building in existence that has no ground access. This whole thread is about making snipers worry about being hit in the back, like they should be. |
Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
73
|
Posted - 2013.08.03 14:38:00 -
[84] - Quote
RINON114 wrote:Jathniel wrote:Captain Wontubulous wrote:As a sniper, these rooftops with a drop uplink on them are a feeding frenzy for me. Unless I'm against a team I don't take seriously at all, I won't go on top of those rooftops. One good sniper can clear these rooftops off or at the very least keep them pinned down. Trying to say you have to have ground access to these rooftops would be like saying you have to make snipers have a viable kill option in CQC like quick scoping. Give me an instakill melee with the butt of my sniper and I'll support your idea. Exactly. One broken idea begets another broken idea. At this rate, sniper rifles will have to work exactly as they do in Battlefield 3 to be viable options.... No sway, super fast semi-auto fire, and an ACOG scope. lmao imagine a Thale's with an ACOG scope... jeez... and they cry about imbalance when the sniper rifle is being used properly? lol What are you both on? Give me a single building in existence that has no ground access. This whole thread is about making snipers worry about being hit in the back, like they should be.
There's a building on the other end of the universe that doesn't have roof access. Prove to me that there isn't. Welcome to what we like to call the video game world. The snipers on those roof tops need to worry more about me hitting them in the face. If your team has to worry about finding a way onto that roof top to deal with someone you need to have a sniper somewhere on your team. The sniper's purpose is to pick off lone targets and distanced killers while providing support fire. They're working as intended. If you're having problems dealing with them, learn the in game mechanics like everyone else. Like I said in my previous post, I won't go onto a roof top because it's dangerous an inefficient. I know I will lose my suit on that roof top unless I'm against a joke of a team. |
Timothy Reaper
ZionTCD
368
|
Posted - 2013.08.03 17:34:00 -
[85] - Quote
RINON114 wrote:- Good luck getting a forge gun or plasma cannon to hit anyone on top of a tower. I call 'bullcrap' on this one. In one match a while back I was the only sniper in our squad when the enemy set up on a Line Harvest map tower. I was using an advanced tactical rifle and having trouble punching through their shields and armor before they could duck into cover to rep. So I told my team and our forge gunner (who was on the ground) turned his weapon towards them and started blasting the enemy off the tower anytime they tried to leave cover. Plus I myself have been blasted off the towers by ground-dwelling forge guns many times.
TheEnd762 wrote:Just because YOU can't get them to work, doesn't mean that they don't. |
low genius
the sound of freedom Renegade Alliance
246
|
Posted - 2013.08.03 17:55:00 -
[86] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up?
this issue should be solved by the enemy team, not by ccp. do you want ccp to make you a grilled cheese sandwich while you play so you don't get hungry? maybe a pb&j? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
51
|
Posted - 2013.08.03 18:48:00 -
[87] - Quote
Honestly this isn't so much of an issue. You guys over react, change to your sniper suit with a few people and all target him the same time. Or drop a OB strike on him. But people always want to drop these strikes to get more kills rather than using them in an tactical manner to take out a tank or an annoying sniper. Come on common sense guys get good please . people complain about "noob tube weapons" but they're the same players who don't think while playing. Just point and click. You expect ccp to make the gun easier so you dumb mindless scrubs would have it easy. Official poster this is what I've gather from this post. 1. You say it's hard to get up these roof tops. My question is this, if one team can spawn a drop ship what's stopping you from either taken it out or spawning one yourself. 2. If a sniper can take you out or a forge gunner, what's stopping you from counter snipping and counter forge gunning? If a heavy can't see that far be helpful by having a sniper scope the roof top camper so it shows up on your team radar and that heavy on your team can now counter forge snipe. 3. I think even the weakest squads can get at least one or two orbital strikes. In stead of using these strikes to get the most kills use it to help the fking team by taking the out the major threats |
Timothy Reaper
ZionTCD
370
|
Posted - 2013.08.04 01:36:00 -
[88] - Quote
RINON114 wrote:Give me a single building in existence that has no ground access. My house doesn't have a ladder or staircase to the roof. |
Bojo The Mighty
Zanzibar Concept
1364
|
Posted - 2013.08.05 02:07:00 -
[89] - Quote
WTF, I return and to what....conspiracies.
Look! I do not want to:
- Nerf Snipers
- Nerf Forges
- Nerf Dropship Ceiling
All I want is to bring people to mortality. Right now as it is, in order to counter said pesky forges+sniper, all you have suggested:- Skill into snipers
- Skill into Forges
- Learn to fly dropships *let's assume I don't already*
- Spend hundreds of thousands of ISK on said dropships
Those aren't reasonable answers damn it. I shouldn't have stoop to forges and snipers just to deal with forges and snipers, nor commit a thousand suicides attempting to fly up there.
All I want to do is introduce snipers/forges *who use the roofs* to a little something called danger. Snipers in other maps actually have to risk a little (outside of redzone) when they get a perch. Their roost can be approached by anyone. It makes it at least mildly fair for people using shotguns, Mass drivers, assault rifles, SMG's, the list goes on.
