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 Post subject: Re: Sniper update
PostPosted: 08 Apr 2009, 17:25 
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An instant victory button would be cool.


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 Post subject: Re: Sniper update
PostPosted: 08 Apr 2009, 18:37 
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Has no REAL life! (3017)
http://www.wowhead.com/?item=18230

:mrgreen:

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 Post subject: Re: Sniper update
PostPosted: 08 Apr 2009, 19:57 
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Yeah, I admit, I got that one from WoW ;)


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 Post subject: Re: Sniper update
PostPosted: 08 Apr 2009, 20:52 
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Ability to make farts would be nice - when spy tries to backstab you he will have to be ultra fast or he would receive a nice fart that would stun him for a moment :ugly:


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 Post subject: Re: Sniper update
PostPosted: 09 Apr 2009, 10:07 
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Maybe backstab-proof vest, that every backstab will be counted as normal stab ;p ?


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 Post subject: Re: Sniper update
PostPosted: 21 Apr 2009, 21:00 
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Kinda hopeless, but improving (100)
I can't wait 'till the sniper update...I will only be playing spy in the first days of the update :ugly:


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 01:09 
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http://tf2.com/
A new entry was posted yesterday.
Quote:
Which brings us back to the Sniper Rifle unlockable. In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target. We want him to give up some of his primary advantage in return for something else, so that enemies he kills feel like they were engaged with them, and feel like they could have survived if they'd just managed to fight a little better.


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 07:55 
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Kinda hopeless, but improving (112)
Someone of the official forums said: "bow"... Got me thinking... Mb a crossbow? In exchange for it's slower reloadingspeed, slower moving projectile and shorter range it has no chargetime (does full damage with each shot/nozoom does 50% damage)... Imba? xD

It would be more of a midrange spamsniper kind of thing... Or maybe it should do more damage the longer the arrow travels!? Like the Sandmans ball :o


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 09:04 
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siphon wrote:
Someone of the official forums said: "bow"... Got me thinking... Mb a crossbow? In exchange for it's slower reloadingspeed, slower moving projectile and shorter range it has no chargetime (does full damage with each shot/nozoom does 50% damage)... Imba? xD

It would be more of a midrange spamsniper kind of thing... Or maybe it should do more damage the longer the arrow travels!? Like the Sandmans ball :o
That would sort of defeat the purpose of trying to get the sniper closer to the fight?

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 09:16 
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Kinda hopeless, but improving (112)
[SpA]Crovax20 wrote:
siphon wrote:
Someone of the official forums said: "bow"... Got me thinking... Mb a crossbow? In exchange for it's slower reloadingspeed, slower moving projectile and shorter range it has no chargetime (does full damage with each shot/nozoom does 50% damage)... Imba? xD

It would be more of a midrange spamsniper kind of thing... Or maybe it should do more damage the longer the arrow travels!? Like the Sandmans ball :o
That would sort of defeat the purpose of trying to get the sniper closer to the fight?
Ye, the 2nd one would :P But not the first one... I'm just popping ideas. We'll see what VALVe comes up with ^^


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 09:17 
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So long and thanks for all the fish! (1771)
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Nah.... Snipers will lose their sniperrifle and the ability to do headshots. In exchange they will get an Inter-continental ballistic missile with a nuclear warhead.... because let's face if, it's the only upgrade that would be on par with the overpoweredness of the sniper rifle!

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 10:51 
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Just like with the scout update the primary weapon the class already has is sooo good it'd take a complete upgrade(no drawbacks) to make us replace it.

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 11:44 
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teamfortress.com wrote:
In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target. We want him to give up some of his primary advantage in return for something else, so that enemies he kills feel like they were engaged with them, and feel like they could have survived if they'd just managed to fight a little better.
Ugh.

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 11:55 
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m3n wrote:
teamfortress.com wrote:
In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target. We want him to give up some of his primary advantage in return for something else, so that enemies he kills feel like they were engaged with them, and feel like they could have survived if they'd just managed to fight a little better.
Ugh.
I bet they will get a slingshot! Would be awesome to see David vs. Goliath (sniper vs. heavy)

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 12:01 
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m3n wrote:
teamfortress.com wrote:
In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target. We want him to give up some of his primary advantage in return for something else, so that enemies he kills feel like they were engaged with them, and feel like they could have survived if they'd just managed to fight a little better.
Ugh.
I so agree with VALVe here. Nothing is more annoying then to have to fight a sniper at long range, especially on 2fort.


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 14:07 
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I doubt that the sniper will become a mid-range fighter like the Heavy. This would mean a huge change in the gameplay, because then he would either need more HP (or something armour-like) or a really strong new weapon that would balance his low HP with a lot of damage (like the Pyro's flamethrower). The sniper wouldn't be the sniper anymore but more of a hybrid class. I rather agree with siphon that it's going to be something like a crossbow that makes him a bit easier to kill but lets him deal more damage.


