Aller au contenu

Photo

How can Bioware make snipers a more viable option again?


193 réponses à ce sujet

#76
Brymfyre

Brymfyre
  • Members
  • 209 messages
 Add a timer or something so that when you 'scope', your point of aim moves from your feet to your reticle in the span of a half-second or so; a sniper rifle should be a severe weakness when you find yourself 10 feet away from an enemy, at least for headshots.  Then you can make them uber-powerful again.  A sniper rifle should be an artist's weapon of precision, not rightclickleftclick DEAD! lefttriggerrighttrigger DEAD!  As long as there are no disadvantages to using one, I don't think they should have advantage over everything else.  Of course, claymore headshots at 50 yards would have to go away too, bah I should cancel this post, too many worms in this can.

Edit:  This is assuming that by 'viable', you mean 'always place 1 or 2 in score, no matter what, like in them olden days before shotgun infiltrators took over.'  If they could somehow make just 1-shot SR's have a higher shieldgate percentage, that would be pretty nice imo.  But as powerful as SR's used to be and as powerful as shotguns are lately, I think they need to be pigeonholed a little more into niche ranges in order to remain super-powerful like eveyrone wants.

Modifié par Brymfyre, 25 septembre 2012 - 02:03 .


#77
mpompeo27

mpompeo27
  • Members
  • 1 834 messages
Snipers are already perfectly viable on gold. Learn to play better. Sorry for being a jerk, but it's true.

I just realized I probably only feel that way because I have a Valiant VI and don't use any of the other sniper rifles. It's possible the others suck.

Modifié par mpompeo27, 25 septembre 2012 - 01:52 .


#78
Jay_Hoxtatron

Jay_Hoxtatron
  • Members
  • 3 324 messages

Brymfyre wrote...

 Add a timer or something so that when you 'scope', your point of aim moves from your feet to your reticle in the span of a half-second or so; a sniper rifle should be a severe weakness when you find yourself 10 feet away from an enemy, at least for headshots.  Then you can make them uber-powerful again.  A sniper rifle should be an artist's weapon of precision, not rightclickleftclick DEAD! lefttriggerrighttrigger DEAD!  As long as there are no disadvantages to using one, I don't think they should have advantage over everything else.  Of course, claymore headshots at 50 yards would have to go away too, bah I should cancel this post, too many worms in this can.


In a game where 50 meters is the max range on the biggest maps, sniper rifles have every disadvantages.

Modifié par Jay_Hoxtatron, 25 septembre 2012 - 01:55 .


#79
LawShadow

LawShadow
  • Members
  • 211 messages

EvanKester wrote...

Rebel_Raven wrote...

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.

They can't change damage multipliers in live updates. That would have to happen in a patch.


Also, this is completely unnecessary. Sniper Rifles already have the best version of Piercing Mod, and they have the best version High-Velocity Barrel coming in the next patch (data in the files for Earth DLC shows it's a fullpowered Extended Barrel combined with a full-powered AP mod, all in one slot). Most Sniper Rifles have rather high damage per bullet, even the 'weak" sniper rifles don't lose much damage to armor, since all of them deal more than 50 damage per bullet. The only shotgun that really competes with sniper rifles for damage against armor is the Claymore.

It's also been mentioned that they're planning to add weak-points to boss enemies in the next patch. In the thread where it first came up, it was mentioned that headshot bonuses will probably apply against these weak points too. This will be huge for Sniper Rifles.


Could you post a link that gives more information regarding the patch and combination of extended barrel and AP mod. Does this mean i can use it with a "regular extended sniper barrel" or will this be removed?

Thanks

#80
Grunt_Platform

Grunt_Platform
  • Members
  • 2 289 messages

mpompeo27 wrote...

Snipers are already perfectly viable on gold. Learn to play better. Sorry for being a jerk, but it's true.

I just realized I probably only feel that way because I have a Valiant VI and don't use any of the other sniper rifles. It's possible the others suck.