Too Long, I Did Not Read!
Grow something snipers and actually get on par with everyone else and experience some actual risk. No one should have such a major advantage over another team merely by the height they obtain. Rooftop sniping = I Win button over everything but other snipers. |
ladwar
Dead Six Initiative Lokun Listamenn
1064
|
Posted - 2013.08.05 02:12:00 -
[90] - Quote
Timothy Reaper wrote:RINON114 wrote:Give me a single building in existence that has no ground access. My house doesn't have a ladder or staircase to the roof. And I used to live in a two story house that didn't either. my dog house doesn't have ladder to the roof or a staircase. |
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Fire of Prometheus
DUST University Ivy League
52
|
Posted - 2013.08.05 02:14:00 -
[91] - Quote
N1ck Comeau wrote:Sense Orbital strikes now land on these high areas that is a extremely effective way to counter it, Or fly a drop ship up there yourselves, you may say, "But he got forge gun i can't do it" Sneak around behind him, get teammates to distract him. If you do fly up....don't go solo, bring 1 or 2 guys with you. I say this cause I was sniping with some squad mates and someone tried to go solo and clean out the roof......it didn't work well for the lone wolf |
Fire of Prometheus
DUST University Ivy League
52
|
Posted - 2013.08.05 02:20:00 -
[92] - Quote
Just a question for anyone, how many times in a match do you SPECIFACALLY look for a sniper or forge? I sat on the roof of the giant building in the communications outpost for an entire match, went 11/0, I can honestly say I killed the same guy on at least 3 occasions....he was a sniper |
Stands Alone
Ultramarine Corp
48
|
Posted - 2013.08.05 02:59:00 -
[93] - Quote
I disagree with this... they made a strategic move... now its you're move
you have four choices A) ignore them B) Snipe them C) go to them via dropship D) beat them to it (you make the strategic move first)
they aren't breaking any rules, they aren't going anyplace that you cant get to yourself, their team did it and yours didnt, its that simple... if they aren't breaking the rules or exploiting a mistake in code, then then adapt or die |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
78
|
Posted - 2013.08.05 06:01:00 -
[94] - Quote
RINON114 wrote:Jathniel wrote:RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums. I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit. All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.) However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper. Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. Sorry but you've just proved my point. A whole sniper team can hold down a tower. Think about that tower for a minute - how did the snipers get up there? I bet they didn't rappel from a helicopter onto the roof. If they did, I think all buildings in existence have roof access and they should in the future. It shouldn't be the case the one sniper and one forge gunner can lock down a tower, but that they need to cover their weaknesses by packing good sidearms or bringing good soldiers to cover the stairs. Right now they don't need ths soldiers, but for you to take them out you need the snipers. That is not balanced. I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance. How is sniper vs sniper not balanced lol camping or not how isn't it balanced? Seriously re-read what you said. Read it out loud and listen to how dumb this post is . If I'm a sniper and I'm far as hell hidden or camping. I wouldn't want to be taken out by any other gun than a sniper. Because it's the only gun that can take you out from that far besides the forge gun. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
78
|
Posted - 2013.08.05 06:02:00 -
[95] - Quote
Stands Alone wrote:I disagree with this... they made a strategic move... now its you're move
you have four choices A) ignore them B) Snipe them C) go to them via dropship D) beat them to it (you make the strategic move first)
they aren't breaking any rules, they aren't going anyplace that you cant get to yourself, their team did it and yours didnt, its that simple... if they aren't breaking the rules or exploiting a mistake in code, then then adapt or die When something requires this much work it isn't balanced in their eyes. So tired of this already lol pathetic. |
Brasidas Kriegen
The Southern Legion
12
|
Posted - 2013.08.05 06:29:00 -
[96] - Quote
Completely rewrite the gamecode in Frostbite and make buildings destructible
Or, jetpacks (and/or some sort of grappling hook type device). |
RINON114
B.S.A.A. General Tso's Alliance
384
|
Posted - 2013.08.05 06:56:00 -
[97] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:Jathniel wrote:RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums. I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit. All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.) However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper. Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. Sorry but you've just proved my point. A whole sniper team can hold down a tower. Think about that tower for a minute - how did the snipers get up there? I bet they didn't rappel from a helicopter onto the roof. If they did, I think all buildings in existence have roof access and they should in the future. It shouldn't be the case the one sniper and one forge gunner can lock down a tower, but that they need to cover their weaknesses by packing good sidearms or bringing good soldiers to cover the stairs. Right now they don't need ths soldiers, but for you to take them out you need the snipers. That is not balanced. I will reiterate the defining point: Snipers can only be trumped by snipers. This is not balance. How is sniper vs sniper not balanced lol camping or not how isn't it balanced? Seriously re-read what you said. Read it out loud and listen to how dumb this post is . If I'm a sniper and I'm far as hell hidden or camping. I wouldn't want to be taken out by any other gun than a sniper. Because it's the only gun that can take you out from that far besides the forge gun. This is exactly the point...
