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  • 490. Re: Quickscoping
    trialstardragon

    slower rate of fire is not balance not when the weapon can kill in one at any range.

     

    QS abuse the snipers one shot ability at close range so they dont have to use a secondary.

     

    And no the SG can not do what the sniper can. It only kill up close in one, it can not do so at long range like the SR or even at medium unless its the ksg.

  • 491. Re: Quickscoping
    nuttin2say

    What about a 2 stage ADS function for SRs? It would work exactly like the Variable Zoom works, but for ADS so that one trigger pull raises the SR but does not fully ADS. The cross hairs would become tighter, say as tight as a semi-auto AR. Two trigger pulls and the SR goes fully ADS and looking through the scope/iron sights.

     

    The trigger, of course, being the ADS trigger, not the trigger to fire the gun.

  • 492. Re: Quickscoping
    deamonomic

    trialstardragon wrote:

     

    slower rate of fire is not balance not when the weapon can kill in one at any range.

     

    QS abuse the snipers one shot ability at close range so they dont have to use a secondary.

     

    And no the SG can not do what the sniper can. It only kill up close in one, it can not do so at long range like the SR or even at medium unless its the ksg.

    SMG players then Abuse their weapon as well by burst firing it to score a kill across the map. Wasnt mean to do that either.

     

    Ill post this here because this is the right topic for it

     

    "Each weapon class has its own characteristics that are their own. Having the ability to OHK does not in REALITY ruin the balance because it is NOT leading to the sniper DOMINATING or OUT PREFORMING the other weapon classes in the ranges they are supposed to dominate. Not unless you are going to FINALLY admit that you lose out to a sniper repeatedly, but yet again I point out the fact that you guys claim that doesnt happen. When considering balance you have to take the current state of the game into account, and in the current state of the game Snipers, while having the potential to kill in one hit at any range are still operating within their zone. They do not DOMINATE or OUT PREFORM outside of it. SMG's still rule CQC, AR's still rule Mid range combat and Shot guns still rule extreme close combat. If its not out preforming them in the ACTUAL GAME, not on paper but in actual practice in the current state of the game using the overall game statistics, then it is not upsetting the balance."

  • 493. Re: Quickscoping
    trialstardragon

    The SR does not need to be dominating the match for it to be a balance issue. And it can out perform the other weapons in their intended area because of its osk to any range potential.

     

    Simple solution give every weapon 100 base damage where they can kill in one at cqc range and then adjust damage as the range increases. Then see how popular QS is.. it wont be since they have no advantage to doing so anymore. It will put them back to being viable in the range they should be, medium and beyond not short or close. They do not need to be viable in short and close ranges for them to be fair or balanced.

  • 494. Re: Quickscoping
    trialstardragon

    A two stage ads would be problematic since once they learned where it was accurate at that first pull the QS would never pull the second time since there was no need to in cqc/short range battles.

     

    Might as well take the scope of them at that point and just make them a semi auto ar instead. Which is what the ballista becomes with iron sights. But most QS dont run the ballista with iron sights they use the DSR because of its higher damage and easier osk potential.

  • 495. Re: Quickscoping
    abelthywicked

    trialstardragon (to deamonomic) Less than a minute ago

    The SR does not need to be dominating the match for it to be a balance issue. And it can out perform the other weapons in their intended area because of its osk to any range potential.

     

    Simple solution give every weapon 100 base damage where they can kill in one at cqc range and then adjust damage as the range increases. Then see how popular QS is.. it wont be since they have no advantage to doing so anymore. It will put them back to being viable in the range they should be, medium and beyond not short or close. They do not need to be viable in short and close ranges for them to be fair or balanced.

     

     

    Or how about a less idiotic solution such as harder or no quick scoping, and at point blank range a sniper rifle is definitely viable, between point blank and short however it should be the luck of the hip fire, with a single bullet, and probably  very small chance of hitting, an instance kill for a sniper is viable

  • 496. Re: Quickscoping
    deamonomic

    trialstardragon wrote:

     

    The SR does not need to be dominating the match for it to be a balance issue. And it can out perform the other weapons in their intended area because of its osk to any range potential.

