I'm going to make this quick. I may have a solution to the sniper epidemic. I'm not sure if this has already been thought of, but I haven't seen it anywhere. Please read the conversations before commenting.
Solution:
I think that the higher the impact on a gun that is being fired at a sniper, the more flinch you should recieve.
For example, very high impact handcannons such as The First Curse or machineguns cause maximum flinch to the point of not being able to hit the target at all.
However, very low impact weapons such as Doctrine of Passing or Hawksaw should do minimal flinch, so the same flinch that is occuring at the moment.
Another thing they could do is make swap times slower when using a sniper - they did it for shotguns, they can do it to snipers.
Thoughts?
For future reference, this is not my actual account. If you want to see my actual account, look up ElectroHail in the search menu.
English
#Destiny
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1 Respuesta
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I do agree that in general a higher impact weapon should cause more flinch to whoever (whomever I never know) is firing back regardless of what they are using. That should be a standard reward balance to have with slow RoF weapons. Should be equal for snipers a body shot should throw me off my aim a bit when I'm hit by one. But I don't see all the "sniper abuse" everybody complains of, might be the "sbmm" no body can full give details about, that place me in a less skilled pool. And I also see snipers have a lot of drawback balances already, low clips, minimal ammo across the board, slow reload. A sniper can be very penalized if they miss the first shot.
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It's already balanced.. Can't touch it anymore or it will be completely shit.
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They already nerfed snipers. As long as skill based match making is in place you will always think snipers are over powered because the best players are either really good snipers or really good shotgunners. Player skill is all that matters.
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Have you tried scoping in on snipers, it's slow Although I know snipers are tough to counter Any other special is a guaranteed kill up close against a primary
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7 RespuestasSniper Nerf again my lord. You guys make them OP and Nerf them and then make Nerf post. Snipers have been the same since the start of desiny but you know why snipers become "OP" because salty people and Nerf post and so we got this camp in the back with snipers and no primaries. Shotgun Nerf to the ground( still very usable but KD right?) Fusions nerfed (useable) primaries ( what that's? Body shot then take out a weapon thats not a sniper and not hervy oh wait that's a primary )
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5 RespuestasThere is no solution... It's a -blam!-ing sniper rifle. It supposed to one shot you. -blam!-ing moron.
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5 RespuestasI feel like is someone is spraying you with a constant spread of bullets there should be more flinch than a slow spread of bullets
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1 RespuestaRead the title and nothing else. Leave stuff alone, the so called balancing you all have great ideas about does nothing other than nerf the shit out of whatever you choose to "balance" It is people like you that have made this game barely playable
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1 RespuestaI find it stupid when people say " stay out of the sniper lane". Almost every area of every map has become a sniper lane. There are even some maps where you can't even leave the spawn without stepping into a lane.
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1 RespuestaFunny how snipers had been the same since alpha, but are now suddenly op even after being nerfed for no reason. I hate you babies that can't play the game without sobbing whenever something kills you.
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Only thing needed to balance snipers is to buff all the weapon classes, and remove or extend the damage falloffs they introduced in TTK. Snipers weren't a problem pre-ttk, because they could be challenged by all classes of primary. Now, only scouts, and pulses with a max range stat can effectively challenge them. Shotguns should also get their range back to offer an alterantive secondary option. Shotguns as they are now are only effective at melee distance, which means anyone running a warlock has no reason to ever equip a shotgun.
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They are good the way they are.
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It would make more sense just to have said sniper scope out when flinching.
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2 RespuestasPossible way to fix snipers- dont run into obvious sniping lanes
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7 RespuestasSnipers themselves in my opinion are balanced, but overused due to the overdone nerfs on shotguns, the difficulty many players experience effictively using fusion rifles and the lack of an actual use for sidearms.
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4 RespuestasTo balance snipers you need perfect balance. To counter snipers you need counterbalance. [spoiler]I'll see myself out.[/spoiler]
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Then people will just go after unflinching. The game is fine *shrugs*
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1 Respuesta
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2 RespuestasWell heavies aside, and snipers, the lower the impact of primaries mostly the more effective the gun is in the crucible
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10 Respuestas
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7 RespuestasSnipers are balanced already
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1 RespuestaEditado por Heidegger: 5/8/2016 1:21:34 AMBring back shot package but make it only available on low Impact shotguns(this will hopefully bring diversity for shotgun users). Re work the flinch mechanic for snipers. You have to force us to reengage if the enemy gets a drop on us not stick it out and possibly be rewarded with a headshot while under fire. This seems common when I use the QBB. No sway, no descope, this will force snipers to use their primary in closer engaments aswell as bot just getting rewarded for hardscoping a lane
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2 RespuestasHow to fix snipers: Decrease aim assist Done
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6 RespuestasThey didn't change much about snipers in 2.0 So to fix them they could buff shotguns.
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Sniper rifles don't need fixing. Primaries need a buff.