Speculation on the future on long range sniping

Discussion in 'Infiltrator' started by Epicstrat, Nov 12, 2013.

  1. Aerindis

    BASRs are effectively worthless. Just use a semi-auto so you can hook your double-taps with no reloads.
  2. natterfr0s

    That was cute. I really, really, really want to try to reply back in a point by point manner, but seeing as i'm halfway out the door already because of this BS, I just have no desire whatsoever.

    However after typing a lot of arguments I just deleted them. I have come to realize, well, you ARE right, evolve or perish.

    I guess its just my time to leave. I'm just a little bit sore that I spent SC on this game, got into a good outfit and made some friends. I am not a pro, but I have played short, and mid range sniping, and while I have gotten reasonably effective, my true love has and always will be long range sniping. While I didn't mind making up for all the dumb sniping mechanics that were already in place for infiltrators, a 150m hardcap for the other rifles, OK whatever, but on the BASRs... You are right, might'se well just quit and find a game where sniping isn't this dumb.
  3. Scan

    I checked how far 150 meters is in game, and I have to conclude that it is "okay" if you are doing anything that involves team oriented sniping.

    This will end these incidents where I shoot a heavy assault in the face at medium range, and end up dead because he survived and shielded up.

    If you are the type of Infiltrator that likes sitting on a hill a mile away from the action, getting 1 kill each 2 minutes: "You are doing it wrong, and you are the very cause that gives snipers a bad reputation."

    The guaranteed OHK within 150 meters range is an enourmous buff. Especially if you take in account how in the current situation, Semi-Auto rifles already are more suited for long range sniping.
    • Up x 1
  4. Wayfar

    1st off, there is no "wrong".

    Bad reputation? Hell, I respect cloakers that can flank and spot for his team and take me out from 300m away. 1 or 2 focused rounds vs a TR who couldn't hit the broad side of a barn but sprays 100 bullets like no tomorrow... I'll take chances to dying to the sniper any day. lol.

    Bad reputation to me would be the missile launchers at point blank and surviving guys.

    Or the vehicle turret engineer killing you from 500m+ without rendering or showing up on minimap.

    Something like that.

    Let him get his low score per minute up on that hill alone and have his fun. To me, getting blasted in the face by a loud obnoxious machine gun as soon as I spawn isn't entertaining. Plus, you can find that in any game these day.
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  5. PapaMojo

    The future of long-range sniping is dead. Long live the SMG Infiltrator! (Until SMG's get toned down because getting killed by an invisible guy with sensor darts isn't fun then....) Long live the recon dart infiltrator! Now go hack us a vehicle terminal and then make me a sammich!

    Seriously, you're going to see long range sniping being the realm of a few dedicated inf's who will try to make the weapon selection and mechanics work as best possible......and a major number of inf's either going SMG inf, learning how to quickscope, or most likely finding a game that suits their playstyle. I *had* been playing with the class and trying to learn how to do the harder long-range shots so I have a playstyle different then SMG ambushing. But, seeing as those will no longer have the reward for improving the skill, I will get used to short range sniping where I have less concern about bullet drop and leading the target.
  6. IIXianderII


    I think telling someone they are doing to wrong is a bad way to go about making an argument. This change will likely be a buff for me because 150 meters is my strongest range, but to tell long range infils they are doing it wrong goes against building a good community. would you tell someone who pulls out their dumb-fire instead of a lock-on when they want to deal with aircraft that they are doing it wrong? It might be less efficient sometimes, but for that person that could be the funnest thing to do in the game. If SOE themselves implemented high powered BASRs and high zoom optic scopes, I think it is reasonable to expect support for that play style. I don't like lock on rocket launchers, but they are in the game and at the moment do 41 % damage to an esf. I would not expect an update to suddenly double the amount of shots it takes (from 3 to 6) to kill an esf without changing the launcher at all just because people complain about lock-ons a lot. If it is in the game, SOE should insure that it is viable. High powered rifles and long range scopes are in the game, we as an infil community should not try and lecture people who enjoy those things just because we use the class differently and feel we are getting better results. There is nothing wrong with long range sniping, there is nothing unfair about dying to a sniper, and there is no clear reason why 150m needs to be the cutoff when we have seen that 300m sniping in no way upsets the balance of the game.
    • Up x 2
  7. zaspacer

    As IIXianderII stated, I believe the 150+ meter Sniper game will now move to Semi-Auto Sniper Rifles. Specifically with SASniperRs using a "double tap" to get 2x Headshot kills.

