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2014-01-16, 11:32 AM | [Ignore Me] #31 | ||
Private
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Short Version:
PS2 already has empire specific sniper “scout” rifles TR have the HSR VS have the NYX NC have whatever they have, I don’t know they all have 12 shots anyway Make these guns different, and yet adaptable to move between closer range and longer range through modifications. First change the animation for each weapon, make it new. Second give empire specific attributes like: TR increase the magazine size to 20 rounds, lower the damage, increase the fire rate, decrease max velocity, increase precision, and keep accuracy standard for TR weapons. NC decrease magazine size to 6 or so rounds, increase the damage a lot, decrease the fire rate, increase the max velocity, and keep precision and accuracy to NC standards. VS keep magazine size at 12 rounds, keep the damage the same, same fire rate, increase the max velocity so the NYX can actually hit something at range, increase the precision so the NYX can actually hit something at all, and keep accuracy the same. And classify them as SNIPER RIFLES Third, make sure that the weapons work best at medium combat range, however they can still in a pinch be used for short or long range combat situations. Long Version: Giving infiltrators a new ES sniper rifle is to me kind of pointless. All sniper rifles go boom, and hit things at long ranges, so in what way can you really change that game play. Sure you could change the look, and you could alter the weapons based on empire attributes, but you would still have a weapon that goes boom and hits things at long range. The range finder is a cool idea for long range snipers I admit, but infiltrators are usually clumped into two categories long and short. The medium range weapons across every empire are basically the same, and are all equally disappointing. If I want to snipe at medium range I play a HA and use the Eidolon, AMR66, or the Warden, why can’t infiltrators use the battle rifles? They out perform almost every mid range weapon they are given; I mean seriously the low velocity short range versions of the standard sniper rifles that still sway even though they cannot even equip a X6 scope, or the ES scout rifles that all do the same damn thing ineffectively. The only grey area left for infiltrators weapon wise is this mid range sniper rifle which could be altered to be something very cool and creative without having to stick to the goes boom and hits something at long range gameplay. Mid range is the real recon scout distance anyway, why not give infiltrators the advantage in the area? Also why can’t infiltrators use the battle rifles again? Why can’t the majority of classes use scout rifles? The HA and engy get to use the battle rifle, the best scout rifle in the game at the moment, and it seems like the infiltrator is the only class that has two unique weapon categories scout and sniper rifles. Like shot guns, scout rifles should be shared across most classes except Light Assault, with sniper rifles being the infiltrators exclusively. |
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2014-01-16, 09:38 PM | [Ignore Me] #32 | ||
First Lieutenant
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What about a scope attachment that allows you to use a rangefinder and adjust the scope so that you crosshair is on target from whatever distance you have set. They put this in BF4 and its done well.
Also, for a tripod, you can make it so that you have to deploy it like a turret before you can use it. The downside would be you are very, very easy to counter snipe and it takes extra time to set up. A third attachment you could do is a straight-pull bolt where you don't have to leave scope, but maybe it takes longer than raking a bolt and pulling your face away. All of these attachments would probably be the "big" or "popular" attachments for snipers so they could be made mutually exclusive. |
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2014-01-16, 10:20 PM | [Ignore Me] #33 | ||
Staff Sergeant
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TR - Flash Rounds - Causes mini-flashbang effect to target
NC - High Caliber Rounds - Causes mini-concussive effect to target VS - Disruptor Rounds - Causes mini-emp effect to target Mini effects are greatly reduce in duration and, as needed, strength. For example the mini-flashbang probably doesn't need much a strength reduction, just that it only lasts a second or two, while the mini-concussion most likely would need both strength and duration reduction. |
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2014-01-17, 01:17 PM | [Ignore Me] #35 | |||
Sergeant Major
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Shooting from cloak, then instantly re-cloaking would be idiotic. Last edited by typhaon; 2014-01-17 at 01:20 PM. |
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2014-01-17, 01:40 PM | [Ignore Me] #36 | ||
First Sergeant
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I agree that shooting from cloaked would be a little bit unfair. I've now played 180 hours as a sniper, some 58 percent of my total game time and I've missed many a shot because I've forgot to uncloak... My fault... Pure and simple.