Sniper vs Sniper = Balanced Sniper vs Anything else = Not balanced
Snipers can't be killed by anything other than snipers if they're sitting on these rooftops (other than OB or another dropship). A sniper should be constantly aware of his surroundings, checking for enemy troops sneaking up behind them and also aware of other snipers. If you remove the fact a sniper should be aware of his surroundings then you're supporting easy mode.
I have been playing as a sniper in every FPS that I can and in every single one you should shoot and relocate or at least keep moving. In Dust I don't need to, I just pull out my stool (nanohive) and sit my ass in one spot for the whole match.
Snipers should be forced to have a downside like everything else does, being situationally aware of your own backside is the perfect downside. |
Beeeees
KILL-EM-QUICK RISE of LEGION
84
|
Posted - 2013.08.05 09:22:00 -
[98] - Quote
Let me give you a tip brosikis. Tip of your lifetime.
Assuming there is a whole squad up on a roof . Assuming they are well coordinated.
You know what that means?
It means there is one less capable squad on the ground. Let the thought sink in.
One less capable squad on the ground means its time to play ball.
The enemy team willingly traded its focused offensive power for unfocused defensive power.
It takes say 2 long range capable players at worst to keep that roof in check.
This makes room for a total of 4 people more on your team able to take and/or hold points.
This is an enormous tradeoff.
Use your brain, cease the opportunity to zerg and ninja the objectives. Play ball. |
RINON114
B.S.A.A. General Tso's Alliance
386
|
Posted - 2013.08.05 09:47:00 -
[99] - Quote
Beeeees wrote:Let me give you a tip brosikis. Tip of your lifetime.
Assuming there is a whole squad up on a roof . Assuming they are well coordinated.
You know what that means?
It means there is one less capable squad on the ground. Let the thought sink in.
One less capable squad on the ground means its time to play ball.
The enemy team willingly traded its focused offensive power for unfocused defensive power.
It takes say 2 long range capable players at worst to keep that roof in check.
This makes room for a total of 4 people more on your team able to take and/or hold points.
This is an enormous tradeoff.
Use your brain, cease the opportunity to zerg and ninja the objectives. Play ball. Fantastic advice, hace you thought of adapting it into a film?
The title should be: GÇ£Tactics that only work in PCGÇ¥
You need a whole coordinated team for that tactic to be effective, and the points still stand:
- Rooftop snipers can only be taken out by other snipers. - No building in existence has rooftop exclusive access.
|
Timothy Reaper
ZionTCD
372
|
Posted - 2013.08.05 10:31:00 -
[100] - Quote
RINON114 wrote: GÇ£Tactics that only work in PCGÇ¥
Timothy Reaper wrote:Line Harvest, Domination: An enemy squad placed uplinks on the N.E. tower and spawned with some proto forge guns. While the rest of the our team handled the ground troops, another sniper and I (located on the ground) shot anyone who poked their head out on the tower. Very few escaped the concentrated proto sniper fire.
Line Harvest, Skirmish: The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks.
In one match a while back I was the only sniper in our squad when the enemy set up on a Line Harvest map tower. I was using an advanced tactical rifle and having trouble punching through their shields and armor before they could duck into cover to rep. So I told my team and our forge gunner (who was on the ground) turned his weapon towards them and started blasting the enemy off the tower anytime they tried to leave cover. Plus I myself have been blasted off the towers by ground-dwelling forge guns many times. All of these happened in public matches. |
|
RINON114
B.S.A.A. General Tso's Alliance
388
|
Posted - 2013.08.05 13:38:00 -
[101] - Quote
Timothy Reaper wrote:RINON114 wrote: GÇ£Tactics that only work in PCGÇ¥ Timothy Reaper wrote:Line Harvest, Domination: An enemy squad placed uplinks on the N.E. tower and spawned with some proto forge guns. While the rest of the our team handled the ground troops, another sniper and I (located on the ground) shot anyone who poked their head out on the tower. Very few escaped the concentrated proto sniper fire.
Line Harvest, Skirmish: The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks.
In one match a while back I was the only sniper in our squad when the enemy set up on a Line Harvest map tower. I was using an advanced tactical rifle and having trouble punching through their shields and armor before they could duck into cover to rep. So I told my team and our forge gunner (who was on the ground) turned his weapon towards them and started blasting the enemy off the tower anytime they tried to leave cover. Plus I myself have been blasted off the towers by ground-dwelling forge guns many times. All of these happened in public matches. It can work in pubs but that doesn't mean this is what happens often.
I don't see why you're still ignoring my two main points:
- Rooftop snipers can only be taken out by other snipers. - No building in existence has rooftop exclusive access.
Argue against that instead of the easily defeated point and I might give you a cookie, with a 1% chance of salvaging Bacon.
