New hand grenades, the Skybolt and more

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Gheist

King of all Goblins
I've answered your question according to the information that has already been made public. And yes, there has been "no indication whatsoever of even the possibility that the current LR is merely a temporary replacement for the LRII" yet. Nonetheless, anak asked for exactly such a possibilty (or better, he sees the SB as a RLII replacement, and asks if something similar will happen in this case), which is a different question than yours, and has not been answered by me.

And yes, when it comes to dealing with your posts, I don't feel inclined to elaborate. I wonder why...
 

Hellsniper

New Member
I like your logic. You highlight the idea that SB is the new replacement for the RLII, yet ignore the possibility that the new LR is a replacement for the old LR and LRII, which the devs also heavily implied.

I never said you needed to elaborate your answers, I said if you only wish to give so little detail to a question(mine)which could imply a slightly different one(anak's), then do not go all nit picky on my question when the difference between the two is frankly subtle and minuscule.
 

anak

VIP
any difference regardless of subtlety is a difference nonetheless. had you taken the time to notice that difference before insulting me this would not even have happened.
gheist: this thread needs some manscaping :(
 

Hellsniper

New Member
I have not insulted you, the only hostile comment I've made is a direct retaliation to your 'insult'. You try to make it seem I was the one who started this when it's the complete opposite. You also tried to look like our questions were 'completely different' and now you admit the subtlety and the small difference.

Still, I would like someone to tell me why the changes to LR are necessary, seeing when the last time it was updated it was meant to become a mid to long range defensive weapon. I do not see why this very function of the weapon had to be nerfed and changed into a chasing weapon instead, it's not like we're short on chasing weapons.
 

RiPTaCk

Member
Still, I would like someone to tell me why the changes to LR are necessary, seeing when the last time it was updated it was meant to become a mid to long range defensive weapon. I do not see why this very function of the weapon had to be nerfed and changed into a chasing weapon instead, it's not like we're short on chasing weapons.
First of all the sniper has not been nerfed it has been changed.
You are the kind of sniper that stays at home and snipes cappers on their way in and out. That's the role you want to see the sniper in. Amirite?

Now I tell you that you totally missed the gameplay. Ofcourse the tactic is valid but this is a 3D FPS-Z shooter where movement is the main key of gameplay. The reduced max damage is hurting your tactic but the other changes provide new tactics like chasing with the sniper and other stuff. If you are still on the level where you consider yourself mainly as a stay-d sniper then I shall give you the advice to go and play halo (or sth else) where you can snipe all day long and don't question changes made to a game where movement is as important as aim (if not more) just because you are too lazy to learn to ski. (Because the only time I see you moving is when you try to avoid incoming rockets)
 

Hellsniper

New Member
I can only play once a week for about 2 hours. I do not have the sufficient time to learn to cap/chase/ whatever else that well nor do I have the drive as I have tried all these things and have not found them as enjoyable as you might find. I merely played the class that I consider myself to be alright at for a couple of hours which I find enjoyable (yes I have tried all the other weapons). Also I do sniper chase or even occasionally cap(attempt to anyway), you just didn't see me due to how little I play. As for our game earlier today you think I would not try to snipe you when you are at my base riptack?

Also why is perceiving the sniper class as a mostly defensive role so horribly wrong anyway? It's not like it was built for frontline combat, nor was it made for chasing. I did not see any real reasons to change it. Sure, legions might be heavily movement oriented but is it really outrageous to leave one weapon that is contrary to this trend?
 

Aki

Member
(Just got on for the first time since the updates started; I also did not read most of this thread since it sounded like another sniper bitch fight)

I like the SB. I feel that it suits my play style better, and definitely love that it has 35 shots in OR. If RL is a butter knife and SR is a computer automated scalpel, SB is an exacto knife. My only complaint is that I can barely see the explosions from greater than 25m, which makes adjusting aim slightly more difficult, especilly if you're ground pounding (though ten minutes proved that GP'ing with SB is approaching useless). I feel the refire rate could be faster (it seemed the same as RL to me?), but it's not a problem as it is; mostly, it just feels that a fast moving projectile deserves a fast acting launch platform; that said, I can see obvious and painful balance issues if the SB could fire 5 shots to RL's 3.

Any chance of an OR with SB and GL?
 

Armageddon

Teapot
(Just got on for the first time since the updates started; I also did not read most of this thread since it sounded like another sniper bitch fight)

I like the SB. I feel that it suits my play style better, and definitely love that it has 35 shots in OR. If RL is a butter knife and SR is a computer automated scalpel, SB is an exacto knife. My only complaint is that I can barely see the explosions from greater than 25m, which makes adjusting aim slightly more difficult, especilly if you're ground pounding (though ten minutes proved that GP'ing with SB is approaching useless). I feel the refire rate could be faster (it seemed the same as RL to me?), but it's not a problem as it is; mostly, it just feels that a fast moving projectile deserves a fast acting launch platform; that said, I can see obvious and painful balance issues if the SB could fire 5 shots to RL's 3.