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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 14:24 
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Has no REAL life! (3017)
A sniper is supposed to snipe, not get in the middle of the fight. Yes, it's very frustrating to play against a good sniper but it's the spy's and scout's job to take care of them if no other sniper on your team can. Teamwork ftw. What aggravation?

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 Post subject: Re: Sniper update
PostPosted: 06 May 2009, 15:28 
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[SpA]sebas wrote:
Just like with the scout update the primary weapon the class already has is sooo good it'd take a complete upgrade(no drawbacks) to make us replace it.
Damn right seabass!

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 Post subject: Re: Sniper update
PostPosted: 07 May 2009, 11:04 
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[SpA]sebas wrote:
A sniper is supposed to snipe, not get in the middle of the fight. Yes, it's very frustrating to play against a good sniper but it's the spy's and scout's job to take care of them if no other sniper on your team can. Teamwork ftw. What aggravation?
word up!


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 Post subject: Re: Sniper update
PostPosted: 07 May 2009, 18:34 
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[SpA]Toresson wrote:
[SpA]sebas wrote:
A sniper is supposed to snipe, not get in the middle of the fight. Yes, it's very frustrating to play against a good sniper but it's the spy's and scout's job to take care of them if no other sniper on your team can. Teamwork ftw. What aggravation?
word up!
Unless it's an uber sniper.

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 Post subject: Re: Sniper update
PostPosted: 07 May 2009, 18:56 
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So they will make sniper less sniper-ish, which will lead to the same as scout update - almost everybody uses standard weapons. Lets hope they will make sniper more fun to play, being able to kill someone other way than standing on snipers balcony @ 2fort ;)


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 Post subject: Re: Sniper update
PostPosted: 07 May 2009, 20:38 
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Bartg wrote:
So they will make sniper less sniper-ish, which will lead to the same as scout update - almost everybody uses standard weapons. Lets hope they will make sniper more fun to play, being able to kill someone other way than standing on snipers balcony @ 2fort ;)
oh man i would laugh so hard if the whole map would be full of snipers throwin around their piss XD :mrgreen:

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 Post subject: Re: Sniper update
PostPosted: 07 May 2009, 20:57 
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And Jar would fill with piss only when you stand and hmmm "make it full in the corner" which would lead to simple fact more piss=more damage :mrgreen:


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 Post subject: Re: Sniper update
PostPosted: 08 May 2009, 22:41 
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[SpA]sebas wrote:
A sniper is supposed to snipe, not get in the middle of the fight. Yes, it's very frustrating to play against a good sniper but it's the spy's and scout's job to take care of them if no other sniper on your team can. Teamwork ftw. What aggravation?
True, but place an engi or two with the snipers and they are pretty much untouchable unless you go sniper yourself.

When I play spy, which I happen to do a lot, the snipers that get covered by a sentrygun are pretty much save unless I can get a stab on the engi next to his gun. In short its pretty danged hard to take down a sniper without death for yourself as a spy and a scout can forget about it all together if its a good sniper that is also covered by a sentry gun. Plenty of snipers pull off headshots on scouts these days, and you don't even need to charge the bullet for it.

Oh well, since I play spy most of the time I ain't really concerned with it :)

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 Post subject: Re: Sniper update
PostPosted: 09 May 2009, 01:11 
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Sometimes you can make a stab+cloak before the sentry gets you but yeah, a spy's job is very hard nowdays. Not that the cloak and backstab animation tweaks didn't improve the class a lot.
If he's covered by sentries and he's good enough to kill the other snipers then you might aswell suck it up. I mean, he deserves to overwhelm the long range fight since he's not playing the lone gunner and can take care of the other snipers, no? And there usually are 1kpd spies around anyway so taking him out will be pretty easy. Not to mention that there are very few spots on the map where other classes have a hard time getting to and if there are that means they also have very restricted views. You can always avoid the area and push elsewhere.
Again, I don't understand what aggravation he's talking about. The game rocks because it has different classes with different playstyles. Don't make everybody fight on the same grounds.

I'm dying to see however what will they give to a 125hp class to make it a middle range fighter. I mean, in 6vs6 it might work since there you have to stick close to the rest of the team anyway and crit headshots without zooming in would be just amazing for the class but with the spam in pubs, now that's a different story.

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 Post subject: Re: Sniper update
PostPosted: 09 May 2009, 12:23 
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I agree with sebas! Although crit headshots without zooming in would be too powerful vs scouts me thinks. I'll just wait and see, they ruined the scout update with ridiculous weapons so I just hope they can do a better one for sniper.

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 Post subject: Re: Sniper update
PostPosted: 09 May 2009, 15:57 
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Well, the meet the scout movie sucked as well, but the one after that was epic :)

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