Railjack drop should be lessened ever so slightly.

Discussion in 'Test Server: Discussion' started by gnometheft, Feb 25, 2014.

  1. gnometheft

    Not back to where it was, just enough so that you don't have to compensate for headshots an extra 15-30m passed where normal BASR's do.

    Hear me out, currently there is barely if any difference between the drop of this and a longshot, which means the primary benefit of the rifle is now completely gone. Velocity's main benefit on this waepon was not compensating, which now still has to be compensated. This seemed like a primary trait of the NC ESSR, and is now essentially gone.

    With that said it still has more damage and velocity than a longshot which *can* help, but they are more situational. Velocity will help you against moving targets, but the drop is harder to compensate on moving targets, and you still have to compensate for movement slightly at 850m/s.

    Damage will only help you if they are wounded 50 dmg more/ slightly move up the OHK suppressed head shot range. Sense infantry stops rendering at 300m where a longshot can kill anyway, this really doesn't help you unsuppressed. (AV turrets will render though. Huzzah.)

    For the above advantages you trade an extra bullet, fire rate, and a less obvious muzzle flash.

    With this it seems the only niche the new NC ESSR has is being a slightly better BASR against moving targets, not to mention being extremely close to the already existing BASR's. Compared to the other niche's of TR's close/mid range, and VS's versatility, plus their new unique mechanics, ours is only different being slightly better against moving targets, and mechanically is identical to the other BASR's excluding the lack of a 5th shot.

    The only thing I'm asking for is the drop get oh so slightly lessened, only so that you don't have to compensate drop for headshots an extra 15-30m where normal BASR's have to start compensating(un suppressed). You can keep the crosshair dead on the targets head and land a headshot 15-30m passed normal BASR's. Just enough to put it ouside of the standard longshot/T3 drop.

    Only a 30-15m extra range where it does not have to compensate seems perfectly acceptable to balance to me, and would still give the longshot a sidegrade role.
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  2. Dragonblood

    Bullet drop doesnt matter half as much as velocity. A good sniper knows his/her weapon's bullet drop anyway. Velocity matters more, because the lower the speed, the more you need to predict, where your target will be next.
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  3. gnometheft

    But in your example you are explicitly firing at moving targets, which is not always the case. It is a situational advantage.
    As well, you can use the same argument to say a good sniper always knows the right way to compensate for his enemies movement speed. How is this any different than or more important from bullet drop? Expecially considering bullet drop is ALWAYS in play compared to movement being occasionally in play?
    People aren't perfect and snipers miss, even when they know their rifles and having a standing target, they can misjudge range. You cannot tell me you or anyone compensate for drop perfectly everytime either. I argue bullet drop matters just as much as velocity
  4. Dragonblood

    Situational advantage? You are aware that most players never stop moving outdoors. And if they do....only for a brief moment.

    Players can try to avoid snipershots by moving irratically. Bullet velocity makes it easier to hit them anyway. On the other hand other players cant abuse your bulletdrop......they woud have to change their distance to you by running towards or away from you......and that would make them an easy target.
  5. SpectreGhostWTR

    skilled snipers don't empty their entire mag before reloading, they decloak-shoot-cloak-reload and again. that's why the bullet count doesnt matter for bolt-actions and TR were screaming when SOE had the brilliant idea to give us a ESBA with a larger mag. so that's not a trade off at all. i rarely ever have to do a long reload. same goes for fire rate. BA RoF is limited by the breathing and aim skill and NOT by the chamber time. so again, the faster chamber time won't really get you anywhere, unless you are firing at ranges where you dont need to hold your breath.

    so in the end the real trade is muzzle flash for highest bullet speed -> least drop (except VS ESSR aka 0drop, which is compensated by having to charge the gun) and higher damage, which means you might kill wounded enemies with a single bodyshot sometimes.
    the bullet speed is quite important, cause you can hit moving targets more easily and you hit them faster. sometimes you can kill your enemy BEFORE he shoots. and it also means the enemy has less time of moving / running away -> higher hit ratio

    all in all: the railjack is an upgrade already, i can see no reason to get the longshot over the railjack right now. if anything, it needs to be made a sidegrade, it doesnt need any sort of buff.
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  6. Nephi1im


    You're first sentence is kind of silly. What would ever be the purpose of reloading after every shot? In case you need to like blast of 5 real quick? So instead of taking ~1 second between shots, you force yourself a mandatory 4+? Makes no sense.....

