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I AM SO FUCKING TIRED OF SNIPERS (Destiny)

by ChaosSociety, Oregon, Wednesday, December 16, 2015, 02:21 (3360 days ago)

Fuck them

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I AM SO FUCKING TIRED OF SNIPERS

by Ragashingo ⌂, Official DBO Cryptarch, Wednesday, December 16, 2015, 02:52 (3360 days ago) @ ChaosSociety

Well... given that I got snipped out of Fist of Havoc three times today. Not like I was hurt and they got a lucky shot... like they two shot me with 1000 Yard Stare out of the air while I was supermaning towards them. Or all the times I start shooting first, am getting hits, and they spin around and instantly head shot me...I don't know what Bungie did to Snipers recently but something is wrong. Very very wrong.

Bungie didn't change snipers

by Raflection, Wednesday, December 16, 2015, 05:47 (3360 days ago) @ Ragashingo

They changed everything else and left snipers alone.

The only recent change made to snipers is damage fall off, which now starts further away than it did. This doesn't affect most snipers anyway.

Damage reduction in fist of hacov was reduced also, 1000YS is a high impact sniper, you can easily 2 shot someone out of super.

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Bungie didn't change snipers

by squidnh3, Wednesday, December 16, 2015, 10:10 (3360 days ago) @ Raflection

Damage reduction in fist of hacov was reduced also, 1000YS is a high impact sniper, you can easily 2 shot someone out of super.

1000 YS is a high impact, high stability, high aim assist sniper, and therein lies the problem.

I've also experienced sniper frustration, and I wonder if the issue is the switch from a hand cannon-centric meta to pulse rifles. Pulse rifles don't seem to have the knockback effect to the extent of hand cannons, and using them seems to have drastically increased the incidence of getting sniped while shooting an enemy. Before Year 2 that rarely seemed to happen.

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Bungie didn't change snipers

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 13:02 (3360 days ago) @ squidnh3

Damage reduction in fist of hacov was reduced also, 1000YS is a high impact sniper, you can easily 2 shot someone out of super.


1000 YS is a high impact, high stability, high aim assist sniper, and therein lies the problem.

I've also experienced sniper frustration, and I wonder if the issue is the switch from a hand cannon-centric meta to pulse rifles. Pulse rifles don't seem to have the knockback effect to the extent of hand cannons, and using them seems to have drastically increased the incidence of getting sniped while shooting an enemy. Before Year 2 that rarely seemed to happen.

I think that if you are holding a sniper then the knockback effect should be doubled or something like that. Nothing pisses me off more than when a sniper manages to head shot me at mid range when I'm pelting their body with bullets.

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Bungie didn't change snipers

by Ragashingo ⌂, Official DBO Cryptarch, Sunday, December 20, 2015, 03:58 (3356 days ago) @ Raflection

Maybe they didn't change them intentionally, but I swear something is different. It's like headshot a are easier or quickscoping and aim assist is allowing for idiotically fast head shots while under fire. I often feel like I'm playing Team Snipers in every playlist these days and it sucks.

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Get gud scrub.

by Korny @, Dalton, Ga. US. Earth, Sol System, Wednesday, December 16, 2015, 02:56 (3360 days ago) @ ChaosSociety

- No text -

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Get gud scrub.

by MrPadraig08 ⌂ @, Steel City, Wednesday, December 16, 2015, 12:59 (3360 days ago) @ Korny

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Get gud scrub.

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 13:05 (3360 days ago) @ MrPadraig08

I literally just randomly went to the middle of the song and the lyrics were "If you at home with ya mama, then yes son, I'm talking to you"

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Get gud scrub.

by Schedonnardus, Texas, Wednesday, December 16, 2015, 14:43 (3360 days ago) @ MacAddictXIV

[image]

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Snipers flourish in the absence of their natural predator

by Durandal, Wednesday, December 16, 2015, 12:27 (3360 days ago) @ ChaosSociety

Without shotgun rushers to pressure them, snipers have set up on good lanes and honed the skill needed to pop people.

I've outdone snipers with my MIDA, but that's about it. With fusion rifles still in the basement, and the shotguns majorly constrained both by the blink nerfs and the range/handling nerfs, you can snipe more safely from mid range. That results in many more people using snipers, and there are going to be good ones as well as lucky ones like myself.

I've never sniped people out of supers, but I have demolished teams going for heavy and such. I also had a Erine with Luck in the chamber, but after killing a guy by shooting his foot I felt overly pathetic and stopped using it. Like others with practice I could be a good sniper, and there are many others practicing now.

I still rage when I blade dance and someone snipes me down. It is very hard to get more then one kill with my BD these days since you have to run right at them most of the time.

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Well thought

by ZackDark @, Not behind you. NO! Don't look., Wednesday, December 16, 2015, 15:53 (3360 days ago) @ Durandal

- No text -

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Snipers flourish in the absence of their natural predator

by CruelLEGACEY @, Toronto, Wednesday, December 16, 2015, 16:04 (3360 days ago) @ Durandal

Without shotgun rushers to pressure them, snipers have set up on good lanes and honed the skill needed to pop people.

