Sniper suggestions for ETQW


(carnage) #61

um i would be so sure about not having thoes style objectives. although the actual level is large the combat zones its split up into will allow smaller objectives to carry out from what i understand in the reviews. there will still be construct the bridge and escorting drivavles but u just have to drive them as well. read the reviews it doesnt mention any lame bf2 capturer the flag action


(eRRoLfLyNN) #62

Sorry, I only read the first post and Nail’s response, which I totally agree with.

1 shot kills shouldn’t have any place in multiplayer games in my opinion, unless it is very heavily balanced by other weaknesses in the class, especially if the weapon comes with a long range scope - snipers can ruin MP games and maps imo - I think to give them the power of a 1 shot kill would destroy my will to live.


(bandit5k) #63

Thing is, the Snipers in Q3F could be used to:
A) Camp mid field so nothing gets passed
B) Be used on offence as a tool to clear key defence in a couple of shots
C) As a strong part of any flag room defence

The class isn’t “Lame”. It’s how people use it.


(Ragnar_40k) #64

I remember in “Codename: Outbreak” you had a Ghillie suit (kind of) when proned with a sniper rifle.


(iwound) #65

I think the sniper weakness must be a loud bang from the rifle and possibly a puff of smoke so at least you have a chance of spotting the snipers position and maybe come around them and introduce them too some steel.


(B0rsuk) #66

More specifically, I think it should be loud bang for human sniper rifle. And railgun trail (but no sound) for strogg railgun. This would be interesting.
Real world railgun makes no sound other than hum of batteries. I think some kind of russian scientist made one. If the technology is further developed, modern sniper rifles can become truly terrifying. Imagine: completely silent sniper rifles…

Thing is, the Snipers in Q3F could be used to:
A) Camp mid field so nothing gets passed
B) Be used on offence as a tool to clear key defence in a couple of shots
C) As a strong part of any flag room defence

The class isn’t “Lame”. It’s how people use it.

But if it’s easy enough to just camp main yard (and get lots of kills). there’s little to no motivation to do something different. And snipers who would actually care about objective can’t play because of the usual 2sniper limit. I prefer it the W:ET way where sniper rifles might be a little underpowered, but can get the job done in right hands.

Saying that 1 sniper headshot should kill anyone is like saying 1-3 smg bullets should kill anyone. Some realism is sacrificed to benefit gameplay, and I don’t see why sniper rifles should be excluded from global deflation in weapon damage.

If W:ET sniper rifles make it to ET:QW unchanged, they may even be a bit too powerful, even Fg42. Much less indoor fighting, much more open areas, and only vehicles to truly scare you…


(Xaltar) #67

A sniper rifle shot to the head does not always kill first try, the bullet has been known to glance off the side of the head at times. Now making it so you can get eye or between the eyes 1 shot kills should be fun and shouldn’t detract from gameplay because you would have to be really good with said weapon to achieve this :wink:


(Ragnar_40k) #68

Kind of a ghillie suit in Outbreak - when you proned on gras you automatically pull it out (I just look at my teammate ;)):

Another cool feature was the audio enhancer - when you zoomed into an enemy you could hear what they speak. This would be a nice feature for ET:QW covert esp. with the built in teamspeak:


(carnage) #69

a guile suit like that could be deadly. even at the close range in the screen its hard to spot but image when you a few hunder meters away. and with the ranges ETQW is giving you target could be a few pixel without cover but almost imposble to spot with binoculars etc


(Ragnar_40k) #70

You could implement some drawbacks like:[ul][li]Its works only on certain terrain.[]Time to set it up resp. to get up when you wish to move could be something about 5 or more seconds - you a sitting duck once spotted.[]You cannot move when cover is deployed resp. shoting range is very limited (you cannot turn around).[*]Your hearing and your FOV is limited.[/ul]It could work like the engi-stuff: the guile has to be constructed and has to be “disarmed”. And once constructed the covert is kind of trapped inside it until it get disarmed. Don’t know if this would outweight/balance the advantage from the cover the guile gives. Might need some testing.
[/li]