    As for drop, it essentially has the same as the longshot now, which I'm fine with. It looks cool, sounds cool and makes hitting moving targets easier. It's not some grand upgrade, or some magical new style of gun like the others, but it's a meat and potatoes sniper rifle that gives me something to auraxium. Which I personally think it pretty NC for the whole thing. No frills, just good at sniping things dead.
  7. HadesR

    Hows it perform in what is maybe the average sniping ranges of 150-250m ?

    Same as LS ? Worse ? Better ?
  8. Reavx

    ........
    Right lets make it official.
    Before the scope was broken.
    It was raised slightly above the impact point at 0m.
    This basically means its 'zeroed' for a much further distance giving you the result that you do not need to correct it for bullet drop.
    I know.
    I own a rifle IRL with a 6x-24x scope and you can correct it for these things as well as wind velocity if you want.
    Others know because in games like DF:land warrior you had to zero it constantly to get kills out to 800m+.


    So now the scope has been fixed it now shows the bullet drop that was always there but before was compensated for by the scope.
    The only way to decrease the bullet drop now would be to increase the velocity further.
    Not going to happen.
    It is fine.
    If you can not put the reticulated abit above some ones head you do not deserve a kill while sniping.

    Shade gets it because its a ''''faction trait'''' and also has a small charge up but I reckon the whine after will give it a drop like all the other vanu snipers that can OHK.
    I personally think its ok to have it, powerful but okey.

    Vanu gets the advantage of straight firing at your head without needing to compensate much for that.
    Nc get a nice advantage of not neeeding to compensate just as much for moving targets. So its good.
    TR I feel sorry for. /pity.

    TBH for me since the Vanu and NC get OHK possabilities TR should get their factional trait in a 10mag longshot that can rechamber faster. /idea.. never going to play TR my self but giving them an upgraded scout rifle for an ESSR is lame.
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  9. SpectreGhostWTR

    come on, it's not silly. if you fight enemy snipers that's the way to stay alive, reload while you plan your next move and relocate. those snipers who simply stay and shoot their 5 shots are usually the easiest to kill for me ;) and if you have a good aim you usually only need 1 shot to kill your enemy. so why not use the relocating time (or stay in the same place and die) to get a full mag? you might need it later on. but blasting 5 quick shots usually means you wont hit all, you only waste ammo and give your position away, missing the chance to take out the targets with slow well aimed shots.
    if you however want to shoot the entire mag and farm non-snipers, do it. if any decent enemy sniper is nearby -> welcome to the deploy screen.


    back to the topic now:

    drop is massivly influenced by muzzle velocity, which is higher for the railjack and when i tested it 1 hour ago, the drop was way lower than that of the longshot.

    the railjack is effectively the only tier4 BA in the game:
    tier2 -> tier3: more bullet speed (less drop), more damage and range
    longshot (=tier3) -> railjack (tier3+1=4): more bullet speed (less drop), more damage and range

    the TRAP may beat the railjack in close to midrange, but so do the smgs, scoutrifles and even semi-auto sniper (i might add the low-scope BA as well), basically all non BA weapons. at longrange the TRAP has no chance at all.
    the shade / phaseshift is different and we need to see which way that rifle goes before live (it has been changed around a lot), but it wont beat the railjack at range, thx to charge mechanic.
    when you look at the core mechanics of BA rifles, no other gun in the game can match the railjack.

    so actually you are complaining that VS and TR get a sidegrade / non-BA rifle, while you get a tier4 BA. enjoy having the best longrange gun in the game and stop calling for buffs. we dont want ZOE 2.0 for the NCSR

    @ HadesR:
    railjack beats longshot at that ranges due to the higher velocity aka less leading targets and less time to hit the target. let's not forget that the suppressor wont effect the railjack as much as the longshot, since a higher velocity is reduced
  10. Epic High Five

    Lol it's worse than a Longshot in literally every single way now, except velocity which it actually doesn't get to enjoy any benefits from. It actually has MORE drop than a Longshot. What a stupid change to a gun with so much potential. Leading less is stupid because you don't lead at 300m or whatever, they're either still and you take the shot or you move on. Leading is what is done with a SAS-R or MAYBE an LA-80, not with a render distance specialist, AND EVEN THEN THE DIFFERENCE IS MINUSCULE.

