Let's tweak Laser Rifle

PureWhoopAss

Legions Developer
heres some ideas i had intended for sniper rifle...
-- for specialist add additional zoom setting at 20x
-- for both rifles you should be able to laser jump for chasing flag carriers.. can't chase snipe any other way.
-- ready sequence set to aim sequence.. this allows the user to know the weapon visually is ready to fire.. so does the enemy know hahah
-- hit explosion... no damage just a skin it might help those being persued know they are being shot at if its a miss.

i pretty much had a version made.. i turned it into a railgun muahaaha

Well supposedly that might be it but I don't know if im having a deja vu or not but i thought i heard someone talking about "statefire" before.. so cross my fingers..
 

snob

Member
The delay between the sniper loadout and hornet should match, preferably the former should match the latter. I have no reason to believe it would grant insane leverage, as the LR isn't any more versatile than previous tribes implementations of the same weapon.
 

Lin

Member
Didn't the old sniper have a tiny bit of splash on the end? no reason for asking, just wondering.

On a totally unrelated note, it'd be super badass if rockets that hit the sniper beam get a damage/splash radius boost on the explosion. I've actually seen somebody kill themself off of my beam a couple times, so its just a little something I think would be cool.
 

Immanent

Member
Decrease the damn loading time. I hate switching to the weapon only to be groundpounded because my chaingun doesn't spin yet.
 

Propkid

Member
Decrease the damn loading time. I hate switching to the weapon only to be groundpounded because my chaingun doesn't spin yet.
The only thing I'd change.

But the suggested idea could do as a separate gun (CG substitute- PLEASE I WANT ONE)

-- for specialist add additional zoom setting at 20x
If I'm not mistaken zoom settings aren't multiplications but simply different FOV values and anyone can customize their zoom levels (I did)
 

Ucantry2run

Private Tester
Decrease the damn loading time. I hate switching to the weapon only to be groundpounded because my chaingun doesn't spin yet.

Au contraire, the reload time needs to be increased. It is very easy to snipe someone coming in and going out of the base. As it is, switching to a chaingun is very simple because it winds up fairly quickly. Used in the right hands, a sniper can pretty much carry a defense. I feel that an increase in reload time and switch/shoot time is necessary.
 

Disci

Old man
Au contraire, the reload time needs to be increased. It is very easy to snipe someone coming in and going out of the base. As it is, switching to a chaingun is very simple because it winds up fairly quickly. Used in the right hands, a sniper can pretty much carry a defense. I feel that an increase in reload time and switch/shoot time is necessary.

I don't know. It's pretty much up to a capper and LO's how easy it is. If you don't change your capping routine at all when there's a skilled sniper countering your routes then you are screwed. If your team doesn't have any "witch hunters" aka LO harrashing sniper, your capper still has hard time to get the flag back home.

Most of the time these has been the issues I've had to think when capping vs someone who actually knows how to play a sniper LD/Chase. Pubbing vs these is a bitch, but then I just need to switch to LOing and convince the rest of my team that it's ok to go back O again. ;)
 

Propkid

Member
Au contraire, the reload time needs to be increased. It is very easy to snipe someone coming in and going out of the base. As it is, switching to a chaingun is very simple because it winds up fairly quickly. Used in the right hands, a sniper can pretty much carry a defense. I feel that an increase in reload time and switch/shoot time is necessary.
Reread what you quoted, he's talking about the weapon switching time.
 

Ucantry2run

Private Tester
Reread what you quoted, he's talking about the weapon switching time.

Au contraire, the reload time needs to be increased. It is very easy to snipe someone coming in and going out of the base. As it is, switching to a chaingun is very simple because it winds up fairly quickly. Used in the right hands, a sniper can pretty much carry a defense. I feel that an increase in reload time and switch/shoot time is necessary.
I clearly referred to the switch time twice in my post. Switch time has just a potent impact on the the game than that of the fire rate.

I don't know... O again.
wink.png
Witch hunters can easily be counted by a good stayhome. I have had a lot of experience with up to two people focusing me at once. I tend to go for the good stayhome first in picks, because they really do make a differece. On the different capper route subject, Its fairly easy for me to see cappers even coming in on the opposite side of where I'm standing (on lets say Zenith) Yeah, sometimes I miss, but that's what other defenders are for. Keep in mind that these are against some of the most consistant cappers such as Unknown and Poponfu.

But yeah, I can see where you're going in your argument. It takes a good defense to support a sniper.
 

mausgang

Puzzlemaster
Sorry to burst your bubble, but odds are, the charge-up sniper won't be coming back, it was seen as too OP. Especially with the 1-hit kill possibilities.
 

WildFire

Warrior of Linux
Sorry to burst your bubble, but odds are, the charge-up sniper won't be coming back, it was seen as too OP. Especially with the 1-hit kill possibilities.

I'm pretty sure he was being sarcastic there. I know, its only text and is hard to tell sarcasm on the internetz.
 

Abandoned

Member
The "hit-and-scan" of the laser rifle could be swapped to 'clothesline' people like the old laser rifle version. This feature should give more advantage to snipers having to move about to change angles when a capper is going in a direction that is hard to hit. (e.g 90deg angle)
 

Disci

Old man
The "hit-and-scan" of the laser rifle could be swapped to 'clothesline' people like the old laser rifle version. This feature should give more advantage to snipers having to move about to change angles when a capper is going in a direction that is hard to hit. (e.g 90deg angle)

Sure snipers need all the advantages possible since it's so damn hard to snipe these days. I mean look at phans new vid, chasing with LR loadout is just impossible. Also increase the damage and fix the goddamn netcode!
 

skypredator

Member
I've chased with the Sniper load out, and still can. The trick is to keep up with the target, and don't use uppityuppityup jets when you don't have to. I can easily take down an outrider, and even a raider without a problem, since most of the time they've already taken a bit of damage, either from a rocket jump, OD, or an enemy. I would like the Charge-Up rifle, but if we EVER got it back, I wouldn't want to superduperuberragerange part of it. And make it so that we can charge up while jetting. This is all wishful thinking, though.

My Mabel-Senses are tingling.
 

mausgang

Puzzlemaster
Disci was being sarcastic, he does that. Sniping is a useful defensive asset and should be encouraged to be used as such. I'd LIKE to see some bonuses for sniping either in base or at a speed greater than 50 m/s, because those are good snipers or at least snipers doing what is useful, which would be nice. I'd be fine with less of an energy decrease in those situations. Getting sucked into a duel right after shooting an LR sucks, and while 'good snipers' don't go into duels, sometimes some pugnacious LO will come after a defensive sniper, and that is, when its an OR sniper class, not a good thing for the sniper. Being able to jet and use the other weapon immediately while on defense would be something I'd like to see, but if its been tested and found to be unbalanced, then I can't argue with that.
 
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