Edit: Might I also clarify that I have recently started using this tactic because of this discussion, and although it's always fun to kill unsuspecting targets, it would be a lot better if I had to worry about someone shooting back. |
Timothy Reaper
ZionTCD
372
|
Posted - 2013.08.05 13:58:00 -
[102] - Quote
RINON114 wrote:- Rooftop snipers can only be taken out by other snipers. Dropship, passengers jumping out of a dropship, forge gun and Precition Strike.
RINON114 wrote:- No building in existence has rooftop exclusive access. My house doesn't have a ladder built on the side or roof access from the inside. The place where I work doesn't either, and it's a two story building.
RINON114 wrote:Edit: Might I also clarify that I have recently started using this tactic because of this discussion, and although it's always fun to kill unsuspecting targets, it would be a lot better if I had to worry about someone shooting back. You haven't played against me. |
RINON114
B.S.A.A. General Tso's Alliance
389
|
Posted - 2013.08.05 15:06:00 -
[103] - Quote
Timothy Reaper wrote:RINON114 wrote:- Rooftop snipers can only be taken out by other snipers. Dropship, passengers jumping out of a dropship, forge gun and Precition Strike. RINON114 wrote:- No building in existence has rooftop exclusive access. My house doesn't have a ladder built on the side or roof access from the inside. The place where I work doesn't either, and it's a two story building. RINON114 wrote:Edit: Might I also clarify that I have recently started using this tactic because of this discussion, and although it's always fun to kill unsuspecting targets, it would be a lot better if I had to worry about someone shooting back. You haven't played against me. I'll take the main point of rooftop access here and say:
I said exclusive. As in, no building in existence can only be accessed from the roof. What we have now is akin to having the front entrance to a 25 storey building on the 25th floor. |
Timothy Reaper
ZionTCD
372
|
Posted - 2013.08.05 17:03:00 -
[104] - Quote
RINON114 wrote:I'll take the main point of rooftop access here and say:
I said exclusive. As in, no building in existence can only be accessed from the roof. What we have now is akin to having the front entrance to a 25 storey building on the 25th floor. I thought the "problem" was people getting on top of the buildings, not inside. |
Bojo The Mighty
Zanzibar Concept
1365
|
Posted - 2013.08.05 17:06:00 -
[105] - Quote
Timothy Reaper wrote:RINON114 wrote:I'll take the main point of rooftop access here and say:
I said exclusive. As in, no building in existence can only be accessed from the roof. What we have now is akin to having the front entrance to a 25 storey building on the 25th floor. I thought the "problem" was people getting on top of the buildings, not inside. All I ask for is ladders and catwalks.....I just want to get rid of a need for a dropship just to get to one location..... |
Raphael Urbino
Abandoned Privilege General Tso's Alliance
2
|
Posted - 2013.08.05 17:15:00 -
[106] - Quote
my issue with these rooftop snipers is they melt into the roof and i cannot shoot them but they can shoot me.
|
DeadlyAztec11
Max-Pain-inc Dark Taboo
1790
|
Posted - 2013.08.05 18:54:00 -
[107] - Quote
I could imagine taking an elevator up to the roof of towers. Standing there for a couple awkward seconds while annoying elevator music plays.
LOL |
RINON114
B.S.A.A. General Tso's Alliance
389
|
Posted - 2013.08.06 02:12:00 -
[108] - Quote
Timothy Reaper wrote:RINON114 wrote:I'll take the main point of rooftop access here and say:
I said exclusive. As in, no building in existence can only be accessed from the roof. What we have now is akin to having the front entrance to a 25 storey building on the 25th floor. I thought the "problem" was people getting on top of the buildings, not inside. You do understand English right?
Read it again...
Slowly.
How about this is you want to be pedantic, what we have now is even more ridiculous than what I suggested anyway:
Buildings in Dust are like having rooftop only access to work, where you have to get a helicopter to get to main entrance on the 25th floor, but when you get there, there is no entrance so you have to work on the roof.
And the building is made of solid concrete.
