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How can Bioware make snipers a more viable option again?


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#176
SpineVomit

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In summary, snipers could be fixed by:

- Increased headshot damage bonus (somewhere between 3x and 4x instead of the usual)
- Removal of aim assist (more like hinderance) from consoles
- Removal of goddamn screenshake
- Removal of hip-fire penalty, and the addition of massive recoil when unscoped to prevent abuse
- The fewer shots in a sniper's default clip, the greater the shieldgate bypassing ability of the weapon; with a maximum of about 40% extra for single-shot snipers, regardless of difficulty
- Net 20-25% damage increase to snipers with clips at or smaller than 3
- Bigger armour damage multiplier for anti-materiel rifles like the Widow, Javelin and Black Widow, to make them truly 'anti-materiel'.

#177
Epique Phael767

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SpineVomit wrote...

In summary, snipers could be fixed by:

- Increased headshot damage bonus (somewhere between 3x and 4x instead of the usual)
- Removal of aim assist (more like hinderance) from consoles
- Removal of goddamn screenshake
- Removal of hip-fire penalty, and the addition of massive recoil when unscoped to prevent abuse
- The fewer shots in a sniper's default clip, the greater the shieldgate bypassing ability of the weapon; with a maximum of about 40% extra for single-shot snipers, regardless of difficulty
- Net 20-25% damage increase to snipers with clips at or smaller than 3
- Bigger armour damage multiplier for anti-materiel rifles like the Widow, Javelin and Black Widow, to make them truly 'anti-materiel'.

I'm for this.

#178
Kovash_

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I didn't read every post in the thread, but I've noticed every other weapon has 5-7 upgrades available on them. Why not introduce a scope upgrade for the Sniper rifle which removes screen shake completely, or maybe add that to the existing scope. Maybe put a new Weapon called Disruptor Barrel which does additional damage to shields or bypasses them with a certain percentage (Like Phase rounds in ME1) Or the last weapon mod I would LOVE to see: Rapid Reloader. Cut the animation time of reloading your sniper rifle by 50% (or maybe like 35% at rank I and up to 60% faster at rank V)

So that's just my ideas, new Sniper Weapon Mods:
Gryo-stabilized Scope
Disruptor Barrel
Rapid Reloader

#179
Fox-snipe

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SpineVomit wrote...

- Removal of hip-fire penalty, and the addition of massive recoil when unscoped to prevent abuse
- The fewer shots in a sniper's default clip, the greater the shieldgate bypassing ability of the weapon; with a maximum of about 40% extra for single-shot snipers, regardless of difficulty

Hell no to the first.  Honestly people need to stop using Snipers like CoD taught them.  It's a precision instrument of death that needs to be properly shouldered, not something you can fire from your hip and stay on your feet.  Go use a shotgun if you want that kind of utility, or bring a back-up hand cannon.

No to the second since it flies in the face of the ME universe.  Kinectic barriers focus on fast-moving projectiles.

Now a sniper-exclusive weapon mod, sure.  I previously proposed in long-lost threads a type of ammo modifier (an actual mod though) that mimics sabot-type rounds.  The "bullet" is multi-stage and when making contact with Shields, does damage to them, but in the process a small portion of damage directly impacts the next layer (armor/health) to mimic a slower-moving projectile (the inner portion of the round).  That inner portion made it through the shield since kinect barriers don't activate with lower-speed impacts and it does only 1-3 bars of damage to Armor (depending on the potential of the specific sniper).

That lower damage though only comes into play when dealing with barriers/shields, and the mod would block other damage-increasing mods like barrels.  You'll still need to deal with the shield to actually get full damage against the next level but at least you're not losing so much damage (you're actually giving yourself a bit of a headstart for the next level).

Think of it as a shield version of the Piercing mod, acting more-or-less the same as the Piercing does when it comes into contact with cover/map geometry.

Modifié par Fox-snipe, 29 septembre 2012 - 02:50 .


#180
Jay_Hoxtatron

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Fox-snipe wrote...

SpineVomit wrote...

- Removal of hip-fire penalty, and the addition of massive recoil when unscoped to prevent abuse
- The fewer shots in a sniper's default clip, the greater the shieldgate bypassing ability of the weapon; with a maximum of about 40% extra for single-shot snipers, regardless of difficulty


Hell no to the first.  Honestly people need to stop using Snipers like CoD taught them.  It's a precision instrument of death that needs to be properly shouldered, not something you can fire from your hip and stay on your feet.  Go use a shotgun if you want that kind of utility, or bring a back-up hand cannon.


I used snipers way before CoD, and every half decent sniper knows how to hipfire. In every other game, there isn't a hipfire damage penalty. Less accuracy, sure, because that's logical, but a damage penalty, really?

Modifié par Jay_Hoxtatron, 29 septembre 2012 - 02:56 .


