Sniper rifles - rant free (hopefully) balance discussion


(vdll) #21

Huge damage and very low ROF sounds natural for SRs, the real question is how much is too much regarding damage values. I like it more than a sway idea though.


(Reddeadcap) #22

agreed with the FEL-IX, it should really be an all or nothing rifle, give it the biggest smoke trail after every shot, give it an obvious laser, anything that informs the player that might get hit by it that it is around, the way they decreased its damage just didn’t seem to be the rifle flaw, Aura could still be revived since it wasn’t a headshot, Aura would’ve been the least likely to be hit, do to her speed and small frame,


(watsyurdeal) #23

[quote=“convincingMollusk;20657”]
Sway is not suitable for a fast paced game and is extremely frustrating, because it literally makes your aim worse.[/quote]

That’s the point, that’s why the Fe Lix should have noticeable sway if it gets the damage buff, and the MoA not so much if it gets the damage nerf.

The idea is that the MoA is built for a fast paced Sniper, the Fe Lix would not, it’d force you to basically stay in one place and lock down that area with powerful sniper fire. It’d be for a slow, patient style of Sniping. You have no sway while staying still, it only takes affect when you move.

The sway punishes you for trying to be mobile with a weapon that simply isn’t meant to be, do you understand now?


(watsyurdeal) #24

whoops


(vdll) #25

So you want to balance a gun inflicting 100+ damage by increasing sway during movement?

It won’t balance a thing, m8, because all you need to do then, is to stop>twitch shot>proceed strafing. A lot of people already have this sort of habbit, since great many FPS punish you with innacurate shots during movement.

Some players complained when devs decided to increase sway while moving, but I hardly felt a difference because of the simple maneuver described above.

P.S. don’t talk to me like I’m a halfwit <3


(watsyurdeal) #26

The gun would only do a 100 damage max, and yes that is a good balancing tool if the sway and flinch is severe enough to where you a) can’t really move at all without your aim getting thrown off, and b) can’t get shot without your shot being thrown off and missing entirely.

And I wasn’t trying to talk to you in a demeaning manner but you didn’t seem to get the point


(vdll) #27

You don’t have to move while shooting, not at all!
That’s the whole point, before you pull the trigger, it is natural to stop strafing for half a sec.
Ergo, huge sway during movement won’t matter and can’t alone balance damage that high.


(watsyurdeal) #28

Maybe natural for you, but through my time playing Unreal, Quake, TF2, and Blacklight, strafing was a huge tool for me and my style of sniping, as I imagine it would be for others too.

I don’t like waiting, I like to seek out players while still keeping them just enough at a distance where I can safely pick off people. In other words I am constantly moving, so sway would simply be a no go for me. That coupled with a slower fire rate and potentially slower reload would be enough to keep me from using the Fe Lix.

If it works for you, great, that’s the idea, for some it’d work, others it wouldn’t.


(vdll) #29

See, there is the point: I want Felix to be a viable even though Ill probably use MOA anyway. Long reload and ROF may suffice to balance high damage, but sway will only scare people away.


(watsyurdeal) #30

Well the damage increase will make it viable, but it needs to have sufficient downsides including the sway. Without that it’d be too easy to pick up and use.

You see, imo, downsides need to force a different style of play entirely. They can’t be too similar, the sway, fire rate decrease, and slow reload forces Snipers to be more conservative. It’s an entirely different story from the MoA