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How can Bioware make snipers a more viable option again?


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#26
capn233

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Fox-snipe wrote...

Viable is a bad term.  The real problem is that people continue to take Shotguns over Snipers, even on Infiltrators.  Shotguns really need a kick in the pants.  Hell give them bullet/damage drop-off or something, anything, so people stop trying to snipe with them.

Force the Claymore to be used at 5 feet if you want max damage.  Vanguards and the like will see no difference and Infiltrators will start using the weapon they were designed to use.

Maybe that is true, even though I disagree that Infiltrators should simply be snipers.  They should combine weapon and tech power damage.

If you really wanted to actually force Infiltrators further towards sniper rifles the easiest target would be the general purpose damage bonus of Tactical Cloak.  The damage bonus is why the Claymore has a longer effective range on that class compared to many others.

I doubt we ever see the return of range modifiers for damage.

Modifié par capn233, 25 septembre 2012 - 12:29 .


#27
teltow

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...

Modifié par teltow, 25 septembre 2012 - 12:42 .


#28
Coalmine

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The 1-shot snipers take 2 shots to kill infantry.

How can BW make snipers a more viable option?  They know darn well how.  Widow, Javelin and Mantis need to be able to kill infantry in 1-shot like the Kishock.  I don't want my viability as a sniper to be host-dependent.

#29
Rebel_Raven

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When rebalancing infiltrators, pelase don't overlook the Shadow who doesn't snipe so much as assume the role of the bullet. :P

#30
OmegaRex

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Fox-snipe wrote...

capn233 wrote...

The problem with this is the premise that they aren't viable.


Viable is a bad term.  The real problem is that people continue to take Shotguns over Snipers, even on Infiltrators.  Shotguns really need a kick in the pants.  Hell give them bullet/damage drop-off or something, anything, so people stop trying to snipe with them.

Force the Claymore to be used at 5 feet if you want max damage.  Vanguards and the like will see no difference and Infiltrators will start using the weapon they were designed to use.


so punish the other classes because you want to force Infiltrators to use snipers.

You must work for BioWare. Great logic there..

#31
jordie3000

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The Shadow's kind of a vanguard in infiltrator's clothing. It's an interesting thing.

#32
Soja57

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Rebel_Raven wrote...

When rebalancing infiltrators, pelase don't overlook the Shadow who doesn't snipe so much as assume the role of the bullet. :P


Its more about sniper rifles than infiltrators that need a slight buff.

#33
Rebel_Raven

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Soja57 wrote...

Rebel_Raven wrote...

When rebalancing infiltrators, pelase don't overlook the Shadow who doesn't snipe so much as assume the role of the bullet. :P


Its more about sniper rifles than infiltrators that need a slight buff.

I know, but you can hardly talk sniper rifles without talking infiltrators.

#34
eltdown

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Even with the lowered shield-gate, the only Infiltrator I have specced for sniping is the Salarian, and that's because he has Energy Drain to take care of shields. Don't think I've even used my QMI, but I imagine his grenades would serve a similar shield-stripping function quite well.

I really like the shield-ignoring ammo suggestion, had forgotten about Phasic rounds from the earlier ME games.

#35
Eckswhyzed

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Reduce shield gate...O WAIT.

I'd say a small global damage buff, maybe a 1.5x headshot multiplier on bosses. Nothing too drastic.


BTW, Krysae is still perfectly viable.

#36
Fox-snipe

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OmegaRex wrote...

Fox-snipe wrote...

capn233 wrote...

The problem with this is the premise that they aren't viable.


Viable is a bad term.  The real problem is that people continue to take Shotguns over Snipers, even on Infiltrators.  Shotguns really need a kick in the pants.  Hell give them bullet/damage drop-off or something, anything, so people stop trying to snipe with them.

Force the Claymore to be used at 5 feet if you want max damage.  Vanguards and the like will see no difference and Infiltrators will start using the weapon they were designed to use.


so punish the other classes because you want to force Infiltrators to use snipers.

You must work for BioWare. Great logic there..



Nice conclusion jumping.

When a class that has evolutions designed specifically to bolster sniper usage (damage & weight) is primarily using a shotgun, something is seriously wrong.

#37
DullahansXMark

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If snipers ONLY could land headshot bonuses on bosses, that alone might save 'em. Because they'd be the only weapon that could land bonus damage on them.

#38
teltow

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ClockworkSpectre wrote...
Duration seriously needs be be buffed back if nothing else...The weapon that caused the uproar about TC, the Krysae, has been nerfed into oblivion so wtf is the reason for keeping TC bashed into the ground.


+1
Duration is a defensive power anyway. I couldn't understand why they nerfed it in the first place. Buffing sniper rifles or damage would also be nice.

#39
Kirrahe Airlines CEO

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Fox-snipe wrote...

Shield gate has already been dropped on Gold & Platinum. Don't expect it to go any further. They are thinking about adding some sort of weak-points on bosses but nothing else has been said.

The problem with both of these is shotguns will continue to reign supreme. Either Shotguns need to be kicked to the curb a bit or Infiltrators need to regain their 40% sniper bonus, since that's the weapon they were designed to specialize in (and yet hardly any Infiltrator uses them).

Other classes are generally where they should be when it comes to snipers I think. They have better weapon options available and ideally should be using them.


If they do add back the boss weak spots, I hope they put the headshot weakspot back on the Banshee. It'll give me more reason to bring out the kishock again.