And the only way down is to call your helicopter or jump. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
86
|
Posted - 2013.08.06 03:30:00 -
[109] - Quote
RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. Only a tank should be able to take out a tank? Well there goes all our av gear lol. Please refrain from posting anymore sir
|
Bojo The Mighty
Zanzibar Concept
1375
|
Posted - 2013.08.06 03:33:00 -
[110] - Quote
FLAYLOCK Steve wrote: Only a tank should be able to take out a tank? Well there goes all our av gear lol. Please refrain from posting anymore sir
You agree then, that snipers should not have to be killed by another sniper |
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
86
|
Posted - 2013.08.06 03:40:00 -
[111] - Quote
Bojo The Mighty wrote:WTF, I return and to what....conspiracies. Look! I do not want to:
- Nerf Snipers
- Nerf Forges
- Nerf Dropship Ceiling
All I want is to bring people to mortality. Right now as it is, in order to counter said pesky forges+sniper, all you have suggested: - Skill into snipers
- Skill into Forges
- Learn to fly dropships *let's assume I don't already*
- Spend hundreds of thousands of ISK on said dropships
Those aren't reasonable answers damn it. I shouldn't have stoop to forges and snipers just to deal with forges and snipers, nor commit a thousand suicides attempting to fly up there. All I want to do is introduce snipers/forges *who use the roofs* to a little something called danger. Snipers in other maps actually have to risk a little (outside of redzone) when they get a perch. Their roost can be approached by anyone. It makes it at least mildly fair for people using shotguns, Mass drivers, assault rifles, SMG's, the list goes on. Too Long, I Did Not Read!Grow something snipers and actually get on par with everyone else and experience some actual risk. No one should have such a major advantage over another team merely by the height they obtain. Rooftop sniping = I Win button over everything but other snipers. And it's still only a minor issue because snipers are a minority. Edit: This comes out like mildly rage but only because you're all thinking I am out to get you. I could care little if this isn't dealt with I will continue to spam flux nades and mass driver to equal it out. I am not out to get you, but don't carry misconceptions or I will. Do you know how many times our team won against roof campers? Many, it isn't a win button. Seriously get over yourself for once . Seems like you're the one crying for a win button or a easy button. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
86
|
Posted - 2013.08.06 03:46:00 -
[112] - Quote
Bojo The Mighty wrote:FLAYLOCK Steve wrote: Only a tank should be able to take out a tank? Well there goes all our av gear lol. Please refrain from posting anymore sir
You agree then. snipers should not have to be killed by another sniper Um? I killedl snipers with any shot guns, nova knife, smg, tac ar and other weapons. I don't think a sniper should only be able to take out a other sniper. Its war, everyman has to figure out a way to survive. What's the problem with that? snipers should be killed by anything. Same with everything else. One thing can't be immune to a other. Tanks get taken out by tanks, forge guns, swarm launchers etc. Snipers get taken out by what can reach them. Snipers take out what they can. etc. Got a prohlem with that? |
Canaan Knute
Conspiratus Immortalis Covert Intervention
91
|
Posted - 2013.08.06 03:46:00 -
[113] - Quote
Bojo The Mighty wrote:You agree then, that snipers should not have to be killed by another sniper They don't have to be killed by other snipers. It's easier to do, sure, but it's not the only way. |
Bojo The Mighty
Zanzibar Concept
1375
|
Posted - 2013.08.06 06:10:00 -
[114] - Quote
FLAYLOCK Steve wrote:Bojo The Mighty wrote: You agree then. snipers should not have to be killed by another sniper
Um? I killedl snipers with any shot guns, nova knife, smg, tac ar and other weapons. I don't think a sniper should only be able to take out a other sniper. Its war, everyman has to figure out a way to survive. What's the problem with that? snipers should be killed by anything. Same with everything else. One thing can't be immune to a other. Tanks get taken out by tanks, forge guns, swarm launchers etc. Snipers get taken out by what can reach them. Snipers take out what they can. etc. Got a prohlem with that? You read that wrong but whatever.
I think that snipers should not have to be killed only by another sniper. I think however, that sitting on a rooftop so that only other snipers can touch you is a detrimental point to the gameplay and attitude. I think that in order to expand gameplay and bring snipers to reality, that ground to roof access should be applied through ladders & catwalks & whatever.
That's what I have a problem with.
Let's assume I can't fly a DS worth two pieces of dog fish ovaries. How am I to deal with these people atop these high ass towers in an Ambush when I am skilled only in Shotguns and Nova Knives? Tough Luck? Now you have a problem you can not solve and can not ignore (because they are raping).
If you are disagreeing with my suggestion, you are saying: "Well **** luck" "Kill yourself hundreds of times flying a DS up there, at least then you can say you tried" "Pull out a weapon you do not use and hope to god your Militia Sniper rifle can even scratch into their armor"
If you are agreeing, then you are saying: "There should be some alternative means rather than a dropship to reach these high places, so people skilled into CQC weapons can reach places where they are needed"
BTW Ladders and catwalks are not an "I Win Button". I LOL sir, I LOL. |
RINON114
B.S.A.A. General Tso's Alliance
390
|
Posted - 2013.08.06 06:37:00 -
[115] - Quote
FLAYLOCK Steve wrote:RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank. Only a tank should be able to take out a tank? Well there goes all our av gear lol. Please refrain from posting anymore sir Put down that eighteenth jar of moonshine and read it again.
I am saying that anybody arguing against this point is saying that you should only ever be bested by somebody running the exact same gear. Imagine, if you will...
- Tanks can only be killed by tanks - AR's can only take on other AR's. - Laser rifles can only take out other laser rifle users. - Forge guns beat forge guns exclusively. - Mass drivers can only kill you if you're holding a mass driver. - Snipers can only kill other snipersOHSNAP!!!