Any chance of an OR with SB and GL?
And this is why the skybolt is a shitty weapon.
 

Aki

Member
And this is why the skybolt is a shitty weapon.

I don't see how what I said suggests SB is bad...

I like the SB precisely because it fits nicely between the RL and the SR. Having faster projectile speed makes up-close MAs a little easier, but the fact that it sucks for ground pounding balances this. This weapon is the dueler's dream come true--and I suspect LD and LO will both come to love it. It is made for air to air, but still requires the precision and timing that RL needs without being as spammable as the CG. RL is very general purpose--why do you suppose EVERYONE uses it? It's capable of just about everything, but each area can be improved on: GL improves on sheer power and focuses it on the ground, but at a cost of range; CG is perfect for whittling down your opponent up close or blowing the carrier's ass out from under him at high speed at the cost of splash damage and damage amount; SR takes the power of the RL to extreme ranges at the cost of ease of use and mobility; now SB takes the power of the RL and focuses it in the air, just as GL does for the ground, at the cost of splash damage. When you look at it this way, every weapon in the game is "just the RL with a new fire animation," but each with its own specialty. SB is no different.

I think you all should wait for the next armory update before condemning the SB. Many complaints might be neutralized by the balances introduced with the next update. Of course, some may be enhanced...

As things are now, I'm pretty happy with the SB. I almost hope that it goes live with no more changes than a new skin. However, I can see why a lot of people are complaining about the similarity to RL. First, see above. Then consider some mechanical changes that would improve the weapon and give it a different "feel" than the vanilla RL. The obvious change would be to inheritance of inertia: RL takes a fraction of your speed, GL takes all of your speed; SB could fall somewhere between the two, or it could take a smaller fraction than RL. We could REALLY specialize this thing for AA and make the projectile explode for full damage if it passes within 3m of your target. Or we could go the other way and make the hitbox teeny tiny. I think my favourite idea is, since this is supposed to be a rail gun, give the projectiles a drop rate. Maybe the same as GL, even, since the forward speed of the projectile is fast enough that it really wouldn't matter at ranges less than 50m. Besides presenting a challenge for aiming at range, it would add a bit of realism to the game.
 

Noober

Member
I like to snipe and after a few hours playing with the new hornet config i feel better.
i miss LR on raider? yes... but in light version is more easy to snipe when you are moving...
there's no more need to be full energy for snipe well, and this is very useful when try to snipe in extreme situation like following the capper.

skybolt = Boo. sentinel is just a flag camp defender now.. all sentinel suffer a lot this easy aim weapon :(
 

OmniNept

Actionaut
Hellsniper said:
is the new sniper rifle the replacement for the old standard LR or the specialist LR?
Gheist said:
For both.

Anak said:
are you guys going to create a replacement for the LR Spec like you did the RL spec?
Hellsniper said:
The answer to my question answers yours? Stop clutching at straws.
Gheist said:
It doesn't.

Gheist's response actually does answer Anak's (stupid) question, regardless of whether you two numpties realize it. Here's why (in easy-to-follow steps):

One: The new sniper is a hybridization of the standard sniper and the specialist sniper – a “middle ground”, if you will. This middle ground implies that neither sniper variant was properly balanced, with base being too weak, and specialist being too strong. Supposedly then, this amalgamated iteration is balanced.

Important point for our purposes? The SRII was considered OP/imbalanced (by the devs).

Two: The SRII and RLII aren't analogically comparable: The RLII variant added an ability to its base version with user-controlled, increased rocket speed. The SRII merely modified refire rate and maximum damage. You could conceivably take the RLII's defining feature and craft around it a new weapon (ostensibly the skybolt). However, the same cannot be done with the SRII's defining feature (its max damage and refire rate), for then you'd simply remake the SRII . . .

. . . Which, as you'll recall from point number one, was considered OP/imbalanced.

So, in a nutshell, you're both arguing that it's entirely possible the dev team will, after having nerfed the SRII's maximum damage and refire rate (because it's OP), reintroduce the SRII's range, damage, and refire rate in a new weapon.

I'd call this casuistry, but casuistry implies an intelligent attempt at obfuscation; and I'm not entirely sure that applies.

anak said:
any difference regardless of subtlety is a difference nonetheless. had you taken the time to notice that difference before insulting me this would not even have happened.
gheist: this thread needs some manscaping

And then, after going full-on retard, Anak plays self-righteous while requesting moderation? You started this *chocolate cookies* with your l2aim comment – especially rich, considering the source – so you shouldn't be hiding behind moderation when things go south.

