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2011-08-13, 07:02 AM | [Ignore Me] #46 | ||||
Bad sniping: CS AWPfest - I don't think many modern FPSers enjoy that. Good counter: TF2 "charge" meter - Probably a direct response to AWP. Personally, I think the proposal in this thread amounts to a Sniper Deadzone and I'm not a fan. It would feel bizarre. Charge/settle/breath systems impose a period of shot set-up which is natural for the tool but low exit velocity is almost purely artifice. Whichever way their design falls, if there's an issue I hope it gets found and cut out in in beta. Making those kinds of changes in live rarely go well.
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2011-08-13, 07:33 AM | [Ignore Me] #47 | ||
Colonel
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Agreed, a charge or breath system would be preferable, and I'm not against them. The reverse damage scaling just seems forced.
Making something difficult to use close range = great Making it just plain work less effectively = weird I hope other weapons are the same, though in reverse. The damage degradation with range was far too high in PS1, as were the base CoFs. |
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2011-08-13, 01:44 PM | [Ignore Me] #49 | |||
Colonel
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The point isn't making it difficult to use at close range. It's more about making it not a viable weapon for CQB. I'm all for specializing weapons for their intended use.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-08-14, 01:22 AM | [Ignore Me] #50 | |||
This thread has presented two different options on solving the CQB dilemma.
1) Dead zone. Damage ramping via range. 2) Firing delay. Charge/breath/settle. The former is mostly artifice. It'll feel weird to people who expect bullets to do full damage out of the barrel. The latter is more in line with what people expect from a sniper rifle. There are other options but I don't really see a need for anything but option 2. It's realistic and makes quickscoping impossible. Let the rifle fire hip-shots but use the variable crit system to make it a non-crit weapon without the in-scope pre-fire time.
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2011-08-14, 01:31 AM | [Ignore Me] #51 | |||
Colonel
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Full charge = 2shots to body, 1 shot to head. 1-2s charge. whatever a decent rof is no charge is something like like the HSR. Minimal bonus to headshots, but decent enough, if not stellar, ttk, while wasting the snipers more limited pool of ammo. Now its a weapon that can be used up close in a fight if its whats in your hands. Last edited by CutterJohn; 2011-08-14 at 01:38 AM. |
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2011-08-14, 01:40 AM | [Ignore Me] #52 | ||
First Lieutenant
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Now this is the future, who says they have to follow standard weapon design. The sniper round can be a specially designed round with an accelerating bullet (it gets faster even after it leaves the barrel). They had a pistol like this in WW2(or was it WW1? not 100% sure). At close range the bullet would bounce off of a person, but at long range it was deadly. It gun's design ended up failing because of how useless it was a close range combined it was only a single shot per reload.
This would better convey that the gun is better at long ranges, IMO. Sway/breathing and charging do prevent "Quickscoping" but they dont really prevent people camping a hallway with a sniper rifle waiting for someone to turn the corner. EDIT: changed wording around Last edited by krnasaur; 2011-08-14 at 01:42 AM. |
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2011-08-14, 01:55 AM | [Ignore Me] #54 | |||||
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And that was that. Last edited by exLupo; 2011-08-14 at 01:58 AM. |
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2011-08-14, 02:46 AM | [Ignore Me] #55 | |||
Colonel
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The reason I can see the charge working well is that if we still have the normal CoF mechanism people are going to start charging as their reticule goes down and time it so they shoot right as it hits 100% accuracy. It sounds like it goes perfect with the normal PS sniping system.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-08-14, 07:55 PM | [Ignore Me] #57 | ||
Colonel
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Snipers are rarely used as super shotguns, since they suck at the job if they aren't one hit body shots. Too low of a rate of fire. The lack of crosshairs is an option of course, but a silly one, and I'd just put my little piece of plastic back on the screen like I do in BF2/BC2 to be able to use the sniper rifles/rocket launchers more effectively while unscoped.
The only games that have an issue with close range shotgun style use of snipers are those that allow one hit body shots and have pinpoint accuracy while running around. Last edited by CutterJohn; 2011-08-14 at 07:57 PM. |
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2011-08-15, 12:03 AM | [Ignore Me] #58 | ||
Lieutenant Colonel
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Why do they never set it up so that the rifle doesn't always shoot at the same place when you're not using ironsights? The fact that everybody uses those little stickies, and that worse yet it actually works always makes me facepalm a bit.
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