    Guess we had to keep no-drop BASRs out of the game for balance's sake except OH WAIT THE PHASESHIFT IS STILL NO DROP
  11. S7rudL

    The only thing you see is your rail-jack while the TR doesn't even have scopes, proper animation or anything at all.

    Considering that this game is business and all factions should be pleasantly appealing, they are not really,..

    Its apparent by all the topics that every faction would like to have something.

    :p
  12. JesNC

    Be glad they fixed this on PTS and not on live a week after you bought the gun.

    You got the Longshot v2 that you asked for, now deal with it.
  13. Reavx

    Love it.
  14. Rigsta

    Thank you, O voice of reason. I thought the fact that aiming for the upper torso resulted in a headshot before made it obvious what was going on but I guess not.
  15. Jeralamo

    the longshot V2 only needs 3/4 of a mil dot at 300m...why are you complaining that you have the best sniper in the game?o_O
  16. Revanmug

    Movement of a player can be unpredictable. Latency, change of pace and direction, all make predicting one's position much harder. Bullet drop is always the same on a set distance. Guessing the drop needed rely on the shooter and no other factor since nobody moves fast enough to require adjusting drop. Also, Longshot level already have little drop anyway.

    The Person you quote is right.

    And you... please stop posting crap. If you are reloading after every shots, you aren't killing people at a good enough pace. Chamber time also directly impact that.

    If you are fighting at range where you believe ROF doesn't matter, you might as well be another pointless sniper. Might explain why you reload after every shot.

    150m is actually a long distance. 250m is certainly not "average" considering it can often be the render distance in larger battle.

    As for performance, still the same ridiculous 850m/s. The same kind of drop as the Longshot. 1 less round, faster reload. Longest chambering.

    Probably better than the Longshot even though I don't think the need the additional velocity for less killing potential. Easier to use for sure and certainly one of the best looking gun in the game...
  17. Zagareth

    The bulletdrop of The Longshot, Parallax and Ram-50 with a 12x scope is 1.5 mildots at 300m, the Railjack got 1 mildot, which is exactly 50% in compensation of the Tier 3 rifles (1st mildot is only 0.5 down from the middle of the crosshair, while 1.5 mildots is exactly 1 down of the crosshair)

    So I think thats ok.

    But this gun is now a good choice with a suppressor (3 mildots at 300m compensation, instead twice as much for a Longshot)
  18. SpectreGhostWTR

    no need to flame.
    good snipers, cloak after every shot and reload (which can either be rechamber or new mag and read carefully, i never said new mag after every shot, all i said was: reload early enough to avoid long reload). you also shouldnt just cloak and stay at the same place, you need to move / strafe. first lesson you learn in PS2: moving targets are harder to hit than standing targets and if you dont move, the enemy can just shoot you while you're cloaked (cause they know exactly where you are), so you move while rechambering / reloading and cloaking. someone who just stands still and fires at max pace misses more shots and dies faster. and again, scope sway means that you need timing for shots or hold your breath -> not firing at max possible pace
    if you fire at max pace: you miss more shots, get less headshots due to less carefully aimed shots and are less effective because you die faster (then you need to respawn and get to that sniping spot). TL;DR careful snipers are better snipers, spammers are useless.
    the only case for spamming is when you're firing out of the spawnroom, then you dont need to be careful and can just spam shots. is this what you mean by effective sniper?

    about the rechamber times: a tiny 0.135s; longshot 0.855s; railjack 0.99s. so in the end you can start aiming 0.135s faster. the overall reload time / magsize factors a lot more into RoF than this. do you really think 0.135s matters? do you hold you're breath? can you do that every 0.135s?
    so:
    - how many shots do you hit at max pace? how many are lethal? if someone takes 1 headshot while you miss 1 shot and need 2 bodyshots due to spamming, who kills faster? it also means he gets 5 kills / mag, you get 1-2 kills. spamming shots isnt the best way to go, unless you have godlike aim...
    - how often do you cloak? how often do you relocate? how many shots can you fire until you die?

    so many important questions ;)
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