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View Full Version : A different sniper discussion; anti materiel


DviddLeff
2012-01-09, 12:55 PM
Should snipers be able to target vehicle weak points to disable and possibly destroy them? In PS we saw sniper rounds being especially effective against BFR shield generators which was quite a nice system, giving snipers something extra to do.

We know that vehicles will have weaker areas; armour at the side or rear will take more damage for instance, but having snipers able to at least disable vehicles with a well placed shot to engines would be very interesting to see. I would also like to see aircraft pilots be able to be shot out of them; something I loved doing in the Battlefield games that allowed it.

Perhaps have it as a costly modification for a sniper rifle to make it something to work towards.

NewSith
2012-01-09, 12:59 PM
Killing drivers/pilots/passengers - yes. Destroying critical points - idc. Nobody was shooting BFRs with sniper rifles except for me in the original game anyways.

acosmo
2012-01-09, 01:40 PM
sniper r p g. sounds good to me.
anti tank pea shooter. rather have cactus in pooper

SuperMorto
2012-01-09, 02:48 PM
If they did have it, it would have to take some skill to hit the point, so when the flamers arrive you can say go do it, make a video and we will have it ~NERFED! And when they cant tell them to shut up the face!

MilitantBob
2012-01-09, 02:56 PM
Are they not bringing the Lancer back? I always kind of looked at that as an anti-armor sniper weapon of sorts.

Vancha
2012-01-09, 03:36 PM
Killing drivers/pilots/passengers - yes. Destroying critical points - idc. Nobody was shooting BFRs with sniper rifles except for me in the original game anyways.

*Raises hand*

Shooting their shield generators even got me a BFR kill once in a while.

It'd be nice for snipers to have that "vehicle-debuffing" role, certainly. Killing vehicle drivers might be a bit much depending on how easy/luck-based it'd be.

ThirdCross
2012-01-09, 03:37 PM
No, why should they? What does it add to the game? Snipers are already the king of long range infantry combat and they should be, that's the role the fill. But like any other class/choice they give up certain abilities such as anti-vehicle capabilities/close range combat. Implementing something like this would give snipers an unfair advantage compared to other classes.

Bags
2012-01-09, 03:39 PM
Snipers shouldn't be able to one shot infantry and stop vehicles.

How overpowered do you guys want them?!?!

Infektion
2012-01-09, 03:56 PM
I honestly wouldn't mind getting some depleted uranium rounds... this could be a side grade to a snipers capability.
...................../ Anti Materiel
scout sniper =<
.....................\ Anti Personnel


but then again.... the anti materiel would annihilate a softie... so I'm not sure how that would play out. Anyone? :D Maybe limiting the rounds could help the use of AMR rounds on softies.

acosmo
2012-01-09, 04:10 PM
btw friends, it's anti-material. also i think you mean anti-tank rifle.

NewSith
2012-01-09, 04:34 PM
btw friends, it's anti-material. also i think you mean anti-tank rifle.

http://www.thefreedictionary.com/materiel

Infektion
2012-01-09, 04:38 PM
btw friends, it's anti-material. also i think you mean anti-tank rifle.

no sir, it's materiel, and yes Anti-Materiel Rifle(also known as AMR) started out by being anti-tank back in ww1. I believe the Germans used like 12mm (pretty much a 50BMG) rounds in that time. 4 more mm than the rounds i shoot... good ol' 8x57IS :evil:

acosmo
2012-01-09, 04:43 PM
no sir, it's materiel, and yes Anti-Materiel Rifle(also known as AMR) started out by being anti-tank back in ww1. I believe the Germans used like 12mm (pretty much a 50BMG) rounds in that time. 4 more mm than the rounds i shoot... good ol' 8x57IS :evil:

damn french messing up my english

Alanim
2012-01-09, 04:48 PM
Anti Material rifles should be pretty large and maybe, just MAYBE if they're put in the game they would require you to be prone and on a bi-pod to shoot(I know prone won't be in the game), with very slow fire rates, perhaps 3-5 seconds a round. Also you would have no ability to cloak.

This would give the rifle a niche, hell it could even have anti personnel capabilities with so many drawbacks. Either way it needs some hefty drawbacks to balance it, let it be low mobility, low firerate, no cloak, etc. etc.

Also, I'm thinking there should be some sub category for any anti-material rifles.

Infektion
2012-01-09, 05:39 PM
Anti Material rifles should be pretty large and maybe, just MAYBE if they're put in the game they would require you to be prone and on a bi-pod to shoot(I know prone won't be in the game), with very slow fire rates, perhaps 3-5 seconds a round. Also you would have no ability to cloak.

This would give the rifle a niche, hell it could even have anti personnel capabilities with so many drawbacks. Either way it needs some hefty drawbacks to balance it, let it be low mobility, low firerate, no cloak, etc. etc.

Also, I'm thinking there should be some sub category for any anti-material rifles.