A list of sniper rifles that I know from experience don't suck:
- Indra
- Javelin
- Viper
- Valiant

I'll probably be experimenting with them a bit more, but all these guns are more than viable, they're -good-.

#81
rymajn3

rymajn3
  • Members
  • 415 messages

EvanKester wrote...

mpompeo27 wrote...

Snipers are already perfectly viable on gold. Learn to play better. Sorry for being a jerk, but it's true.

I just realized I probably only feel that way because I have a Valiant VI and don't use any of the other sniper rifles. It's possible the others suck.

A list of sniper rifles that I know from experience don't suck:
- Indra
- Javelin
- Viper
- Valiant

I'll probably be experimenting with them a bit more, but all these guns are more than viable, they're -good-.

Kishock too. If you're host.

#82
Grunt_Platform

Grunt_Platform
  • Members
  • 2 289 messages

LawShadow wrote...
Could you post a link that gives more information regarding the patch and combination of extended barrel and AP mod. Does this mean i can use it with a "regular extended sniper barrel" or will this be removed?

Thanks

Here's the post where Chris Priestly talked about them: http://social.biowar.../index/13225475

As for the data on the mods... If you grab a Coalesced editor and open the DLC files, you can check out the stats for the mods. I'll dig around a bit to see where exactly you can find those and post it here.

The Sniper Rifle High Velocity Barrel is a barrel, so yeah, not compatible with the Extended Barrel, unless there's a bug or they change things when they release them. Been itching for these things to come out for a while.

rymajn3 wrote...
Kishock too. If you're host.

Thanks! Knew I was forgetting one.

Modifié par EvanKester, 25 septembre 2012 - 02:08 .


#83
Brymfyre

Brymfyre
  • Members
  • 209 messages

Jay_Hoxtatron wrote...


In a game where 50 meters is the max range on the biggest maps, sniper rifles have every disadvantages.




Yeah, I thought of that but didn't feel like delving into it haha.  Those people of the future age a lot better and are more genetically refined, you wouldn't think they'd need a 8x (is this what SR's are? pretty sure ar scopes are 4x) scope for a 50 meter shot, insult to deer hunters everywhere.

#84
neteng101

neteng101
  • Members
  • 1 451 messages
Undo the TC nerfs in full.

#85
Yoshiyuki Ly

Yoshiyuki Ly
  • Members
  • 773 messages
If "people in general" still think sniper rifles aren't viable, I'm fine with this. I use them all the time and would rather Bioware leave them alone entirely.

#86
Eckswhyzed

Eckswhyzed
  • Members
  • 1 889 messages
@Teltow

The reason I think the duration nerf was a good thing was that it encouraged a higher level of play. I find that the shorter duration on my glass cannons means I have to play a lot smarter now rather than being able to escape from nearly any situation. It also makes damage infiltrators care more about weight - I know my Claymore GI was slowed down a bit. This last point was kind of remdered moot by the Piranha but that's a whole other thread :)

Duration infils get a lot more mobility and versatility. And if you're saying that there's still no reason to take the duration evo, isn't that an argument for a buff to the duration evo or nerf to damage ;) ???

Anyway, back on topic: I am against a buff to TC sniper rank 6. If you think snipers are bad on infiltrators right now (I don't), you should stay away from SRs on the other classes. Buff the base damage and let the other classes have some fun.

#87
DJ-MAT

DJ-MAT
  • Members
  • 36 messages

PsychoticBiotic wrote...

Eliminate screen shake.

This one... NOW!!!

It's horrible to suffer the screen shake with every biotic explosion.

#88
LawShadow

LawShadow
  • Members
  • 211 messages

EvanKester wrote...

LawShadow wrote...
Could you post a link that gives more information regarding the patch and combination of extended barrel and AP mod. Does this mean i can use it with a "regular extended sniper barrel" or will this be removed?