I've outdone snipers with my MIDA, but that's about it. With fusion rifles still in the basement, and the shotguns majorly constrained both by the blink nerfs and the range/handling nerfs, you can snipe more safely from mid range. That results in many more people using snipers, and there are going to be good ones as well as lucky ones like myself.

I've never sniped people out of supers, but I have demolished teams going for heavy and such. I also had a Erine with Luck in the chamber, but after killing a guy by shooting his foot I felt overly pathetic and stopped using it. Like others with practice I could be a good sniper, and there are many others practicing now.

I still rage when I blade dance and someone snipes me down. It is very hard to get more then one kill with my BD these days since you have to run right at them most of the time.

I agree with a lot of what you're saying, but I think the bigger issue is that Primary weapons across the board have less range, accuracy, and stability than they did in year 1. Thorn, Hawkmoon, Messenger, Mida, 3 Little Words... There were plenty of primaries that were absolutely lethal at mid-long range. I never needed to snipe because my Messenger could handle any long-range engagement. But that's just not the case anymore. Combine that with a lack of shotgun rushers and snipers can easily take over.

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I AM SO FUCKING TIRED OF SNIPERS

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 12:43 (3360 days ago) @ ChaosSociety

Fuck them

I understand totally. I was so happy when the trials map was Drifter. Apparently the map doesn't change anything because I saw twice as many people using snipers than shotguns on that map.

We even faced a guy who was rocking NLB as well. But of course he was also lag switching like nobodies business.

I AM SO FUCKING TIRED OF SNIPERS

by Monochron, Wednesday, December 16, 2015, 12:56 (3360 days ago) @ ChaosSociety

Though I'm a tried-and-true Sniper, I'm actually starting to miss the days of shotguns everywhere....
I liked being one of the few snipers :D

6v6 All Snipers is getting more frequent

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 17:03 (3360 days ago) @ Monochron

12 men enter. 12 men stay more-or-less stationery for 12 minutes. Welcome to the least exciting show on Earth.

6v6 All Snipers is getting more frequent

by Claude Errera @, Wednesday, December 16, 2015, 17:30 (3360 days ago) @ someotherguy

12 men enter. 12 men stay more-or-less stationery for 12 minutes. Welcome to the least exciting show on Earth.

I'd just like to say that I've NEVER seen this. So 'more frequent' might be true... but (at least for one of us) 2x0 is still 0.

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6v6 All Snipers is getting more frequent

by Funkmon @, Wednesday, December 16, 2015, 17:47 (3360 days ago) @ Claude Errera

12 men enter. 12 men stay more-or-less stationery for 12 minutes. Welcome to the least exciting show on Earth.


I'd just like to say that I've NEVER seen this. So 'more frequent' might be true... but (at least for one of us) 2x0 is still 0.

Me either. Closest I've seen to a guy turning into stationery is this.

[image]

You win.

by Earendil, Wednesday, December 16, 2015, 17:55 (3360 days ago) @ Funkmon

- No text -

Dammit

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 17:55 (3360 days ago) @ Funkmon

I took a gamble on the spelling, but had a horrible feeling this would happen.

6v6 All Snipers is getting more frequent

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 17:58 (3360 days ago) @ Claude Errera

I saw a fair amount of it during IB, even before the patch. It's not a like it's a very frequent thing, but more so than before. Frontier and Memento in particular are terrible for it.

Screw you! I liked Blood Gulch!

by Earendil, Wednesday, December 16, 2015, 17:55 (3360 days ago) @ someotherguy

- No text -

Me too, but only for objective gametypes

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 17:57 (3360 days ago) @ Earendil

- No text -

I loved it for snipers

by Earendil, Wednesday, December 16, 2015, 18:01 (3360 days ago) @ someotherguy

It's also the only reason I still think I'm good at snipers.

But those were true sniper battles, not twitch battles. The art of distraction and not being where people expected you to be was key. I remember times where I could walk down the center of the map and take people out because no one was looking.

I loved it for 1v1 snipers

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 18:04 (3360 days ago) @ Earendil

Cat and Mouse for days.

But really it was all about 1-Flag or Neutral Assault.

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I loved it for snipers

by dogcow @, Hiding from Bob, in the vent core., Wednesday, December 16, 2015, 18:30 (3360 days ago) @ Earendil

Halo 3, Sniper-shotty's in Valhalla. I remember absolutely wrecking in the Alpha against Ben Kutchera (formerly of Ars Technica). I felt a little bad.

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Epic CTF Halo on Blood Gulch is best Halo

by ZackDark @, Not behind you. NO! Don't look., Wednesday, December 16, 2015, 18:15 (3360 days ago) @ someotherguy

- No text -

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At HIH we had a great gametype for it.

by Funkmon @, Wednesday, December 16, 2015, 18:26 (3360 days ago) @ someotherguy

Called "Geroff my land." I think Steve The Plank made it.

It was an all snipers territories gametype where there was only one territory.

