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Eric, Derek, Bioware... love for our beloved one bullet snipers.


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#151
HiGamerCAT

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Sp3c7eR wrote...

I haven't sniped in such a long time... Platinum's protection regeneration mechanic makes it almost impossible for snipers to do enough damage to kill before shields/barriers are back up.



Agreed. I hope BW will make sniping fun and effective.....

#152
IronRush

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kingvenom41392 wrote...

 i would love nothing more than for my javelyn 6 to break the shield gate to be worth its weight


Really, I dont know... I think tomorrow we will have a great news about it.

#153
sliven020

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I would love to see buffs to one shot sniper rifles. I'd go back to using my Javelin again if they did.

#154
Blackguard82

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Get rid of the shieldgate!!!

#155
snfonseka

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I am in favor for somewhat large headshot bonus. Other than that, I don't think so.

Modifié par snfonseka, 31 juillet 2012 - 07:21 .


#156
IronRush

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Today is the day! Let´s hope some good news!

#157
lexiconicle

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Why not give some sort of shield bypass mod for snipers?

#158
IronRush

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lexiconicle wrote...

Why not give some sort of shield bypass mod for snipers?


Good.
But besides that, one bullet one needs a better revamp.

#159
uv23

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Our_Last_Scene wrote...

Make them ignore the shieldgate.

This is the only, appropriate solution.

#160
Gamemako

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lexiconicle wrote...

Why not give some sort of shield bypass mod for snipers?


Like ME1's ammo mod, the Phasic Rounds. Phasic mod, conflicts with AP mod or barrel. Boom, problem solved.

Even prior to the comically-overpowered Reegar and Piranha, Infils all used shotguns due to shieldgate. There is no way around it: we must allow penetration of shieldgate if we are ever to see a use for sniper rifles.

#161
IronRush

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Gamemako wrote...

lexiconicle wrote...

Why not give some sort of shield bypass mod for snipers?


Like ME1's ammo mod, the Phasic Rounds. Phasic mod, conflicts with AP mod or barrel. Boom, problem solved.

Even prior to the comically-overpowered Reegar and Piranha, Infils all used shotguns due to shieldgate. There is no way around it: we must allow penetration of shieldgate if we are ever to see a use for sniper rifles.


I dont know... I dont think Reegar (very small clip and very cqc) and Piranha overpowered. Maybe Piranha needs to be more heavier. But it is a CQC weapon.

About topic, indeed we need some kind of shield gate penetration with one bullet snipers. Or those snipers need to be more efficient against heavy units with better damage and fast reload times. Hipfire penalty is very weird also. A shot of a canon from CQC is devastating!

#162
Gamemako

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IronRush wrote...

I dont know... I dont think Reegar (very small clip and very cqc) and Piranha overpowered. Maybe Piranha needs to be more heavier. But it is a CQC weapon.

About topic, indeed we need some kind of shield gate penetration with one bullet snipers. Or those snipers need to be more efficient against heavy units with better damage and fast reload times. Hipfire penalty is very weird also. A shot of a canon from CQC is devastating!


Re: the newer shotties, that's an issue for a different topic. Even in the absence of these weapons, Infils use shotguns.

The more I think about it, old-fashioned phasic jacketing would be a very effective option. Reduce damage by 20%, penetrate shield by 40%. This would solve the shieldgate issue and allow the weapon to be fully usable against fast-regenerating troops in Platinum. The net result would be 40% of normal damage applied through shield and 60% applied against the shield itself. This would make it pretty wholly impractical to use to just raceroll bosses -- you'd strip the shield anyway. It would, however, allow you to instantly penetrate the shield and deal damage without having to pour out sustained fire -- perfect for what an Infiltrator actually should be. It would also be sufficient to allow single-shot kills through shielding on headshots, but not on bodyshots.

And yeah, hipfire penalty makes no sense whatsoever and should be removed altogether. Sniper rifles are inherently inferior to shotguns at close range in the first place; the hipfire penalty is just unnecessary.

#163
Ramsutin

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If my math isn't off, with PM one can do 5k of damage with Javelin X (with TC, HM, EB and amps+gears, before AP mod and IV AP ammo). So, marauders' heads are tougher than 2 meters of steel?

I would like to agree on Javelin being a bosskiller, but what the **** am I supposed to do the rest of the time? It weights a ton (literally, and with the new HVB mod it will weight even more) and carrying a second (usefull) weapon would make the CD go through the chart.

Modifié par Ramsutin, 31 juillet 2012 - 06:25 .


#164
Gamemako

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Ramsutin wrote...

If my math isn't off, with PM one can do 5k of damage with Javelin X (with TC, HM, EB and amps+gears, before AP mod and IV AP ammo). So, marauders' heads are tougher than 2 meters of steel?

I would like to agree on Javelin being a bosskiller, but what the **** am I supposed to do the rest of the time? It weights a ton (literally, and with the new HVB mod it will weight even more) and carrying a second (usefull) weapon would make the CD go through the chart.


SR Amp III, SR gear V, EB, Jav X, TC with damage spec, SR evo of TC, HM and NAI with damage specs, and 20% bonus from PM = 6163.5585 damage.

