Thread: Sniper unlocks discussion
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08-11-2008 05:08 AM #16
Re: Sniper unlocks discussion
It boggles my mind that your suggestion has increased body shot damage, faster rate of fire, and faster movement while scoped all for the grand penalty of increasing that rate of fire even more by limiting the rifle's charge from +100 damage to +50 damage while increasing the base damage from 50 an unspecified amount.
And yet a different rifle that can't score headshots but can lend lasting support fire is somehow overpowered since it'll make the sniper 'too easy and forgiving' for people without a certain amount of skill.
Here's the difference in a nutshell: Your suggestion in the OP greatly benefits skilled snipers and unskilled snipers. My suggestion isn't as much a benefit to skilled snipers, but gives unskilled snipers a way to contribute beyond just sucking.
Um...so what was your arguement again?
And your crossbow fit in there...how? Long ranged single shot explosive projective seems pretty 'fire and forget' to me.In terms of your flashbang suggestion. Imagine there being like 10 snipers on a team. All they would have to do is spam choke points with flash grenades, that'd certainly be irritating.
There is already two noobspam classes where you just "fire and forget". They're called solider and demoman. Especially on dustbowl, that's where it's the worst. Let's not add sniper to that list.
Some ideas I can see not flying like the aim-assist and dropping the secondary weapon. All classes will have a secondary weapon, this is nonnegotiable, but you can be creative in how it works.
I think it would be a great place to start with an idea of just what exactly you think the sniper unlocks should do. They should, in no way, replace the standard weapon or be an upgrade without giving up something just as important. (Example: Increased Uber charge rate in exchange for no invulnerability to combined arms).My sanity is not in question...
It was a confirmed casualty some time ago.

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Mirra World of Warcraft
Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.





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08-11-2008 01:57 PM #17
Re: Sniper unlocks discussion
That was my bad, I wasn't quite clear.
Whatever they do to sniper I was trying to say they should keep the same difficulty. Speed wouldn't make aiming any easier. I was more referring to bodyshot damage when unscoped doing more damage, things like that.
I didn't say crossbow was explosive.
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08-11-2008 05:03 PM #18
Re: Sniper unlocks discussion
Don't call Soldier/Demo "Fire and forget" unless they have Kritzkrieg; it pains me.
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08-11-2008 05:19 PM #19
Re: Sniper unlocks discussion
YEAH. For soldier, it's "fire DOWN and forget," get it right.



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08-11-2008 07:00 PM #20
Re: Sniper unlocks discussion

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08-17-2008 12:14 AM #21
Re: Sniper unlocks discussion
Aww i like demo

Its not totally fire and forget since you do have to know somehow that the enemy is above the bombs
Unless you put down 8 which quite frankly is a waste because most drop to 3...
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09-25-2008 02:28 PM #22
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Re: Sniper unlocks discussion
I think there needs to be some more out of the box ideas. The current item unlocks in the game dont change the playstyle of a class really, the only item i can think that does is the sandvich and kritzkrieg, and thats only a little.
Here's my take on sniper changes
Primary:
Incendiary Rounds: All aspects of the gun that the sniper uses stay the same, however each shot that the sniper fires sets itself on fire as it exists the barrel, causing the target to burn for a percentage of damage equal to the amount charged over the same amount of time as the pyros burn (full charge gives 25 burn damage). The targets burn cant be refreshed by another shot until the targets burn has already run down. The Incendiary round also leaves a streak of light behind it, showing everone on the time (not just the dead target) where the sniper is. The streak of lights brightness, contrast and duration would be in developers hands etc so it would suit the game.
This would allow the sniper to do more damage and finish off targets that normally would have gotten away with minimal health. But it would also make the sniper a lot more obvious to everyone in the team, meaning his position is very comprimised. In a very organised team it may even be a becon for a focus fire with a quick shot to the body.
Secondary:
The (somewhat) trend in this area has been a complete revamp of this weapon.
Bear Trap: Sets a trap on the floor (2 usable, only one out allowed at a time, rechargable via dispenser and resupplying) which when walked over stops the target dead for 4 seconds (an indication around the screen shows you're trapped so the enemy isnt confused as to whats going on). The Sniper is alerted on the screen somehow when his trap has been activated, even when zoomed in, this allows the sniper to run from an incoming enemy sneaking up on him. The bear traps are clearly visable and are about the same size as the base of a sentry gun, however only a few inches high. Spies disguised will not get caught, however spies that are only cloaked and not disguised will still get caught.
Melee:
Binoculars: Allows the sniper to look into the distance without a giant dot on the wall behind it, the scroll and + and - keys allow the sniper to zoom in and out with them, changing the view. The binoculars can also be used as a weak bludgoning tool and hits for about the same as the scouts bat.
EDIT: Wow, just looked at scrapped weapons, bear trap is there. Never that one then i guessLast edited by Shanato; 09-25-2008 at 03:58 PM.
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09-25-2008 10:05 PM #23
Re: Sniper unlocks discussion
You can also play with the idea of hiding the Sniper laser sight from other players.
-- Arhurt
"Lo! There do I see my father
Lo! There do I see my mother and my sisters and my brothers
Lo! There do I see the line of my people back to the beginning
Lo! They do call to me
They bid me take my place among them
In the halls of Valhalla
Where the brave may live forever"
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