Slow rate of fire + limited ammo capacity + light infantry (NO JUMP-PACK) + must be prone to shoot... MUST HAVE SPOTTER??? ******* that sounds pretty good, both players get the kill.

RodenyC
2012-01-09, 05:54 PM
If this was to be down It should be on the sniper rifled skill tree.With the added power against infantry you would be a decrease in portablity as well.

Forsaken One
2012-01-09, 06:17 PM
Snipers shouldn't be able to one shot infantry and stop vehicles.

How overpowered do you guys want them?!?!

Still needs explosive rounds, a personal radar that will alert the sniper if someone spotted him or someones trying to sneak up on him, and just a touch of god mode for flavor.

LongBow
2012-01-10, 09:55 AM
to make the AMR balanced you say it delivers a charge that disintegrates nanite based construction. and thus does next to nout against a softie.

However I'm against it ... why does a sniper need to fill the HA role?

EASyEightyEight
2012-01-10, 10:28 AM
to make the AMR balanced you say it delivers a charge that disintegrates nanite based construction. and thus does next to nout against a softie.

However I'm against it ... why does a sniper need to fill the AV role?

They don't. It's just a tactically cool idea spawned back in the days of Halo 2, and I know not from where else.

Let snipers be the unseen bane of front line infantry. We don't need vehicles worrying about where the snipers are too.

BlazingSun
2012-01-10, 10:33 AM
I would definitely love to see some kind of anti material sniper rifle or gun in the game. Make it difficult to hit aircrafts, but let it be possible. :D

And yet again another BF reference:
http://www.youtube.com/watch?v=Hjb7jWo-WP4&feature=related

Infektion
2012-01-10, 11:14 AM
I would definitely love to see some kind of anti material sniper rifle or gun in the game. Make it difficult to hit aircrafts, but let it be possible. :D

And yet again another BF reference:
http://www.youtube.com/watch?v=Hjb7jWo-WP4&feature=related

wow... throw back to middle school... listening to Fear Factory... jeeze time flies. :cry:

igster
2012-01-10, 11:32 AM
Am I wrong or would AMR weaponary be more bulky than other types of round, therefore does it not fit in with infantry more than snipers? Snipers would need to be stealthy and/or use Camouflage gear in order that they are not observed whereas man portable heavy weaponary is more likely to be carried by your heavier infantry unit.

A sniper to electronically target or paint a vehicle for another heavy infantry unit to fire seems a nice gameplay mechanic.

A stealthy sniper carrying around bulky heavy weaponary capable of self propelling and taking out heavy armour sounds a bit daft.

acosmo
2012-01-10, 12:56 PM
A sniper to electronically target or paint a vehicle for another heavy infantry unit to fire seems a nice gameplay mechanic.


LASER POINTER (http://www.planetside-universe.com/forums/showthread.php?p=622671#post622671)

Metalsheep
2012-01-10, 01:35 PM
I wouldn't mind snipers or other weapons for that matter, being able to kill drivers/gunners/passengers from OPEN cockpit vehicles. The driver of a tank is likely enclosed and should be invulnerable to sniper fire. But lets say the gunner has to poke his head out of the tank to man the turret, he should be vulnerable to fire.

With a vehicle like, lets say, the Marauder. All three occupants are exposed, and with accurate fire, should be able to be killed seperate from the vehicle.

If a sniper is capable of landing a headshot on an occupant of a moving vehicle, they deserve the kill imo.

At the same time, shots should have their damage reduced just a little, so that if some kind of explosive or AoE damage hits the vehicle, it doesn't just rape all the occupants and leave the vehicle slightly damaged.

igster
2012-01-10, 01:45 PM
I too would love to see someone splattered all over the floor driving around in those bloody ATV's (fury particularly) by a sniper. :)

And BTW ofc i know about the lazer pointer mechanic - that suits an invisible enemy or a sniper. More particularly a sniper than a cloaker.

DviddLeff
2012-01-10, 05:06 PM
I think the devs have said that open vehicles will allow the occupants to be shot directly?

Always pissed me off to open up on an ATV with my Pulsar and not make much of a dent.

Metalsheep
2012-01-10, 07:12 PM
I think the devs have said that open vehicles will allow the occupants to be shot directly?

Always pissed me off to open up on an ATV with my Pulsar and not make much of a dent.

Use the AV mode :D That will eat up an ATV.

I've actually killed a Vanny this way once! (Not from full HP of course.)

Though like i said before, i hope direct fire on an occupant of a vehicle is reduced damage to avoid explosives instanty killing all the occupants instantly. Headshots from prescision weapons should still be quick/instant as it takes much more effort and skill IMO.

Kouza
2012-01-10, 08:36 PM
No, why would we make a powerful weapon more powerful?

Xaine
2012-01-10, 08:58 PM
Playing as a full-time Sniper for most of Planetside 1, i'd say this idea would just make Snipers too good.

As someone pointed out, being effective against armour, deadly against infantry, having range and surprise on your side. Thats just too much good stuff rolled into one.

