Ok so time will tell (probably not much) if the changes to sniping and special ammo will have an effect on Commando sniping and quick scoping.
Is was nice in the stream that they admitted that sniping should primarily be a long range activity.
However is was extremely surprising that they sis not address on of the most complained about things people had against sniping.
I'll quote myself from a direct reply I had to Cozmo in [url=https://www.bungie.net/en/Forums/Post/199243306?page=0&sort=0&showBanned=0&path=1]this thread[/url]:
"You realize one if the biggest complaints was that shooting a sniper in the face, even with a MG, can still result with them getting accurate shots off. How is this not addressed?"
Despite the changes that they being made, sniping will remain a low risk activity.
With any other weapon, if 2 players of equal skill come together, usually the one who can maintain the accurate shots, usually precision, with either win or have the enemy try to flee. That doesn't currently happen against a sniper. You can drill them in the head Even with Mida and by the third shot, which would normally kill them, they headshot you because they know how to work the mechanic and are not afraid of your headshots.
This has created a risk imbalance in sniping that needs to be addressed.
The flinch mechanic is so poorly designed that it not only doesn't flinch enough but it also re-centers itself to where you were aiming. The means that it can be timed to return to center to maintain your shot. Uhh....broken.
De-scope on precision has also men mentioned a lot. I do like this idea and after some time to think about it I would say that 2 consecutive headshots, not necessarily from the same shooter, should de-scope a sniper.
C'mon Bungie, please explain why this was not addressed or even mentioned that it's being looked at. It's quite undeniable.
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They did address it. They nerfed heavy impact on the one weapon capable of causing it.
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The funny thing is that Mida was one of the few counters to snipers, yet they are nerfing the flinch from Mida which will put snipers at even more of an advantage
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Have you tried sniping while under fire? Not that consistent, it takes a lot of practice to be able to do that... Not broken just some people are better than others. Some people also play a lot more than other though too.
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Snipers are not a crutch. The players who use them well have just put far more time into them than any shotgunner ever will into a shotgun.
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Snipers should have scope sway like bo3 or bf4
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How to balance snipers? [spoiler]Return Shotguns and Fusions to the way they were[/spoiler] ppl are pissed about snipers because they were the main reason shotguns, Blink and fusions were nerf with there constant crying for nerf. Now the table have turned but in my opinion nothing at this time needs a nerf but gradually buffing and reworking some aspects should work. #weneedbuffs
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They are catering to the ToO streamers bc it is free advertising.
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Personally my thoughts for balancing meta snipers are this... First some what I think would be easy changes.. then a couple of ideas that I know would never see the light of day due to the likelyhood of difficulty implementing 1. Limit special ammo drop ammo round quantities to 3 rounds per drop. Nerfing special reserve ammo was stupid. 2. Make snipers descope after taking a certain quantity of damage from gunfire. Maybe after loosing 1 bar? Time to ready weapon after a damage taken rezoom is increased by 100% for 2-3 seconds. 3. Keep damage for LRoF snipers to a 2 body shot, 1 head shot to kill. Damage for HRoF snipers to 3 body shots, 1 head shot. 4. Fix the -blam!-ING HIT BOX. You don't get a head shot register without the receptacle being on the damn head. Body shots don't register without cross hairs being on the damn body. Reduce all aim assist to 0, remove Hidden Hand from the sniper perk table. Some other ideas I know that would never see the light of day. 1. Make all high impact snipers bolt action. Increase the damage per round output to make its use viable. All chained precision shots either greatly increase reload speed or refund rounds to chamber from reserve. 2. Make all low impact snipers semi automatic and increase ammo clip size. They top out at about 1/3-1/2 damage per shot vs. high impact. Same deal on percision damage chaining and reload speed. 3. Introduce bullet leading and bullet drop vs. distance mechanics to the game. We're not shooting a -blam!-ing rail run sniper. Anyways, these are just some ideas... I'm not proposing that ALL be implemented, and I'm sure there's consequences for these that I'm not considering.... Feel free to add to and/or thoughts on how the above wouldn't work.
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Bearbeitet von kevmaster117: 4/11/2016 2:56:25 PMHeadshots should make ppl descope... they didnt need to touch scope zoom at all
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I shot a niper once. Then I got arrested for shooting an endangered species. Apparently that was the last niper on earth.
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If you sniped for even 10 minutes you'd know that 90% of those shots are luck and it pisses every sniper ever off when they're flinched side to side by whatever the hell gun you decide to use
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Sniping is skill based. The people that put the effort in should be rewarded. Shotguns used to counter snipers and in house of wolves they could kill at long distances. This meant that a snipers chance of quickscoping a felwinters were nill.
