Hipfire and Sniper Rifles


(watsyurdeal) #1

I’ll keep this simple, should Sniper Rifles hipfire accurately in close range?

I’m not talking about long range, cause that’d be absurd, this isn’t Unreal Tournament. But given the slow Rate of Fire, and the speed and pacing of this game, would it not be fair to say Vasilli should at least be able to reliably hipfire in close range scenarios?

In terms of how close, think of Underground, now think of the barricade control room, and the distance between the top of the stairs, to all the way down by the corner. I was thinking that’d be plenty.


(Talonser) #2

It could be something interesting to try, but I fear that having the hipfire accuracy being too high would make the weapon a deadly close-range weapon if you could aim well, which isn’t really what a sniper rifle is for.

However, as I said, it could be interesting to improve the hipfire by a bit to see how it works. To get a balance between effectiveness and consistency.


(Amerika) #3

Nope. I don’t want to see it. I use it as a talking point for people who insist that jump sniping needed to be removed to keep the game consistent between weapons so I bring up that sniper rifles are not accurate from the hip while every other gun is.

I do that to put a hole in their logic and not because I want to see it. I think every gun should be balanced around the pace of the game and making sure it’s viable in a number of situations and not limiting people. Which means that different mechanics for different guns or mercs is just peachy in my book and adds more depth to the game. Pre-set Nader nades that are 100% accurate are part of that skill ceiling. Fletcher being able to throw stickies while jumping off of everything in the area and being accurate is good for depth.

Being able to shoot people point blank with an unscoped sniper rifle really doesn’t add a ton of depth to the game in being unique or requiring any kind of practice. It’s just like any other weapon but it does more damage in a single shot than most.


(Hexen) #4

All this would do is reward bad positioning, bad teamwork, and bad situational awareness on the part of the sniper.


(ProfPlump) #5

The scope zoom for the snipers is already so minimal that you should never actually need to hipfire. If the scope was more magnified, it would be harder to ADS targets at close range, but as it is you can still hit them pretty easily.

If we gave the MOA/FEL-IX accurate hipfire, all we’d see as a real difference is the ability for Vassili to strafe faster while shooting at close range targets (since he doesn’t have to ADS), and I honestly don’t think that’s something we particularly need in Dirty Bomb.


(BananaSlug) #6

if someone is really close to you its already really easy, yesterday when playing vasili i i jumped on proxy and… i killed her and other guy in head :expressionless:


(ForgottenCrowd) #7

People already use the PDP as a shotgun. Literally every Redeye freaks out and spams their semi-auto once you get close to them


(ProfPlump) #8

Well, duh… But we’re talking about the MOA and FEL-IX more than the PDP.


(ZeroFactor) #9

But, I thought that was what sidearms were for :stuck_out_tongue:


(Sir_Slam) #10

That would so broken I can’t even imagine. I would do some dirty sh-t with that.


(solace_) #11

I think it would be ok, however you would probably get a whole load of people running around trying to get no-scope montages then.


(ProfPlump) #12

It’d be much better to buff the snipers in a way that would make them more of a high-skill, high reward weapon.
cough cough accurate jump sniping cough


(ImSploosh) #13

Still waiting for them to revert the unnecessary jump-sniping nerf that no one complained about other than maybe one noob rarely.