ImdamuShabaz Posted January 21, 2018 Share Posted January 21, 2018 Just a thought but, it makes more sense to have the sniper use stealth instead of the operative. This would make it more in line with "real world" action and, make the sniper a much more sought after character to play. 1. In line with this, the "snipe" attack needs to scale up with level. As it stands now, after level 30 it is basically useless. 2. The "take cover" function should NEVER throw you across the room to a cover object. I actually stopped playing that one and switched to the operative because of that. Most of the time it moves you "nose to nose" with what you are shooting at. This defeats the purpose of the sniper class. So, does anyone think this idea has merit? Or am I just blowing smoke? Link to comment Share on other sites More sharing options...
Saurat Posted January 21, 2018 Share Posted January 21, 2018 you're not using snipe correctly Link to comment Share on other sites More sharing options...
NigeldeJ Posted January 21, 2018 Share Posted January 21, 2018 If you're not using snipe (except in virulence, where it's replaced by lethal shot) you're doing it wrong big time. In your abilities, find crouch and replace take cover with that. It'll make you go into cover at the place you're standing. If that is what you mean. Link to comment Share on other sites More sharing options...
Vercundus Posted January 26, 2018 Share Posted January 26, 2018 On Engineering Snipe is almost useless, since Grenade is a better filler and Snipe is only somewhat useful as a precast. Link to comment Share on other sites More sharing options...
LordTurin Posted January 26, 2018 Share Posted January 26, 2018 Use crouch instead of take cover. You'll still go into cover, but it'll always be your little baracade thingie. Link to comment Share on other sites More sharing options...
Bonzenaattori Posted January 26, 2018 Share Posted January 26, 2018 (edited) Just a thought but, it makes more sense to have the sniper use stealth instead of the operative. This would make it more in line with "real world" action and, make the sniper a much more sought after character to play. 1. In line with this, the "snipe" attack needs to scale up with level. As it stands now, after level 30 it is basically useless. 2. The "take cover" function should NEVER throw you across the room to a cover object. I actually stopped playing that one and switched to the operative because of that. Most of the time it moves you "nose to nose" with what you are shooting at. This defeats the purpose of the sniper class. So, does anyone think this idea has merit? Or am I just blowing smoke? By that logic, your accuracy should drastically go down if you're on level ground with your target or if they're melee range, or if they have the high ground and your character has to aim up Your abilities should also have a minimum range of approx, 15-20m based on the speculative range and the optimal range of a sniper being 35m the max Series of shots should be nerfed either by damage significantly or by channel time. The ability of a sniper shooting at that fast speed would either drastically lower his/her accuracy because they're not confirming their shots, or the rifle they're using has a lacklustre stopping power to make up for the rate of fire. The same should be said of suppressing fire. You also shouldn't have Orbital Strike, as this effect not only shakes the screen and surrounding area which would make it very difficult for the sniper to aim, but the background activity of the area constantly being bombarded would hinder the sniper's effectiveness and thus it defeats the purpose of using/having such a resource Hunker down should be removed or its effects should be changed. As the concept of simply adding more cover makes little sense to justify your ability to be resistant to area effects and confounding effects such as stun, knockback, lift etc. Cover shouldn't make you immune to gap closers, or pulls, as cover can easily be destroyed and or moved in the process, and makes little sense And cover pulse's knockback effect should apply on you as well as enemies and allies within its proxmity. This would make it more in line with "real world" action Because why respect the boundaries and rules set in a game, when we can just bash it with logic all day long Edited January 26, 2018 by Bonzenaattori Link to comment Share on other sites More sharing options...
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