Sharpshooter Slug Rifle nerf.
#81
Posted November 23 2012 - 02:20 AM
#82
Posted November 23 2012 - 02:24 AM
Talesin, on November 21 2012 - 03:35 PM, said:
hehehe... yes the incredible Chase like Seagull and Run Around Behind Him tactics.... inspired stuff.
Seriously though, the SS has been overnerfed.. regenerating items and high RoF and AoE seeking/tracking weapons everywhere mean there is no real role for them. With the absurd requirements on the sabot it should be doing well over 50% damage on target at a minmum.
sig courtesy of Necro
#83
Posted November 23 2012 - 02:57 AM
Snipers need to learn how to lead their targets and once that skill is acquired the reward would be being able to lay down large amounts of entirely front-loaded damage at any range; that skill requirement will in itself enforce a self-correcting measure as far as the number of people wanting to snipe goes because not everyone can lead small, fast-moving targets at range whereas in CB1&2 all that was needed was to point-click-kill - a trained monkey could do that.
Anyway, my C-class Brawler is now slower than the speed of dark and I keep getting pegged by SS’s for miles around. I’ve adapted to my out-of-the-blue speed loss, SS players need to similarly adapt (accepting that the initial CB3 nerf was over the top).
#84
Posted November 23 2012 - 03:54 AM
I do question the apparent need to make it non-hitscan. If the other bullet-based weapons are hitscan, then why not the slug as well (I believe it's not hitscan any longer along with the sabot, correct_).
The slug never was that accurate unscoped. Now it puts players at even more of a disadvantage when being closed in on.
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
Follower of Wheaton's Law, #spawn camper, test dummy for science, and being one of "those guys" <3Youtube: thebaconavenger - Twitch/Twitter: bacon_avenger
System specs: i5 2500k // Asus P8Z68-V // eVGA GeForce GTX 560 Ti Superclocked // 16 GB 1600 DDR3New to siege_ Give Bacon's Guide to Siege Mode a watch
#85
Posted November 23 2012 - 04:03 AM
I suppose the intent is to create two distinct forms of SS and [REDACTED]: one that is entirely front-loaded damage, non-hitscan with a pretty high damage effect over any range commensurate with a pretty high skill cap (Sabot/Slug); and a slightly more CQB-capable/'easier' version with a mix of hitscan and non-hitscan weaponry (Sabot/SA).
#86
Posted November 23 2012 - 06:11 AM
The_Eldritch_Abomination, on November 22 2012 - 11:22 PM, said:
Lulz, I'm totally not doing that in BL:R
#87
Posted November 24 2012 - 09:34 AM
Problem with SS is people will cry OP no matter what they do to it. I was playing vs someone in a DM yesterday and he was bitching at me for using SS: "all you do is ks", "SS is so easy" etc etc....
So I told him to use SS and prove to me how easy it is. He wouldn't. So I switched to assault, which is leaps and bounds easier than SS will ever be, destroyed him numerous times, switched back to SS so he would actually stand a chance vs me, then he rage quit lol
All in all, CBE2 values were perfect for the SS. Would be nice to get those back, but the current isn't too bad.
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#88
Posted November 24 2012 - 09:39 AM
The damage is LOW with both the Sabot and slug. A direct zoomed hit with both weapons simultaneously does about 30% damage to the enemy whereas a direct hit with both grenade and heat cannon from an infiltrator does much, much more.
I feel that the slug should still be hitscan - im okay with it doing less damage and less heat, but it should be a click to pop gun. The sabot however, should have drastically increased damage and non-hitscan. That's just my 2 cents. I used to love this mech, now its stupid to go in as one.
#89
Posted November 24 2012 - 09:47 AM
N0stalgia, on November 24 2012 - 09:39 AM, said:
The damage is LOW with both the Sabot and slug. A direct zoomed hit with both weapons simultaneously does about 30% damage to the enemy whereas a direct hit with both grenade and heat cannon from an infiltrator does much, much more.
I feel that the slug should still be hitscan - im okay with it doing less damage and less heat, but it should be a click to pop gun. The sabot however, should have drastically increased damage and non-hitscan. That's just my 2 cents. I used to love this mech, now its stupid to go in as one.
This is true, the inf does ridiculous amounts of damage considering it's a class A mech.