Shotgun amp III, gear V, Claymore X, et cetera = 5735.04 damage. Claymore fires faster and reloads faster -- it's the multiplicative bonus to Geth Weapons which puts the Jav ahead in raw damage. In terms of DPS, the Claymore is usable at pretty much any range, especially with a smart choke, and can be hipfired with no penalty.

If you want to consider things in terms of DPS, Javelin deals that much damage over 2.43 seconds while Claymore deals that much over 1.98 seconds -- ergo, the Claymore is dealing 2896 DPS while the Jav is dealing 2536 DPS. Claymore wins in terms of DPS even when compared to the absolute maximum possible output from a Javelin (GI with 10% multiplicative geth weapon bonus).

The Claymore wins against bosses, wins against mooks, is lighter, and penetratres shieldgate. There is absolutely no reason to use the Javelin like that. Until we get shieldgate penetration, the superior range is totally pointless.

#165
RiouHotaru

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Our_Last_Scene wrote...

Make them ignore the shieldgate.


Kishock already does this.

#166
Ramsutin

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Gamemako wrote...
Snip


Thats why I said I would like to believe. Only good thing is 1-shotting Pyros (yes, even on Platinum). We need bypass, or huge, huge weight reductions.

#167
RiouHotaru

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Gamemako wrote...

Ramsutin wrote...

If my math isn't off, with PM one can do 5k of damage with Javelin X (with TC, HM, EB and amps+gears, before AP mod and IV AP ammo). So, marauders' heads are tougher than 2 meters of steel?

I would like to agree on Javelin being a bosskiller, but what the **** am I supposed to do the rest of the time? It weights a ton (literally, and with the new HVB mod it will weight even more) and carrying a second (usefull) weapon would make the CD go through the chart.


SR Amp III, SR gear V, EB, Jav X, TC with damage spec, SR evo of TC, HM and NAI with damage specs, and 20% bonus from PM = 6163.5585 damage.

Shotgun amp III, gear V, Claymore X, et cetera = 5735.04 damage. Claymore fires faster and reloads faster -- it's the multiplicative bonus to Geth Weapons which puts the Jav ahead in raw damage. In terms of DPS, the Claymore is usable at pretty much any range, especially with a smart choke, and can be hipfired with no penalty.

If you want to consider things in terms of DPS, Javelin deals that much damage over 2.43 seconds while Claymore deals that much over 1.98 seconds -- ergo, the Claymore is dealing 2896 DPS while the Jav is dealing 2536 DPS. Claymore wins in terms of DPS even when compared to the absolute maximum possible output from a Javelin (GI with 10% multiplicative geth weapon bonus).

The Claymore wins against bosses, wins against mooks, is lighter, and penetratres shieldgate. There is absolutely no reason to use the Javelin like that. Until we get shieldgate penetration, the superior range is totally pointless.


The Claymore also has horrendous reload times and no range, as well as requiring you to get right up into the enemies' face to inflict this theoretical DPS.

Everyone keeps forgetting that Shotties have to hit with EVERY pellet (unless you're the Crusader) for this damage to hit.

Also range.  Don't underestimate range.

#168
Ramsutin

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Riou you must be new here? (not meaning to be hostile here)
Smart choke+shredder mod=near sniper rifle. With marksman or devastator mode it=sniper rifle.
Also reload cancel my friend, with claymore it is necessary.

Modifié par Ramsutin, 31 juillet 2012 - 07:03 .


#169
Gamemako

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Ramsutin wrote...

Riou you must be new here? (not meaning to be hostile here)
Smart choke+shredder mod=near sniper rifle. With marksman or devastator mode it=sniper rifle.
Also reload cancel my friend, with claymore it is necessary.


Yeah, with a smart choke and hunter mode (since we're comparing GI here with his 1.1x geth weapon bonus), the thing IS basically a sniper rifle.

#170
robarcool

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Blackguard82 wrote...

Get rid of the shieldgate!!!

Well, that would be excessive (I think you also aren't that serious). Partial shieldgate bypass on gold and platinum, like silver and bronze is all we are asking for. On Platinum, enemy shields are so fast in regenration, that if you don't take the second shot almost immedialtely, you basically wasted your first shot.

#171
MoeRayShep

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Here's an idea:
Add a mod to sniper rifles that allows you to ignore a certain portion of shield-gating, in proportion to the mod's rank, for a maximum of something like 75% bypass.
It would be called a Phasic Jacket mod and could not be used concurrently with an Armor Penetration mod.

#172
IronRush

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I am very surprised about Derek or Eric. Not participate on this topic. It is a fact. Obvious need to be changed.

#173
IronRush

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I knew it!!!!!!
Shield gate is gone! Very good news.
But still left on single shot snipers to be better. Step by step.

---------------------------------------------------------------------------
July 31, 2012
----------------------------------------------------------------------------

Gold and Platinum Difficulties
- Enemy shield/barrier damage gates on weapon damage reduced from 100% to 90%, which
means 10% of the remaining weapon damage after impacting shields/barriers will pass
through to health.

Modifié par IronRush, 31 juillet 2012 - 08:11 .


#174
Gamemako

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Not enough. Not close to enough. I bet it's a bandaid until they create a mod or something, though. Not very useful in that form...

#175
crentel

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how about bringing headshots back?
not getting a base headshot damage is the most unrealistic thing to a shooter game.