    Again, as IIXianderII stated, the skill cap on sniping 150+ meters will go UP. Snipers now have to try to get results using the same weapons that they found inferior to pre-nerf Bolt Actions.

    Before the change, an Infiltrator with Nanoweave 5 could take a BASR headshot from 92+ meters (someone correct me if my numbers are off) and live. Making them pretty much unkillable from other Snipers using BASR. Before the change, a VS Spectre took 3x Headshots to kill an Infiltrator with Nanoweave 5 at 163+ meters (Nanoweave 5 did not prevent TR 99SV or NC Gauss 2x Headshot kills at any range).

    Now with the change, 2x Headshot from a SASniperRifle will still kill a Infiltrator with no Nanoweave from any range. So an Infil running Ammo Belt is not going to be safe from Snipers. But I do not know the numbers for the new Nanoweave, so I can't say if Nanoweave will help Infiltrators vs. SASniperRs.

    In-game the text description for Nanoweave still lists the mod for the old version. And I have not see any of the new Nanoweave mod numbers on any 3rd Party sites. Anyone know the number impact of the new Nanoweave? (specific % reduction for each level)

    Hard to say if VS will have the edge if SASniperRs become the new Long Range Sniper weapon.

    VS Spectre has No Bullet Drop and +20 m/s Bullet Velocity. But TR 99SV and NC Gauss have higher damage over range.

    I expect it will come down to what the numbers are for New Nanoweave. Old Nanoweave 5 could not stop 2x Headshots on either TR 99SV or NC Gauss. But Old Nanoweave 5 could stop 2x Headshots on Spectre against Infiltrators (163+ meters) and Standard Infantry (129+ meters).

    The point-and-click ability of the Spectre is very powerful, but if it needs 3x Headshots to kill targets then it's not going to cut it.
  8. Scan

    Okay, maybe I should rephrase. I’m not wanting to be an *** here. No harm intended.
    Perhaps instead of saying “doing it wrong”, I might have said: “is not the most efficient way to be sniping.”

    I don’t feel you are doing as much for your team when you opt to sit on a hill and pop heads from ranges beyond 200 meters, then you would getting closer and having a reliable kill/minute and overview of the situation so you can inform your teammates of incoming threats.

    It’s ineffcient, not helping the team, and well… an egocentrical way of playstyle that I think SoE doesn’t want to promote.

    Long range sniping, once mastered, is a very easy way to get high KDR, in a relatively low risk fashion and it attracts the sort of player that also likes using auto-lock weaponry and MAX units. Personally I don’t like to see individuals like that giving our class a bad name.

    I believe that indirectly, it’s this egocentrical playstyle that was causing all the nerfs and hate we’ve been facing this last year.

    The 150 cap in my opinion could have been slightly higher, but it does promote people to get in closer and get involved in the battle at hand, without having them end up like fodder because their shot didn’t kill their target.
    As said: 150 meters is “okay” yet already people are crying hell and damnation that we won’t be able to snipe at all, when they’ve also said they might change that range up or down depending on results.
  9. Wayfar

    Sure 150 is alright. 200 would be better. 200+ would be preferred.

    Still Scan, "get in closer and get involved in the battle" isn't the right thing to say.

    Maybe I don't have a great KDR climbing around mountains, but I take great pride in spotting deployed sunderers and calling out enemy movements for my squad mates. That and sending in shots to distract the enemy to either duck and cover or turn and try and find me so that my friends can sneak up and finish up their spawn.

    I mean, you can "snipe" with tanks, with rocket launchers, with engineer turrets, with air to ground rockets, with liberator rounds... most of which are splash damage weapons which you can use at max distance with almost full immunity from infantry. Is that what SOE is trying to promote?

    Compare that to taking the time find the right spot to be able to hit someone dashing across a field in a small target area. To me, there are enough variables that keep sniping heads from long distances from being easy with a bolt action. That is the point I think you are over looking. They are slow, but heavy damaging weapons, that with the right situations and skill/luck/whatever should be devastating.


    So when all the little variables that matter when aiming for the head get stacked up with another new limitation (sorry but just how some folks will see it) then that is when you get people wanting express concern.


    As far as "hell and damnation", I don't see that. Why do people see other's views as so extreme all the time? Gotta love the interwebs. :D