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Bump. That is the very scenario I have had a problem with since sniping became a close quarter weapon to some of these talented snipers. It should not be possible to make an accurate snipe while getting head massaged with bullets. It was the ONE adjustment that seemed fair especially at short to short - medium range. The best is when you are doing it with an LMG and they still quick snipe you dead. I respect the talent of the player that can do that I blame the MECHANICS that allow them to pull it off. Or of course the quick body shot is a PITA to. Considering their history of nerfing weapons into oblivion - the best examples of this are fusions and hand canons. Their approach to sniping was very soft, I guess the money making streaming community made a significant impact on bungie this time.
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I think they believe they addressed it by reducing the availability of ammo, and slowing the handling of sniper rifles. Getting domed by a sniper doesn't bother me if the guy's already scoped in along a sightline, and I lose when I try to take him on. I gambled and lost. What pisses me off is getting the drop on one and having him pull out a sniper rifle and dragscope you simply because your weapon simply can't kill fast enough. Or lose a fight that started out as a primary vs. primary battle that you were clearly winning.....only to have the guy whip out a sniper rifle and spam a body shot FTW. The Changes to special ammo availablitly, and weapon handling should push snipers back to a more respectful distance, without ruing snipers for PVE play. Where a more pronounced "flinch" would have made the KF raid EVEN MORE difficult....and difficult in a way that would have been BEYOND tedious.
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You can't fix the snipe issue by causing someone to descope when hit. That would only work it pvp you would kill snipers completely in pve. As in one we often are taking damage or in some way getting hot while using snipers in damage phases. It can't work for pve and pvp to fix it that way and since the two play types in bungies eyes are the same then it just can't work. Yet another reason changes need to be for specific play modes and not across all kinds. Like they did with shotgun doing a pvp Nerf to range but they increased the damage in pve
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Bump! I feel the same way.
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If you want to fix snipers and make them more viable throughout all archetypes. Make the res shield last enough so you can get away from the res snipe. Not make the shield shorter to allow all snipers to res snipe. It is do frustrating when you are res sniped instantly and as soon as you self res bang your dead. Make the res shield last longer ffs. And if you self res. Give the self res an over shield so they can't be res sniped
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Thoughts: their previous game series had it set so if you took damage, you were knocked out of scope. Sure, that might be a bit of a push for this game, however would it be possible that taking a set amount of damage, or being hit by an explosive/high powered/LMG/indirect rocket round, could knock you out of scope? Might be talking rubbish.
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I dont think sniping will decrease muh unless fusions or shotguns are more powerful. fusions looked pretty good in the stream but until the patch hits its hard to know for sure. people will adapt to the scopes and still use them. I dont think what they did was enough without bringing shotties and fusions up. they seemed to bring fusions up but shotguns nope. if they did that then maybe there would have been a bigger split from people and the 1ks. the flinch and bitch switch for me was what needed instant fixes and neither really got that. but just got to wait and see how these balances will really affect things. hopefully crucible will now start being a place where you can move again rather than seeing lil red dots everywhere.
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[i][b]"We'll make the zoom and Stability worse. Because taking away the crutches like reticle recentering and aim assist wouldn't make sense."[/b] - Luke Smudge & Jon Wuznobody, Probably.[/i]
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God damn nipers
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Ur under the assumption that the snipers reticle is right on ur head. If his reticle is on the body or lowet and u make them flinch it could easily make the reticle jump to the head and get a headshot.
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Could Bungie please explain how they rationalize a sniper reticle returning to its place of origin after taking a bullet to the head. Yesterday it was announced that stability of snipers would be nerfed such that firing a round will now bounce the reticle more, making it more difficult to quickly land a second shot without readjusting the aim. How then does firing a shot have more impact on a reticle than receiving a precision shot from another weapon to the head?? On top of this you nerf the HCR of Mida making it significantly easier for snipers to unjustly and illogically land a precision shot after taking damage to the head. Bungie logic Firing sniper shot generates > instability than getting hit in the head with a bullet
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I concur with ur statement
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I concur with ur statement
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I honestly don't understand it at all. I'm a terrible sniper when I'm miles from a target and undetected, but the instant I get shot, I cannot get my aimer under control. Yet when I hit people with either 1: A fast firing auto rifle or 2: A hard-hitting pulse rifle like say red death with stagger rounds, it doesn't affect them at all! The reason I can't get my aimer under control may possibly be because I use a low sensitivity, but the point still stands that when you are shot, you should not be able to accurately headshot me a quarter of a second later.