Sniper Balance

  • Buff SMGs that the first 7 bullets fired are near accurate (say 70%, but it may vary), but after that, have them be CFX50 hipfire inaccurate such that continuous spray at anything but close range is a liability. To regain the original accuracy, release mouse1 for ,lets say, 0.7 seconds (this will also vary between SMGs).


    This might make SMGs overtake the sniper in CQB, but the snipers will now have an edge over the SMGs in long ranges, as it should be. If the sniper can still get the SMG player in CQB, it will be a difference in skill.

    technically that is similar to the new call of duty recoil mechanic lol

    it applies to all guns tho

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  • Buff SMGs that the first 7 bullets fired are near accurate (say 70%, but it may vary), but after that, have them be CFX50 hipfire inaccurate such that continuous spray at anything but close range is a liability. To regain the original accuracy, release mouse1 for ,lets say, 0.7 seconds (this will also vary between SMGs).


    This might make SMGs overtake the sniper in CQB, but the snipers will now have an edge over the SMGs in long ranges, as it should be. If the sniper can still get the SMG player in CQB, it will be a difference in skill.

    The way you describe it, it sounds more like a nerf than a buff, tbh. I don't think hipfire not being accurate enough is the issue in SMG vs sniper 1v1 situations at close range anyways; SMGs usually win that encounter if you aren't prescoped from my experience (the increased movement speed helps with dodging and the higher fire rate with kickback). The issue, in comparison to the FAMAS, for instance, is that the FAMAS is more versatile than the SMGs: Partially because the range is slightly higher, partially because the recoil is way easier to handle than on most SMGs. I'm not sure if it makes sense to 'fix' this either, as I can well imagine that the increased movement speed allows for rush tactics that don't work well with assault rifles, so the SMG probably has its place in secure point or SnD. In TDM, the increased movement speed is usually not significant enough to make me play SMG, although it does make flanking and outplaying people a lot easier. Occasionally having to deal with medium range encounters is just part of the chaotic nature of TDM, I guess, and I can imagine that buffing the SMGs to make them more versatile in TDM would make them too strong in other modes.

    As for weakening prescoping, I really like Misfire's suggestion for more bullet penetration.

  • the issue, sniper v smg at close range is the ttk. This may be resolved to some extent by the netcode fixes, but right now with an smg you've got a very high chance of trading even when you get your shots off first.


    Edit: Have to say that I really don't get where people are coming from with the view that snipers need to be improved at close range, especially to the detriment of smgs. Someone is going to have to explain that to me.

    The post was edited 1 time, last by OhEmGee ().

  • the issue, sniper v smg at close range is the ttk. This may be resolved to some extent by the netcode fixes, but right now with an smg you've got a very high chance of trading even when you get your shots off first.


    Edit: Have to say that I really don't get where people are coming from with the view that snipers need to be improved at close range, especially to the detriment of smgs. Someone is going to have to explain that to me.

    Yeah, trades suck.

    If 2N is the ping of a player A and 2M is the ping of a player B, then because of post-mortem backwards reconciliation there's essentially a time frame of N + M in which trades can occur, which is quite big.

    The alternative to this is that the first packet reaching the server will confirm the kill and all later damage packets by the killed player end up getting ignored. This either reduces the trade time frame to 1/F, where F is the tickrate of the server, for when packets arrive during the same tick, or that a random winner is picked, in which case there are no trades. However, this alternative would also mean that people with high ping experience the "I shot him a billion times and yet he didn't die"-scenario.

    Personally, as a low-pinger, I'd obviously prefer this over all these trades that affect everyone involved.

  • To add some more to this, the "I shot him a billion times and yet he didn't die"-scenario might already occur if you hit people after the enemy's damage packets have already reached the server, but the kill hasn't gone through to you yet. This is still "fair between high and low pings", because your enemy actually killed you before you killed them. Switching to the alternative would amplify the situation, where hits that were fired before the enemy damage packets have reached the server, but didn't reach the server before the enemy packets, won't count. This is not fair for high pingers anymore, since they might have shot first, but their ping was too high for the packet to reach the server first.