#181
Fox-snipe

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Less accuracy makes even less sense. Snipers are by nature very precise. You aim at someone's foot, it's going to shoot them in the foot. Ordinarily that won't kill someone (will hurt like hell though). Very few if any games worry about where the shot hit aside from the head, so you could quite easily kill an enemy by shooting them in the foot with a Widow.

Hip-fire penalty is the more logical way to actually encourage proper aiming with a sniper.

#182
SpineVomit

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Fox-snipe wrote...

SpineVomit wrote...

- Removal of hip-fire penalty, and the addition of massive recoil when unscoped to prevent abuse
- The fewer shots in a sniper's default clip, the greater the shieldgate bypassing ability of the weapon; with a maximum of about 40% extra for single-shot snipers, regardless of difficulty

Hell no to the first. Honestly people need to stop using Snipers like CoD taught them. It's a precision instrument of death that needs to be properly shouldered, not something you can fire from your hip and stay on your feet. Go use a shotgun if you want that kind of utility, or bring a back-up hand cannon.

No to the second since it flies in the face of the ME universe. Kinectic barriers focus on fast-moving projectiles.

So you're against the removal of the hip-fire penalty because you think it will introduce a stupid playstyle, even though it laughs in the face of actual physics. Sure, hipfiring a sniper would nearly break a person's arm, but it wouldn't cause any less damage to a target than a scoped shot. Also, your argue a shieldgate adjustment because it goes against ME's physics in favour of balancing. If we've already got space magic, why should it matter?

On top of that, I hate CoD with a passion.

Modifié par SpineVomit, 29 septembre 2012 - 03:06 .


#183
Jay_Hoxtatron

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Fox-snipe wrote...

Less accuracy makes even less sense. Snipers are by nature very precise. You aim at someone's foot, it's going to shoot them in the foot. Ordinarily that won't kill someone (will hurt like hell though). Very few if any games worry about where the shot hit aside from the head, so you could quite easily kill an enemy by shooting them in the foot with a Widow.

Hip-fire penalty is the more logical way to actually encourage proper aiming with a sniper.


No. If you hipfire any gun, you're less accurate. That's a fact. To be more accurate, you aim down the sight, or in this case, the scope. But the damage will be the same.

#184
Fox-snipe

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SpineVomit wrote...

So you're against the removal of the hip-fire penalty because you think it will introduce a stupid playstyle, even though it laughs in the face of actual physics. Sure, hipfiring a sniper would nearly break a person's arm, but it wouldn't cause any less damage to a target than a scoped shot. Also, your argue a shieldgate adjustment because it goes against ME's physics in favour of balancing. If we've already got space magic, why should it matter?

On top of that, I hate CoD with a passion.

There are a multitude of ways snipers could be improved/balanced besides subverting a core mechanic.  Would it help if I said I'd like to see some semblence of comparison between Single- & Multi-player?

Most of the differences between the two are a matter of timers and small damage adjustments.  Shieldgate may have been lowered on Gold & Platinum but the mechanic still exists, just as it does in the campaign.  The adjustment to lower them is because it utterly ruined snipers while dealing with bullet sponges where it's very likely you will have a single shield bar left for your next shot.  If snipers get to bypass shieldgate in multiplayer they should get that same advantage in singleplayer, which is doubtful at best.  Even then I think there are better adjustments available.

Jay_Hoxtatron wrote...

No. If you hipfire any gun, you're less accurate. That's a fact. To be more accurate, you aim down the sight, or in this case, the scope. But the damage will be the same.


The problem is in almost any game a sniper will fire perfectly straight, and your view of the game environment dictates that shot will hit dead-center where your reticle is.  Ok, so let's introduce an accuracy modifier.  Say a randomizer that says you have a 25% chance every pull of the trigger to actually hit where you are aiming.  Now would you rather have a 3-out-of-4 chance of your shot doing zero damage, or having a much higher chance of the shot impacting the target but at reduced/half damage?  More importantly, which would the average Internet-dwelling player prefer?  People already damn the 33% (formerly 25% I think) power evolutions that grant zero cooldown.

Personally I'd like to see games that completely prevent you from firing a sniper if you are't scoped in for at least a fraction of a second.  Powerful weapons should have an inherent weakness and people should be forced to bring a back-up side-arm (they are already light enough and have close/equal punch).

Modifié par Fox-snipe, 29 septembre 2012 - 03:27 .


#185
cuzIMgood

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Eric Fagnan wrote...

Mumba1511 wrote...

 I was thinking that they either:

- Take away shield-gating (Or alter it somehow)
- Give sniper's back headshot damage on bosses (Primes,Atlas' and Banshee's)

Any other suggestions? 

Keep in mine that snipers are supposed to be powerful. Cause they're bloody snipers!