It was absolutely hilarious, since obviously if you were in the territory you got sniped in like 5 seconds, but you still had to control the territory to win.

Pretty insane.

Snipers are ALWAYS a problem

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 16:41 (3360 days ago) @ ChaosSociety

Snipers are, obviously, high skill cap weapons. And skilled players like to feel rewarded. But giving the players with the best aim and fastest reflexes a weapon that can one-shot from long range with no fear of recourse makes them horribly un-fun to play against.

Most weapons have a risk-reward balance, but snipers come with huge rewards and almost zero risk to a good player. The only counters to a good sniper is to outsnipe them (usually not feasible if they're already scoping you), flanking them (assuming they're on their own and/or can't use their primary) or just staying away from them (fun!). At their chosen range theyre unkillable (or close to. Tried using an AR to reliably counter snipe?) with 5/9 weapons, and have an advantage over 3/4 of the remaining ones. Especially as they often have the element of surprise. A single moderately skilled sniper with high AA can lock down an entire sightline if you're not sniping too.

Snipers are great fun to use, of course. It's very rewarding to be a good sniper. They're absolutely no fun to play against though, unless you happen to be a sniper too. Even worse is playing a whole team of snipers - not because it's hard (that depends on how well your team rushes) but because it commits the cardinal gaming sin of being boring.

Tl;Dr - Snipers are all reward, not enough risk. Fun to use, crap to play against. Not a Destiny problem though, it's true of almost all FpS games.

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Agreed.

by Ragashingo ⌂, Official DBO Cryptarch, Wednesday, December 16, 2015, 23:17 (3359 days ago) @ someotherguy

Maybe knock Snipers around more? Heck, maybe knock Snipers, and only Snipers, completely out of scope?

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Unflinching should just not be a perk

by kidtsunami @, Atlanta, GA, Wednesday, December 16, 2015, 16:58 (3360 days ago) @ ChaosSociety

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Secondaries are now primaries; primaries are fall-backs

by Kahzgul, Wednesday, December 16, 2015, 17:59 (3360 days ago) @ ChaosSociety

The new meta is sniper or shotgun, period. All "primary" weapons are actually just fall backs in case you run out of either shotgun or sniper ammo.

In Vanilla, it felt like primaries were good "well-rounded" weapons that worked in a variety of ranges, while secondaries were role specific, for either up very close or from very far away (which is why fusion rifles rocked in vanilla; they were effective in more diverse situations than other secondaries). The result was that primary weapon use wasn't concerned as much with "role" as with "feel."

We've been steadily moving away from that and towards a situation where primary weapons cannot compete with the TTK of secondaries, and there are both snipers that are effective at medium (or even close) ranges and shotguns with extremely long ranges are also easy to find. In addition, primaries are now "role" weapons - designed to specifically be effective as certain ranges rather than to simply be general purpose weapons with different feels. So you gear for your sniper or shotgun and then fill in your primary slot with a complementary role weapon (sniper + TLW, shotgun + pulse rifle).

In short: They've over-designed their weapons and the result is the elimination of choice in competitive play.

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Is that better or worse than never using secondaries?

by cheapLEY @, Wednesday, December 16, 2015, 18:08 (3360 days ago) @ Kahzgul

Seriously, before TTK using secondaries was a 1 in every 100 encounters proposition, and then it was only if you were using a Shotgun. There was never any reason to use a Sniper Rifle if you had Thorn or even TLW. As long as you rolled Hand Cannon and Shotgun you were basically always covered.

I've only played Crucible a handful of times since TTK dropped (and haven't touched it at all since the latest weapon balance), but it seems like they may have swung too far in the opposite direction.

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Is that better or worse than never using secondaries?

by Kahzgul, Wednesday, December 16, 2015, 18:32 (3360 days ago) @ cheapLEY

Seriously, before TTK using secondaries was a 1 in every 100 encounters proposition, and then it was only if you were using a Shotgun. There was never any reason to use a Sniper Rifle if you had Thorn or even TLW. As long as you rolled Hand Cannon and Shotgun you were basically always covered.

I've only played Crucible a handful of times since TTK dropped (and haven't touched it at all since the latest weapon balance), but it seems like they may have swung too far in the opposite direction.

I think you've nailed it. I think good balance would be for primary weapons to have average TTKs around 3 seconds at all ranges, with the only real difference being how the weapons feel, and maybe small (SMALL) tendencies towards particular ranges. Then you set secondaries as role-specific with much faster TTKs but also extremely specific ranges. Snipers would need to take 10 times longer to ADS with and have zero chance of hitting when hip fired, while shotguns would need to be within titan melee range to deal OHKs, for example. Then you'd run into primaries as weapons you choose for feel and playstlye, while secondaries would be for the specific role that you want to excel at.

IMO they should rebalance until your primary source of kills in PvP is primary weapons, the secondary source of kills is secondary weapons, and all other sources of kills make up a total of about 1/4 of overall kills, combined. Right now I feel like I'm a shotgun-only neutral game until I get super or heavy, at which point I use that until I'm out and go back to shotgunning. I only use my primary when I'm out of everything else. That's not what "primary" means, bungie.