There should be a way for players to outwit each other, not just outgun them.
|
TheEnd762
SVER True Blood
159
|
Posted - 2013.08.06 08:09:00 -
[116] - Quote
You mean like how Snipers are currently outgunned by pretty much anyone else, unless they're on a roof, along the edges of the map, or behind the redline? Our scout suits can be shredded in one short burst from an AR and our rifles are useless inside 100m or so. If you get to beg for some stupid mechanic to allow you to easily engage a sniper in his element, where's the mechanic for sniper to easily engage grunts down on the field, or shotgunners and nova knifers in CQC? AND WITHOUT HAVING TO CHANGE OUR WEAPON/SUIT/EQIUIPMENT, SINCE THAT'S OUT OF THE QUESTION? |
Seymor Krelborn
DUST University Ivy League
462
|
Posted - 2013.08.06 08:19:00 -
[117] - Quote
A. blow the dropship up before it reaches the rooftop
B. put a sniper in a strategic location to kill the rooftop dwellers
C. get a GOOD dropship ship pilot who knows what he's doing to get you there
D. stay in cover and out of their LOS
E. QQ on the forums about it and just get CCP to change it so you don't have to put any effort into the game....
why are the forums so full of the people who, no matter the issue always choose E? |
Timothy Reaper
ZionTCD
374
|
Posted - 2013.08.06 08:31:00 -
[118] - Quote
Again, the near constant use of the word "I" shows the mentality behind this argument. Yes, you may find dealing with that person (or those people) on the building difficult or impossible, but there are 15 other players on your team.
Myself and others have posted ways to counter this strategy, and all the ones I listed were used in public matches. Countering this strategy requires risk and teamwork; the same thing needed to make good use of the rooftops in the first place. |
SCAT mania
Seraphim Initiative. CRONOS.
353
|
Posted - 2013.08.06 12:53:00 -
[119] - Quote
fly up on top of your mcc and snipe the guys off the roof. people rarely look there.also before firing on those campers try sniping their links and hives and then any logis so in case you fail at least they will run out of ammo pretty quick. if your thinkin on flyin a dropship take the long way round behind a mountain flyin low so not to be seen. get some speed into it and right at the last second pull up on the tower so you get up there quickly hugging the wall. always check which way those guys are firing so you can get in behind them. |
Fire of Prometheus
DUST University Ivy League
55
|
Posted - 2013.08.06 13:11:00 -
[120] - Quote
If you have issues flying a derpship, just buy some militia dropships (about 60k isk) and when you get up there just bail on it and land on top of the tower, kill the sniper, jump off, done.
A good sniper will notice the dropship being deployed and then plan ahead and kill you before you get into the ship. |
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SCAT mania
Seraphim Initiative. CRONOS.
354
|
Posted - 2013.08.06 13:14:00 -
[121] - Quote
Fire of Prometheus wrote:A good sniper will notice the dropship being deployed and then plan ahead and kill you before you get into the ship. Yup see a dropship being called in. wait till its nearly on top of you and call in a tank. pew pew its dead, recall back to sniping |
Fire of Prometheus
DUST University Ivy League
56
|
Posted - 2013.08.06 13:20:00 -
[122] - Quote
SCAT mania wrote:Fire of Prometheus wrote:A good sniper will notice the dropship being deployed and then plan ahead and kill you before you get into the ship. Yup see a dropship being called in. wait till its nearly on top of you and call in a tank. pew pew its dead, recall back to sniping Lol I was thinking put down some REs and then boom all gone |
Bojo The Mighty
Zanzibar Concept
1381
|
Posted - 2013.08.06 16:45:00 -
[123] - Quote
TheEnd762 wrote:You mean like how Snipers are currently outgunned by pretty much anyone else, unless they're on a roof, along the edges of the map, or behind the redline? Our scout suits can be shredded in one short burst from an AR and our rifles are useless inside 100m or so. If you get to beg for some stupid mechanic to allow you to easily engage a sniper in his element, where's the mechanic for sniper to easily engage grunts down on the field, or shotgunners and nova knifers in CQC? AND WITHOUT HAVING TO CHANGE OUR WEAPON/SUIT/EQIUIPMENT OR USE TEAMWORK, SINCE THAT'S OUT OF THE QUESTION? Snipers are not supposed to be untouchable, yet you ask to keep it like that. Snipers are not outgunned by other guns, they are under-ranged by other guns. Sniping does not require teamwork so why should killing a sniper require teamwork.
Your assumption is that all snipers have to be in Redzones or on top of buildings where people can not reach them. That's just scaredy-pus gameplay, going only where other people won't hurt you
Also, it's a ladder for god's sake! It's not the end of the world! For all intents and purposes this would save snipers and forges a lot of money in risking dropships.
The mechanic that allows snipers to easily engage grunts is already there, it's the fricken rooftops! Hypocrisy 101.
PS: Get out of your scout suit if you are so concerned about ARs, Shotguns, and Knives Oh MY! No one has a scanning range of 100+ meters so slap on a heavy suit if you don't want to blow away.
