Snipers - Page 2

Snipers

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Snipers need a better damage class, instead of just doing global massive damage, they need a more specific purpose.

When a 2 Sniper team can wash away any defense you have, and just about any heavy unit (say vehicles for example) it makes them very hard to dispose of, especially when they're guarded by a few Cqb units like MAVS or even lower level Infantry Kbots.

I don't think its Overpowered to have as much range or even the ability to remain hidden so well with the cloak, its the massive damage they can inflict on any given target.

IIRC, they got a big damage boost that allowed a sniper to kill a commander in 2 hits.. thats 3000 damage? and maybe a bit more for overkill...

After all in technical terms, Snipers are mobile Annihilators that can cloak.

With that kind of range and damage, and add in cloaking and stealth you're bound to have problems from the start.

Maybe a good idea would be to give them a Minimum LOS(or a LOS reduction even further), so they have to be aided for sight always, instead of being standalone units.

I know thats how they work already, but make it even more pronounced, so that Snipers can not operate effectively by them selves at any given time.

After all, a real sniper team such as in the marines always travel in 2's.
1 as spotter and 1 as the Operator.

What are the stats on m & e & bt and weapon #'s so far in BA?
Last edited by MR.D on 02 Jan 2007, 00:52, edited 1 time in total.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

in xta snipers are radar visible, they do massive dmg, but they need massive micro to be effective. In XTA at least, the cost, buildtime and reload time make them pretty well balanced imo
Dynamoe2
Posts: 12
Joined: 26 Feb 2006, 21:56

Post by Dynamoe2 »

Mr. D, u just hit it on the head brother. i agree 100%. thanks for the post.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

tbh I think snipers are fine, if you are playing agressively then your opponent will never be able to use snipers against you properly anyway, and when you do suspect snipers just spam cheap crap and gunships into the area.
this is much like the gunship thing... its a counter to playing unagressively and teching/porcing, so nobody likes it. I think once they cost E to fire meaning they cant be used without a good economy, they will be fine. nerfing them further is fail.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

It needs to be a substancial Energy burn then per shot.

What we need to find is an average Energy income between about 5-10 good players. and what their average Energy income is during the time when snipers would be built/deployed..

Average the incomes and then you have a good rough estimate on how heavy to make the energy drain per shot by 1 sniper.

Does that make sense to anyone besides me?

If that sounds like a bad idea, a small Damage nerf would be good as another alternative.

Or bring cloaking costs up?
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

MR.D wrote:It needs to be a substancial Energy burn then per shot.

What we need to find is an average Energy income between about 5-10 good players. and what their average Energy income is during the time when snipers would be built/deployed..

Average the incomes and then you have a good rough estimate on how heavy to make the energy drain per shot by 1 sniper.
Get to work then!
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Hoinkie
Posts: 34
Joined: 22 Mar 2006, 16:51

Post by Hoinkie »

If snipers should be anti porc then make them less effective against units.
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