#40
Learn To Love Yourself

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Broganisity wrote...

Give the widows an innate bonus to melee damage. Seriously, a Batarian or Krogan using that thing as a club should be DEADLY.

Ooo great idea.  Create a new animation where Heavy Melees with Sniper Rifles are OHKs against non boss enemies.  You punch them in the gut, causing them to keel over with their mouths open, then you shove the sniper rifle barrel into their mouths and blow their brains out (flashlights and processors for geth).  Bonus animation of high altitude flight when performed with the Kishock.

#41
capn233

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Fox-snipe wrote...

When a class that has evolutions designed specifically to bolster sniper usage (damage & weight) is primarily using a shotgun, something is seriously wrong.

Well an issue they don't have control over is that it will always be easier to at least hit a target with a shotgun than with a rifle.  I run infiltrator with shotgun fairly commonly and it is a bit easier on laggy hosts, or if there are a bunch of screen shakers around.

I wasn't really all that in favor of the sniper damage reduction nerf in Tactical Cloak, but at least the guys that proposed it wanted sniper rifles buffed a corresponding amount across the board.

I don't know what the answer is from a simple buff / nerf standpoint.  Some of the rifles are already powerful on Platinum on certain characters (managed to kill 2 Phantoms with a single Javelin shot last week with my GI) so buffing them through the roof won't help.

Out of the box suggestions would be to either give shotguns a penalty against armor, which would move the boss killing game back into the realm of snipers, or simply increase the armor damage reduction to a higher level on Gold and Platinum.

Modifié par capn233, 25 septembre 2012 - 12:50 .


#42
Eckswhyzed

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teltow wrote...

ClockworkSpectre wrote...
Duration seriously needs be be buffed back if nothing else...The weapon that caused the uproar about TC, the Krysae, has been nerfed into oblivion so wtf is the reason for keeping TC bashed into the ground.


+1
Duration is a defensive power anyway. I couldn't understand why they nerfed it in the first place. Buffing sniper rifles or damage would also be nice.


-100

Also "TC bashed into the ground"? Really? Is +80% damage and aggro dump not good enough for you already? The current duration is very good for keeping infiltrator builds diverse. 

Oh, and the Krysae is not "nerfed to oblivion". The only buff it might need is a 15% ROF buff to give the GI/Destroyer ROF to all the classes. I was wrecking with my melee GI on gold.....WITHOUT RANK 6 TC. 

#43
megawug

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Jay_Hoxtatron wrote...

Headshot multiplier for all bosses. Not at x2.5 though, like all the troopers but rather x1.5 or something.

And get rid of that goddamn hipfire penalty.


Yup, headshot bonus.  Because that's what makes sniping fun.  Isn't fun an important part of the game?
:huh:

#44
Oni Changas

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Snipers are fine, IMO.

#45
Fox-snipe

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capn233 wrote...
Out of the box suggestions would be to either give shotguns a penalty against armor, which would move the boss killing game back into the realm of snipers, or simply increase the armor damage reduction to a higher level on Gold and Platinum.

I like that idea, but the Shredder mod in its current state makes it a bit pointless.  (And SMGs are going to start hurting again a bit specifically with the latter.)

#46
Grunt_Platform

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Snipers are plenty viable. I've started using sniper rifles on my Salarian and Geth infiltrators again, and it's a ton of fun.

Thanks to Shield Gate being only 75%, the Javelin's actually a beast of a gun now. The Widow and Mantis should work as functional substitutes if you don't have a Javelin.. The Indra and Viper are really solid guns too, and they should serve you well on most any class.

Some sniper rifles are still underpowered, but overall the weapon class is doing much better than it used to. The Incisor could probably stand to have faster bursts or better damage, for example (it's thoroughly outclassed by the Indra, despite having higher theoretical DPS).

#47
Rebel_Raven

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I have an idea! Give sniper rifles, across the board, innate bonuses vs armor. Maybe a little penetration?

Of course it stacks with the piercing mod.

#48
Kenadian

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The biggest problem with snipers in this game is not lack of damage, it's the game itself. This is a game where half or more of the enemies will actively try to rush you in maps frequently 60-70m in size or less. This is a game where the other half of enemies will hit you from across the map with pinpoint accuracy using a ****ing SMG that's supposed to have high recoil. This is a game where hacking cheater robots will stagger you from the same distance you try to snipe from. This game, or atleast its MP maps, are not meant for sniping. They are meant for mid to close range combat. The "sniping" across a map people complain about with 22nd century space magic shotguns isn't even close to the effective range of real life 20th/21st century SRs, nevermind what SRs in ME should be doing.

#49
ASmoothCriminalx

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capn233 wrote...

The problem with this is the premise that they aren't viable.

Especially after the shield gate change you don't have much to complain about.  



#50
Blarg

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theillusiveman11 wrote...

They should make it so a certain amount of damage bypasses shield gate. For guns like the Javelin and Widow.


Building on that, seeing as it's a sniper and supposed to OHK infantry in real life, make it do just that. Headshots on any unarmored targets past a certain damage threshold (say Widow, maybe Mantis X, level damage) instantly kill the target, shields or not. Probably OP, so compensate with much longer reload speed/higher recoil/lower ammo/etc. An interesting feature would be if firing a SR that powerful created enough kickback to damage shields (seeing as they are KINETIC barriers).