(Gringo) #71

I may be wrong but arent snipers are primarily defensive soldiers and any attacking they do is to take out enemy snipers or gun turrets. Infantry and armour do the “softening up”


(carnage) #72

the main weapon of the sniper is the ability to remain undeteced. This is what sets them aprt from marksmen. in a battle situation a sniper is more likely to spend days waiting in some dugout a mile away from a base waiting for the one shot on the important troop rather then just killing as any as he can. after the one shot his cover is up. in moder army snipers often can spend entire missions with doing reconosance of enemy movments etc without wven shooting a single round


(Jej3) #73

Hello, I think the sniper of W:ET is really good, but imo it would be better if headshots cause an immediate kill instead of damage -100.
And a bodyshot causes less damage (40-50-60 hp), the sniper would then be a good mix between RtCW and W.ET.


(Ragnar_40k) #74

I think a headshot should not do an instant kill, but reduce health to 1 HP or take 100HP - depending on what does more damage.


(datoo) #75

That Codename Outbreak game was really cool, if a bit buggy and poorly translated. Yay for co-op.


(Deth_Metal) #76

I personally am a fan of how the sniper rifle in UT worked. If you managed a headshot (which was not impossible but not easy either, and took alot of time in tunnel vision to line up) it would kill in one shot, but would take up to 4-5 shots to the chest to kill someone so if you were just blithely firing off rounds without aiming you got fried pretty quick, but if you took your time finding a good spot and aiming you could be quite deadly. I think this would be the best system to implement as in general you’d want the sniper rifle to be difficult to use to dissuade the guys just going for quick and easy kills, but still be deadly enough to warrant a threat.

Finally, I really think sniper should be separated from covops as in reality (which of course brings the reality vs. gameplay argument into things) your sniper should be the one finding a good hiding place and waiting to cover you and your covops should be going up and dissabling defences/infiltratiing enemy territory. So at their core, the two parts of the class are really at odds with eachother since the sniper is supposed to engage at long distances and the covops should be geared more toward medium/short range distances.

My suggestion would be to split the sniper from the covops class and only allow 1 sniper per squad (so 3 for a 12 man team and 4 for a 16 man team). Leaving the sniper with a powerful weapon instead of nerfing it just because the class has other useful and needed skills. Otherwise all you have to do is make the sniper rifle deadly but extremely hard to use (the one in ET is pathetically easy to use on most campaigns) which would give hardcore snipers a viable weapon (not unbalanced, but viable. there is a difference) but discourage n00by frag-hos from using the weapon.


(ÃœberNoob) #77

I’m sorry if this has been said somewhere or something, but will QW have a spotted type of thing like BF2? Where you can look at an enemy and “spot” him and he shows up on your teams radars? Because I’ve played BF2 some and I found that that was a pretty useful thing for snipers to do was to get on some high ground or a building and just spot enemy vehicles and infantry. It was also helpful when (dont flame me for this I know QW wont have flags, but objectives) an enemy would try to sneak around your forces in a jeep or something to cap one of your back flags. Snipers were useful for spotting and reporting the enemy trying to sneak around, then you could get some air support like a helo to take them out. I hope they have the spotted system in QW it was a useful function for snipers to help the team.


(Ragnar_40k) #78

In W:ET enemies show up on the radar for all teammates, when they are in the FOV of a Covert Ops. So I guess in ET:QW it will work in a similar way. And when I look at the timeline my second guess it that BF2 borrowed this feature from W:ET. :wink:


(NOYB) #79

A powerful sniper rifle slows gameplay down too much.

It becomes the weapon of choice and strategies revolve around “sniper placement.” The game goes from dynamic free movement; to creeping in shadows and camping on top of objectives. That may be fun for some people, but it isn’t what W:ET was all about.