Sniper 1 hs kill + gib


(Floris) #1

I want to talk about the sniper rifle leading to instant kills and gibs. I understand people like the 1 hs kill, and I’m okay with it I guess, otherwise the class would be useless. But could you at least make it so it does not gib the player right away? It just feels silly to be a medic and see your teammates get taken out around you by a sniper and leaving you powerless. Instead, give them 1 shot gibs when shooting downed players scoped , if that is not already the case.

Killing someone with 3/4 headshots with any other gun in the game does not lead to the player dying plus being gibbed, so shouldn’t 1 headshot from the sniper imo. It would also add a little bit of strategy because snipers would need to take out the medic in a group of enemies first.


(tokamak) #2

Then again, it’s more costly to gib for a sniper.


(INF3RN0) #3

I think it’s fine.


(Glottis-3D) #4

i hate it, but in a right way. it is as it should be. otherwise bb snipers.


(k1ruaa) #5

I think a really good sniper user can be really overpowered. But I haven’t seen one so far. It can already be a pain in the ass sometimes tho.

And I just hate being instakilled/gibed when it’s not by a panzerfaust or a nade but it’s subjective.


(Floris) #6

I’ve seen teams with over 30% snipers do fine, so it’s already quite strong. I’m pretty sure people won’t stop playing sniper if it doesn’t instagib, because snipers will still be able to kill easily plus there will be more players to frag. Without instagib the sniper can bait the people who try to do help up and if the sniper is a good shot he can try taking out medics going for the revive.

A spawnkilling sniper is horror because he can easily send people on nearly full. It’s terrible to be downed 1-2 players 5 sec after spawning, by a player who at that time has nearly no risk of being killed.


(dommafia) #7

[QUOTE=k1ruaa;519647]I think a really good sniper user can be really overpowered. But I haven’t seen one so far. It can already be a pain in the ass sometimes tho.

And I just hate being instakilled/gibed when it’s not by a panzerfaust or a nade but it’s subjective.[/QUOTE]

GS Trag, ChickenNWaffles, Inferno… to name a few. Pain in the asses.


(tokamak) #8

Ass shots are revivable though


(xdc) #9

auto sniper + “look down” button > bolt sniper


(INF3RN0) #10

I get decent streaks sometimes, but I do think that hs gibs bring a needed strategical strength to the sniper. I’d still always be better off as a fragger, but if you can manage a consistent sniper in the mix it can be very useful on a lot of objectives- even just for delaying pushes. Only sniper I’ve ever seen really push it to the limit was that Rakunish guy.


(Destroy666) #11

Ummmm, no. Vassilis are the most overpowered mercs now, even though the maps don’t have much open terrain. But the free in-built wallhack helps with that.


(Floris) #12

Because vasilli is not strategic enough being able to show where the enemy teams players exactly are and take them out with one headshot and redeye’s smoke grenade is absolutely useless? Yeah, if you think like that they definitely need instagib scoped headshots because they offer so little strategic value otherwise.

Seriously, don’t make me laugh.


(INF3RN0) #13

[QUOTE=Florisjuh;519758]Because vasilli is not strategic enough being able to show where the enemy teams players exactly are and take them out with one headshot and redeye’s smoke grenade is absolutely useless? Yeah, if you think like that they definitely need instagib scoped headshots because they offer so little strategic value otherwise.

Seriously, don’t make me laugh.[/QUOTE]

The honest observation here is this, people die to a sniper in a pub and get insta-gibbed. He has a heart beat sensor and it makes them overly emotional, but of course the same applies to most everything else. This is not intelligent reasoning, especially when you compare it across the board. Out of all of the extensive scrims and pugs I’ve participated in with both low/high skill and organization, a sniper is not OP in the least with the insta-gib or the sensor. The sensor could still use some tweaking, but insta-gib is only fair for a sniper who can land their headshots (no I don’t think the BR16 is a sniper). A heart beat sensor isn’t even that necessary in my opinion as any team with a proper crossfire can gauge enemy positions very easily and the sniper still needs to have solid aim. Insta-gib on the other hand has a much greater impact than the sensor. So how do you feel about explosive insta-gibs, which are far far less skillful then? I’d rather spend the time on shotguns and grenade launchers which involve massively less of a skill curve than bickering about snipers who get headshots. My stance is that it’s not imbalanced in the greater scheme of the game concerning player input to player output and overall reliability/consistency, so that’s my logic- continue laughing by yourself I suppose…


(Floris) #14

I respect your opinion about using the sniper in competitive matches. I haven’t had the chance to play the game in a competitive setting so I can’t argue with you on that. However, no matter whether a feature is balanced or not in competition, it also has to make sense in public. Right now, a team with one or two snipers can tear the enemy apart. Take the first stage of Trainyard for example where a defending sniper can take out people crossing the river just after they spawned. Or a map like Chapel, when the ESV is between the bridge and the chapel and attackers have to cross the square. Or the final stage when an attacking sniper can look inside the enemy spawn.

Perhaps the issue is a symptom of the maps not offering enough cover, making it impossible for a team to avoid being torn apart by a sniper. Explosive instagibs either require the enemy to be close (for nader and fragger) or have a large countdown (for arty and skyhammer), so in my experience they feel more fair and/or occur less frequently. Possible solutions for the problem would then be to add more cover on the broken maps (worst offender being chapel) or only have the sniper instagib on scoped headshots on short to medium range. Do you think either of these would work well in competition?


(INF3RN0) #15

[QUOTE=Florisjuh;519774]I respect your opinion about using the sniper in competitive matches. I haven’t had the chance to play the game in a competitive setting so I can’t argue with you on that. However, no matter whether a feature is balanced or not in competition, it also has to make sense in public. Right now, a team with one or two snipers can tear the enemy apart. Take the first stage of Trainyard for example where a defending sniper can take out people crossing the river just after they spawned. Or a map like Chapel, when the ESV is between the bridge and the chapel and attackers have to cross the square. Or the final stage when an attacking sniper can look inside the enemy spawn.

Perhaps the issue is a symptom of the maps not offering enough cover, making it impossible for a team to avoid being torn apart by a sniper. Explosive instagibs either require the enemy to be close (for nader and fragger) or have a large countdown (for arty and skyhammer), so in my experience they feel more fair and/or occur less frequently. Possible solutions for the problem would then be to add more cover on the broken maps (worst offender being chapel) or only have the sniper instagib on scoped headshots on short to medium range. Do you think either of these would work well in competition?[/QUOTE]

I’ve rarely found sniper heavy teams harder to beat, and even the better snipers won’t usually have as much of an impact as something like an assault. The sniper usually contributes towards slowing momentum or get picks before a push. I think people just haven’t yet learned to counter a sniper or use their long jumps for dodging. In most cases a sniper seems strong on a team that is already stronger, or of course if they individually are more skilled overall. Maps are probably the bigger culprit in many cases (battersea is likely the most annoying map against snipers) simply due to lack of cover, overly advantageous positions, and not enough zoning of areas (aka the current tube map design). For the moment I’d suggest limiting the insta-gib to the moa and flex scopes. Explosives are extremely easy, though I don’t mind that they insta-gib, but the fragger nade and nade launcher need some new mechanics to balance out their over-reliability and lack of skill requirement.


(BAMFana) #16

Agree with most of what INF3RN0 says. Snipers seem to be in a decent spot right now. They’re very situational, but powerful in the right hands under certain circumstances.