Quick Eye and Snipers


(Equanimity) #1

So, really, I would like to hear everyone’s opinions on if they believe Quick Eye to be a must have for any sniper loadout, and why or why not. Additionally, any discussion of sniping in general is welcome. The reason I mention Quick Eye particularly is as follows.

With the inclusion of Quick Eye on three of Vasilli’s new 2nd Gen loadouts it begs the question if these cards are going to be the “must have” cards for each weapon (Besides maybe PDP for Redeye). Particularly, also, the widely accepted best bolt action sniper rifle, the MoA, and the new MO22 (Tough, Quick Eye, Double Time) loadout, reigning as potentially the supreme sniper loadout. Now, I’ve only been playing about two months, but having tried the F82 loadout for Aimee I definitely think, in comparison to even Vasilli with the MoA, that Aimee was able to give Vasilli a run for his money. With the introduction of all these new Quick Eye loadouts for Vasilli it begs the question if this makes Aimee less desirable to use, as the F82 was really her signature card as far as I know.


(Drac0rion) #2

At the moment, I don’t really consider Quick Eye too important of an augment, but if SD slapped it on many sniper cards. The only thing I see is possibly yet another nerf for the snipers.

Nerfing the time to aim might be the most efficient way to make snipers less frustrating to play against and more vulnerable up at close-mid range. Forcing them to stick to their sniper nests. And we’ve already lost jump-sniping, so we can’t lose it again if there actually might be a nerf.

Knowing SD and their affection towards snipers, this may have been intentional…

As for Aimee Vs Vassili with bolt action snipers. Vassili has always been the better pick.

110hp vs 90hp
Machine pistols vs Pistols
Huge spotting device that detects through walls
Vs
Small range spotting device with additional buffs.

Personally I don’t really feel that either of the snipers own augments that are too noticeable for their role. Maybe Drilled and Quick Eye are the only augments that have any real value for a sniper, but I usually just went for the preferred secondaries myself.

Sure the debuff on Snitch is strong, but the range on the ability is just too tiny to make up for everything else. I would never see a reason to pick Aimee over Vassili in comp. In pubs… you can make anything work in there.


(watsyurdeal) #3

I’d consider it a must have when we have better sights for the Dreiss and Grandeur


(terminal) #4

Dreiss is fine, and use a mumble overlay for the Grandeur. :slight_smile:


(Drac0rion) #5

I really don’t ADS much with the Grandeur or Dreiss, so for me personally, I just need Focus on both of the guns to reduce the aimpunch in close-mid range duels.
Spread itself gets pretty serious and the aimpunch really doesn’t help in the right way.


(ProfPlump) #6

[quote=“Dracorion;180706”]At the moment, I don’t really consider Quick Eye too important of an augment, but if SD slapped it on many sniper cards. The only thing I see is possibly yet another nerf for the snipers.

Nerfing the time to aim might be the most efficient way to make snipers less frustrating to play against and more vulnerable up at close-mid range. Forcing them to stick to their sniper nests. And we’ve already lost jump-sniping, so we can’t lose it again if there actually might be a nerf.

Knowing SD and their affection towards snipers, this may have been intentional…

As for Aimee Vs Vassili with bolt action snipers. Vassili has always been the better pick.

110hp vs 90hp
Machine pistols vs Pistols
Huge spotting device that detects through walls
Vs
Small range spotting device with additional buffs.

Personally I don’t really feel that either of the snipers own augments that are too noticeable for their role. Maybe Drilled and Quick Eye are the only augments that have any real value for a sniper, but I usually just went for the preferred secondaries myself.

Sure the debuff on Snitch is strong, but the range on the ability is just too tiny to make up for everything else. I would never see a reason to pick Aimee over Vassili in comp. In pubs… you can make anything work in there.[/quote]

Disagree on your point that, before this update, Vassili would be the winner in a sniper vs sniper context against Aimee, and here’s why:

  1. Strafing speed. Aimee won this HANDS DOWN. She already strafed faster by standard, and because of Quick Eye could now effectively strafe 41.4% faster than Vassili while scoped. This makes her a MUCH harder target for enemy snipers. (And if you don’t think that strafing speed matters for counter-sniping, you must have never played against a good Sparks sniper).
  2. Health. This MIGHT have been important, except that the time-to-kill on Aimee with a bolt action rifle is exactly the same as the time-to kill for Vassili or Redeye (since they all require two bodyshots or one headshot). The only exception to this argument (that Aimee’s lower health is irrelevant) is if the person sniping at her is using the PDP-70, as the PDP DOES have a faster time-to-kill on Aimee than it does on Vassili or Redeye (it requires 2 bodyshots/1 headshot for Aimee, but 3 bodyshots/2 headshots/1 headshot + 1 bodyshot).
  3. Yes Vassili has Machine Pistols, but in a 1v1 against Aimee those are useless, since the Aimee will just retreat and keep the Vassili at long range rather than dealing with his MP400/Tolen MP. Since she’s the faster merc, it’s very easy for her to keep her distance.
  4. I will, however, admit that Vassili’s motion sensor is better than Aimee’s. But to be honest that’s not the most important part of their viability anyway.

(ProfPlump) #7

[quote=“Dracorion;181088”]I really don’t ADS much with the Grandeur or Dreiss, so for me personally, I just need Focus on both of the guns to reduce the aimpunch in close-mid range duels.
Spread itself gets pretty serious and the aimpunch really doesn’t help in the right way.[/quote]

You realise that focus only affects your flinching while you’re aiming down sights, right? Why would you want Focus if you say that you don’t ADS much with the Grandeur or Dreiss…?

