Who Wants To Revert RNG Shots in Sniper Rifle Jumpshotting Back to No RNG
[quote=“Opicron;143624”][quote=“Watsyurdeal;143622”]
Yes thay are different games but a large part of what makes CS so popular is consistency.
There’s no reason Dirty Bomb shouldn’t have the same consistency with the various weapons.[/quote]
Yet this thread is about un-nerfing only sniper. So it would mean no consistency.
[/quote]
You are either misreading the posts or completely blind
There is nothing consistent about the sway, nor the aim punch, or the jumping penalty.
There is no reason for these things to stay as they are considering sniper headshots do not gib unless in specific circumstances.
Remove sway, have only visual aim punch instead of actually moving the crosshair up, and instead of nerfing jump sniping accuracy, just make it so jumping forces you to unscope, so you have to time it perfectly.
I would give Felix 100% accuracy in mid-air and keep the RNG for other sniper rifles. This way Felix will have something to offer over the Moa/Pdp.
@Maverix_GT Thanks for the video Maverix. That’s how hard a sniper truly is in this game. If you can’t land that headshot with one bullet, you’re screwed.
How hard is it to cook a grenade and throw as compared to using a zoomed sniper that has to aim for the head?
@MTLMortis “The selfish want to keep dirty bomb free of snipers.”
@Opicron So what is your logic for keeping the nerf on snipers? Keep the nerf because in real life you couldn’t maintain 100% accurancy whilst jumping with a sniper? This is a game and that’s real life, we can rant about your logic all day long.
[quote=“jollyRacer;143785”]@Opicron So what is your logic for keeping the nerf on snipers? Keep the nerf because in real life you couldn’t maintain 100% accurancy whilst jumping with a sniper? This is a game and that’s real life, we can rant about your logic all day long.
[/quote]
Can you point out where I said that? I think you need to stop assuming.
Its the game tactic which is flawed if you miss full cover jump sniping.
[quote=“Watsyurdeal;143675”]You are either misreading the posts or completely blind.
There is nothing consistent about the sway, nor the aim punch, or the jumping penalty.
There is no reason for these things to stay as they are considering sniper headshots do not gib unless in specific circumstances.
Remove sway, have only visual aim punch instead of actually moving the crosshair up, and instead of nerfing jump sniping accuracy, just make it so jumping forces you to unscope, so you have to time it perfectly.
[/quote]
Again, you said consitency across weapons. The rng is on all weapons, removing it from sniper - as this thread suggests - is inconsistent within that scope.
I kind of agree with unscoping when jumping as it would more or less result in the same outcome.
I dont think you should be able to ads while jumping on any gun or merc. Mobility and initiative vs positioning and accuracy.
Also ALL hipfire accuracy should be nerfed.
[quote=“pinkOrchid;143830”]I dont think you should be able to ads while jumping on any gun or merc. Mobility and initiative vs positioning and accuracy.
Also ALL hipfire accuracy should be nerfed.[/quote]
OK, there’s this game I think you’ll really like, it’s called CS:GO.
As far as I’m concerned every gun should have a distinct learning curve to it that forces the player to think about how to get the most out of the guns. Then I think we need to start having new generations of loadout cards until we have as many as 9 for each merc, all equally as good as the other and all offering styles of play that appeal to all types of players.
Like a Fragger card with the Dreiss for those who like to carefully place their shots, a Phantom loadout that sacrifices the katana and combat perks for a pure stealth engineer loadout. A Grandeur loadout for Vasilli so he can get up close and personal with the rest of his team and push in with them when needed instead of hanging at the back.
I feel like there’s a lot of room for improvement for making this game’s skill ceiling higher while also offering VARIETY. We don’t need a shit ton of mercs we’ll have plenty soon enough, and now we need to mold them to fit what the game needs.
i’m not care if remove with MOA and make Fel-IX’s Jumpshotting.
but remove is disagree.
vassili is 100hp, and can’t hide like red eye.
than how shoot surprise?
i think jhumpshotting need maintain.
[quote=“XP-Expert;143856”]i’m not care if remove with MOA and make Fel-IX’s Jumpshotting.
but remove is disagree.
vassili is 100hp, and can’t hide like red eye.
than how shoot surprise?
i think jhumpshotting need maintain.[/quote]
Haha, I imagined you talking like a caveman. Take it as nicely as possible though
[quote=“Watsyurdeal;143854”]As far as I’m concerned every gun should have a distinct learning curve to it that forces the player to think about how to get the most out of the guns. Then I think we need to start having new generations of loadout cards until we have as many as 9 for each merc, all equally as good as the other and all offering styles of play that appeal to all types of players.
Like a Fragger card with the Dreiss for those who like to carefully place their shots, a Phantom loadout that sacrifices the katana and combat perks for a pure stealth engineer loadout. A Grandeur loadout for Vasilli so he can get up close and personal with the rest of his team and push in with them when needed instead of hanging at the back.
I feel like there’s a lot of room for improvement for making this game’s skill ceiling higher while also offering VARIETY. We don’t need a shit ton of mercs we’ll have plenty soon enough, and now we need to mold them to fit what the game needs.[/quote]
But the guns all feel the same cuz you can just run and shoot, the difference between the ARs and the SMGs internally is so small it feels cosmetic. Jump, run and point with your mouse. The way to differentiate is ADS vs Hipfire. Add more recoil and deviation to hipfire but differentiate between weapon types internally and externally. Smgs would have better hipfire than ARs for example but shorter range. While hochfir would likely have worse hipfire than blishlok cause of the RoF.
