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Lame Sniper Mechanics: Pls Improve for ME:A!


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#26
TheNightSlasher

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All these weapons can be good, even excellent in very specific conditions, but they're not all that great in general

which is fantastic... 

 

We have too many weapons that are great on everything from a volus to GI and I'm glad that sniper rifles (and smgs excl. the hurricane) play differently. 

 

Reg. the indra not being optimal on any kit - it's kinda true, which makes it one of my favorite weapons and URs. It gets the job done, is quite easy to use, doesn't require too much compromise in terms of gear, unique design for a sniper. 


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#27
Xen

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Is it me, or are the sniper mechanics in this game incredibly lame? Specifically I have a laundry list of issues with the sniper rifles.

1. No-scope damage reduction, WTF? Why should not scoping in have any effect on the damage? This makes no sense. I could see no-scope firing impairing accuracy, but damage? Pretty lame Bioware.

Bloom is a much better way to balance the weapons being fired from the hip in most FPS games, but I'm not sure about this one. Our characters take too long to die, especially the tankier ones. You can walk right up to enemies from the front and shove a rifle down their throat with almost no penalty. A black widow that didn't require scoping to get full damage would essentially be an infinite range shotgun and would be ridiculously easy to use at short and long ranges, for example.

 

2. Auto-unscope upon reload, why? Trained snipers don't need to come off the scope to reload, and this is the N7 we're talking about here. Especially for single shot weapons, it would be nice if the sniper could stay scoped in upon reload.

Trained snipers also don't lug around 40 kilo singleshot rifles to quickscope enemies that are 15m away while standing up completely visible in the open. I can't say I care much either way about this one though. Every other weapon requires removing from the shoulder to reload, and I don't have an issue because staying in tunnel vision longer than you need to is silly anyway so ¯\_(ツ)_/¯. Games that let you work the bolt in scope I always come out of it after every shot anyway.
 

3. The generic sight picture provided by the scope mods is lame. IMO the scope mod should not change the native overlay of the built in scope, but rather modify it appropriately (more/less zoom, thermal imaging, etc.)

I don't really care about the overlay but scope mods that affect accuracy in general are a half baked idea for a mod. On sniper rifles they do nothing or are clearly suboptimal compared to more damage/piercing or extra clips (thus more sustained DPS). They need more reasons to be selected over other mods. Better yet, I'd be happy if the sighting system didn't take up a mod slot, and instead one could choose between different optics like in modern shooters (different magnification levels like reflex, 4x, 6x, 2-10x variable, thermal or FLIR) depending on kit and loadout without being automatically disadvantaged.
 

4. Auto-aim is LAME!!! No one appreciates it, not even the audience it was desinged for.

You say that, but try to play any console shooter that has it with it turned off. You'll likely be getting stomped by scrubs with .8 K/Ds that you would normally kill before they could even begin to fire. There's a reason that professional console players use it, because it helps much, much more than it hurts. People get mad at that time that they accidentally shoot a swarmer but chalk up the 10 previous shots that would have all been near misses or taken much longer to execute without aim assist solely to their own skill.


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#28
LemurFromTheId

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which is fantastic... 

 

We have too many weapons that are great on everything from a volus to GI and I'm glad that sniper rifles (and smgs excl. the hurricane) play differently.

 

I can totally understand that, and I wish more weapons had significant weaknesses that would force you to find ways around them. What I don't like is that an entire weapon category is balanced for a very specific group of kits (which even shares the same main power). Maybe I shouldn't care, as I use "underpowered" weapons all the time when pugging anyway, but... I do care. I don't want to feel like I'm gimping myself if I take a sniper rifle on a random engineer or sentinel, but the fact is that I am. On the other hand, the gamer in me wants to find ways to maximize my power, so there's some serious congnitive dissonance.

 

The real culprit is TC, of course. We agree on that.



#29
Xen

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The real culprit is TC, of course. We agree on that.