I too have thought it would be great to have the cloak drop as I pull the trigger but, consider this, the cloak does not drop instantly and what we are asking here is that as soon as we pull the trigger, the bullet flies from the gun, and really the cloak would not have dropped as quick as that. So, yeah, as I said, I agree with the above sentiment, even though I'm mainly a sniper at the moment |
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2014-01-18, 05:52 AM | [Ignore Me] #37 | ||
Corporal
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Range finder and tripod definitely has my vote.
Tripod seems to fit more so for the TR as a kind of lock down mode. Maybe even fire 2 rounds at reduced damage similar to the Prowler. Both rounds hit for maximum damage and a single round for half. Incendiary rounds seem doable as well. DoT would be a great addition to this game. Mind you, small amount of DoT. Disruptive rounds can prevent shields loading for a couple seconds longer. We all know a few seconds longer to make your shields regen can be a serious pain in a firefight. Armor piercing rounds to annoy vehicles. Low magazine size in exchange for decent damage. Obviously nothing to destroy a MBT or Sundy by yourself. Maybe give a Max something to think about before standing out in the open. A round akin to a flash bang grenade. A second or two of not being able to see anything makes a difference in a fight. Some of theses ideas are not designed to damage infantry but give them effects that support your allied infantry. Makes it so a sniper can be something other than death from far away and still contribute to the fight, whether big or small battle. Last edited by Azzzz; 2014-01-18 at 06:04 AM. Reason: Again..zombies. |
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2014-01-18, 07:29 AM | [Ignore Me] #38 | ||
Staff Sergeant
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Meh.. i think the sniper-rifles are ok as they are, i wish they'd spend the dev time on characters instead.. give the ability to go prone (would help across the board, not just infils), ability to hold breath properly, maybe tone down the cloak sound (you can hear that thing mile away) and so on...
If stuff like rangefinder and bipod is ever added, they should somehow make the infantry rendering distance way longer for scopes and bring back the old OHK from headshots, otherwise they're useless. Who would do long range sniping when you know you can't kill any target? Just for fun, here's a screenshot of myself in DayZ SA (Mosin with long range scope, that stationhouse is at about 700 meters) Last edited by Plaqueis; 2014-01-18 at 07:40 AM. |
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2014-01-18, 09:47 AM | [Ignore Me] #40 | ||
Sergeant Major
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Some food for thought-
When thinking up ideas for the rifles, try to keep in mind A) How it would feel to be killed by the things you're recommending, and B) Snipers are already one of it not the most loathed type of player in PS2 due to the community's hatred of "being killed by things I can't even see". I mean, a "flash-bang round" does sound pretty awesome in theory- but, how annoyed would you be if your screen was consistently turning bright-white blind over and over again because some dude 300 meters away is taking pot-shots at you. |
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2014-01-18, 10:49 AM | [Ignore Me] #41 | |||
Staff Sergeant
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B) If the sniper can see you, you can see the sniper, no ifs and buts. Plain and simple. If the sniper manages to kill you, he's most likely in some of those 5 places within 300 meters from you that provide atleast some cover. So it doesn't require high IQ nor huge effort to get rid of the guy. Sadly (or fortunately, depends how you look at it), very few bother to even try. |
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2014-01-18, 04:42 PM | [Ignore Me] #42 | ||
Sergeant Major
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- I'm not debating the merits of whether their hatred is justified, merely pointing out that it's there.
- That's a silly statement to make. You can see a cloaked infiltrator from 300 meters away, while simultaneously fighting the non-infiltrators that are 20 meters away? I doubt it. |
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2014-01-18, 04:56 PM | [Ignore Me] #43 | ||
Corporal
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Me personally, I find that i get killed by a sniper while when i'm least expecting it. Not so much during a fight. In the early days, absolutely, I was getting killed left and right because I didn't know what the hell I was doing.
Nowadays, a sniper will rarely find me just standing still or looking at the map for an easy kill but will get me because that sniper knows how to lead a target. Situational awareness is an always important factor |
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2014-01-18, 05:11 PM | [Ignore Me] #44 | ||
Sergeant Major
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I rarely get killed by snipers myself. Personally, I find that it's actually because I tend to play aggressive roles rather than support roles- that keeps me constantly moving.
As an Infiltrator, it's the other Infiltrators, repairing or mana-turret wielding engineers and missile launcher using Heavy Assaults that are my favorite (and easiest) targets. |
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