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Is that better or worse than never using secondaries?

by cheapLEY @, Wednesday, December 16, 2015, 22:52 (3359 days ago) @ Kahzgul

I'm pretty bad at Destiny PvP, especially for someone that was pretty good at Halo. I struggle to maintain a 1 K/D. I think you may have just given me the key. Maybe I need to get my secondary game up; I really rarely use them. I've tried my hand at both Shotguns and Snipers, but never seem to have much luck there, and maybe that's what I need to focus on. My Pulse Rifle game feels like I'm about on track for how I was with the BR or DMR in Halo, but I always inevitably get sniped or shotgunned.

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As someone who snipes all the time...

by BeardFade ⌂, Portland, OR, Wednesday, December 16, 2015, 18:08 (3360 days ago) @ ChaosSociety

While I understand your frustration, and think 1000-Yard Stare is a joke (get rid of the aim assist Bungie), I personally disagree with most of what's going on in this thread.

I can only speak anecdotally, but here's what I have to say as a counter.

1) For those who are upset about Unflinching. I agree, it shouldn't be a perk, but that's because it doesn't work. Seriously, I've tried that perk and time and time again, I find I am no less flinch-y than before. Unflinching is not your problem, because...

2) Yes, Snipers still get staggered. I get staggered left and right while sniping. High caliber rounds are even worse. I got hit with a MIDA last night and it felt like it spun me 90 degrees, I had no chance at hitting a second shot. That being said, while getting staggered, I've managed many times to snap the reticule back on to the head and win the fight. For the record, I've primarily used Eirene and Praedyth's Revenge before that, and both have very low aim assist. The truth you need to face is that sometimes a sniper just out shot you.

3) Sniping is the most logical way to play the game. It isn't cheap to do something that enables you to engage at distance. Isn't that what you would do in real life combat? Engage at a distance where your enemies weapons are less lethal? This is literally why I play as a sniper, to better control engagement distances. I recognize it's a game, but engaging at distances longer than a primary (except for scout rifles and some pulse rifles) can handle is to my advantage not just in that my gun becomes more lethal than yours, but I can find cover and run away should I become disadvantaged in a fight. That's not bullshit, that's just smart.

4) Snipers have not changed since day 1, so you should have a game plan as to how to counter them by now. You should know the sight lines and how to avoid them and the best places to flank them, etc. That's just part of being aware of your surroundings and situation. I think good snipers actually tend to be more creative with the map than other players, recognizing new possible lines, moving specifically from cover to cover. Everyone in this forum could probably improve their PvP game just by increasing their awareness (though I know from experience, some of you are down right incredible at this, don't know how you could improve a bit more there).

5) The only thing about snipers that bothers me is when I face a GREAT one. I'm talking the snipers capable of no-scoping/quick-scoping. The ones that can dome you from 20 feet away on the run, etc. And when that happens and my frustration has subsided, I remind myself that in all things, there are a few people who are INCREDIBLY talented, whom we call virtuosos, and I would be willing to say that there are virtuoso video game snipers out there whose thumbs always find your face while shooting. That's just something you have to live with.

Actually, Unflinching does work. Kinda.

by someotherguy, Hertfordshire, England, Wednesday, December 16, 2015, 18:15 (3360 days ago) @ BeardFade

Just not in a way that makes any sense. There was an in-depth reddit post about it ages ago (might have changed since then though?).The camera still flinches, but your aim doesn't. I have no idea how or why that's a thing, or how you'd get used to that enough to make use of it, but yeah.

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As someone who snipes all the time...

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 18:25 (3360 days ago) @ BeardFade

1) For those who are upset about Unflinching. I agree, it shouldn't be a perk, but that's because it doesn't work. Seriously, I've tried that perk and time and time again, I find I am no less flinch-y than before. Unflinching is not your problem, because...

2) Yes, Snipers still get staggered. I get staggered left and right while sniping. High caliber rounds are even worse. I got hit with a MIDA last night and it felt like it spun me 90 degrees, I had no chance at hitting a second shot. That being said, while getting staggered, I've managed many times to snap the reticule back on to the head and win the fight. For the record, I've primarily used Eirene and Praedyth's Revenge before that, and both have very low aim assist.

I feel like I get sniped while I have a sniper under fire way to often. Maybe I'm just bad and they are good, but I feel like if a sniper is getting shot, they should have to have a REALLY impressive shot to kill me. Maybe that's just how I think snipers should be.

The truth you need to face is that sometimes a sniper just out shot you.

More often than not, I'm sure that is true.

3) Sniping is the most logical way to play the game. It isn't cheap to do something that enables you to engage at distance. Isn't that what you would do in real life combat? Engage at a distance where your enemies weapons are less lethal? This is literally why I play as a sniper, to better control engagement distances. I recognize it's a game, but engaging at distances longer than a primary (except for scout rifles and some pulse rifles) can handle is to my advantage not just in that my gun becomes more lethal than yours, but I can find cover and run away should I become disadvantaged in a fight. That's not bullshit, that's just smart.

