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Old 2013-11-13, 12:51 PM   [Ignore Me] #61
typhaon
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Re: News on Nanoweave Armour and Sniper Rifles


SOE didn't say your bullets would stop doing damage at 150m... just that you wouldn't get a OHK to the head on a player at full health/shields (if I'm understanding this correctly).

Having said that... yes - I do think these proposed changes are going to have a massive impact on balance across all weapons and vehicles. It will likely be a debacle when it is implemented.

I'd rather see simple changes made directly to the other armor types and leave nanoweave alone. How? Easy. Just start buffing the benefits of those armor types, bit by bit, until you see more (desired %) players choosing them as a viable option.

ex. There is certainly a % of resistance for Flak armor at which point infantry will see it as a reasonable choice vs. Nanoweave. Maybe it's 60%? Maybe it's 75% Maybe it's 90%! Find it and make that change.

Last edited by typhaon; 2013-11-13 at 12:57 PM.
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Old 2013-11-13, 01:19 PM   [Ignore Me] #62
Taramafor
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Re: News on Nanoweave Armour and Sniper Rifles


I'd rather the devs added a different types of shields to help protect from different types of gun fire (as in, the bullets could be surrounded in a shield of there own to counter the shields people wear. Lore wise anyway). That way a sniper could then pick X weapon type to snipe (other weapons would have different firing types as well.) Y soldier with Z shield. If you have X shield and weapon is X, damage should be reduced and therefor should not be a instant kill. Of course, this would only work if there's only 2 or no more then 3 types of shields. More then that and it starts to become random.

But on the subject of bolt actions... I'm supposed to pick a semi auto over a bolt action beyond 150? If a bolt action isn't going to kill beyond that range then obviously only a semi auto has even a hair of a chance of getting in that second shot. Sorry, but that makes no sense. Bolt actions are LONG range and semi auto snipers are shorter range. Putting in short cuts like this breaks all immersion.

Last edited by Taramafor; 2013-11-13 at 01:22 PM.
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Old 2013-11-13, 01:38 PM   [Ignore Me] #63
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Re: News on Nanoweave Armour and Sniper Rifles


The devs are forgetting one huge point!
What about the new Nanoweaver and resist shield?
We all know that with the currently situation resist shield gives you a lot of hit points because of the Nanoweaver.
Losing Nanoweaver points will mean that you will kill real fast heavy assaults on resist shield! Probabily faster then with the standart shield!
There was a problem until I think GU 04 that flak armor + resist shield = immortal to explosions! So before placing that update live, test it on the goddamit test server!
I use Nanoweaver to almost all my load outs, I do have one medic build with flak and 3 builds with engineer (so I can repair tanks/sunderer without dying)!
Also today I will make a test, looks like it is possible to survive to a AP round of a prowlers to the chest if you are a heavy assault using Nanoweaver and resist shield.
Also, time to buff the adrenaline shield! Something near 40% with the currently configuration, unless you kill one person each 20 seconds, the standart shield will recharge faster! (Both on maximum level).
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Old 2013-11-13, 01:55 PM   [Ignore Me] #64
Wahooo
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by Edfishy View Post
I still need an incentive to take the time to be aiming for that itty-bitty head. Even at 98% damage I'd still need to fire twice to take out an enemy sniper at 150m+, which means I'll just skip the careful head-shot and throw out two lulz shots instead.
This. This change effectively makes the Parallax/Rams.50/Longshot worthless weapons. At 150m there is no difference between them and V10/SR7/NCboltdriver The increased bullet velocity and lack of bullet drop that you were paying for with longer reload was for shots from 200m and beyond. @ 150m there is almost no bullet drop from any of the BASR so head shots at that distance have no difference between them. At longer range head shots don't matter because you will need two shots so the bullet drop and accuracy is less important than getting the second shot down range before the target takes cover (good luck with that). Basically the ONE roll the big guns had has been taken away.

A change that null and voids the benefit of current weapons is bad. I just don't see the upside of this other than some rage quitters who don't like getting snipped will have to find something else to rage quit over.

