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Author Topic: Sniper Unscopes on Every Shot  (Read 1590 times)
♫Sani Sani Disco♫
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« Reply #15 on: November 22, 2010, 11:30:42 pm »

Technically, the bullet should still be affected by air resistance and gravity, so the shots should arc somewhat.
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« Reply #16 on: November 22, 2010, 11:36:24 pm »

yes and infiltrator revolver bullets do the most damage of any bullet projectile despite being affected the most by gravity.
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« Reply #17 on: November 23, 2010, 12:19:50 am »

we're talking about snoiper, not spah. Why don't we change the damage falloff to damage raise for distance?

Cross Map Snipe = Holy shit 9999 damage
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« Reply #18 on: November 23, 2010, 12:32:57 am »

we're talking about snoiper, not spah. Why don't we change the damage falloff to damage raise for distance?

Cross Map Snipe = Holy shit 9999 damage
That'll make keyhole spamshots even more overpowered
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« Reply #19 on: November 23, 2010, 01:33:11 am »

yes and infiltrator revolver bullets do the most damage of any bullet projectile despite being affected the most by gravity.
that's cause they move the quickest
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« Reply #20 on: November 23, 2010, 06:19:21 am »

Encouraging long range sniping is bad, I have no idea why the fuck you guys want to encourage it.

Try playing one match against Anna's sniper and see if you still want to make the most annoying part of sniper even more powerful. As if 85(?) damage from across the map wasn't enough, sheesh. Think about what you're suggesting, because it doesn't make any sense if you've played against snipers.
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« Reply #21 on: November 23, 2010, 11:06:45 am »

Encouraging long range sniping is bad, I have no idea why the fuck you guys want to encourage it.

Try playing one match against Anna's sniper and see if you still want to make the most annoying part of sniper even more powerful. As if 85(?) damage from across the map wasn't enough, sheesh. Think about what you're suggesting, because it doesn't make any sense if you've played against snipers.
Ok then, Make the damage raise in a sine curve so that you can't snipe from too close or too far. That sounds retarded doesn't it?
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« Reply #22 on: November 23, 2010, 01:30:50 pm »

Let's get serious again, okay?

The rifle should do the same damage on all distances, because it's more intuitive and predictive that way. Also the sniper is naturally better at fighting from a long distance, because he is in almost no danger from the enemy attacks. So any kind of inverse falloff makes no sense.
What we should do is cut off the shot at 100 pixels, which is the maximum sight range. There can be a certain element of prediction and skill in shooting off-screen enemies, but it mostly depends on luck. It's a cheap tactic because there's little skill required and there's little risk to it. Introducing a maximum range will make existing maps more balanced like egypt or classicwell and at the same time it will make the design of new maps easier. Skilled snipers will still be able to shoot and kill targets, they are seeing, and don't need to worry too much about this change.
« Last Edit: November 23, 2010, 01:33:45 pm by [GA]Agh » Logged
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« Reply #23 on: November 23, 2010, 02:18:47 pm »

Let's get serious again, okay?

The rifle should do the same damage on all distances, because it's more intuitive and predictive that way. Also the sniper is naturally better at fighting from a long distance, because he is in almost no danger from the enemy attacks. So any kind of inverse falloff makes no sense.
What we should do is cut off the shot at 100 pixels, which is the maximum sight range. There can be a certain element of prediction and skill in shooting off-screen enemies, but it mostly depends on luck. It's a cheap tactic because there's little skill required and there's little risk to it. Introducing a maximum range will make existing maps more balanced like egypt or classicwell and at the same time it will make the design of new maps easier. Skilled snipers will still be able to shoot and kill targets, they are seeing, and don't need to worry too much about this change.

Kills pretty much the last thing which makes me want to choose sniper over rocketman :/
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« Reply #24 on: November 23, 2010, 02:21:50 pm »

I dont like this idea. It would make  x19 even weaker thn he already is   z7


But when this idea is really gonna be used, you should give him headshots..
« Last Edit: November 23, 2010, 02:32:57 pm by [E]lite {=3} Wraith » Logged

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« Reply #25 on: November 23, 2010, 05:50:03 pm »

I dont like this idea. It would make  x19 even weaker thn he already is   z7


But when this idea is really gonna be used, you should give him headshots..

A skilled rifleman is the strongest class right now and we're TRYING to nerf him.
« Last Edit: November 23, 2010, 06:16:19 pm by Dr. R. Starky » Logged

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« Reply #26 on: November 23, 2010, 06:03:39 pm »

I dont like this idea. It would make  x19 even weaker thn he already is   z7


But when this idea is really gonna be used, you should give him headshots..
z8
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Yeah so now I have an idea


« Reply #27 on: November 23, 2010, 06:42:28 pm »

Encouraging long range sniping is bad, I have no idea why the fuck you guys want to encourage it.

Try playing one match against Anna's sniper and see if you still want to make the most annoying part of sniper even more powerful. As if 85(?) damage from across the map wasn't enough, sheesh. Think about what you're suggesting, because it doesn't make any sense if you've played against snipers.
It's not right to nerf the sniper for being too good at sniping.
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« Reply #28 on: November 23, 2010, 07:09:39 pm »

Encouraging long range sniping is bad, I have no idea why the fuck you guys want to encourage it.

Try playing one match against Anna's sniper and see if you still want to make the most annoying part of sniper even more powerful. As if 85(?) damage from across the map wasn't enough, sheesh. Think about what you're suggesting, because it doesn't make any sense if you've played against snipers.
It's not right to nerf the sniper for being too good at sniping.
But is it right to nerf a class for having a high skill ceiling with a very shallow skill curve that makes using the class with a very effective and forgiving playstyle way too easy?

It's way too easy to snipe from afar because it requires minimal aim adgustment to compensate for a target's movement, and on top of that an extremely high damage output that rewards sniping from a range no one can hit you from. This results in a skill:effectiveness ratio that isn't acceptable/balanced.
« Last Edit: November 23, 2010, 07:10:19 pm by [GO] Fish » Logged

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« Reply #29 on: November 24, 2010, 02:52:09 am »

extremely high damage output
Hm. I hope that's not DPS, because he used to be DPI intensive but fail to out-DPS Medics. It would be just a little weird if he's become every other class in GG2 over all this time.

What we should do is cut off the shot at 100 pixels, which is the maximum sight range.
This will force us to make some kind of range restriction on rockets. I mean, really, since when can video game rockets snipe better than video game bullets?
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