The problem I find is that Snipers are engaging inside of SR and PR range. I feel like snipers should win if they are outside those gun ranges, get the jump on a player or they get an impressive shot off under fire. What I'm seeing is that I'm losing to snipers at mid range when I've already engaged them i.e. they are taking body shots.

4) Snipers have not changed since day 1, so you should have a game plan as to how to counter them by now. You should know the sight lines and how to avoid them and the best places to flank them, etc. That's just part of being aware of your surroundings and situation.

I've tried this. I know I'm not the best player and I'm definitely not a great sniper, but I found out in trials this week that the best way to counter them is to just not engage them down their sight lines. The problem is, there are a lot of maps where there are only so many sight lines, so a sniper can easily switch to another sight line when you loop around the entire map to change sight lines on them.

I think good snipers actually tend to be more creative with the map than other players, recognizing new possible lines, moving specifically from cover to cover. Everyone in this forum could probably improve their PvP game just by increasing their awareness (though I know from experience, some of you are down right incredible at this, don't know how you could improve a bit more there).

I have to say that I actually tried something brand new and in trials non the less. I mixed it up and ran Juggernaut during trials. It actually worked okay. However, snipers still at a perfect line of sight on me regardless of my jugger shield. It just took 1 more shot to kill me than normal and when you can't fire back that is all it takes. Luckily for me, most of the time my team mates were good snipers. But if I HAVE to learn to be good at snipers just to counter other snipers there is a problem.

5) The only thing about snipers that bothers me is when I face a GREAT one. I'm talking the snipers capable of no-scoping/quick-scoping. The ones that can dome you from 20 feet away on the run, etc. And when that happens and my frustration has subsided, I remind myself that in all things, there are a few people who are INCREDIBLY talented, whom we call virtuosos, and I would be willing to say that there are virtuoso video game snipers out there whose thumbs always find your face while shooting. That's just something you have to live with.

This bothers me to no end. I don't really like PvP that much to begin with. But if I have to train constantly with snipers to have a chance against about 50% of all PvP matches... I don't think that really fits with Bungie's "play how you want to"

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Frustrating, But...

by Morpheus @, High Charity, Wednesday, December 16, 2015, 18:09 (3360 days ago) @ ChaosSociety

I think the problem is the balance of unbalance.

I pick up a Praedyth's Revenge, I'm sniped by a Longbow Synthesis. I pick up a Longbow Synthesis, I'm sniped by a Efrideet's Spear. So on and so on, until I have a 1000 Yard Stare and aim assist what? Now I'm getting sniped by a weapon with a name so long it literally goes off the fucking screen.

The problem with the 1000 Yard Stare is because even though the weapon itself is weak, its auto-aim is so friggin' high, everyone with one suddenly becomes Hyena.

I remember in Halo people would run for their lives and kill and betray for the one or two snipers on the map. We'd have to worry about 1-4 campers in a game. Now people fucking spawn with them. And that is a nightmare.

I do get mad when I'm shooting at someone with say, a pulse rifle and I still get one-shotted even while their screen is (supposed to be) shaking and unfocused. But to be honest, I think we need to be reminded that Stares or not, there are some people who do have a lot of talent. And there are others, like me--who just get lucky as all hell. I agree that the stability/aimbot for Stare needs to be reduced, but don't forget that A) What if it were you looking through that scope? and B) If it's nerfed, they'll find new turf. There's always going to be something that's OP. If it's not Stare, it'll be a lot more than that.

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The real Crux of the sniper issue...

by CruelLEGACEY @, Toronto, Wednesday, December 16, 2015, 18:37 (3360 days ago) @ ChaosSociety

In my opinion, it has very little to do with the weapons themselves. I think the real issue is map/gametype design. More specifically, how various maps and gametypes combine together.

A couple weeks ago, I was playing Trials of Osiris on Widow's Court. WC is without a doubt a very sniper friendly map. But not once did I feel frustrated by the abundance of sniper rifles match after match. The reason? Widow's Court has too many flanking paths and alternate routes for a team of 3 snipers to fully "lock down". Even against very skilled snipers, you always have options on that map (other than counter sniping).

On the flip side, playing a 6v6 game mode on that same map can be a nightmare if you go up against a team of strong snipers, because 5 or 6 players working together can absolutely "shut down" the entire map with a network of sniper fire. It can be infuriating to go up against.

So number of players and general map design makes a huge difference.

In addition to that, there is the way special weapons and special ammo are generally treated in Destiny. There are players in the competitive community who have suggested switching more game modes over to "inferno" rules, where players do not spawn with any special ammo. While this would certainly eliminate a lot of the initial sniper-camping, my fear is that it could easily lead to drastically lopsided matches.
In Halo, there were only ever a limited number of sniper rifles on the map at any given time. Once it spawned into the map, both teams would fight over it, and the team that got it first would gain a bit of an advantage. But in Destiny, the way ammo crates behave means that when 2 teams fight over a special ammo box, the team that claims it could suddenly have a bunch of players running around with sniper ammo, while the other team has nothing to effectively counter them.