As for the weapon changes . . .

This change is a nerf to stay-at-home/chase snipers and a buff to hornet (presumably midfield) snipers.

The increased minimum damage is absolutely negligible, especially when damage-drop-off-over-distance is taken into account: an uncharged, ranged shot will still do only piddles. Good snipe chasers know intercept routes that require minimal energy expenditure, so they don't really benefit either. And snipe duelists benefit only if they're hornet-exclusive (because of the increased refire rate) or enjoy taking stupid shots (which, I do).

From what I gathered, the decreased maximum damage isn't overly drastic but wasn't overly necessary, either.

The only change that matters is refire rate, with hornets gaining and snipers losing. Previously, hornets were nowhere near as effective as snipers, regardless of their proponents' beliefs. They simply couldn't put enough shots down range (something I stated several times, I might add). Now, the extent to which this change nerfs base/chase snipers depends on enemy offense organization. In pubs/pugs, you're not going to notice much of a difference; against competitive teams, though, you'd start to see it.

Of course, I'm not sure that matters anymore.
 

RiPTaCk

Member
Gheist's response actually does answer Anak's (stupid) question, regardless of whether you two numpties realize it.
I think anak didn't necessarly mean a replacement with LRII properties but more a simple replacement because 2 "different" weapons were mixed into a "new" one.

Previously, hornets were nowhere near as effective as snipers, regardless of their proponents' beliefs. They simply couldn't put enough shots down range (something I stated several times, I might add)..
This might be true for large and middle-sized maps but on small maps hornets were very effective if correctly used.
 

OmniNept

Actionaut
Riptack said:
I think anak didn't necessarly mean a replacement with LRII properties but more a simple replacement because 2 "different" weapons were mixed into a "new" one.

That's an interesting interpretation, but I'd say “no” because adding new weapons isn't contingent on removing existing ones. Also:

Gheist said:
Nonetheless, anak asked for exactly such a possibilty (or better, he sees the SB as a RLII replacement, and asks if something similar will happen in this case), which is a different question than yours, and has not been answered by me.
Anak said:
exactly. also - isn't the skybolt the RLII replacement? i thought i read it somewhere.

So, “no” then. They were definitely arguing as per my interpretation.

Nept said:
Previously, hornets were nowhere near as effective as snipers, regardless of their proponents' beliefs. They simply couldn't put enough shots down range (something I stated several times, I might add)..
Riptack said:
This might be true for large and middle-sized maps but on small maps hornets were very effective if correctly used.

I agree that hornets could be very effective, but I disagree that they'd be as effective as a sniper specialist. The hornet's advantage was its maneuverability, as granted by its rocket jumps. On a smaller map, assuming you've decent chasers (or at least one person able to return the flag), this maneuverability isn't necessary. I argue that a sniper specialist is more effective simply because it's able to fire significantly more shots in the same amount of time. Of course, you must assume equal player skill.
 

RiPTaCk

Member
Well maybe anak can tell us what he meant.

I admire you for the time and effort you take to confirm your assumptions but I still disagree on the hornet vs sniper part. Of course a sniper gets more shots on the ennemy but as you said you still need someone to return. Whereas a hornet can return the flag himself, therefore you have 1 more player to, either set on D-stay or LO. Of course the hornet is not as effective in order to kill ennemy flagcarriers but the one player that you "gained" can be put on LO and e-grab/return or whatever. And in my opinion (considering equal player skills) that "additional" player featuring hornet is worth more than a sniper featuring a dedicated "chaser"/returner.

Another point is that a sniper is easily distracted by ennemy LO so (considering equal intelligence (Nowadays stupidity) level) a sniper is easily disabled and therefore gets less shots at flagcarriers.
 

anak

VIP

his omni friends probably dared him to defend hellsniper. I doubt Nept would bother reanimating a discussion of his own free will when the only argument he bothered to provide is a Straw Man fallacy.
Two: The SRII and RLII aren't analogically comparable: The RLII variant added an ability to its base version with user-controlled, increased rocket speed. The SRII merely modified refire rate and maximum damage. You could conceivably take the RLII's defining feature and craft around it a new weapon (ostensibly the skybolt). However, the same cannot be done with the SRII's defining feature (its max damage and refire rate), for then you'd simply remake the SRII . . . . . . Which, as you'll recall from point number one, was considered OP/imbalanced.
I never stated nor implied that nuances of a new SR Spec from the original would be analogous to the skybolt's nuances from the rocket launcher. i was simply asking if there would be another weapon created off of the SR's basic design, as the SB was off of the rocket launcher.

