Viability of Ranged Combat

Discussion in 'PlanetSide 2 Gameplay Discussion' started by EvilKoala, Mar 29, 2013.

  1. MrIDoK

    Agreed.
    I use a AMR-66 (compensator, grip, 4x) on my engy almost exclusively with the Repeater to take care of cqc.
    It's very nice at 50-150 meters, but that thing has so much drop and slow bullets that hitting is hard if the target doesn't run in a straight line for a while. Given that the only ranged alternatives are the T5 AMC (which is a joke with its low damage) or a slug shottie (even worse bullet speed and drop) i'm pretty happy though.
    The thing that leaves me confused the most is that it has just a bit more damage than a Reaper (the most similar weapon) but a ton more recoil, even considering the first shot recoil multiplier, and less bullet speed, which can be increased with HVA on the Reaper... Reducing the recoil and increasing the bullet speed would make wonders. Maybe a 2-round burst mode for closer encounters.


    Back on topic, there is some ranged combat, but mostly happens when a sundy driver is careful and deploys far from a base.
    Also, in Esamir i've seen quite a lot of infantry fights in the open near the major bases, the terrain hides groups of infantry pretty well from tanks and snipers with all those small hills.
    I have to say that at range is where high-damage weapons can shine, really. There, it's a matter of doing more damage before an enemy can reach cover.. That's why i fear NC at a distance, especially HAs with the SAW or medics with the Reaper. And this is the reason why infiltrators are the class of choice in this kind of engagements, just find an oblivious enemy and headshot him.
  2. p10k56

    First we need to deal with cheaters. Then you can adjust whatever you want. I don't like long or medium range engagements due fact that I must fire burst but many people outshoots me in constant full auto (and their accuracy is from dreamland).

    Buffing accuracy on longer distances will not buff cheaters but will cause big imbalance. Buffing damage will play to their cards.
    At least now you have some chance to seek cover but after buffing damage it will be very hard to get closer to them with enough health
    to cause trouble to reduced dispersion&spread cheaters.
    • Up x 1
  3. DashTech

    Current day definitions for optimal engagements (according to Wikipedia...)
    Sniper Rifle: 600-800 (1,200 and above are world records)
    (Battle) Rifle: 300-600
    Assault Rifle: 200-300

    Not sure on Carbines, they seem to be listed with the same range as assault rifles, just lighter weapons with slower bullet velocity, which would suggest more bullet drop at the upper range.

    WW2 showed light infantry engaged at 300m or less, as at greater distances it's harder to see what you're shooting at and why bother when you can just use artillery/mortars/APC etc.

    I like how you can mount LMGs in BF3 - this would be excellent for PS2, as otherwise LMGs are just rifles more bullets. At least make the accuracy useless unless stationary and ADS - but given the size of ammo a LMG normally takes, ensure they stay the most powerful of the bunch - chuck in barrel overheating (as RL) to keep them balanced.

    We should have to attack an outpost with rifles and then switch to carbines (or SMGs and shotguns) for close-quarters. Which means, you either ride with a sundy, or have a squad that carry a variety of weapons.

    Sniper roles are often naff in games. If games were anything to go by you'd expect war to be ranks of soldiers and sniper rifles, where in fact they aren't really used for standard engagements, but to take out specific high-value targets (kinda pointless with respawn). I'm not saying get rid of sniper rifles, but make them a lot harder to use - such as being slow and adding an artificial drag to movement. Then make SMGs the default for infiltrator (as that's arguably a more useful weapon for cloakers).

    For the distance war, of mass killing over 500m that's where the vehicle and turret combat should absolutely rule.
    • Up x 3
  4. SgtScum

    I use an Eidolon to great effect on my engi when he is using the av turret.

    When they hop out to repair I do this: Aim for the chest then tap.tap..tap and they are dead.

    First tap hits the chest with the second quick shot hitting the head then the millisecond pause for the aim to settle and the kill shot.

    Only works when fully certed though with compensator, grip and hv ammo.