I feel like Bungie has painted themselves into a bit of a corner with this system. The only way to make it remotely fair is to make sure everyone has it all the time, or make it extremely limited like Heavy ammo.

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The real Crux of the sniper issue...

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, December 16, 2015, 18:43 (3360 days ago) @ CruelLEGACEY

On the flip side, playing a 6v6 game mode on that same map can be a nightmare if you go up against a team of strong snipers, because 5 or 6 players working together can absolutely "shut down" the entire map with a network of sniper fire. It can be infuriating to go up against.

I think people are really good now at knowing where head level is, and already having their cursor there ready to go.

Let's talk about blink and shotgun and the like:

I think blink and shotgun is definitely a counter to sniping, however it was really strong close up. It definitely needed a bit of a nerf, but maybe not so much. What needed to happen was that Fusion Rifles be strengthened so that they are the counter to blinking in from mid range. Rock paper scissors:

Blink Shotgun beats sniper.
Sniper beats fusion rifle
Fusion rifle beats blink shotgun

Something like that. Then design maps so that snipers are never completely safe, and you're golden. If a team is able to hold down a map such that their snipers ARE safe, then they deserve the huge advantage that brings.

So number of players and general map design makes a huge difference.

In addition to that, there is the way special weapons and special ammo are generally treated in Destiny. There are players in the competitive community who have suggested switching more game modes over to "inferno" rules, where players do not spawn with any special ammo. While this would certainly eliminate a lot of the initial sniper-camping, my fear is that it could easily lead to drastically lopsided matches.

How about enemies dropping their special ammo if you kill them and you don't have any?

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The real Crux of the sniper issue...

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 18:51 (3360 days ago) @ Cody Miller

Let's talk about blink and shotgun and the like:

I think blink and shotgun is definitely a counter to sniping, however it was really strong close up. It definitely needed a bit of a nerf, but maybe not so much. What needed to happen was that Fusion Rifles be strengthened so that they are the counter to blinking in from mid range. Rock paper scissors:

Blink Shotgun beats sniper.
Sniper beats fusion rifle
Fusion rifle beats blink shotgun

Something like that. Then design maps so that snipers are never completely safe, and you're golden. If a team is able to hold down a map such that their snipers ARE safe, then they deserve the huge advantage that brings.

I agree with the rock paper scissors. I think that if you want to try and fight rock with scissors, you are going to have be REALLY good to do that.

Also, Blink shotgun is a great counter to Sniper. However Titans are screwed.

I know that was being used as an example, but I still love to point it out because I hate blink shotgun as a Titan

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You just gave me an idea

by CruelLEGACEY @, Toronto, Wednesday, December 16, 2015, 18:52 (3360 days ago) @ Cody Miller

On the flip side, playing a 6v6 game mode on that same map can be a nightmare if you go up against a team of strong snipers, because 5 or 6 players working together can absolutely "shut down" the entire map with a network of sniper fire. It can be infuriating to go up against.


I think people are really good now at knowing where head level is, and already having their cursor there ready to go.

Let's talk about blink and shotgun and the like:

I think blink and shotgun is definitely a counter to sniping, however it was really strong close up. It definitely needed a bit of a nerf, but maybe not so much. What needed to happen was that Fusion Rifles be strengthened so that they are the counter to blinking in from mid range. Rock paper scissors:

Blink Shotgun beats sniper.
Sniper beats fusion rifle
Fusion rifle beats blink shotgun

Maybe I'm crazy, but stick with me for a moment.

Remember in Halo CE multiplayer the way Plasma weapons were generally less effective than ballistics in terms of time-to-kill and range, but had the bonus effect of slowing the target's movement speed as they took damage?

What if something like that got applied to Fusion Rifles?

Bungie clearly has a tough time getting FRs in the right place in terms of damage, range, accuracy, etc. Getting 1-shot killed by someone who pops out of cover 50 feet away the moment their shot is charged in no fun. But shorten the range and suddenly FRs can't compete with shotguns. So what if FRs kept their current stats, but had a slight bonus effect applied to them? Such as slowing movement speed, or delaying shield regen... something to counter the effectiveness of rushing shotgunners without making them devastatingly powerful in other situations?

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Plasma weapons still sucked.

by Funkmon @, Wednesday, December 16, 2015, 18:58 (3360 days ago) @ CruelLEGACEY

- No text -

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Plasma weapons still sucked.

by CruelLEGACEY @, Toronto, Wednesday, December 16, 2015, 19:07 (3360 days ago) @ Funkmon

Sure, but that's just because they were up against the most powerful primary weapon ever put into a first person shooter. ;)

Similar to the way CoD balances certain weapons by making them affect the player's base stats (such as having a super awesome and powerful gun slow down the player's movements speed), I could see some potential in giving Fusion Rifles some kind of bonus effect other than pure damage to help them out.

