Sniping mechanics - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Some cheesecake would be really good right about now
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

View Poll Results: Which style do you prefer?
Modern (allows greater freedom of movement) 14 24.14%
ps1 (greater learning curve/ more challenging) 32 55.17%
something in between 9 15.52%
other (please elaborate) 3 5.17%
Voters: 58. You may not vote on this poll

Reply
 
Thread Tools Search this Thread Display Modes
Old 2012-06-02, 04:10 PM   [Ignore Me] #1
Galapogos
Corporal
 
Sniping mechanics


I realize this discussion has been brought up before, but I figured I might as well start another thread for this topic since the devs have elaborated a little more on this recently, and the other thread is now months old. So, anyways, do you guys want to see more modern mechanics which allow snipers to move their body and the rifle without major penalties to accuracy, other than the rifle swaying when they are not holding their breath? Or, would you like to see the ps1 mechanic in which you have to be crouched and you have to set up and time your shots instead of keeping your target in your sights? Or something in between?

Personally, I like the ps1 style because it takes some practice and makes sniping more challenging, but I could see some of the lighter sniper rifles allowing for more movement.
Galapogos is offline  
Reply With Quote
Old 2012-06-02, 04:11 PM   [Ignore Me] #2
Bags
Lieutenant General
 
Bags's Avatar
 
Re: Sniping mechanics


With OSOK they should definitely be hard to use, doubt we'll see it that way.
__________________
Bags is offline  
Reply With Quote
Old 2012-06-02, 04:15 PM   [Ignore Me] #3
The noob
Corporal
 
Re: Sniping mechanics


Originally Posted by Bags View Post
With OSOK they should definitely be hard to use, doubt we'll see it that way.
That's only been confirmed against Light Assaults and Infiltrators, and if either gets headshot, they're during it wrong as I see it. Medics and Engineers might need more (perhaps they have medium armor?)
The noob is offline  
Reply With Quote
Old 2012-06-02, 04:18 PM   [Ignore Me] #4
Jamini
Corporal
 
Re: Sniping mechanics


Personally I prefer a combination of both.

Higher-damage snipers should have a hefty barrel sway penalty for moving or changing targets, coupled with a low magazine size to offset extreme stopping power and range.

Automatic snipers should allow much greater movement and larger clips at the cost of having lower damage and effective range.
Jamini is offline  
Reply With Quote
Old 2012-06-02, 04:21 PM   [Ignore Me] #5
Blackwolf
First Lieutenant
 
Blackwolf's Avatar
 
Re: Sniping mechanics


I don't much care personally, so long as the principle feeling of sniping remains the same.

Snipers take time to aim their shots and I think PS1's system reflected that as accurately as it could, with the possible exception of sniper duels in which snipers would crouch walk sidewise while shooting each other with a slightly enlarged CoF in the hopes of hitting each other while evading enemy shots.

Despite the fact that this was pretty unrealistic, it still reflected counter sniper tactics to a degree given the limited mechanics of the game.

Doesn't look like we'll have a CoF while zoomed in on targets, so chances are we'll have gun sway and the like to compensate. Personally I like this idea better, knowing approximately where the shot is going to go when I pull the trigger rather then seeing an area where it might land. Means that compensating for gravity will likely require as much time and preparation as PS1's system, if not more. Which balances out the fact that 1 shot kills are entirely possible with this new system.

All in all I think the system will lead to less snipers. PS1's dumbed down version was far easier to just whip out the rifle and crouch to shoot a target real quick before packing it and moving to a new spot. While at the same time it will probably be more rewarding, since MAX suits are potential victims now with head shots. Also means that being counter sniped is a huge risk, since we'll have to be stationary to shoot, and aim our shots well. A sniper you don't see can kill you without warning, something I don't like so much but it would put a heavier emphasis on thinking before acting.

Last edited by Blackwolf; 2012-06-02 at 04:24 PM.
Blackwolf is offline  
Reply With Quote
Old 2012-06-02, 04:26 PM   [Ignore Me] #6
Fable
Private
 
Fable's Avatar
 
Re: Sniping mechanics


I really like how rifle sway works in BF3 right now. Same with how the sniper rifles themeselves work, except they would need higher TTK since this game is different. But I can imagine the rest being very similar and fit into the gameplay of PS2.
Fable is offline  
Reply With Quote
Old 2012-06-02, 04:28 PM   [Ignore Me] #7
Mepper
Private
 
Re: Sniping mechanics


I like the PS1 way over an easier way. Simply because having a lot of snipers in a game kinda sux. If you have a great aim, and a lot of skill with this particular way of sniping it should be rewarded. But there shouldn't be too much sniping in the game. Being shot by some random dude a gazzilion meters away every time you enter a large open area isn't fun at all.
So definetely no easy to use snipers, and no hitscan snipers.
Mepper is offline  
Reply With Quote
Old 2012-06-02, 04:31 PM   [Ignore Me] #8
Haro
Master Sergeant
 
Haro's Avatar
 
Re: Sniping mechanics


Honestly, I don't see why we can't have both. Based off of TB's commentary vid, there are a lot of sniper rifles planned for the game (I believe saw 3, and they may have plans for more.) I could see one marksman rifle with low movement penalties but no one-shot kills, less zoom, more drop, etc. Similarly, I think there should be heavy rifles that really penalize movement, but are much more accurate at long range. And I mean looong range. I'd love to see some 500m, even 1000m sniping, though it should be remarkable difficult with bullet drop and travel time.

