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2013-11-11, 11:19 PM | [Ignore Me] #1 | ||
Major
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Discuss... go! Dont mind the nanoweave plans but Im thinking 150m for a sniper is a little too short. Edit: Nanoweave Armor For those not aware, how Nanoweave functions now:
How Nanoweave will function soon:
We will be giving a cert refund when this change goes live. You can choose to repurchase Nanoweave Armor or spend their points elsewhere. Bolt-Action Rifles In a typical FPS game, the strength of a one-shot headshot is usually offset by either or both of the below:
PlanetSide 2 isn’t a typical FPS game and neither of the above is a valid limiter given the size of our world and the scale of our battles. The massive size of our continents means snipers can be a threat from all directions, and a visual callout on each individual sniper isn’t possible considering the amount of players we render at one time. On the other side, giving snipers a 360° one-shot kill with unlimited range against all other players is not something we want to introduce into the game. Dying to a sniper that you never had a chance to see is a poor gameplay experience for everyone on the receiving end. So with the above in mind:
Explosions Post-Nanoweave Change
Last edited by ChipMHazard; 2013-11-12 at 05:07 AM. |
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2013-11-11, 11:56 PM | [Ignore Me] #2 | ||
First Sergeant
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So I hope I'm reading this wrong... concerning Snipers, we can't head shot instant kill past 150m? The entire point of being a Sniper is making a extreme range kill 300m+. Now that damage tops off at 150m I have to get 2-3 shots depending on how significant this new Nanoweave change is
If I want to do close-range guerrilla Sniping I'll pickup a TSAR-42 or faction equivalent for NC and VS. Maybe even the AMR-66 Battle Rifle, or more reasonably a Heavies LMG like the TMG-50 or the Rhino. Fvck close range BS, this isn't Arenaside it's Planetside! Snipers not dumb enough to stand in the battle line there off flanking and finding a decent Snipers-Nest... Your telling me you can't see the damage indicator or faction specific colored tracer and Q up the Sniper with a Doritos and respond accordingly? /rage https://www.youtube.com/watch?v=V5xhLSn-5Mo Last edited by HereticusXZ; 2013-11-12 at 12:13 AM. |
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2013-11-12, 12:12 AM | [Ignore Me] #3 | |||
Major
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Granted 150m is fucking huge to the 10-15m range limit shotguns have but the point is still the same. |
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2013-11-12, 08:57 PM | [Ignore Me] #4 | |||
Sergeant Major
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2013-11-12, 10:12 PM | [Ignore Me] #5 | |||
Sergeant Major
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What should be fixed really is sodding stealth.... one of the most irritating aspects this game has to offer as even if you know you're looking for a stealther its hard to see them point blank, if you aren't expecting one you pretty much don't have a chance. Combine this with snipers being able to use it for a free escape card and it just makes it even more annoying. Theres literally no point chasing a sniper because as said before either you'll get head shot before you reach em or they'll stealth away. Annoyance is a major thing people forget that needs balancing too... you might love it being able to sit miles away from a fight 1 shotting people and stealthing off before they get close but those people find it insanely annoying. They even explained why a change is needed, the areas are HUGE with ways to get shot all over, its easy for a sniper to stealth behind you onto a mountain and get free kills then move to another hill, and theres normally a ton of them doing just that. The main way I die in this game is snipers... one I'm in a building its fine most people die nicely then I go outside walk a couple of steps and a sniper from halfway across the continent shoots me in the head... |
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2013-11-12, 12:15 AM | [Ignore Me] #6 | ||
Private
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I said it on the PS2 forums and I'll say it here...
150m is a really short distance in this game: The range on the first shots on that video are around 190-195m. Which would mean that none of those standard shots could be made after the update. Let alone AV turret engys sitting at 300-600m, who will now have absolutely nothing to worry about... Skyguarding sniper was one of my favorite play styles in zergs and I often go sniping when I just want to cool off after an action filled alert or outfit ops... At the end of the day, I don't think it's a good idea to cut down different play styles and force people to do the same things they do in a million other first person shooters. Last edited by Badass Preacher; 2013-11-12 at 12:17 AM. |
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2013-11-12, 01:04 AM | [Ignore Me] #8 | ||
First Sergeant
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150m is unacceptable, Me and my own would sooner quit the game then to accept that BS. Hope your reading devs, Sniping is about extreme range kills, not close combat. The famous creed of Snipers "1 shot 1 kill" sound familiar?