And it seems to me that you think that Focus reduces recoil… But, in case you don’t now, it only decreases the ‘flinch’ recoil you get from being shot while you’re aiming down sights (which is why it’s valuable for bolt action rifles - they don’t want their aim thrown off by a few bullets coming their way).


(nokiII) #8

[quote=“ProfPlump;181383”][quote=“Dracorion;181088”]I really don’t ADS much with the Grandeur or Dreiss, so for me personally, I just need Focus on both of the guns to reduce the aimpunch in close-mid range duels.
Spread itself gets pretty serious and the aimpunch really doesn’t help in the right way.[/quote]

You realise that focus only affects your flinching while you’re aiming down sights, right? Why would you want Focus if you say that you don’t ADS much with the Grandeur or Dreiss…?
[/quote]
@ProfPlump
I hope you realise, that you’re just plain wrong?


(Drac0rion) #9

@ProfPlump

The augment is confirmed to also work with hipfire, yet for some reason it isn’t written in the augment.

Oh and trust me, recoil in THIS game, is the least of my issues. For all that I care they might as well double the recoil for every gun so I’d actually notice it better.

And as for the sniper comparison, I never really compared them sniper vs sniper, but more like which one would be more beneficial for your team. You know, since it’s still a team game. :wink:


(Dawnlazy) #10

Dreiss is fine, and use a mumble overlay for the Grandeur. :slight_smile:
[/quote]

Mumble overlay won’t help having 40% of your screen blocked by that awful gun model though.


(BananaSlug) #11

flinching in more important tbh


(watsyurdeal) #12

Focus should reduce recoil kick imo, it’s not like reducing aimpunch by that amount makes any difference these days.


(frostyvampire) #13

Quick Eye is a great augment, but I still think MO11 is better than MO22. MO22 has Quick Eye and Tough (Double Time is useless on snipers) while MO11 has Spares (a perk that is really good for any non-fire support merc and maybe Rhino), Focus (as good as Quick Eye) and Bomb Squad which is a very useful perk on all mercs. Also note that MP400 is better than Tolen and Beckhill Knife is better than Stilnotto. So MO22 won’t become top tier.
But it’s possible that if we get a 3rd gen loadout with MOA SNPR-1 that has both Focus and Quick Eye it will take top tier place easily unless the secondary is a revolver and the 3rd perk is something useless like Untrackable or Extra Supplies


(ProfPlump) #14

[quote=“FrostyVampire;182801”]Quick Eye is a great augment, but I still think MO11 is better than MO22. MO22 has Quick Eye and Tough (Double Time is useless on snipers) while MO11 has Spares (a perk that is really good for any non-fire support merc and maybe Rhino), Focus (as good as Quick Eye) and Bomb Squad which is a very useful perk on all mercs. Also note that MP400 is better than Tolen and Beckhill Knife is better than Stilnotto. So MO22 won’t become top tier.
But it’s possible that if we get a 3rd gen loadout with MOA SNPR-1 that has both Focus and Quick Eye it will take top tier place easily unless the secondary is a revolver and the 3rd perk is something useless like Untrackable or Extra Supplies[/quote]

Spares is not a really good perk for competitive play. Sure, it’s good for playing pubs where the idiotic skyhammers never drop ammo, but in competitive play your fire support will never let you run out of ammo, so it’s useless.

Focus is not ‘as good as Quick Eye’. It might have USED to be (back when it was 50% less recoil from flinching) but now that it’s been nerfed to 30% it doesn’t even make much difference. Plus, Focus only allows you to take less punishment to your accuracy while you’re being shot, while Quick Eye allows you to strafe so fast that you can actually avoid getting shot in the first place (especially by other snipers).

I agree that the MP400 is better than the Tolen MP, fair point there.

But Double Time is not “useless on snipers”, like you think. Part of sniping in Dirty Bomb is retreating when you are being pushed by multiple enemies and firing back at them as you do so. While it may not be as effective as Drilled, Double Time does allow you to retreat for longer and keep your enemies at bay while continuing to fire back. And also, if you’re in a desperate fight in close quarters with an enemy and you need to reload, Double Time allows you to reload while you’re making yourself an extremely hard target (by sprinting around in zig-zags and doing long jumps while reloading). It’s not the best augment, for sure (and I would prefer Drilled), but it’s not ‘useless’.

And I’m sorry but the effectiveness of the melee weapon barely EVER comes into play, so saying that the 5 extra damage on the Beckhill vs the Stiletto is so insignificant to the matters.

Snipers in competitive really don’t care that much about the Focus augment on MO11 any more - before Gen 2 came out they chose MO11 because it had the better sidearm, and because MO22’s Looter meant that by killing enemy medics you were actually dropping their teammates free health packs. If MO22 had Focus, and MO11 did not (in gen 1), then MO11 would still have been the better card.


(Dawnlazy) #15

[quote=“ProfPlump;182947”]
Spares is not a really good perk for competitive play. Sure, it’s good for playing pubs where the idiotic skyhammers never drop ammo, but in competitive play your fire support will never let you run out of ammo, so it’s useless.[/quote]

Well it also saves the time that would be spent resupplying, even from a fire support, and helps with team comps that run no Fire Support. Though I’ll admit that I’m biased because I love Spares to death.


(Tanker_Ray) #16

One of the BEST augment for snipers.

PDP is best gun to use that, since you have to move left and right while zooming all the time.

I am so satisfied with P55 2nd gen loadout that has Drilled + Quick Eye.

Simply the best offensive loadout for PDP Red Eye.