@ Timothy Reaper: I know you are a top-o-the line sniper but I am not and no one is on team chat, no one responds to LFS very often these days, and I have nowhere near a prototype sniper. I can fly a DS but I've seen many a blueberry fail miserably, including myself due to Proto forges. My suggestion for ladders and walkways, all it does is remove the need to risk a dropship for snipers and ARs alike. |
TheEnd762
SVER True Blood
162
|
Posted - 2013.08.06 17:45:00 -
[124] - Quote
Bojo The Mighty wrote:TheEnd762 wrote:You mean like how Snipers are currently outgunned by pretty much anyone else, unless they're on a roof, along the edges of the map, or behind the redline? Our scout suits can be shredded in one short burst from an AR and our rifles are useless inside 100m or so. If you get to beg for some stupid mechanic to allow you to easily engage a sniper in his element, where's the mechanic for sniper to easily engage grunts down on the field, or shotgunners and nova knifers in CQC? AND WITHOUT HAVING TO CHANGE OUR WEAPON/SUIT/EQIUIPMENT OR USE TEAMWORK, SINCE THAT'S OUT OF THE QUESTION? Snipers are not supposed to be untouchable, yet you ask to keep it like that. Snipers are not outgunned by other guns, they are under-ranged by other guns. Sniping does not require teamwork so why should killing a sniper require teamwork. Your assumption is that all snipers have to be in Redzones or on top of buildings where people can not reach them. That's just scaredy-pus gameplay, going only where other people won't hurt you Also, it's a ladder for god's sake! It's not the end of the world! For all intents and purposes this would save snipers and forges a lot of money in risking dropships. The mechanic that allows snipers to easily engage grunts is already there, it's the fricken rooftops! Hypocrisy 101. PS: Get out of your scout suit if you are so concerned about ARs, Shotguns, and Knives Oh MY! No one has a scanning range of 100+ meters so slap on a heavy suit if you don't want to blow away. @ Timothy Reaper: I know you are a top-o-the line sniper but I am not and no one is on team chat, no one responds to LFS very often these days, and I have nowhere near a prototype sniper. I can fly a DS but I've seen many a blueberry fail miserably, including myself due to Proto forges. My suggestion for ladders and walkways, all it does is remove the need to risk a dropship for snipers and ARs alike.
For the last time, they are not untouchable. You just don't want to use any of the several methods already available to you. You want engaging a sniper to be a cakewalk; something you can do on your own, on a whim. You want to give snipers yet another thing to worry about, because they ANNOY you, and you want to break their strategy.
Sniping doesn't require teamwork? True. But if a sniper is ALONE on a roof and you can't get him on your own as it is, you don't deserve to. If there's a team of snipers up there, you should need a team to take them out. Teamwork is the one thing that SHOULD only be countered by itself.
Everyone wanted snipers out of the MCC, so we got forced out. Then people wanted us out of the redzone, because they couldn't get close to us without auto-dying. Now we're out of the redzone, and you're still crying. You're NOT going to get us running around with the cannon fodder, so stop trying. You take away our perches, we'll go back to the redzone. We ARE outgunned if we're not out of the way. It's not "scaredy-pus" gameplay, that's just how snipers work.
I don't care if it would supposedly save me ISK on dropships. I'm comfortable with the risk-vs-reward of dropships as it is right now.
The rooftops are not a mechanic for easily engaging grunts that were given to because we cried. Going up there is a strategy we figured out on our own. Just because you can't come up with one to counter it (or again, use one of the SEVERAL that have been listed over and over) doesn't mean it should be broken for you by changing the game.
Get out of my scout suit? So you can't be bothered to use a weapon or vehicle that's out of your wheelhouse to take me out, but I'm supposed to change my equipment for you? You have been completely discredited by your hypocrisy. |
Bojo The Mighty
Zanzibar Concept
1381
|
Posted - 2013.08.06 18:08:00 -
[125] - Quote
The methods discussed were: Snipe Use a dropship Use an Orbital Ignore Those are the 4 ways to deal with snipers on a roof. No one has removed snipers from the redzone. Redzone sniping was only an issue when the map design made it such a favorable and dominating tactic. The only ways to deal with a redzone sniper is with a sniper rifle or go into there yourself, risk death (which I am fine with I did it all the time and made it back alive). If you can recall Codex Manus Peak, you would remember what the overpowering Redzone was like. Redzone sniping was fixed by map design. And no one is preventing anyone from redzone sniping.
Now we are at the rooftops. The last "fix" for this issue was lowering the dropship flight ceiling, a terrible fix. It removed the roofs from gameplay and nerfed dropships. This rooftop sniping tactic is nothing new at all. In fact, the game mechanics make it so that with Prototype gear (forges + Suits + snipers), this rooftop sniping is a bulletproof strategy. No one gets up (forges just give a pop-o-the whistle and the DS is gone) and the roofs severely outrange all other weapons. It's a good strategy but the game allows that strategy to become overwhelming. Basically it makes me want to pick up forge guns and snipers and do the same because of the bulletproof success I see in it.