    It also fun for crown fights as unlike a sniper rifle with the scope wobble a br with 6x scope is a headshot machine.
  5. Dethx

    http://www.inetres.com/gp/military/infantry/rifle/M107.html

    You should read that and your see why you should never use wiki as a source of info.
  6. DashTech

    That's a .50 cal. It's in a class of it's own as an anti-material weapon, it's not there for shooting infantry. Sure, include something similar for taking out the engine of an ATV, or a galaxy - but otherwise, pointless and too cumbersome for anti-infantry and useless against tanks.
  7. Dethx

    you Simply said "Sniper rifle" thats a sniper rifle it is also not too cumbersome for AI as the US army uses it for long range engagements sometimes if you want the standard then the XM2010 Enhanced Sniper Rifle has a Effective Range of around 1.300m.

    Back to my original point dont use wiki as a source for facts.

    All thats needs to be changed in this game is bullet drop needs to be decreased dramatically for long range weapons and the bullet velocity needs to dramatically heightened for med-long range weps when im firing on a target 300m away from me with a bolt action sniper as soon as i pull the trigger that bullet should be there in half a second.
  8. Primarkka

    I bet you were a gunner in a pre-nerf lib too?
  9. Dethx

    ive only started playing this game for about a week and ive never been in a gunner spot for a lib so... nope
  10. Zaik

    does the OP not know that you can aim down sights to get more accuracy?
  11. smokemaker

    I would like to see the lethality increased on all long range weapons.
  12. xGreedFuSioN

    Tighten CoF (Alot, currently its just stupid how much spread there is, and spread is a completely unrealistic mechanic to begin with) increase bullet velocity slightly, and increase vertical recoil.
    If you're going for aboslute realism,
    20x the recoil, no CoF, near instant bullet travel time at anything <200m
    • Up x 1
  13. xGreedFuSioN

    It's sad the my Ursa gets outperformed by the Pulsar LSW at any range.
    Even thought the ursa is DESIGNED for long range combat.
    also, Id love if HV ammo actually did something noticeable.
  14. Clonecenter-resident

    This is what I got from your post. "personally, I don't like long TTK's because when I'm lonewolfing and sneak up on someone, I don't want him to be able to survive it, call his friends, and flush me out."

    That is essentially, what your entire argument boils down to. If you have allies there and you all started opening fire from your "good positioning" then return fire, target survival, and reinforcements would not be a concern because none of them would happen.

    The only people that like short TTK's are lone wolfs; snipers, ambushers, rambos, etc.
  15. xGreedFuSioN

    Why do people use lone wolfing like a bad word?
    it's not a bad thing, playing a game with a short ttk is just as hard as a game with a high ttk, just in different areas.
    that is all
    • Up x 2
  16. Aegie

    Fair enough if that is how you feel. Thanks for insulting me for no reason I guess. I suppose I could return the favor but honestly I am sick of getting baited into discussions with people who lead into a conversation by insulting someone- they rarely go anywhere beyond insults.

    I suppose you missed the part where I said "regardless of TTK I would prefer a weapon that has comparable DPS to the automatics while being semi-auto with a high enough damage per shot and slow enough rate of fire that it matters when you hit someone even with 1 shot- no not OHK but not a tickle either. Currently we only have sniper rifles and slug shotguns that attempt to fill this role and IMO that is a shame."
  17. smokemaker

    Rgr that.
    My current choice for long range is an auto shotty with slugs and a 4x scope.
  18. Aegie

    I get it to a certain extent since this is supposed to be a team oriented game. However, I run with squads and platoons all the time (literally all the time)- often very large platoons. I play to the objective and hardly think that jetpacking onto a tree branch or ledge to cover my squadmates is lonewolfing but based on this person's response I doubt they have any intention of trying to understand my point of view. Apparently this person really appreciates longer TTKs and are afraid that my disagreement may lead the game in a direction they do not want to see the game go- I can empathize with that, I just wish that more people on the forums would try to engage people in meaningful and respectful discussion at the very least until someone else gets out of line.
  19. crazyoldfart

    What makes you think you should retaliate being shot. This is exactly the "I Shouldn't have been killed cause i'm to skilled" atitude that is wrong right now. If I had more time with my mad skills I would have won. Use your skills to keep from getting shot in the 1st place and accept death when you don't.
    • Up x 2
  20. KodanBlack

    Then people would declare "OP! We have no chance against a weapon with that kind of range! All weapons have to be 'balanced' in every aspect of the game!"