If you're not going to let a Sniper Snipe then what's the point of even having Sniper Rifles in the game? Last edited by HereticusXZ; 2013-11-12 at 01:39 AM. |
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2013-11-12, 01:35 AM | [Ignore Me] #9 | |||
Major
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In a fight your render range might be closer to 100-200m depending on just how big it is. I remember times where the render range was under 60m from so much shit going on. Some sniper sitting at max render range has a clear advantage from his not being effected from a fight tanking render range while every single one of his targets is. There likely is a chance that a 200m, or even 150m, sniper will not render for anyone. |
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2013-11-12, 01:31 AM | [Ignore Me] #10 | ||
Major
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Four main concerns:
Low TTK infantry fights will be lower? - Shotguns are already beasts on CQC. Without any protection, they will one shot kill everything. This needs to be addressed. Shotgun damage need to be monitored along with the adjustments. NC is a low accuracy faction - Our guns have massive recoil and cone of fire. In addition, our rof is normally on the low ranges. This is another buff to the Vanu guns who has no downside as it is. TR gets a buff too since the rof, the higher the chance for headshots. The reason why I've asking the Oracle of Death (Maradine) about headshot data is I want to know if a faction gets more headshots than others. Vanu guns are highly accurate, with low recoil and no drop. Can be hipfired or ads and they even get movement bonus. Now, logically, higher accuracy is higher headshot rate, no? Nanoweave Cert refund giving players over the 10k Cap - will the certs over 10k just DISAPPEAR? Make sure refunds give players an overflow buffer over 10k for the planned refunds. Explosion Spamming - Explosion spam need to be nerfed if they are going to go ahead with this. Or else, air and ground vehicles will dominate once more just like in launch. Even with Nanoweave, explosion spam is a problem. Splash damages need to be nerfed. Splash damages are far more stackable and repeatable. Prowler HE alone, how do you mitigate their explosion spam? Overall, the mechanic is a bit too sweeping, in that it will affect too much of gameplay balances. They really have to test this rigorously in PTS before releasing. |
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2013-11-13, 12:10 PM | [Ignore Me] #11 | |||
Private
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2013-11-12, 01:58 AM | [Ignore Me] #14 | ||
First Sergeant
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Infantry stop rendering at 350m unless there on a Engineers Turret in which they render at the same range as vehicles 800m+
200-250m is tolerable but still frustrating. What I'd prefer to see? If players have a problem with Snipers then don't force the Sniper to abandon what Sniping is by putting him in what practically feels like CQC to a Sniper. Instead give Infantry more tools to counter Snipers. Infantry have body-armor options for various stuff like Flak for Explosians to counter vehicles, Nanoweave for general purpose anti-infantry roles. Well sense there removing armor value to the Heads hit-box how about "Reinforced Helmets" for counter-sniping? give it a 7-10% armor value resistance to head shots to deal with Snipers? make it a cert line like everything else. Got a problem with Snipers thinning the flow at a Sunderer? Give Sunderers a defensive slot to put a shield yawning or Stealth Field over where Infantry spawn, or even give Engineers deployable shields/barricades to protect infantry/block Snipers LOS. Don't nerf a Snipers killing-range that's just lazy problem solving. SOE has the technology, adding these tools to counter-snipers isn't mega game mechanics changes, flex some muscle and add this stuff in for greater diversity in the battles! You need to supplement the many different play styles, tactics and strategies players come up with and use, not nerf and destroy! Last edited by HereticusXZ; 2013-11-12 at 03:50 AM. |
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2013-11-12, 07:31 PM | [Ignore Me] #15 | ||
First Sergeant
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Just stop right there. Sniping is really tough in this game when compared to lots of others. If a player headshots you from 200 meters, you should die unless you are in a Max. There is no other logical or fair choice.
It seemed many people wanted to get rid of Nanoweave altogether for the health of the game. I don't disagree with them. |
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