so your nice little procedural logic process kind of collapses.
So, in a nutshell, you're both arguing that it's entirely possiblethe dev team will, after having nerfed the SRII's maximum damage and refire rate (because it's OP), reintroduce the SRII's range, damage, and refire rate in a new weapon.
a) they were questions, not arguments.
b) neither of us mentioned reintroduction. hellsniper asked which weapon class ( SR or SRII ) the "amalgamated iteration" replaced. I asked if they would continue replacing the Spec weapons with new but similar weapons, as they did with the Skybolt.
c) how does gheist's post ("for both.") answer my question in any way? you
I'd call this casuistry, but casuistry implies an intelligent attempt at obfuscation; and I'm not entirely sure that applies.
you're going to use archaic vocabulary like that, then try to argue you're not trying to obfuscate us? classy.

And then, after going full-on retard, Anak plays self-righteouswhile requesting moderation? You started this *chocolate cookies* with your l2aim comment – especially rich, considering the source – so you shouldn't be hiding behind moderation when things go south.
this entire argument is completely offtopic. i started it, and i requested that gheist end it. i was tired of arguing over stupid things. and i still am, so i'd appreciate it if you'd abort your devil's advocate campaign.
 

OmniNept

Actionaut
Anak said:
I never stated nor implied that nuances of a new SR Spec from the original would be analogous to the skybolt's nuances from the rocket launcher.

Actually, you did. At best, you can claim a lack of clarity on your part.

Anak said:
are you guys going to create a replacement for the LR Spec like you did the RL spec? just curious.
hellsniper:l2aim.
Gheist said:
Nonetheless, anak asked for exactly such a possibilty (or better, he sees the SB as a RLII replacement, and asks if something similar will happen in this case), which is a different question than yours, and has not been answered by me.
Anak said:
exactly. also - isn't the skybolt the RLII replacement? i thought i read it somewhere.

Notice that you and Gheist were very specific re. the specialist weapons. You went so far as to reply “exactly” to Gheist's “or better, he sees the SB as a RLII replacement, and asks if something similar will happen in this case”. The reason one might see the SB as the RLII replacement is that the bolt features the specialist's rocket speed increase. It features, in other words, the specialist's defining feature. Now, I don't think that's how they went about creating the bolt, but it's a reasonable inference.

The other interpretation, as Riptack mentioned, is that you meant a “simple replacement”, i.e., a new weapon brought in to replace the weapon lost. However, I'd discounted that since a) the dev team has been moving away from specialist weapons for ages, and b) the addition of new weapons doesn't require the removal of existing ones.

So you can understand, then, how someone could interpret your words as such. Arguing intent's difficult, though, especially when it's not your own. And even though you've shifted positions several times, and have been particularly equivocal, I cannot describe with certainty your original intent.

Fortunately, that doesn't matter.

Your mistake was to assume my argument hinged on your intent. It doesn't. Let's look at the second step in my syllogism: Again, the reason the SRII and RLII aren't analogous is that with the loss of the latter, you've lost something unique (its “fast rockets”). With respect to the former, there's nothing to lose, as its slightly increased rof and damage don't fundamentally alter the weapon. In other words, they don't have to replace anything. There is nothing to replace, for you've lost nothing but rof and damage points. It's a simple nerf to the sniper spec, and a simple buff to the hornet spec.

Also, notice that nowhere within the actual argument did I suggest intent (or even awareness) on your part. Ironically, it's your counter-argument vs. my non-existent straw man that is the straw man.

INCEPTION.

Now, asking whether they'll include a new hitscan weapon is a totally different question than asking whether they'll “replace the SRII”. You've used the “replacement” wording every time, going so far as to distinguish it from “reintroduction”, so it's definitely not idle semantics. Remember, too:

Nept said:
the addition of new weapons doesn't require the removal of existing ones.

As for the hitscan question, I think that given the difficulties they've had balancing the sniper, and the leanings of the dev team, we'll not see any more hitscan additions. And I would think you'd know that, given the information to which you're privy.

As for the rest:
One: You were clearly arguing. Questions can incite arguments.
Two: I replied because you were equivocating and arguing poorly. Also, Hellsniper was holding his own. The two of you were just too stubborn to realize it.
Three: I tend to reply when people argue poorly.
Four: You'll forgive me if I make you use a dictionary on occasion.
Five: The word for which you're searching is “esoteric”, not “archaic”. “Casuistry” has not fallen out of use over time.
Six: You don't end two-pages worth of argument by suggesting that the next person to reply is doing so meaninglessly.
 
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