But no plan should be so fool-proof. Basically, if you can't snipe and don't have an orbital, the best you can do is die multiple times trying to fly up there, because it is the only way. That is the problem, the only way up to those roofs is by taking an expensive and doomed elevator. Your DS will be shot down.
But if there were ladders, it would increase the risk factor of sitting upon a rooftop. Ladders are not removing rooftops as sniper perches. Merely making it free to access them. Is that such a big problem? Is it really very concerning that someone would take five minutes of their time climbing a ladder to the roof of a skyscraper, just to kill a sniper, who could just jump off the building as soon as they were compromised?
And ladders are no precious ball of bubble rap, people get sniped and blown off of ladders all the time. A sniper can still have a solid rooftop strategy, it's just that now they have to consider the threat of CQC. Infantry have to consider the threat of snipers, snipers have to consider the threat of infantry, that is only fair and right. Ladders offer no guarantees but they offer an alternative (making multiple) access to rooftops.
A matter of map design can make the game more interesting, adding 3 dimensions for all players. There should always be two readily viable (meaning you shouldn't have to earn 1500 WP) options to deal with long range threats because making only one option viable detracts from the gameplay. It's how like if the AR was the only viable weapon in the game, a lot of people would stop playing dust. |
Bojo The Mighty
Zanzibar Concept
1381
|
Posted - 2013.08.06 18:16:00 -
[126] - Quote
RINON114 wrote: Edit: Might I also clarify that I have recently started using this tactic because of this discussion, and although it's always fun to kill unsuspecting targets, it would be a lot better if I had to worry about someone shooting me in the back.
Fixed |
Timothy Reaper
ZionTCD
378
|
Posted - 2013.08.07 06:59:00 -
[127] - Quote
Bojo The Mighty wrote:But no plan should be so fool-proof. It's hardly fool-proof; I've seen many teams lose a match because they either couldn't hold the position or didn't know how to use it to their advantage. In fact when I'm on overwatch duty one of my worst irritants is random players from my own team. Why? Because some idiot sitting next to me firing at random targets draws too much attention. Then I either have to spend most of my time defending myself (instead of defending an objective, taking out priority targets, etc.) or just abandon the post to the enemy.
Bojo The Mighty wrote:...no one is on team chat, no one responds to LFS very often these days... If you're having trouble finding people to squad with in your usual channels, try looking elsewhere. There's your local chat, LFS and Ringers Inc., to name a few. Plus you can find lots of channels in the Recruitment section of these forums. |
Namirial Kensai
Seituoda Taskforce Command Caldari State
5
|
Posted - 2013.08.07 07:25:00 -
[128] - Quote
would adore if someday they could replace the unreal engine so we can have building damage akin to battlefield, so we can blow a whole into a stairwell halfway up a building, unload guys offa dropship, then fight our way to the rooftop for control. would be fun, but would only be beneficial for very large games.
but yeah, no stairs/elevators/ladders makes the building thing a pain in the ass. |
Lorhak Gannarsein
DUST University Ivy League
234
|
Posted - 2013.08.28 12:09:00 -
[129] - Quote
I enjoy spawning a rail tank on the towers in line harvest.
I've never been removed from them, except for when I get too excited and drive off :(
I can kill your bolases, let alone your Dropships, I can tank your orbitals, and I can easily hide from your swarms and forges. And still be able to rip up your redline.
If there were staircases, this would no longer be a foolproof strategy. I would appreciate that, though I don't really mind the essentially free WP as it is. |
Fire of Prometheus
DUST University Ivy League
211
|
Posted - 2013.08.28 12:32:00 -
[130] - Quote
SCAT mania wrote:Fire of Prometheus wrote:A good sniper will notice the dropship being deployed and then plan ahead and kill you before you get into the ship. Yup see a dropship being called in. wait till its nearly on top of you and call in a tank. pew pew its dead, recall back to sniping I have done this before.......collected some sweet WP, tears and some hate mail. The RDV is my best weapon |
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Anoko Destrolock
Nerfed Out
2
|
Posted - 2013.08.28 17:30:00 -
[131] - Quote
I have a tanker alt and forges and swarms can be a real problem on buildings. It currently takes only 3-4 proto swarms to kill an armor tank and if that person is 200m in the air and your turret can't reach them but they can hit you easily, what do u do? Certain maps such as the one with the bridge (where alpha is on the bridge in domination) there is a ton of space with no cover. I'm referring to the space on either side of the bridge. There are a lot of tall buildings from which you can easily kill tanks but this is probably the worst map. Other maps allow tankers to take cover but they end up pinned down.
I'm torn because like someone else said, it gives a purpose to dropships and it also allows a strategic advantage. BUT AV on a high roof is unfair. Especially since you can never see ppl on high rooftops as a tanker. (Poor rendering distance and lack of vertical turret adjustment. |
Bojo The Mighty
Zanzibar Concept
1605
|
Posted - 2013.08.28 17:49:00 -
[132] - Quote
Tall buildings do not give purpose to dropships We who fly do not consider people who use DS only to get to rooftops to be pilots. |
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