Thanks

Here's the post where Chris Priestly talked about them: http://social.biowar.../index/13225475

As for the data on the mods... If you grab a Coalesced editor and open the DLC files, you can check out the stats for the mods. I'll dig around a bit to see where exactly you can find those and post it here.

The Sniper Rifle High Velocity Barrel is a barrel, so yeah, not compatible with the Extended Barrel, unless there's a bug or they change things when they release them. Been itching for these things to come out for a while.

rymajn3 wrote...
Kishock too. If you're host.

Thanks! Knew I was forgetting one.


Thank you for the link appreciate it.

#89
fallen_acolyte

fallen_acolyte
  • Members
  • 606 messages

EvanKester wrote...

mpompeo27 wrote...

Snipers are already perfectly viable on gold. Learn to play better. Sorry for being a jerk, but it's true.

I just realized I probably only feel that way because I have a Valiant VI and don't use any of the other sniper rifles. It's possible the others suck.

A list of sniper rifles that I know from experience don't suck:
- Indra
- Javelin
- Viper
- Valiant

I'll probably be experimenting with them a bit more, but all these guns are more than viable, they're -good-.


Widow and Bw aren't good snipers?

#90
corporal doody

corporal doody
  • Members
  • 6 037 messages
BIGGER MAPS!

#91
LandoCalrisian

LandoCalrisian
  • Members
  • 315 messages
Headshots to bosses wouldn't be sniper specific - claymore would still be better than Widow in that situation as cloaked headshots with a shotgun are just as easy as cloaked shots with a sniper.

I think the best solution to "how to make snipers viable" would be to approximately double their damage, but also double (or triple) their reload time, and make reload cancelling them impossible.

Doubling damage would make them blow through shield gate and pretty much every non-boss, while increasing reload time would keep snipers as the specialized weapons they should be.

Leave shieldgate levels alone, but buff damage so that:

Widow X + Javelin + Kyshock X: Oneshot all footsoldiers on gold
Black Widow : 2-shot all footsoldiers on gold (ie can kill 3 pyros every 2 clips)
Valiant : 3-shot all footsoldiers on gold
Viper : max 1 full clip kills all footsoldiers on gold
Mantis : 1-shot all footsoldiers except phantoms and pyros on gold
Krysae, Indra, Raptor : max 1 full clip with every shot hitting kills all footsoldiers except phantoms on gold

Tactical cloak means black widow takes out marauders, hunters, engineers, centurions in one hit, valiant in 2 hits, and allows mantis to one-hit pyros. Benefit to Widow/Javelin/Kyshok mainly comes in boss damage, but also makes for safer reloads.

Tradeoff - every sniper takes 3-5 seconds per reload. This will make TC valuable for reload safety, and make snipers the specialized weapons they should be - kill less grunts per second and have lower DPS including reloads than assault rifles and shotguns, but make them really kick ass against more powerful enemies.

Modifié par LandoCalrisian, 25 septembre 2012 - 04:17 .


#92
mpompeo27

mpompeo27
  • Members
  • 1 834 messages

EvanKester wrote...

mpompeo27 wrote...

Snipers are already perfectly viable on gold. Learn to play better. Sorry for being a jerk, but it's true.

I just realized I probably only feel that way because I have a Valiant VI and don't use any of the other sniper rifles. It's possible the others suck.

A list of sniper rifles that I know from experience don't suck:
- Indra
- Javelin
- Viper
- Valiant

I'll probably be experimenting with them a bit more, but all these guns are more than viable, they're -good-.


Oh yeah. I forgot the Indra. I use that one too. Also, awesome.

#93
mpompeo27

mpompeo27
  • Members
  • 1 834 messages

LandoCalrisian wrote...

Headshots to bosses wouldn't be sniper specific - claymore would still be better than Widow in that situation as cloaked headshots with a shotgun are just as easy as cloaked shots with a sniper.

