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The real Crux of the sniper issue... (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, December 16, 2015, 18:43 (3501 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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