    Still, trades are extremely annoying, and occur even in low ping vs low ping, where the scenario above wouldn't really be noticable.

    Designing netcode that is both fair for high pingers and fun for everyone is kind of an impossible task. Imo, when in doubt, you should design in favor of people with good connections, however harsh that may sound.

  • To add some more to this, the "I shot him a billion times and yet he didn't die"-scenario might already occur if you hit people after the enemy's damage packets have already reached the server, but the kill hasn't gone through to you yet. This is still "fair between high and low pings", because your enemy actually killed you before you killed them. Switching to the alternative would amplify the situation, where hits that were fired before the enemy damage packets have reached the server, but didn't reach the server before the enemy packets, won't count. This is not fair for high pingers anymore, since they might have shot first, but their ping was too high for the packet to reach the server first.

    Still, trades are extremely annoying, and occur even in low ping vs low ping, where the scenario above wouldn't really be noticable.

    Designing netcode that is both fair for high pingers and fun for everyone is kind of an impossible task. Imo, when in doubt, you should design in favor of people with good connections, however harsh that may sound.

    Tbh i dont have hopes of this game of suceeding in fps market because there are full penetration mechanic, free range vaulting, and more content in which call of duty beats. Then im not really giving up because aeria games has move some guys after cbt and now which shows theyre trying to make something.

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  • Not sniper hipfire, all weapons hip fire, because it makes sniper terrible at short range, so snipers would actually be able to do something

    Nerfing hipfire won't change anything about how well the sniper performs in close range combat because using ADS on the FAMAS is usually more effective than the hipfire on SMGs anyways.

    It's not like everybody play famas. And to ADS you lose a lot of move speed, so its fair at all, you will be a easier target.

    Cause it's horrible at short range, and op at long, so you just make it healthier, balancing both edges. Don't need to be good at short range, just less trash.

    OMG...
    We here complaining that the sniper class rules SMG's close behind, and the guy asking to get even better up close ...

    your ability to interpret texts is horrible

  • Nerfing hipfire won't change anything about how well the sniper performs in close range combat because using ADS on the FAMAS is usually more effective than the hipfire on SMGs anyways.

    It's not like everybody play famas. And to ADS you lose a lot of move speed, so its fair at all, you will be a easier target.

    OMG...
    We here complaining that the sniper class rules SMG's close behind, and the guy asking to get even better up close ...

    your ability to interpret texts is horrible

    yes if all 3-4 shots are on target when u hipfire lol

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  • I don't get all the bickering about sniper rifle being too OP when they've already nerfed it a lot, I mean all the call of duties have much faster ads times and unlike blaser is always a 1 shot kill but you don't see people complaining? It's a tried and tested, long time old formula.


    Just because some people are good with snipers doesn't mean they're OP. And just because you watched some insane sniper montages doesn't make them OP either. Also the whole 'real' snipers are supposed to camp and all, you forget this is no realistic first person shooter, its an goddam arcade first person shooter that heavily improves on the cod formula which is what makes it so fun to play. Next time people will be complaining about snipers always camping in spawns and camping angles and about always dying to them. Gee guys I have a better idea, how about we remove sniper rifles completely from this game? Give me a beak.

  • Also the whole 'real' snipers are supposed to camp and all, you forget this is no realistic first person shooter, its an goddam arcade first person shooter that heavily improves on the cod formula which is what makes it so fun to play.

    It's not about realism, it's about game balance and the dev's intentions in creating multiple weapon classes with different strengths and weaknesses.

  • Also the whole 'real' snipers are supposed to camp and all, you forget this is no realistic first person shooter, its an goddam arcade first person shooter that heavily improves on the cod formula which is what makes it so fun to play.

    It's not about realism, it's about game balance and the dev's intentions in creating multiple weapon classes with different strengths and weaknesses.

    It is if ur playing battlefield oh wait mechanical arms in ww2...

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