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#1 |
![]() Join Date: May 2007
Location: Brunswick
Posts: 529
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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 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:
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: |
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#2 |
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Retired PR Developer
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Valid point, but another rifleman with better range can still be used tactically- despite technical limitations that make it less than we'd like it.
If they are gonna be removed tho, i'd urge the devs to keep them in maps like seven gates where the sniper can really use his range advantage and use the trees for cover |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#3 |
![]() Join Date: Sep 2007
Location: Blighty
Posts: 3,046
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/agree
Until the issues of camoflage and grass can be sorted, squads should use a DM and snipers should be suspended. |
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The original gun freak gaymer geek
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#4 |
![]() Join Date: Sep 2006
Posts: 1,185
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I still find the sniper kit usefull in some situations.
Like you said, it's basically a rifleman with a higher zoom. It's very usefull for covering certain areas (for example a flag). If you have a good vantage point you can easily bring down the first few enemies that attack the flag. After that they probably know where you are and things get more tricky, but if you are far enough you should still be able to kill a few more or at least make sure they stay outside the flag radius. And to be honest having that 1 or 2 guys sniping isn't something that bad. It takes 2 guys away from the main force but it's only a very small amount. |
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#5 |
![]() Join Date: Mar 2007
Location: Yooooorkshire!
Posts: 2,136
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Yeah I think certain maps it should see the light of day. But obviously the same should apply for kits like H-AT and such. I think I suggested/saw a suggestion for kit limits based on the map been played, and one of the devs said they were thinking about it.
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#6 |
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PR Mapper Team
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Ive never noticed enough bad from having one or two snipers on my team. If they want to go sniper, just dont do it in my squad. Heck, sometimes my squad will have a sniper and we do it the old Russian way of having him right up with the squad. Kinda like the DM, but even more range. Anyway, Im all for fixing the concealment issue, but I dont think taking it out or now will really do that much... someone could always just camp with the ACOG or G3A3s scope (whatever it is)
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#7 |
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PR Community Faction Lead
![]() Join Date: Aug 2007
Location: The 44 Islands ;)
Posts: 1,319
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How about giving desert camo to a sniper on the desert maps?
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. RANGERS LEAD THE WAY!!! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Do not post stupid suggestions just because you had a bad round in PR To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#8 |
![]() Join Date: May 2007
Location: Brunswick
Posts: 529
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Ok, sorry that the reply took so long, I was kinda busy lately
Some of you said that the sniper in the role of a rifleman with enhanced range is still valuable. Well, but we already have a kit that is exactly meant for this role: The Designated Marksman. Although I don't have first-hand experiences here, from what I could recollect a sniper team rarely, if ever, fights shoulder-by-shoulder with conventional troops. So from a reality based point of view the use of the sniper that at the time is more or less enforced just isn't right, this would be one of the reasons to remove it. 2 People do not seem to be much, but especially when all the MBT's,APC's and Helo's are used, there are not many people left over for infantry. Say, we have 32 people on our side. Now we have two MBT's, two APC's, one Attack Helo and one two transport choppers. Shoop da woop, depending on how much people are manning those things at worst 12 people are gone. For this example let's just say there are 10 people busy manning those vehicles. So, only 22 People remaining. This makes for 3 full Infantry Squads and one with 4 people. And if you take just one guy away, the last squad will be impaired concerning the availability of requestables. On more, and the squad is nearly useless as a fighting unit on it's own. Assuming the two snipers will make around 15 kills each, so at best they take 30 tickets from the enemy, and that over the whole round. Would they fight with the one last squad, they could have provided full cover two all directions, and so maybe eliminate just the one guy who stumbled upon them as they capped a flag and so saved their SL, which in turn would have lead to a capture of that CP, and so taking easily 60 Tickets away from the enemy as the fight continues. Ok,this is rather academical, but still: 6 People are nearly always more effective than 4 and 2 guys. A capped flag is about always more beneficial towards the victory than 15 or so kills are. There are maps, like Seven Gates, where a sniper can actually be used in a good way. They can stay on those maps. But in my opinion the majority of the maps leave no room for such use of the sniper. I bet that the dev's have terribly long to-do list, and taking away one issue could help a bit. They could just disable the kit, and maybe, when we are closing in on 1.0 and somehow have the technical means to realize a real sniper kit, then they could pull it out again, provided it'd still fit into the game then. And, last but not least, this would scare those people away who always take the sniper kit, and always camp at the same predictable spots. When such guy then discovers PR and asks where his beloved sniper kit is, the answer: "there is none" would either scare him away, or maybe, with some luck, he would be interested enough to learn this game in all it's facets and so become a valuable teamplayer. Phew, even I don't really now why I am so eager to see this kit gone, but somehow it always feels wrong when I see snipers running around.... And if someone dares to try to answer with something like: "You only have been pwnz0red by leet snipers too often", I will invent a device that allow me to give him a good beating-over-IP |
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#9 |
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PR Operations Management
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Having kits render at long range is going to be looked at I believe. Could have an effect on performance though so will need lots of testing.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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#10 |
![]() Join Date: May 2006
Location: New York
Posts: 1,315
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You guys probably thought about this, but what about decreasing zoom of other weapons?
Although it would help if I knew what the current zoom mechanism was based off of. For instance, is a non-scoped assault rifle 2x normal? Or even 1.5x? But it would probably mess up balance for armor and the sort. |
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Sigless.
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| Tags |
| kit, removal, sniper, temporary |
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