Okay hello everyone I'm SEV THE DEV, well just a wannabe dev but oh nevermind.
The popular topic around the forums nowadays is that snipers have too much aim assist, and OP 1000 AIM ASSIST, of course I don't believe that to be true but its popular this time of year.
So I wrote up some changes that could make snipers better in their intended range, while making them less MLGQUIKSCOPE720LADDERSTALL etc etc etc.
[b]decreased handling on all snipers[/b]
[u]50[/u]% longer weapon draw and weapon stow(quick draw perk on snipers reduces to 0%)
[u]50[/u]% longer ADS time(snap shot perk on snipers reduces to 0%)
[u]25[/u]% longer reload time(speed reload perks reduce this to 0%, stacking sniper reload gloves and speed reload will be 25% faster)
[i]Since I don't have the actual numbers for how long ADS, reload, and weapon draw these numbers are not 100% accurate, but lets use .25 seconds as the ADS time/weapon draw time. If I take 50% of .25 that is only .125. So .25 + .125 = .375 of a second. Which is just a little over a tenth of a second longer.[/i]
[b]increased flinch factor on all snipers[/b]
increased flinch factor when ADS by[u] 25[/u]%(unflinching perk reduces this to 0%)
time to recover from flinch increased by [u]25[/u]% (unflinching perk reduces this to 0%)
crouching reduces additional flinch values to [u]12.5[/u]% instead of 25%
crouching with unflinching reduces flinch by is [u]12.5[/u]% instead of 0% and will probably feel like current unflinching.
[b]reduced mobility on all snipers[/b]
-2 agility when sniper is drawn(lightweight perk on snipers negates this)
[u]50[/u]% movement speed when ADS
[u][b]BUFFS[/b][/u]
[b]increased benefit of range perks, stability perks, Armor piercing rounds, and high caliber rounds on all snipers [/b]
range increased by perks increased 50%(rifled barrel, reinforced barrel, etc) on sniper rifles only.
stability increased by perks increased by 50%(perfect balance, hand laid stock, etc) on sniper rifles only.
(smallbore is affected by both range and stability buffs)
high caliber rounds in PVP deal massive flinch similar to shadow shot tethers, again on sniper rifles only.
high caliber rounds deal an additional 10% damage in PVE or 1% damage in PVP(to prevent 1 shot body shots)
armor piercing rounds can shoot through most thin walls again in PVP and PVE, once more on sniper rifles only.
armor piercing rounds deal an additional 25% precision damage in PVE and PVP, and for the last time, on sniper rifles only.
crouching also doubles sniper stability to make follow up shots easier.
[b]What are you trying to accomplish? aka TL:DR[/b]
Snipers should be strong from a distance, but not so effective in CQC. Jump shots, quickscopes, and all those things should have no place in this weapon type. By slowing down handling, increasing flinch, and slowing movement while aiming, snipers would be less effective up close.
Snipers perks such as high caliber rounds should cause massive flinch to your targets, as well as more damage, and armor piercing rounds should do serious amounts of damage when hitting precisions. Crouching should make the recoil and flinching more controllable and further cement the idea that snipers are not a run and gun weapon. All perks on snipers should be more effective at what they do much like the year one perks (perfect balance, hammer forged, etc)
tell me what you think. should I do more of these?
EDIT: So it seems like these might be too strong, so I [u]UNDERLINED[/u] new changes to not hurt snipers so hard. Please leave comments/feedback guys.
Another EDIT: Okay I need to rewrite some of this to better show my stance. I do not think snipers are OP as I use them myself quite often. Sorry for the confusion and thank you all for your feedback.
Hopefully the last EDIT: Added "What are you trying to accomplish?" section as a TL:DR and to try to explain why I suggested certain changes.
-->SEV out-->
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1 commentaireYou said it right there: Snipers should have to set up the shot sand not run around.