I think the best solution to "how to make snipers viable" would be to approximately double their damage, but also double (or triple) their reload time, and make reload cancelling them impossible.

Doubling damage would make them blow through shield gate and pretty much every non-boss, while increasing reload time would keep snipers as the specialized weapons they should be.

Leave shieldgate levels alone, but buff damage so that:

Widow X + Javelin + Kyshock X: Oneshot all footsoldiers on gold
Black Widow : 2-shot all footsoldiers on gold (ie can kill 3 pyros every 2 clips)
Valiant : 3-shot all footsoldiers on gold
Viper : max 1 full clip kills all footsoldiers on gold
Mantis : 1-shot all footsoldiers except phantoms and pyros on gold
Krysae, Indra, Raptor : max 1 full clip with every shot hitting kills all footsoldiers except phantoms on gold

Tactical cloak means black widow takes out marauders, hunters, engineers, centurions in one hit, valiant in 2 hits, and allows mantis to one-hit pyros. Benefit to Widow/Javelin/Kyshok mainly comes in boss damage, but also makes for safer reloads.

Tradeoff - every sniper takes 3-5 seconds per reload. This will make TC valuable for reload safety, and make snipers the specialized weapons they should be - kill less grunts per second and have lower DPS including reloads than assault rifles and shotguns, but make them really kick ass against more powerful enemies.


I vote Nay on this.

#94
ToaOrka

ToaOrka
  • Members
  • 3 508 messages
Make everything the Indra, Valiant, Viper, Javelin, or Kishock.
It's all Bioware can do.

#95
Doni

Doni
  • Members
  • 482 messages
Adding weak spots for bosses and removing shield gate entirely for headshots would balance sniper rifles in my opinion.  That way, snipers are more fairly rewarded for good aim and patience, as the class should be.

#96
Grunt_Platform

Grunt_Platform
  • Members
  • 2 289 messages

fallen_acolyte wrote...

Widow and Bw aren't good snipers?


I just haven't used them since the Shield Gate change. I've heard the Black Widow is lagging in damage a bit, and the Widow's actually slightly slower than the Javelin. So... I don't know.

I'm pretty sure they're still good, just nor quite where they once were.

The cool thing is, if you can land the headshots the Javelin is capable of killing anything up to a Phantom in one shot on Gold. I don't know if the Widow can do the same. Worth a try I guess.

Modifié par EvanKester, 25 septembre 2012 - 04:40 .


#97
Yoshiyuki Ly

Yoshiyuki Ly
  • Members
  • 773 messages

EvanKester wrote...

just nor quite where they once were.


That was the point of the balance changes.

#98
Grunt_Platform

Grunt_Platform
  • Members
  • 2 289 messages

Yoshiyuki Ly wrote...

EvanKester wrote...

just nor quite where they once were.


That was the point of the balance changes.

Well, yes :P. Though I'm pretty sure it was aimed more at the Krysae than the Widow...

#99
Shampoohorn

Shampoohorn
  • Members
  • 5 863 messages
The trouble is that other guns snipe as well as snipers. Shieldgate is now fine, so Bioware should do the following:
1) Reduce the zoom on pistol scopes.
2) Increase the spread on all shotguns.
3) Slightly reduce or limit the accuracy bonuses that geth and turians get. Have you seen the Piranha's spread when Marksman is active? What a joke.
4) Buff damage for some snipers.

Modifié par Shampoohorn, 25 septembre 2012 - 04:55 .


#100
Kenadian

Kenadian
  • Members
  • 5 031 messages

Shampoohorn wrote...


The trouble is that other guns snipe as well as snipers. Shieldgate is now fine, so Bioware should do the following:
1) Reduce the zoom on pistol scopes.
2) Increase the spread on all shotguns.
3) Slightly reduce or limit the accuracy bonuses that geth and turians get. Have you seen the Piranha's spread when Marksman is active? What a joke.

4) Buff damage for some snipers.


Gonna say **** no to those.