All the specific weapon damage bonuses in TC didn't really make much sense. ME1's Assassination ability was a better implementation. Why is my M-13 Raptor getting a damage bonus for 2.5 seconds when my Mattock isn't (unless I use TGI, where it is the opposite), even though they function exactly the same? It just creates an unnecessary balancing issue where you must slightly nerf the sniper (as they did in the instance of these two weapons) or risk it being overpowered on infiltrator kits.

If TC  or its equivalent is still going to have a weapon bonus, it should be flat and for for the first round fired only IMO. This would still make it optimal with some snipers and shotguns, leaving the others to be optimized around kits with longer duration bonuses (like soldiers) and the lighter, usually more rapidly firing ones for less weapon damage focused kits.

 


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#30
LemurFromTheId

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All the specific weapon damage bonuses in TC didn't really make much sense. ME1's Assassination ability was a better implementation. Why is my M-13 Raptor getting a damage bonus for 2.5 seconds when my Mattock isn't (unless I use TGI, where it is the opposite), even though they function exactly the same? It just creates an unnecessary balancing issue where you must slightly nerf the sniper (as they did in the instance of these two weapons) or risk it being overpowered on infiltrator kits.

If TC  or its equivalent is still going to have a weapon bonus, it should be flat and for for the first round fired only IMO. This would still make it optimal with some snipers and shotguns, leaving the others to be optimized around kits with longer duration bonuses (like soldiers) and the lighter, usually more rapidly firing ones for less weapon damage focused kits.

 

Yeah, I think damage bonuses are generally a bad idea. Combat kits should have bonuses in terms of weapon stability & sway, spare ammo capacity and in speed of weapon switching, reloading and peeking out of cover; stuff like that.

 

Also, I hate it when a kit has a bonus for a specific weapon type. A bonus for combining X with Y is conceptually the same thing as a penalty for combining anything else than X with Y. I don't want the devs telling me that I should be using this or that gun, I want the best weapon for the build/kit emerge naturally from the game mechanics.

 

That said, if TC is to have a generic damage bonus, I don't think a bonus for the first round only is any better than what we have now, it'd just limit TC's usefulness to single-shot weapons. A more sensible approach would be if the damage bonus ramped down smoothly from 100% to 0% in X seconds after the first shot. Also, I think the maximum damage bonus TC provides should be proportional to the time you spend in cloak, that'd balance it rather naturally.


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#31
Krazy_Kirby

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Turian can do whatever the **** he wants and I'll allow it, b/c Turian.


lets see your turian do a combat roll. (cover to cover roll doesnt count)

#32
PHOEN1XK1NG

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Single shot snipers pair well with GI.

ftfy



#33
physiolosopher

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You say that, but try to play any console shooter that has it with it turned off. You'll likely be getting stomped by scrubs with .8 K/Ds that you would normally kill before they could even begin to fire. There's a reason that professional console players use it, because it helps much, much more than it hurts. People get mad at that time that they accidentally shoot a swarmer but chalk up the 10 previous shots that would have all been near misses or taken much longer to execute without aim assist solely to their own skill.

 

I would have loved the option to turn it off. It dilutes the strategic aspect of sniping. Target prioritization is made more difficult and rapid boss headshots become impossible. And since this is not PvP that's not really a fair comparison. Human intelligence performs drastically different from AI. Auto aim means regression to the mean for everyone. Crappy snipers don't deserve to rack up so many easy kills and good snipers deserve better than to have to choose between kill rate and headshots. SRs are my favorite but having my reticle drop from the brain to the heart when I scope at close/medium range is not cool.


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#34
Terminator Force

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I just really want auto-aim gone. Thing doesn't even help at all. It's like it's just there to mess up your aim and tactics. And even if it did work, I don't want a game playing itself. Playing a shooting game is all about you doing the aiming. Take that away and why the heck would I even bother when I also have got my own Spitfire X as well.



#35
Salarian Master Race

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I have a brilliant idea

 

Make it an option in the menu


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#36
capn233

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I agree that no scope penalty should have been to accuracy and stability, not to damage.  They could even go as far as removing the reticle as well for snipers out of scope.


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