And yes, that is a good thing that we don't have camping snipers in hawken. It's pretty funny because you'll notice two arguments from the anti SS camp:
1. It's a campy ks class
2. It shouldn't be able to be used close range, it should be a "sniper"
Kinda contradictory imo. Only goes to show that it really was balanced in CBE2
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#90
Posted November 24 2012 - 11:47 AM
The slug/sabot are weapons of opportunity. They are best used to get that one last hit in as an enemy dashes between two points of cover, or just before they turn around a corner.
I would argue that it took a fair amount of skill to be able to notice the enemy marker on screen, be able to scope in to the right point where the pilot has LoS (which quite often is a very narrow section of the map), and be able to make an accurate shot in that split second before that LoS is lost.
I can't remember the number of times this exact thing happened to me. I saw the enemy marker box, zoomed and aimed into a very narrow space, and was able to get a hit (or make a kill) only because I had a shot for a very small amount of time. Now with the weapons not being hitscan, it makes this that much harder, if not impossible.
I'm all for balancing the weapons and making it a good mech for those who are skilled, but I do wonder if these last changes may have made the skill requirements to be effective a bit too high...
Feel free to debate and point out the flaws, that's what we as beta testers are here for, to discuss balance and such.
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
Follower of Wheaton's Law, #spawn camper, test dummy for science, and being one of "those guys" <3Youtube: thebaconavenger - Twitch/Twitter: bacon_avenger
System specs: i5 2500k // Asus P8Z68-V // eVGA GeForce GTX 560 Ti Superclocked // 16 GB 1600 DDR3New to siege_ Give Bacon's Guide to Siege Mode a watch
#91
Posted November 24 2012 - 04:15 PM
This is definitely a L2p issue and a QQ whine that should be ignored in its absolute entirety, and with utmost prejudice.
On the flip side, I now feel that the mobility upgrades are of greater importance - and that the class is more balanced.
Also I didn't even notice the slug rifle is no longer hit scan, until I read it just now. Go figure.
Edited by ReachH, November 24 2012 - 04:18 PM.
#92
Posted November 25 2012 - 03:21 AM
ReachH, on November 24 2012 - 04:15 PM, said:
This is definitely a L2p issue. Go figure.
Edited to say what you mean... a.k.a.: I have leet skillz and love farming new players... go figure.
Back in the world of reality, the SS is still overnerfed.
sig courtesy of Necro
#93
Posted November 25 2012 - 04:43 AM
SamSlade, on November 25 2012 - 03:21 AM, said:
ReachH, on November 24 2012 - 04:15 PM, said:
This is definitely a L2p issue. Go figure.
Edited to say what you mean... a.k.a.: I have leet skillz and love farming new players... go figure.
Back in the world of reality, the SS is still overnerfed.
Wipe those gentle tears from thine eyes, o gentle noob - for the Sharpshooter is still the only class who does guaranteed burst damage while kiting behind cover.
The only.
Class.
Only.
Now if our fellow SS players were to say 'hey you know what_ I'm really worried that the SS is no longer competitive against the best players - here is why...', that would be an entirely different thing. Instead we have TurboWhining from players who feel that - for the sole reason - that their mech cannot mindlessly slap around every other class, that must have been wronged. "ZOMGGG SLUG RIFLE TWEAK, BAWWWWWW" is the sound that rises up from these zealous individuals.
I would appreciate it if you did not alter my words, because you kind sir, are rather transparently wrong.
Now before you get your panties up in a bunch, puff up your face, and proclaim 'how dare this anonymous online bastard dare question my opinion in such daring fashion_!', I would ask that you remain focused on the only thing you should take away from this:
"the Sharpshooter is still the only class who does guaranteed burst damage while kiting behind cover"
Now you have my blessing to post your short quip feigning how little you are angered, and thus, care - because you are cool like that.
Rockets can be dodged, continuous damage weapons can be hidden from, a slug-sabot volley is not liable to either. So now the SS still does what it did best, but is not easily abusable. Because lets face it, there were soooo many SS in CB1, and it was far too easy to dominate - for anyone.
#94
Posted November 25 2012 - 05:32 AM
The Sharpshooter needs to appeal beyond a 'whole team' or clan war setting... burst damage is nice, sustained DPS and tracking around corners are nicer.