Stay tuned for headshots on bosses...

Can't wait.  Doesn't have to be 2.5x or anything but there should be something.

Hopefully this won't just apply to snipers though.  Currently there is really no reason to use any accurate weapon on platinum because there are so many big bosses up in your face you don't need accuracy.

#186
Shakespeare212

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Eric Fagnan wrote...


Stay tuned for headshots on bosses...


My Female Quarian Infiltrator is doing her happy dance

#187
megawug

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Now that I've had more time to think about it, headshot damage on bosses actually benefits non-SRs more than SRs, so it won't fix the problem.

Now if the headshot bonus on bosses (however small) applied *only* to SRs, then it's plausible fix.

#188
The Renegade Fem-Shep

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I hate sniper rifles. One because people call them snipers (snipers are people with rights, sniper rifles are objects we use to kill other people), two because in all honesty they're used more like DMRs in 99.9% of shooters, three because everybody camps like a MO-FO while using them in any shooter, and lastly, I have yet to see a game replicate the concepts of long-range trajectories. ME1 didn't do too shabby of a job, but beyond that, they're totally overkill at the short ranges in ME2, 3, and MP.

Anyway, that's my rant on sniper RIFLES. The application of them in ME3 is so beyond unrealistic and the way people use them drives me nuts.

P.S. Also have yet to see a game incorporate the MASSIVELY important recon aspect and value of a sniper on the battlefield. To me this is even more important than making a well-placed shot.

Modifié par Morugatu, 29 septembre 2012 - 05:55 .


#189
Arppis

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I don't get why Snipers should be all mighty weapons of destruction of all times.

We could instead get viable AR's or SMG's. Snipers have it pretty good compaired.

Jay_Hoxtatron wrote...

I used snipers way before CoD, and every half decent sniper knows how to hipfire. In every other game, there isn't a hipfire damage penalty. Less accuracy, sure, because that's logical, but a damage penalty, really?


I think it's smart, not realistic for sure, but neither is sniper running with super speed, carrying heavy gun and shooting it up in close quaters.

But I think it's just wrong game to incorporate it in. In CoD this would prevent the stupid trend of quickscoping and having snipers ACTUALY use the sniper for what it is ment to for, not as shotgun.

but as I said, it's a smart way to prevent players using snipers in "wrong" way.

Modifié par Arppis, 29 septembre 2012 - 06:04 .


#190
FeralJester616

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Arppis wrote...

I don't get why Snipers should be all mighty weapons of destruction of all times.

We could instead get viable AR's or SMG's. Snipers have it pretty good compaired.


I get what you're saying, AR's need to feel like AR's, not just heavy SMG's... The SMG's are fine as they are though. For a light weight weapon, they shouldn't do anymore damage. IMHO, if you want weapon damage, take an AR, want power CD, take an SMG.

ATM, we only have light and heavy SMG's.

As for the Snipers, I think making them fire from cover would suit the weapon rather nicely. They can/should deal alot of damage, but they should also have their limitations. Look at the real world, how often do you see/hear od a sniper running around with his weapon?

As infiltrators don't really suffer from CD, taking a backup weapon is easily viable.

Modifié par FeralJester616, 29 septembre 2012 - 06:14 .


#191
Arppis

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FeralJester616 wrote...

Arppis wrote...

I don't get why Snipers should be all mighty weapons of destruction of all times.

We could instead get viable AR's or SMG's. Snipers have it pretty good compaired.


I get what you're saying, AR's need to feel like AR's, not just heavy SMG's... The SMG's are fine as they are though. For a light weight weapon, they shouldn't do anymore damage. IMHO, if you want weapon damage, take an AR, want power CD, take an SMG.

ATM, we only have light and heavy SMG's.

As for the Snipers, I think making them fire from cover would suit the weapon rather nicely. They can/should deal alot of damage, but they should also have their limitations. Look at the real world, how often do you see/hear od a sniper running around with his weapon?

As infiltrators don't really suffer from CD, taking a backup weapon is easily viable.


Yeah. Exactly. :)

And true about the cover firing. Would be kinda nice.

#192
ArtGerhardt

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Eric Fagnan wrote...

Stay tuned for headshots on bosses...


I was thinking this the other day:

Since the Primes "head" isn't really a head, and just an extension for its vision, Prime headshot shouldn't do extra damage. Instead, a powerful headshot will reduce the primes accuracy and tracking speed. Since Primes don't have an ONK attack, this will be balenced. The higher the damage per bullet, the longer and more intense the distruption is.

#193
Exicuren

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DarthKilby wrote...

Bring back the ammo from mass effect 1 that bypassed shields but reduced your overall weapon damage. I think they were called phasic rounds but I'm not sure


Even better, make it a SR mod.

#194
Kroniic Fail

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Headshots back on bosses. :D