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Old 2011-03-24, 05:47 PM   [Ignore Me] #16
Sirisian
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Re: Flails and snipers and draw distance (oh my)


Heh no counters to snipers. I use to low bomb them on the ridges or kill them from far away while cloaking.... or boomer them or spitfire them. Snipers are rather vulnerable with their sniper rifle out.
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Old 2011-03-24, 08:42 PM   [Ignore Me] #17
BorisBlade
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Re: Flails and snipers and draw distance (oh my)


Originally Posted by Sirisian View Post
Heh no counters to snipers. I use to low bomb them on the ridges or kill them from far away while cloaking.... or boomer them or spitfire them. Snipers are rather vulnerable with their sniper rifle out.
Keep in mind that a new ps game wont be so devoid of cover. no more flat surfaces with nothing to hide in. Even some basic foliage will conceal snipers well in any modern game. That alone will be huge for snipers allowing them to hide much better. Bullet tracers need to stay. It adds to the back and forth. Headshots are lame, its far easier to blance this game if they are not allowed. Snipers already do great damage and have a great role. With the addition of more cover they can do even better.

However i do like the idea of some kind of camo, nothing too crazy but somethin above the normal suit. Possibly some sniper only suit with camo that has the inventory of agile (or maybe rexo depending on the bonuses ill mention in a sec), the movment of rexo. And armor between agile and a stealth suit. Its benefits would be the camo and maybe some other sniper bonus like zoom level/bloom reduction speed/advanced targeting/or some other sniper-ish bonuses. Giving it somethin unique is whats key to keeping lots of variety and specialization in the game.

Possibly even have different types of camo you can choose from. Or maybe the suit has different modes of camo you can switch between on the fly. Since the game should have real foliage, you wouldnt use any of the invis crap, but instead you could have a jungle camo, snow camo, desert/brown grass camo, temperate forrest camo, urban camo etc. And i dont just mean the lame "pattern camo" i mean you literally have eitehr the fake foliage on your suits or the more "fluffy" style of suits you see in some of the more modern combat style games. Having it change on the fly definately gives it the more futuristic PS feel and makes it very unique. Having real camo means you could use it well when sniping from cover but not while trying to hide with even some limited invis/transparency option in wide open spaces.

Sniping is very good in PS atm, but there is always room to expand and make it better. Expanding is the key, not redoing core aspects of it (aka instagib head shots and no tracers.)
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Old 2011-03-25, 12:11 AM   [Ignore Me] #18
Baneblade
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Re: Flails and snipers and draw distance (oh my)


I think bullet tracers across the board are too obvious. The only thing without them are shotguns.
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Old 2011-03-25, 09:27 PM   [Ignore Me] #19
Traak
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Re: Flails and snipers and draw distance (oh my)


Originally Posted by Sobekeus View Post
I think bullet tracers across the board are too obvious. The only thing without them are shotguns.
I think unseen and unfindable enemies are just too unbalanced to go without tracers. Reminds me, once again, of UT.
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Old 2011-03-25, 09:30 PM   [Ignore Me] #20
Senyu
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Re: Flails and snipers and draw distance (oh my)


On regards of bullet tracers, it would be unfair in a practical sense that Vanu weapons are energy thus leaving a trail and the majority of the other factions weapons are bullets. Though removing bullet tracers from weapons ALL factions share would be alright in that sense.
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Old 2011-03-26, 01:11 AM   [Ignore Me] #21
Baneblade
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Re: Flails and snipers and draw distance (oh my)


Originally Posted by Traak View Post
I think unseen and unfindable enemies are just too unbalanced to go without tracers. Reminds me, once again, of UT.
Hit Direction is a better way tbh. Let weapons have tracers or not based on what they are. But give all empires weapons that should have them to balance the VS Disco Balls = Might thing.
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