How can Bioware make snipers a more viable option again?
#176
Posté 29 septembre 2012 - 02:28
- 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
Posté 29 septembre 2012 - 02:33
I'm for this.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'.
#178
Posté 29 septembre 2012 - 02:47
So that's just my ideas, new Sniper Weapon Mods:
Gryo-stabilized Scope
Disruptor Barrel
Rapid Reloader
#179
Posté 29 septembre 2012 - 02:47
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.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
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
Posté 29 septembre 2012 - 02:56
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
Posté 29 septembre 2012 - 03:06
Hip-fire penalty is the more logical way to actually encourage proper aiming with a sniper.
#182
Posté 29 septembre 2012 - 03:06
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?Fox-snipe wrote...
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.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
No to the second since it flies in the face of the ME universe. Kinectic barriers focus on fast-moving projectiles.
On top of that, I hate CoD with a passion.
Modifié par SpineVomit, 29 septembre 2012 - 03:06 .
#183
Posté 29 septembre 2012 - 03:09
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
Posté 29 septembre 2012 - 03:25
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?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.
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
Posté 29 septembre 2012 - 03:32
Can't wait. Doesn't have to be 2.5x or anything but there should be something.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...
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
Posté 29 septembre 2012 - 05:01
Eric Fagnan wrote...
Stay tuned for headshots on bosses...
My Female Quarian Infiltrator is doing her happy dance
#187
Posté 29 septembre 2012 - 05:27
Now if the headshot bonus on bosses (however small) applied *only* to SRs, then it's plausible fix.
#188
Posté 29 septembre 2012 - 05:53
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
Posté 29 septembre 2012 - 06:00
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
Posté 29 septembre 2012 - 06:09
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
Posté 29 septembre 2012 - 06:17
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
Posté 29 septembre 2012 - 06:22
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
Posté 29 septembre 2012 - 06:34
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
Posté 30 septembre 2012 - 03:01





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