Maybe I'm ok with this if they do away with scope sway/breath hold crap and increase the reload speed of BASRs across the board.
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Old 2013-11-13, 05:18 PM   [Ignore Me] #65
OCNSethy
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by fastfregga View Post
Sorry if this question is already answered, but i cant find it anywhere.

When will these changes appear ingame? The 150 metres sniper and Nanoweave Armour?
Looks like your question got lost in the hubhub

I havent seen a specific date for this. It may appear in one of the OMFG phases or in a future patch... ETA unknown.

I suspect they have just thrown this out to test the water.
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Old 2013-11-13, 05:30 PM   [Ignore Me] #66
Jaybonaut
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by ChipMHazard View Post
I'm definently looking at using flak once they implement the direct hit mitigation. All depending on how much they nerf explosives*, if they make them weak enough that I won't get OHK most of the time then I might not bother.


* They are going to rebalance explosives along with the nanoweave changes.
Yeah even now, for engies at least, it's saved my butt a LOT considering how engies are around explosive damage more than any other class and at higher risk to explosive damage to any other class.
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Old 2013-11-13, 11:39 PM   [Ignore Me] #67
Tarriom
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Re: News on Nanoweave Armour and Sniper Rifles


I really hope the 150m is changed...that is WAY too close. Part of the reason I love playing the infiltrator is trying to make those really long head shots. Having to adjust for distance and such.

They also mentioned that its annoying to be hit from a far distance and not knowing where it came from. First of all, I do not find this be an issue. Even when I'm not sniping, which is about half the time I play, I rarely get upset about being one shoted by a sniper.

It's just part of the game, and if you are aware and use cover/keep you're head down, then it's not even an issue. PLEASE don't change this SOE. Landing that 500m head shot and cloaking away into the hills is part of the reason I love this game so much. As it stands with sniping the way it is now, I think its the best in FPS games.

No other game gives the player the freedom and distance that this game does when sniping. Putting a 150m restriction on head shots will be taking away part of what makes this game so great.

Last edited by Tarriom; 2013-11-13 at 11:41 PM.
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Old 2013-11-14, 12:50 AM   [Ignore Me] #68
OCNSethy
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by Tarriom View Post
I really hope the 150m is changed...that is WAY too close. Part of the reason I love playing the infiltrator is trying to make those really long head shots. Having to adjust for distance and such.

They also mentioned that its annoying to be hit from a far distance and not knowing where it came from. First of all, I do not find this be an issue. Even when I'm not sniping, which is about half the time I play, I rarely get upset about being one shoted by a sniper.

It's just part of the game, and if you are aware and use cover/keep you're head down, then it's not even an issue. PLEASE don't change this SOE. Landing that 500m head shot and cloaking away into the hills is part of the reason I love this game so much. As it stands with sniping the way it is now, I think its the best in FPS games.

No other game gives the player the freedom and distance that this game does when sniping. Putting a 150m restriction on head shots will be taking away part of what makes this game so great.
Yep, I think you are echoing the feelings of most sniper infils at the moment. When I play other classes, I know what snipers are capable of and act accordingly. Like you, if I get sniped, I figure I deserved it because I stuffed up.

Last edited by OCNSethy; 2013-11-14 at 12:51 AM.
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Old 2013-11-14, 01:50 AM   [Ignore Me] #69
GrindXP
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Re: News on Nanoweave Armour and Sniper Rifles


From the original post on PS2 forums: "Dying to a sniper that you never had a chance to see is a poor gameplay experience for everyone on the receiving end."

Should read: "Dying to a sniper...is a poor gameplay experience for everyone on the receiving end."

I hate fighting infantry, when suddenly HEADSHOT.

I welcome sniper nerfs
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Old 2013-11-14, 02:19 AM   [Ignore Me] #70
KesTro
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Re: News on Nanoweave Armour and Sniper Rifles


If you die to a sniper it's honestly because you screwed up. I can't recall the last time a sniper has killed me since I very rarely is ever stop moving. (With the exception of pulling a vehicle) So to make their chances of killing me even worse? Yeah that sounds balanced.
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Old 2013-11-14, 02:40 AM   [Ignore Me] #71
almalino
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Re: News on Nanoweave Armour and Sniper Rifles


I am against that 150 meters restriction. It will buff stationary careless soldiers. Anyway from 150+ meters it is possible to head shot only stationary targets. If enemy moves it is pretty much impossible.

