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Author Topic: Proposed Sniper nerf (with .gif!)  (Read 5286 times)

Saniblues

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Proposed Sniper nerf (with .gif!)
« on: August 12, 2015, 07:06:25 pm »



tl;dw version:

- Set the Maximum sniping length to 1500px or less, as opposed to 2000px
- Calculate range based upon hitDamage; len=1500*( ((hitDamage*100)/maxDamage)/100 );
- - For that reason, at a max range of 1500, the unscoped range would be 700px
- Possibly Allow sniper shots to pierce allied players, at least when unscoped

Pros:
- FREE THE MAPPERS
- REMOVE SNIPER

Cons:
- None
« Last Edit: August 12, 2015, 07:15:26 pm by Saniblues »
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ajf

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Re: Proposed Sniper nerf (with .gif!)
« Reply #1 on: August 12, 2015, 07:10:52 pm »

best proposal 11/9.5 pls nerf
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Orpheon

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Re: Proposed Sniper nerf (with .gif!)
« Reply #2 on: August 12, 2015, 07:16:54 pm »

Seems actually not dumb at all, although like all things, would need actual testing.

How would you graphically display this range? Or does one have to get a feeling for it?
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Saniblues

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Re: Proposed Sniper nerf (with .gif!)
« Reply #3 on: August 12, 2015, 07:19:46 pm »

Seems actually not dumb at all, although like all things, would need actual testing.

How would you graphically display this range? Or does one have to get a feeling for it?
Weapon HUD, perhaps? A tiny little radar that shows how far you can shoot?
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Quote from: mop
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I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

ajf

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Re: Proposed Sniper nerf (with .gif!)
« Reply #4 on: August 12, 2015, 07:56:11 pm »

Seems actually not dumb at all, although like all things, would need actual testing.

How would you graphically display this range? Or does one have to get a feeling for it?
Weapon HUD, perhaps? A tiny little radar that shows how far you can shoot?
I was thinking you could simply cut off the sniper beam, but then I realise it's not shown while aiming. You could maybe have a 50% transparent sniper beam visible when aiming, then?
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ZaSpai

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Re: Proposed Sniper nerf (with .gif!)
« Reply #5 on: August 12, 2015, 08:50:08 pm »

Surely the charge meter could properly correlate with the increasing range during charge
Why do we need to use an effective hack to give a range indicator? Surely the unscoped range covers a bit over two default screen lengths
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Intel Guard

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Re: Proposed Sniper nerf (with .gif!)
« Reply #6 on: August 12, 2015, 09:57:17 pm »

FULL SUPPORT
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Re: Proposed Sniper nerf (with .gif!)
« Reply #7 on: August 12, 2015, 10:32:10 pm »

Seems actually not dumb at all, although like all things, would need actual testing.

How would you graphically display this range? Or does one have to get a feeling for it?
Weapon HUD, perhaps? A tiny little radar that shows how far you can shoot?
i cant quite imagine how this would work
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Phantom Brave

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Re: Proposed Sniper nerf (with .gif!)
« Reply #8 on: August 13, 2015, 03:35:58 am »

Counter-proposal:

* At 700px, the hitscan ends and a projectile appears. This projectile has gravity and randomized drag, so it can't be used for free sightline spam
* This range rises too 1000px and the projectile's initial velocity is increased according to the damage of the shot

+ No janky range cutoff, not even the one we currently have
+ If someone actually gets a projectile kill it's going to be the MLG420NOSCOPEest thing ever
+ Lower hitscan limit when scoped in without sacrificing gameplay
+ Integrates gracefully with some other part of the game (charging)
- Complicated
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ZaSpai

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Re: Proposed Sniper nerf (with .gif!)
« Reply #9 on: August 13, 2015, 03:52:10 am »

randomized drag
is there a need for this

imo if we have a two-stage hit determinant the projectile needs to be a small magnitude weaker (5-10 damage less)
« Last Edit: August 13, 2015, 03:52:21 am by ZaSpai »
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Phantom Brave

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Re: Proposed Sniper nerf (with .gif!)
« Reply #10 on: August 13, 2015, 04:16:50 am »

>is there a need for this

Yes, otherwise you could still get keyhole spam past the projectile creation point. The randomized drag randomizes the arc while still firing something.

>imo if we have a two-stage hit determinant the projectile needs to be a small magnitude weaker (5-10 damage less)

This is reasonable. I was thinking of giving it true falloff past its spawn point.
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GG2RBY

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Re: Proposed Sniper nerf (with .gif!)
« Reply #11 on: August 13, 2015, 07:37:01 am »

nerf range but stop teammates blocking (charged) shots
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Phantom Brave

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Re: Proposed Sniper nerf (with .gif!)
« Reply #12 on: August 13, 2015, 08:13:05 am »

^ Reasonable tradeoff
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Perci

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Re: Proposed Sniper nerf (with .gif!)
« Reply #13 on: August 13, 2015, 01:03:14 pm »

Or just don't use maps with overpowered sniper positions.
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Phantom Brave

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Re: Proposed Sniper nerf (with .gif!)
« Reply #14 on: August 13, 2015, 01:09:10 pm »

The maps are perfectly fine.
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