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Old 07-03-2008, 11:12 AM   #31

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Re: sniper kit v.s. marksman kit

^^Ahh, in that case, no thanks

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Old 07-03-2008, 11:27 AM   #32

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Re: sniper kit v.s. marksman kit

if the ballistics get fixed and implemented the snipers should seem alot more like snipers conpared to other guns.

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Old 07-03-2008, 11:48 AM   #33
Jon

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Re: sniper kit v.s. marksman kit

The sniper is actually pretty useful.

I've played project reality for over a year now (nearly nonstop ). Until recently I never played the sniper kit. The wait for 0.8 makes me do weird things!. I was on Kyongan'Ni and Basrah as sniper and what I did was to let the infantry squads get into a fight - and then attack with them. Then the bad guys don't really think they got sniped but just got hit by the guys they were attacking or defending against.

This was very useful and I didn't die until I moved into the city and some friendly guys were following me just to give my position away (apparently you're not allowed to lock squads on battlearena).

So in my opinion the sniper is good fun and if used the right way a deadly tool.



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Old 07-03-2008, 12:22 PM   #34

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Re: sniper kit v.s. marksman kit

Plain and simple


The purpose of a sniper is to stay hidden, hence the ghilli suit. Kind of hard to stay out of sight when you are moving with a squad of 5 other men. You can't shoot a sniper rifle standing up either, making you useless to the squad.


I also hate the fact that when someone does try to go sniper in my squad, they never end up attacking the flag because they are too afraid to lose their sniper kit.


IMO, sniper should only be requestable at a main since their job is to stay hidden. Just like spec ops.


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Old 07-04-2008, 04:51 AM   #35

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Re: sniper kit v.s. marksman kit

Originally Posted by Waaah_Wah View Post
Well, the current deviation model for sniper rifles make it impossible to make dragshots wich should not be impossible. You have to hold the crosshair still for a long time, and this is making it really, really hard if not pretty much impossible to hit moving targets.

My suggestion is to make the "deployement time" much longer (4-5 sec), meaning that after moving, you would have to be still for 4-5 sec before your rifle is at its max accuracy, but after that time, it should be 100% accurate no matter how much you move the crosshair. This would prevent snipers from running around and headshotting people in CQC coz the deployement time on the rifle would not allow that. And this would also fix the current problem when you cant fire at moving targets.

Yay or nay?

EDIT: Sorry for all the typo's, i was kinda tired when writing this

Thats a very cool idea! Would like to see this in 0.8
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Old 07-04-2008, 06:36 AM   #36

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Re: sniper kit v.s. marksman kit

In RL you have to come down after moving, to check your breathing.
After that you have to check the exact Guidance of your "Tool".
You have to do this after every big move about 30-45 degrees of your weapon.
If you´r skilled you get the feeling, but you can´t bring this feeling into a Game.
The only way to fix that is to shorten the cool down phase.


One problem of the sniper in PR is, that he is camouflaged like a tree top angel.
You can find him after the second shot.
The Ghillie Suit is almost useless, cause it stands out of the environment.

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Old 07-04-2008, 09:12 AM   #37

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Re: sniper kit v.s. marksman kit

Is it maybe possible to attach a bush on the back of the suit? so when the sniper lies down the bush will stand upwards, giving camouflage?

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Old 07-04-2008, 02:52 PM   #38

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Re: sniper kit v.s. marksman kit

Quote:
Originally Posted by Wh1tE_Dw4rF View Post
Is it maybe possible to attach a bush on the back of the suit? so when the sniper lies down the bush will stand upwards, giving camouflage?
Best idea I have ever heard in regards to the sniper.

Another thing I thought of, which probably wont work for gameplay. Is to up the sniper rifles damage. A lot of sniper rifles have a lot of stopping power now days, and so you shouldn't necessarily require a headshot to down that soldier. A simple chest shot will take him out of the fight, it might not kill him depending on the rifle, but he'd be out of the fight. And ultimately, ingame, killing a person represents them being removed from the fight by whatever means. So if a sniper rifle could kill an enemy soldier with a chest shot, I think it'd help.

Sounds noobish, and sounds like it just makes it easier to use. But even so, the sniper kit is extremely limited so very few can use it. Not to mention it's accuracy issues with staying still. And so it requires a lot of skill and patiance, why not reward this with a little large target area for a one-hit kill?
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Old 07-04-2008, 03:04 PM   #39
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Re: sniper kit v.s. marksman kit

it can one shot one kill cant it? i dont use them much but im sure they can, or atleast insta bleed out

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Old 07-04-2008, 03:55 PM   #40

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Re: sniper kit v.s. marksman kit

Quote:
Originally Posted by gazzthompson View Post
it can one shot one kill cant it? i dont use them much but im sure they can, or atleast insta bleed out
As far as I've noticed the sniper does the same damage as the marksman rifle, two shots into the torso can kill a man, one in the head kills him. But to greater distinquish between sniper and marksman, and to make sniper the more "elite" long ranged kit as it should be (After all it is the more limited kit of the two). It would be nice if the sniper did more damage then the marksman. At present time the sniper really has nothing that makes it worth getting. VERY few maps have the kind of distances required for the sniper to be usefull, so it's best to just take the marksman kit.

It's just as accurate, it does just as much damage, it doesn't have the deviation crap, it's semi-auto, and it does the same damage. Sniper needs something to make it better.
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