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The real Crux of the sniper issue...

by dogcow @, Hiding from Bob, in the vent core., Wednesday, December 16, 2015, 18:47 (3360 days ago) @ CruelLEGACEY

I feel like Bungie has painted themselves into a bit of a corner with this system. The only way to make it remotely fair is to make sure everyone has it all the time, or make it extremely limited like Heavy ammo.

I almost suggested this, but then what about side arms & fusion rifles? I feel that my sniper ammo goes a long way. I can use a sniper almost all game exclusively. The same (almost) goes with shotgun ammo. I will run out if I'm exclusively running shottys & we're not controlling most/all of the secondary ammo crates. In fact, when running shottys I'm very aware of when secondary ammo drops and will try to deny the opposing team their secondary so I can shoot them in the face with it.

I would like Bungie to take a look at making secondary ammo more scarce & more difficult for 1 team to hog it all.

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The real Crux of the sniper issue...

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, December 16, 2015, 18:52 (3360 days ago) @ dogcow

I feel like Bungie has painted themselves into a bit of a corner with this system. The only way to make it remotely fair is to make sure everyone has it all the time, or make it extremely limited like Heavy ammo.


I almost suggested this, but then what about side arms & fusion rifles? I feel that my sniper ammo goes a long way. I can use a sniper almost all game exclusively. The same (almost) goes with shotgun ammo. I will run out if I'm exclusively running shottys & we're not controlling most/all of the secondary ammo crates. In fact, when running shottys I'm very aware of when secondary ammo drops and will try to deny the opposing team their secondary so I can shoot them in the face with it.

I would like Bungie to take a look at making secondary ammo more scarce & more difficult for 1 team to hog it all.

The speed of the game is really what helped keep snipers at bay way back when, and the ability to rapidly close distances. That has been rendered continually less effective as time goes on.

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Then there is Invective...

by MacAddictXIV @, Seattle WA, Wednesday, December 16, 2015, 18:53 (3360 days ago) @ dogcow

- No text -

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Then there is Invective...

by Ragashingo ⌂, Official DBO Cryptarch, Wednesday, December 16, 2015, 23:26 (3359 days ago) @ MacAddictXIV

True, but it quickly run out if you rely on it to much.

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When I look at other games approaches...

by Durandal, Thursday, December 17, 2015, 15:46 (3359 days ago) @ CruelLEGACEY

Battlefield/Titanfall/COD made snipers and shotguns primaries, but put big limits on them. I don't think any of those systems got the balance right either, but I felt that Battlefield came the closest.

Bungie's model requires the secondary weapons to be dominant in their areas of expertise. The problem has been that the range of shotguns combined with the player speed due to jump/run/slide combos made them dominant in most map encounters, especially in objective based modes.

Bungie has dramatically limited the range of shotguns, and reduced blink which is the worst jump offender, but there is nothing they can really do about snipers, so they will always seem cheap. The best they could do is limit the aim assist at medium to short range, but the zoom on most scopes already makes those ranges difficult to be effective in anyway.

In theory, if fusion rifles weren't so hard to use they would push snipers back to long range, but a mid range one hit kill weapon caused major issues, if anyone remembers the glory days of Plan C and Pocket Infinity.

Battlefield tries to differentiate shotguns by limiting the long range and the number of pellets, so slower firing guns tend to be easier to hit with and get a single kill, while fast firing or full auto ones tend to require two to three hits to kill, even at close range. Likewise the faster firing snipers do less damage, so you need two to three body shots for a kill.

COD is similar, but has faster firing snipers with no sniper glint, and of course the auto aim no scope glitch so you can headshot with ease. What saves COD is the maps tend to be cluttered and people move very fast, so it is difficult to lock down areas.

Titanfall fell more into the classic ranges, with the weapons clearly at an advantage in their range bands, and little options for players other then choosing a different weapon or scope. Easy to balance but utterly generic.

I think the best bungie could do is add more flinch to snipers when they are ADS, and perhaps have bullets slow someone rushing with a shotgun. The charge time on fusion rifles was their balance, but the non-hitscan nature has been added difficulty since the 2nd patch or so.

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When I look at other games approaches...

by CruelLEGACEY @, Toronto, Thursday, December 17, 2015, 15:51 (3359 days ago) @ Durandal

Battlefield/Titanfall/COD made snipers and shotguns primaries, but put big limits on them. I don't think any of those systems got the balance right either, but I felt that Battlefield came the closest.

Bungie's model requires the secondary weapons to be dominant in their areas of expertise. The problem has been that the range of shotguns combined with the player speed due to jump/run/slide combos made them dominant in most map encounters, especially in objective based modes.

Bungie has dramatically limited the range of shotguns, and reduced blink which is the worst jump offender, but there is nothing they can really do about snipers, so they will always seem cheap. The best they could do is limit the aim assist at medium to short range, but the zoom on most scopes already makes those ranges difficult to be effective in anyway.

In theory, if fusion rifles weren't so hard to use they would push snipers back to long range, but a mid range one hit kill weapon caused major issues, if anyone remembers the glory days of Plan C and Pocket Infinity.

