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Old 09-27-2007, 05:28 AM   #11
Winterfrost
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I disagree I usually find some type of object to hide behind or camouflage myself if i don't I get shot and I deserved it sniper kits work for those who know how to use it which is reason enough to keep it in
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Old 09-27-2007, 05:39 AM   #12
[R-DEV]Outlawz7
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Add one more Marksman into the pool and get rid of snipers.

I fully support this.


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Old 09-27-2007, 08:55 AM   #13
General Dragosh

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Me too


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Old 09-27-2007, 10:46 AM   #14
Farks
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I agree with most of the things beeing said here. At least the sniper kit could be totally removed from the following maps:

* Al Basrah - The fighting on this map should be focused on the city, where marksmen are more valuable sharpshooters. The Mosin can still be a pick-up for the Insurgurents though.
* Al Kufrah Oilfield - This map is clearly made for armour and mechanized infantry. The sniper doesn't fulfill any role here.
* Assault on Mestia - I'm not really sure about this one. But the map is pretty small and do not offer many good sniping spots.
* Bi Ming - Too dark and designed for infantry.
* Gulf of Oman WAC - The enviorment on this map is not made for sniping.
* Helmand Province - Too small and too low viewdistance.
* Hills of Hamgyong - Too small and clearly a "riflesquad v.s riflesquad" map.
* Operation Ghost Train - Too low viewdistance.
* Operation Pheonix - Citymap, marksmen are more valuable here.
* Street - Waaaaaaaaaaaay toooooooooooooo smaaaaaaaaaaaaaaaall.
* Sunset City - Same as Operation Pheonix.

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Old 09-27-2007, 04:56 PM   #15
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Hm, I agree with some of those, but disagree as well. I'm going to skip over maps versus non-conventional armies, because the enemy has almost no zoom. Which means the sniper is even more effective(especially with lack of camo), but in return so is the marksman and rifleman. Also adds to the atmosphere as a sniper however.

Al Kufrah Oilfield - Lots of open ground. Even if it's perfect tanker country, unless one or both teams have good crewman and people who use armor properly, there's going to be a lot of stragglers. Not to mention anywhere past 100m on most flags are pretty open ground, a sniper chilling anywhere can take shots. In my opinion, it's similar to Da Qing(is it even still in rotation?) very good for snipers, but overshadowed by armor.

Gulf of Oman WAC - Um, only problem would be air and armor. Eastern and western parts of the map are perfect for sniping through the elevation differences and easy overwatch of flags. I fully disagree about removing snipers here.

Sunset City - While I believe that marksmen fit the situation better, I have seen snipers do amazingly well. Why is this? Because people assume snipers are going to sit on top of a building. Temple and construction site can easily be defended. I actually saw someone sniping from the crane and no one figured it out for a while. They all assumed he was on some building so they would climb up, he'd spot them easily and bam.

And isn't Hills where UK(USMC now right?) spawned down the hills below with a lot of open ground forcing them to trek north or south in pretty much open ground? As long as the sniper isn't fighting in the middle section of flags itself, it's pretty good shooting country too.

I'm not saying marksmen can't do the same job, but the sniper can be further, and especially as MEC or PLA, it actually can intimidate the enemy(due to the more powerful sound of the sniper rifles compared to their marksman rifles).

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Old 09-27-2007, 06:59 PM   #16
[R-DEV]Outlawz7
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Well, thing on Hills of Hamyong is, that as soon as you pop out of the USMC base, snipers immediately start shooting at you and instead of having to deal with grenades and AT and support fire being thrown at you, one guy with a wtfpwn rifle constantly shoots at you.

Also, snipers should be removed from Sunset, since it's an urban map and has low view distance.


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Old 09-27-2007, 07:25 PM   #17
{GD}Ghost

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My thoughts are this:

In a tactical situation, things are not always going to be neatly laid out for you as far as cover OR concealment. It is the job of the fighting man to manipulate the situation to work to his advantage. If this means finding some other form of cover or concealment, then that is what he is going to have to do.

I agree that the whole issue where the current draw distance works against a sniper instead of in his favor is just plain stupid, but I'm sure that is a flaw in the game engine.

Even thought this is not a "realistic" problem given that grass doesn't disappear at a certain distance, it does represent the challenge of making the environment work for you instead of seeing it as an obstacle. Most maps that have grass, also have trees, rocks, boulders or other terrain features that can be used as concealment. Setting up a sniping position at the highest (or even any high location) point in the terrain is not necessarily always the most tactically sound location. I know that is the first place I look for snipers.

so, I dont' personally think all this "drama" is necessary....but that's just me.


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Old 09-28-2007, 07:47 AM   #18
Kruder

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I'd say instead of removing it altogether limit the kit to 1

and make it pickable only from bases,supply crates and APCs,like the HAT...
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Old 09-28-2007, 08:40 AM   #19
Hotrod525

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Quote:
Originally Posted by Hardtman View Post
Ok, one thing first off: I am aware you devs are doing your best and some things just can't be done or are simply too much work to be worth it. So, this is not meant to be a rant against you work but rather an attempt to make this game better and even save you some work with it.

So,having covered my butt this way , let me explain why I think such a measure is necessary:

Firstly of course, it would put all the guys who just want to be one of those badass elite sniper ghosts to better use at the front. Of course there a quite a few people who use it how it is meant to.

Or, should I rather say, they only try to? And hey, I can't blame them, for they just can't.

There are just two reasons for this, and ironically it seems that they count among the hardest issues to get right:
  • The draw distance of kits
  • The draw distance for grass

Just this two issues turn a soldier whose greatest advantage over his enemy is correct concealment into yet another rifleman with just more range.
The only concealment that works on ranges at the moment is total concealment, meaning that if you can see the enemy, he can see you, and if he can't see you, you can't see him either. This virtually negates the snipers ability to carefully pick his target and take his time to shoot.
The front hillside, usually a great position for a sniper, is now a deathtrap since you're sitting in the open without any cover or concealment.

Until now, the sniper kit most of the time proved to be more of a nuisance than an assistance, ingame as well as out here in the forums.

So I ask you devs: Please remove this kit. At least in my opinion this is a step that will prevent problems/work in the future, might actually improve the gameplay and doesn't even require work from your side.

I'm sure this idea will be disliked by quite a few people, but in my opinion most of them will benefit of more time at the front.

But just in case, I got my equipment right here:
Well, it depend on how the sniper is used, a good sniper whit a good spoter doing TW and using covered fire position can make ALOT OF DAMAGE to enemy... like a Apache whit a good pilot and good gunner can bleed up MEC force...


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Last edited by Hotrod525; 09-28-2007 at 08:41 AM.. Reason: typo
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Old 09-28-2007, 12:31 PM   #20
henno13

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you kidding?


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