[quote=“gg2ez;143849”][quote=“pinkOrchid;143830”]I dont think you should be able to ads while jumping on any gun or merc. Mobility and initiative vs positioning and accuracy.
Also ALL hipfire accuracy should be nerfed.[/quote]
OK, there’s this game I think you’ll really like, it’s called CS:GO. [/quote]
Haha no I like this game but a number of issues could be solved regarding weapons and mercs if hipfiring wasnt so good. You could differentiate more between the weapons and the mercs and you would not have to constantly buff and nerf weapons to find a balance (=homogenous weapons=boredom) that no one really wants. Everyone wants their weapon to be unique.
[quote=“Watsyurdeal;143854”]As far as I’m concerned every gun should have a distinct learning curve to it that forces the player to think about how to get the most out of the guns. Then I think we need to start having new generations of loadout cards until we have as many as 9 for each merc, all equally as good as the other and all offering styles of play that appeal to all types of players.
Like a Fragger card with the Dreiss for those who like to carefully place their shots, a Phantom loadout that sacrifices the katana and combat perks for a pure stealth engineer loadout. A Grandeur loadout for Vasilli so he can get up close and personal with the rest of his team and push in with them when needed instead of hanging at the back.
I feel like there’s a lot of room for improvement for making this game’s skill ceiling higher while also offering VARIETY. We don’t need a shit ton of mercs we’ll have plenty soon enough, and now we need to mold them to fit what the game needs.[/quote]
I definitely understand the variety for this game would be amazing, but the way this sniper rifle jumpshot nerf is absolutely ridiculous. As for new players’ learning curves, are they supposed to learn that when they jumpshot with a sniper rifle, they need to learn to NEVER aim directly with your crosshair on the enemy because there is a 99% chance you’ll miss? Therefore they need to learn how to guess RNG and put the crosshair close enough to the enemy so there is a 20% it’ll hit when jumpshotting is critical in the certain situation they’re in.
(Not directing towards this quote but to others) Or perhaps just let this nerf be so there will be no variety of play, instead let all snipers stand around shooting and not making any amazing plays, revealing a different playerbase of players compared to other games. The fact that there is walljumping in this game really opened up many new pathways of playstyles. Now jumpshotting became nerfed like this…I really have no words on why in the world why SD would do this.
this is stupid
moving left right adds rng to your aim, now every vaseline is that fucker that stands still for entire mach because if he moves he needs to pray the rng if he wants to hit something
for me vaseline is dead right now
[quote=“Xavien;144000”][quote=“Watsyurdeal;143854”]As far as I’m concerned every gun should have a distinct learning curve to it that forces the player to think about how to get the most out of the guns. Then I think we need to start having new generations of loadout cards until we have as many as 9 for each merc, all equally as good as the other and all offering styles of play that appeal to all types of players.
Like a Fragger card with the Dreiss for those who like to carefully place their shots, a Phantom loadout that sacrifices the katana and combat perks for a pure stealth engineer loadout. A Grandeur loadout for Vasilli so he can get up close and personal with the rest of his team and push in with them when needed instead of hanging at the back.
I feel like there’s a lot of room for improvement for making this game’s skill ceiling higher while also offering VARIETY. We don’t need a shit ton of mercs we’ll have plenty soon enough, and now we need to mold them to fit what the game needs.[/quote]
I definitely understand the variety for this game would be amazing, but the way this sniper rifle jumpshot nerf is absolutely ridiculous. As for new players’ learning curves, are they supposed to learn that when they jumpshot with a sniper rifle, they need to learn to NEVER aim directly with your crosshair on the enemy because there is a 99% chance you’ll miss? Therefore they need to learn how to guess RNG and put the crosshair close enough to the enemy so there is a 20% it’ll hit when jumpshotting is critical in the certain situation they’re in.
(Not directing towards this quote but to others) Or perhaps just let this nerf be so there will be no variety of play, instead let all snipers stand around shooting and not making any amazing plays, revealing a different playerbase of players compared to other games. The fact that there is walljumping in this game really opened up many new pathways of playstyles. Now jumpshotting became nerfed like this…I really have no words on why in the world why SD would do this.[/quote]
Because they overlooked all the nerfs they did to Sniper Rifles.
How else would they justify removing gibbing on headshot but completely forgetting about sway?
I still don’t understand why people want Sniper Rifles to have this RNG.
I think everyone so far who’s for the RNG are seriously just giving bullshit reasons. They’re not considering fairness and balancing, but rather trying to defend this nerf after the fact. If it the nerf never happened, they wouldn’t have cared, but now that it has, they’re trying to give reasons which make no sense.
It’s kinda like someone purposefully and randomly (no birthday or anything) giving a person a present that they don’t like. If the person never received the present, they wouldn’t have cared, they never desired one in the first place. However, because they received it, they’re upset that they got something they didn’t want. Sure, you can argue that they’re ungrateful, but that still doesn’t give a reason for the present being needed in the first place.
^Tried to think of a good example. Out of ideas. 