Battlefield tries to differentiate shotguns by limiting the long range and the number of pellets, so slower firing guns tend to be easier to hit with and get a single kill, while fast firing or full auto ones tend to require two to three hits to kill, even at close range. Likewise the faster firing snipers do less damage, so you need two to three body shots for a kill.

COD is similar, but has faster firing snipers with no sniper glint, and of course the auto aim no scope glitch so you can headshot with ease. What saves COD is the maps tend to be cluttered and people move very fast, so it is difficult to lock down areas.

Titanfall fell more into the classic ranges, with the weapons clearly at an advantage in their range bands, and little options for players other then choosing a different weapon or scope. Easy to balance but utterly generic.

I think the best bungie could do is add more flinch to snipers when they are ADS, and perhaps have bullets slow someone rushing with a shotgun. The charge time on fusion rifles was their balance, but the non-hitscan nature has been added difficulty since the 2nd patch or so.

All good points. I think Titanfall managed to avoid sniper problems because of the player's speed and movement abilities. Simply hitting a target with a sniper rifle is a lot more challenging in that game.

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.

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When I look at other games approaches...

by MacAddictXIV @, Seattle WA, Thursday, December 17, 2015, 15:58 (3359 days ago) @ CruelLEGACEY

All good points. I think Titanfall managed to avoid sniper problems because of the player's speed and movement abilities. Simply hitting a target with a sniper rifle is a lot more challenging in that game.

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.

I've thought of this as well. It definitely would narrow the sight lines. It would also definitely eliminate sniper "camping" where snipers are constantly zoomed down a sight line.

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When I look at other games approaches...

by CruelLEGACEY @, Toronto, Thursday, December 17, 2015, 15:59 (3359 days ago) @ MacAddictXIV

All good points. I think Titanfall managed to avoid sniper problems because of the player's speed and movement abilities. Simply hitting a target with a sniper rifle is a lot more challenging in that game.

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.


I've thought of this as well. It definitely would narrow the sight lines. It would also definitely eliminate sniper "camping" where snipers are constantly zoomed down a sight line.

At the very least, it would add a significant risk for players who want to camp hard-scoped down a sight line.

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When I look at other games approaches...

by MacAddictXIV @, Seattle WA, Thursday, December 17, 2015, 16:03 (3359 days ago) @ CruelLEGACEY

All good points. I think Titanfall managed to avoid sniper problems because of the player's speed and movement abilities. Simply hitting a target with a sniper rifle is a lot more challenging in that game.

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.


I've thought of this as well. It definitely would narrow the sight lines. It would also definitely eliminate sniper "camping" where snipers are constantly zoomed down a sight line.


At the very least, it would add a significant risk for players who want to camp hard-scoped down a sight line.

Can snipers get the perk that gives you radar in ADS? Because that would make the hard-scoping far less risky

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Only P&T.

by Funkmon @, Thursday, December 17, 2015, 16:54 (3359 days ago) @ MacAddictXIV

[image]

Oops. Wrong P&T.

[image]

It's actually a decent sniper, but I've never been killed by it in Crucible.

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Only P&T.

by BeardFade ⌂, Portland, OR, Thursday, December 17, 2015, 17:07 (3359 days ago) @ Funkmon

Was my favorite sniper in the game before I got Praedyth's Revenge, was hoping they'd bring this one back for year 2. For nostalgia sake.

Only P&T.

by Raflection, Tuesday, December 22, 2015, 16:04 (3354 days ago) @ BeardFade

P&T is literally my favourite sniper. It was amazing with the extra ammo perk, 6 rounds in chamber.

I once got a triple with it in ToO when I was last man standing.

I am still praying for bungie to bring it back.
Knuckle head radar + P&T = forever radar

When I look at other games approaches...

by Claude Errera @, Thursday, December 17, 2015, 16:55 (3359 days ago) @ MacAddictXIV

All good points. I think Titanfall managed to avoid sniper problems because of the player's speed and movement abilities. Simply hitting a target with a sniper rifle is a lot more challenging in that game.

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.


I've thought of this as well. It definitely would narrow the sight lines. It would also definitely eliminate sniper "camping" where snipers are constantly zoomed down a sight line.


At the very least, it would add a significant risk for players who want to camp hard-scoped down a sight line.


Can snipers get the perk that gives you radar in ADS? Because that would make the hard-scoping far less risky

Patience and Time has it, but I've never seen it on another sniper, personally.

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When I look at other games approaches...

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, December 17, 2015, 23:07 (3358 days ago) @ CruelLEGACEY

Now that I think about it, another potential solution for Destiny would be to increase sniper scope ranges. If your scope zooms you way in, it increases the tunnel vision effect and makes it more difficult to track moving targets or engage enemies that are within primary weapon range. It would help mitigate the "run and gun" snipers that are so deadly in Destiny.

You've got to think about how that will affect PvE. These things are so hard because weapons can be used in both PvP and PvE. I'd hate longer zooms in PvE.

I wonder what would happen if Destiny 2 simply had separate PvP and PvE weapons, sequestering them to their respective activities.

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