I'd rather not see CoD quick scoping, and I really don't think it will be in their. That's all part of clashing CoD design philosophies as the games have pushed for more close-combat, arena-style games but have tried to hold onto the sniper weapons catagory. It's really a rather horrific, Frankenstein's monster-style of playing.

Also, attachments may feature a lot in the style. It seems likely that at least some sniper rifles could be outfitted with a variety of scopes for medium to extreme ranges. Similarly, I could see plenty of addons that benefit recoil, precision, and rate of fire, but I think all of this could be balanced out because of the one sight, one attachment, one upgrade limit.
__________________
Haro is offline  
Reply With Quote
Old 2012-06-02, 04:32 PM   [Ignore Me] #9
RNFB
First Sergeant
 
Re: Sniping mechanics


PS1's sniping was awful. Heavily penalizing your aim when moving to try to shoot zig-zagging and sporadic targets is just silly. It's pretty much impossible to place your aim ahead of time, so your shot goes where you want it to, because everyone moves sporadically and it's impossible to predict.
RNFB is offline  
Reply With Quote
Old 2012-06-02, 04:41 PM   [Ignore Me] #10
Blackwolf
First Lieutenant
 
Blackwolf's Avatar
 
Re: Sniping mechanics


Originally Posted by RNFB View Post
PS1's sniping was awful. Heavily penalizing your aim when moving to try to shoot zig-zagging and sporadic targets is just silly. It's pretty much impossible to place your aim ahead of time, so your shot goes where you want it to, because everyone moves sporadically and it's impossible to predict.
Was a specialty of mine. You have to factor in things like speed and angle and yes it was difficult but if you moved your mouse slowly you could keep the reticule at a decent size, predict bullet travel time, and get a clean shot off by taking a chance and just shooting.

This system can be much more difficult depending on how drastic the bullet drop and sway is. PS1 IMO was almost a hit-scan system at how strait forward it was.
Blackwolf is offline  
Reply With Quote
Old 2012-06-02, 04:44 PM   [Ignore Me] #11
Mepper
Private
 
Re: Sniping mechanics


Originally Posted by RNFB View Post
It's pretty much impossible to place your aim ahead of time, so your shot goes where you want it to, because everyone moves sporadically and it's impossible to predict.
That is just exactly how such things work in the real world. If you would remove bullet drop and travel and make hitscan snipers, sniping would be 10 times as easy, and everyone would start doing so.
Which obviously leads to very boring and campy gameplay, which I do not want in this game.
Mepper is offline  
Reply With Quote
Old 2012-06-02, 04:50 PM   [Ignore Me] #12
Sappy
Private
 
Sappy's Avatar
 
Re: Sniping mechanics


I really enjoyed PS1's sniping mechanic because you either had to predict where someone was going to move or wait till they stood still. If someone was aware of you, you probably wouldnt be able to hit them, and thats the way a sniper should work. In a game as large as planetside, making sniping too easy will be a huge problem.
Sappy is offline  
Reply With Quote
Old 2012-06-02, 04:54 PM   [Ignore Me] #13
Gonefshn
Contributor
Major
 
Gonefshn's Avatar
 
Re: Sniping mechanics


Planetside 1 sniping was incredibly fun. I prefer it over sniping in any other title.

Just the way it was handled in that game was genious and just like the post before mine it made you play a sniper like a real sniper.
__________________
Gonefshn is offline  
Reply With Quote
Old 2012-06-02, 05:11 PM   [Ignore Me] #14
Death2All
Major
 
Death2All's Avatar
 
Misc Info
Re: Sniping mechanics


I'd prefer a PS1 style where it was pretty difficult to use at first. Considering how the TTK has been lowered significantly and the inclusion of One shot kills, I'd like it to be as difficult as possible for Snipers to get kills.

Especially since this game is most like going to attract the CoD 360 no-scope audience, I'd like Snipers to handle nothing like those games at all.
__________________

Death2AllVS/TR/NC
Rekeer
AliENaTiON
Death2All is offline  
Reply With Quote
Old 2012-06-02, 05:23 PM   [Ignore Me] #15
RSphil
Contributor
Major
 
RSphil's Avatar
 
Re: Sniping mechanics


i like the bf3 style of sniping ( bar the stupid lens glare it has ) it will more difficult to get head shots now as there is bullet drop and bullet travel ( bullet time ) which means you are gona have to practice and time your shots. larger rifles with more power should have lower clip capacity just like in real life. dont forget thems big bullets ya firing :P
as there is no prone in this game holding your breath will be good for weapon steadying with a good bit of movement when not holding it. also when moveing you should get a good bit of scope movement aswell. its hard moving and keeping steady while looking down a scope at the best of times.

we shall have to see what it is like in beta. cant wait to get in and see everything.
RSphil is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:27 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.