I would think the idea is that the Sharpshooter be playable in pick up games as well as intense team games. If it's not then this will fast become World of Lock On weapons outside of clan wars. I'm not a very good player, I don't hit enough or get all the kills or whatever in simple FPS. However, I can tell you that the fickle and nasty game communities out there don't like to see an easy button... right now there are too many easy buttons replacing the 'leet skillz' mechs like the Sharpshooter. They need a balance... perhaps a little more walking speed and a faster cool down on the special ability_
With spammable items and quick healing the burst damage argument falls flat in favor of speed, weapon tracking and sustained DPS. There's some more logic(sic) for the pile...
sig courtesy of Necro
#95
Posted November 25 2012 - 05:51 AM
SamSlade, on November 25 2012 - 05:32 AM, said:
#96
Posted November 25 2012 - 06:05 AM
SamSlade, on November 25 2012 - 05:32 AM, said:
The Sharpshooter needs to appeal beyond a 'whole team' or clan war setting... burst damage is nice, sustained DPS and tracking around corners are nicer.
I would think the idea is that the Sharpshooter be playable in pick up games as well as intense team games. If it's not then this will fast become World of Lock On weapons outside of clan wars. I'm not a very good player, I don't hit enough or get all the kills or whatever in simple FPS. However, I can tell you that the fickle and nasty game communities out there don't like to see an easy button... right now there are too many easy buttons replacing the 'leet skillz' mechs like the Sharpshooter. They need a balance... perhaps a little more walking speed and a faster cool down on the special ability_
With spammable items and quick healing the burst damage argument falls flat in favor of speed, weapon tracking and sustained DPS. There's some more logic(sic) for the pile...
I have noticed that hectic DeathMatches are a lot more difficult. But I don't know if this is before I got used to the new nerf - it is rare to find a busy DM server. I will say that the changes have forced me to use the damage buff ability, which I largely neglected before. Also the item cooldown plays into the SS class' hands because you are normally the one who decides if and when a fight takes place.
More than ever now, if you are caught with your pants down inbetween two people, you are dead. Most likely because of the extra dps being thrown around in CB3 games, and your reduced threat for dealing damage while retreating (again not an issue if your damage buff is available).
But lets be honest, it was too easy before. There were so many SS. It was literally a pick-up-and-dominate class.
#97
Posted November 25 2012 - 11:42 AM
#98
Posted November 25 2012 - 01:54 PM
Now after buffing back ss i started playing him more again and...
What i found is that maps were reworked in such way, that there are no more good sniping spots. Some things you may not notice unless you try to find one or use one that you were used to and then you find that now there is a wall hanging in the air intentionally obscuring your view.
In order to get to good sniping position i have to climb up some building and i'm now unable dash under cover from such places and rockets (not even rocketeer but generally any rockets ) have more precision than my sniper riffle :F . And in such position i'm vulnerable even to normal bullets.
So maps were reworked to encourage CoD like playstyle and SS was reworked to encourage BF, camper-sniper playstyle :S ...
What do you think guys_
#99
Posted November 25 2012 - 02:07 PM
ReachH, on November 25 2012 - 04:43 AM, said:
"the Sharpshooter is still the only class who does guaranteed burst damage while kiting behind cover"
So that's the role of the entire mech, then_ We have a close-range fighter, a defensive rocket class, a super-manueverable mech, and...that one mech that does burst damage while kiting behind cover.
Awesome.
#100
Posted November 25 2012 - 02:27 PM
People need to relearn how to play the class. I know I had to relearn after losing 95 health and some boosting duration on my zerker. I didn't have near the same mitigation I used to have. Now C-Class can chase me longer due to the change as well, which got me frustrated at the start too. I'm fine now.. but I had to relearn how to use my boost properly for the class and what positioning I could get myself into after the change.
The SS is not currently broken. Just needs a slight damage boost to be a bit more competitive. But it was over the top previous w/ it's damage and armor. But with the nerf to armor all around, I feel a lot of things came into balance w/ the game. A-Class are squishy like they should be(could get 170 more armor on an A-Class last beta), B class is on good grounds and the C-Class no longer have retarded amounts of armor that they could just repair through causing you to overheat before you killed them. They probably over did the SS nerf because they didn't know how much the new health reduction was going to change the game play.
But lets ignore the good changes that come from the new patch =p SS will most likely get a slight damage boost in the end. I wouldn't worry. The class is far from broken as it stands now. But it does require you to finally play better.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users