     

    Simple solution give every weapon 100 base damage where they can kill in one at cqc range and then adjust damage as the range increases. Then see how popular QS is.. it wont be since they have no advantage to doing so anymore. It will put them back to being viable in the range they should be, medium and beyond not short or close. They do not need to be viable in short and close ranges for them to be fair or balanced.

    it does not upset the balance. I keep on saying it but you keep either missing my point or ignoring it. In the actual game, meaning not in theory, not potential wise, in actual practice the Sniper does not out do SMG's mid range. Thats not to say that they never win but they most certainly do not out preform them. Let me try putting it another way, Out of 10 gun fights with a sniper using an SMG the SMG will win 7 out of the 10. Balance means that the weapons that are supposed to do well in a specific area do well in those are. Being unbalanced or out preformed would mean that against an SMG the sniper would win out 6 times out of 10 if not more. Hell even 5 out of 10. But yet again I point out the fact that this is not what you guys claim to be happening. Potential doesnt mean squat as it takes SKILL to capitalize on potential.

     

    In the actual game this is not an issue because each weapon rules its range and struggle more so in the other areas. Again unless you are going to admit that you die more often then you kill the sniper its not a balance issue. Hell you could even admit that you kill snipers an equal amount that they kill you, but yet agian I have to point out that I have been trying to get you guys to atleast admit that so that there is a true issue but none of you will.

     

    As I said in the other topic, your issue isnt Balance, your issue is that they are using a sniper in a way you dont think it should be able. You want sniping to be used in the traditional way only and nothing else. You want snipers to be utterly useless upclose because of the notion that snipers are meant for long range combat.

     

    The OHK ability is a non issue because unless they are NO-scoping you and therefore firing from the hip and dealing with a random shot, they will NOT kill you any faster then any other weapon class because of the fact that they need to aim in to do so. And if they are Aiming down the sight the other weapons retain the advantage in several areas. The sniper rifle has counterweights all over the place. Slow ADS, Slow reload, Limited aim assist, and severely limited mobility while in a gunfight.

     

    The times snipers win out do so because they aimed first and more accurately then the opposing player. If Both players were to run up and see each other at the same exact moment, Begin to ADS at the same time then it will be a very close gunfight. A gun fight which the other player STILL has the advantage even though the sniper only needs one shot, in the time it will take them to fire that one shot the other player can fire of the amount they need to kill as well as utilize their own weapons advantages. The other player has an even bigger advantage if they hipfire at them with their fully automatic because they are upclose and far less likely to miss, they can then use their mobility to the fullest.

     

    There is no balance issue. All the weapons do what they are supposed to do. An SMG player still has advantage over a Sniper close quarters. A shot gun still has the advantage at close range. even assault rifles have an advantage over snipers at close range. You only consider one aspect of the weapon and thats why you consider it unbalanced. you do not take into account the other factors/attributes of the other weapons.

  • 497. Re: Quickscoping
    abelthywicked

    deamonomic Oct 25, 2013 8:52 PM (in response to trialstardragon)


    There is no balance issue. All the weapons do what they are supposed to do. An SMG player still has advantage over a Sniper close quarters. A shot gun still has the advantage at close range. even assault rifles have an advantage over snipers at close range. You only consider one aspect of the weapon and thats why you consider it unbalanced. you do not take into account the other factors/attributes of the other weapons.

     

    I agree with you for the most part about snipers being balanced at close range, however it is not at long range, the balance problem, that i have seen in mw3 (mp7) and black ops 2 ( all smgs practically) is that smgs are still accurate and effective at ranges of 100 feet or more, that's why people were saying smgs were over powered in black ops 2, and the mp7, one part small maps, and one part smgs having excessive range that they really shouldn't have, also in black ops 2 as well as mw3 I found myself and others continually losing with shotguns to smgs at close range say 5 to 8 feet.

  • 498. Re: Quickscoping
    iivrruummii

    Accuracy isn't the problem, it is more of a damage/range problem.  A SMG can be accurate but it needs to have reduced damage or vise versa not both.