So, what SOE is removing now is "headshotting stationary targets from extreme distances". Not sure why they want to do that. Any ideas?
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Old 2013-11-14, 12:41 PM   [Ignore Me] #72
Wahooo
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by almalino View Post
I am against that 150 meters restriction. It will buff stationary careless soldiers. Anyway from 150+ meters it is possible to head shot only stationary targets. If enemy moves it is pretty much impossible.

So, what SOE is removing now is "headshotting stationary targets from extreme distances". Not sure why they want to do that. Any ideas?
BUT, it isn't even a buff to the stationary and careless. The ONLY hope of landing two shots now on a player @200 meters and beyond is the stationary and careless. The careless are still going to cry because they are still going to get shot, maybe the ONLY ones who are going to get killed, just not as often at extreme ranges.
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Old 2013-11-14, 04:20 PM   [Ignore Me] #73
VikingKong
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Re: News on Nanoweave Armour and Sniper Rifles


I wasn't aware snipers were ever a problem? I probably die to snipers less than anything else in the game. Plus, out of all the instant deaths in this game, being sniped from a mile off has got to be by far the least jimmy rustling. I'm more likely to send the sniper a congrats than an insult. It takes skill. Can't say the same about mine layers.

Originally Posted by Tarriom View Post
PLEASE don't change this SOE. Landing that 500m head shot and cloaking away into the hills is part of the reason I love this game so much. As it stands with sniping the way it is now, I think its the best in FPS games.
Couldn't agree more. The sniping in this game with it's extreme ranges and semi-realistic (compared to most) ballistics is a real asset. I can't think of another game that comes close. It would be a shame to lose that to placate a vocal minority.

The nanoweave nerf, I might be ok with.
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Old 2013-11-14, 06:40 PM   [Ignore Me] #74
OCNSethy
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by VikingKong View Post
I'm more likely to send the sniper a congrats than an insult.
Back in the day before Lattice, I use to love having sniping duels between myself and another sniper(s)... usually at The Crown / Ti Alloys. It was a real cat and mouse affair. Cloak, move, find target, uncloak, hold breath, shoot, cloak, reload. We were too busy trying to spot each other to worry about the other infantry standing around like gooses.

The funny thing was, the first to get sniped would usually send a GG tell. Ahhh... the friendly rivalry
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Old 2013-11-14, 07:00 PM   [Ignore Me] #75
Wahooo
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Re: News on Nanoweave Armour and Sniper Rifles


Originally Posted by OCNSethy View Post
Back in the day before Lattice, I use to love having sniping duels between myself and another sniper(s)... usually at The Crown / Ti Alloys. It was a real cat and mouse affair. Cloak, move, find target, uncloak, hold breath, shoot, cloak, reload. We were too busy trying to spot each other to worry about the other infantry standing around like gooses.

The funny thing was, the first to get sniped would usually send a GG tell. Ahhh... the friendly rivalry
For me this goes back to PS1. PS1 didn't have OHK sniping but it also had a check and balance for keeping sniping challenging and non-OP.

Sniper on Sniper action in Planetside is so much more fun than sniping in other games and I frankly don't see why/how this nerf is called for. 150m is just so close in this game. I've been running around some looking at different bases and where I would snipe from and to and 150m is stupid close. Amp station? From the backside of the tower closest to the spawn to the farthest side of the CLOSEST tower near the front gate? just over 150m.
Basically this nerf requires snipers to step out of cover, into the line of fire to take that one shot. Pointless. The risk becomes so high.

The nano-weave change seems to make sense, mitigating bullet damage. Ok fair enough that is more reasonable than a pure buff to health. BUT it doesn't apply to head shots?? um WAT? Oh but that is ok we will nerf sniper headshots. oh... um... ok... but... why not just make it so nano-weave still mitigates sniper bullets to the head? I'm already used to killing one guy with a head shot at extreme range then getting the plunk on another but he runs away. Oh, that guy had R5 nanoweave he earned a an extra life. Now though? Nano-weave, flak, no cert? won't matter.
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