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2 commentaires[b]What [u]really[/u] needs to be done with snipers.[/b] Adapt and overcome. In this last Iron Banner, I was domed by snipers, blasted by shotguns, melted by Supers and gunned down by many, many Mida Multi-tools. But never once did I think "Well these weapons are OP and they need to be nerfed, tweaked, or changed in some way." Instead, I looked at what I did wrong. Map awareness Radar awareness Poor aim/missed shots Rushed into a bad spot Being outflanked Getting team shot Getting outgunned This last one happens more often because I can't react as fast as I use to and I can't aim as well as I use to. It's just a fact. So I reevaluate the situation. Adjust to how the enemy team is playing and stay in my optimal range for what weapons I'm using. I pay more attention to the radar and use the map to my advantage however I can. Overall, I still suck at PvP. But I never blame the weapon.
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2 commentairesSoooo... You want an even bigger campfire roast? Go play Hardcore S&D on CoD if that's your thing.
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3 commentairesI like where your going with this idea but the mobility I think is too much of a nerf.
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1 commentairesnipers are fine they are overused because shotguns were crippled and fusions are a joke bring back year 1 and we'll be fine
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1 commentaireI voted agree but I also feel like some of your sniper changes would encourage camping/hardscoping even more. Technically that's how a sniper is meant to be used but I get salty when I turn a corner to 5 red glares already pointed at me. I get less mad when somebody runs by at mid range, turns and snipes me . Like damn how'd you even pull that off [spoiler]oh right 1k aim assist[/spoiler]
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2 commentairesAgreed. Snipers should have to set up the shot. Sniping is not an on the move strategy. You should not be able to run and gun with a snoper
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2 commentairesI'm getting real sick of walking around a corner and getting headshoted from like 10 feet away, just nerf them already
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How to balance snipers Increase flinch when hit Make unflinching work And make all häkke scopes have a + crosshair DONE anything else would make snipers unusable.
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2 commentairesI don't really use snipers much but where's "op is fgt" option?
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3 commentairesModifié par Squintore : 1/5/2016 9:26:07 PMStow away time increased (no body shot -> primary) High impact snipers have a slower RoF (less double tap) Increased flinch Let's start with a small nerf. Also can mostly every scope just have a simple dot I would love to use Omolon and Hakke snipers.
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1 commentaireI like this post.
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1 commentaireI don't think snipers themselves need a nerf, just special ammo
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What they should do for a start is pull aim assist out of the snipers range and set a sniper aim assist baseline of say 50, remove Hidden hand from snipers and stop sights adjusting aim assist. Also decrease movement speed whilst equipped. That will stop people b*tching about aim assist and balance them a bit more.
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16 commentairesAbsolutely terrible idea. And the fact you called it the OP 1000 Yard Aim Assist just made you lose any shred of credibility you may have wanted to gain. Here's a helpful little hint: Snipers are actually fine. More shotties were used during IB for a reason.
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Make the max AA on all snipers 20. No body shot should be doing 167 damage + make it so all snipers are a 3 body shot kill but they all still do the same headshot damage so you can snipe people out of supers.
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1 commentaireGood idea. Removing a little aim assist couldn't hurt either (make all snipers around efrideets value). This wouldn't make snipers unusable and you would have to actually think about what you want benefited in terms of perks, not the same role as everyone else.
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2 commentairesI think if the aim assist was decreased On all sniper rifles and the flinching and recovery from flinching was greatly increased, snipers would be balanced
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1 commentaire#Demands aim assist gone and added sway to the snipers makes it impossible for quick scoping
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1 commentaireBut what if OP is.... [spoiler]MARTIAN??????[/spoiler]
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1 commentaireI agree with a need of flinch, everything else is iffy to me.
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1 commentaireModifié par Art Vandelay : 1/5/2016 5:47:41 AMPlease explain what a negative value of flinch would do to a sniper in-game.
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1 commentaireI feel like you just pulled those numbers out of your arse
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1 commentaireI honestly wouldn't care, I would adapt. But I believe that you don't realize how large these numbers are in the grand scale of things. Remember how sunbreakers having 5% more dmg reduction caused a nerf?
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Modifié par Conway : 1/5/2016 4:04:41 AMI thought I was the only one with a "Sev" name
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2 commentairesHRAAAAA!!