As a Sniper in Planetside 1, i could single handedly slow down a footzerg from a tower in a battle situation. I also used to do it in a team of 3-5 of us, all with Bolt-drivers, sending rounds through the trees, making infantry duck and cover, we could completely halt a zerg by making them keep their heads down.

I've been 50-60/0 a few times, just by sitting in one good spot. Adding an effective weapon against armour would just be too good.

Xyntech
2012-01-11, 05:25 PM
I've been 50-60/0 a few times, just by sitting in one good spot. Adding an effective weapon against armour would just be too good.

Considering that the sniper class is the same class that has cloakers, I don't imagine we will be having snipers who can carry more than one rifle.

Given that limitation, you could just make it an alternate, anti armor rifle. Make the VS one be similar to the PS1 Lancer, with the other empires having their own spinoffs. That way a sniper would have to choose whether they wanted to attack armor or infantry.

I agree that giving them the ability to effectively do both at once would be just a little much though. At least if snipers are going to be a little more deadly this time around.

Talek Krell
2012-01-11, 06:50 PM
The Lancer actually made a decent AI weapon though, even though it's damage against infantry was nerfed by comparison to it's AV damage. I think I'd rather have the heavier infantry do the AV work.

sylphaen
2012-01-12, 12:58 AM
If there's an engineering class, AV will likely be one of its dedicated role. Of course, it does not mean that other classes should have zero AV capabilities but they would definitely not be the most optimal class at it.

FYI, this statement is based on nothing except that I'm fully assuming that devs are playing it mainstream and will be copying BF loosely in their class model choices.

Alanim
2012-01-12, 01:29 AM
A way to hinder the effectiveness of these snipers is to give them non-perfect(Roughly a pixel in all directions) accuracy, while including wind/gravity. The distances will be so great that even a slight imperfection in accuracy would make hitting infantry very difficult, while hitting bulkier vehicles wouldn't really change.

If you couple that with low mobility/having to go prone/etc. It could should fine. A feature which I think could do well on this class is that once you have your gun set up(assuming you'd have to set it up). Instead of swapping weapon you could just leave the gun there and use your pistol, making the anti-vehicle sniper kind of like a stationary manual turret.

SKYeXile
2012-01-12, 03:06 AM
If there's an engineering class, AV will likely be one of its dedicated role. Of course, it does not mean that other classes should have zero AV capabilities but they would definitely not be the most optimal class at it.

FYI, this statement is based on nothing except that I'm fully assuming that devs are playing it mainstream and will be copying BF loosely in their class model choices.

“We have six different infantry classes,” Matt continues, as he uses a debug command to unlock the camera, swooping in on character models to show the astonishing, and quite possibly needless, level of detail.

“Light assault is basically the ‘glass cannon’ character. He can do the most damage the quickest. He’s very agile, but it’s also very vulnerable. Because he can get to places very quickly, he can overextend himself very easily and if he doesn’t have support backing him up he can get crushed.” Matt moves the camera along. “This is our engineer. He can place barriers and gun turrets, and repair vehicles. But he can do a lot of offensive stuff on top of that. Our gun turrets aren’t automated, they require a player to actually man them. And then the engineer can go throw mines down and destroy vehicles

“Our heavy assault character again has a dualistic role: he can either be very much an anti-infantry character or very much an anti-vehicle character. You can go play a medic and not really focus on being a combatant, but medics can be very much an in-your-face infantry fighter, too. MAX [mechsuited soldiers] are definitely making a comeback. Unlike PlanetSide 1 where there was a specific MAX for each role, our MAX is configurable, so that you can put an anti-infantry weapon on one arm and an anti-vehicle weapon on another arm. Like everything else we’re allowing for a really wide range of customisation with each one of these classes.”

i think there is another quote somewhere else but it basicly says that heavy assault configured for AV will be the primary infantry AV.

sylphaen
2012-01-12, 03:25 AM
Ah ok, thanks for the tip. I guess it works for MAXes too so every class maybe given more or less AV.

Just like they will be given more or less good AI.

SKYeXile
2012-01-12, 03:40 AM
dam well hope AI kills maxes.

I'm wondering how ill spend my points now though.

Scythe is a definite, for sure.

But i want heavy weapons for when im infantry, the problem is though i cant use that when im in an aircraft, so ill probably have to train engineer or medic? engineer maybe a good choice because then i can repair my aircraft if i need to do that at all, but then i would be leveling up 3 things...then i wonder do i even have to bother with heavy weapons? i probably do because ill need the extra armour due to having a fucked up ping. fuck it...ill just station cash what i need.

sylphaen
2012-01-12, 03:49 AM
Get the scythe. You'll be wasting tanks all day long and enjoy nice A2A fighters from the other empires who had the same idea.
^^

For grunt side, HA might be a good choice since less twitchy players (like me) will go for support classes.

You will limited to playing only one class at a time anyways.

So if the fight is not outside (scythe required), you will be inside (HA heaven!).
:thumbsup: