Revolutionary Sniper Idea!

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Kruder
Posts: 803
Joined: 2007-04-05 10:26

Re: Revolutionary Sniper Idea!

Post by Kruder »

One of the best ideas posten on these forums so far...
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Revolutionary Sniper Idea!

Post by Sniperdog »

Sniper:
1. Knife
2. Pistol
3. Sniper Rifle ("unscoped" maybe looking above the actual scope just to have a self def cqc)
4. Sniper Rifle Zeroed to 200m Settle in 5s
5. Sniper Rifle Zeroed to 400m Settle in 10s
6. Sniper Rifle Zeroed to 600m Settle in 15s
7. Sniper Rifle Zeroed to 800m Settle in 20s
8. Sniper Rifle Zeroed to 1.2km Settle in 30s
9. Field Dressing.

Spotter:
1. Knife
2. Smg or Assault Rifle
3. Spotting Lens (3 levels of magnification 3rd of which is >> either sniper rifle or GLTD)
4. GLTD
5. Extraction/Marking Smoke
6. Faction Specific Smoke
7. Grappling Hook
8. 3 Field Dressings
9. Incendiary Grenade


The Sniper is able to request the spotter kit anywhere by clicking the request a sniper kit button again provided:
1. He has a second person in his squad
2. His kit's last issued spotter kit has disappeared (and been gone for 1 minute) or hasn't been issued yet.
*Every sniper kit on the map is allowed one spotter.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Revolutionary Sniper Idea!

Post by Ace42 »

Sniper_dog14 wrote:Sniper:
3. Sniper Rifle ("unscoped" maybe looking above the actual scope just to have a self def cqc)
I'd skip that altogether if they have a pistol, not using purpose built ironsights isn't much different to shooting from the hip anyway.
Spotter:
2. Smg or Assault Rifle
Replace "assault rifle" with "carbine". The sniper provides the range, spotter should be doing CQB stuff only, as a last resort.
6. Faction Specific Smoke
I think most people agree that multiple smokes are a bit redundant. I'm not particularly fussed, it doesn't cause any balance issues. But I'd rather see a zip-line bundled in to allow faster relocations than grappling down, running across a street, and climbing back up.

The Sniper is able to request the spotter kit anywhere by clicking the request a sniper kit button again provided:
1. He has a second person in his squad
2. His kit's last issued spotter kit has disappeared (and been gone for 1 minute) or hasn't been issued yet.
I'd rather have it so that the spotter has to be the squad-leader (making it much harder to abuse for the zip-line / hook, goggles, etc etc) of a locked 2-man squad, and that the sniper kit can only be requested in a LOCKED TWO-MAN SQUAD (four man if more than one sniper per team was introduced) when the SL is already spotter. This will cut down on the "I wnt 2 be l33t snip0r!" mentality and oblige people to be in a purpose-built squad for it. Think of it as the sniper equivalent of patch 0.86's new "no gunner without driver" rules.
Image
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Revolutionary Sniper Idea!

Post by ChiefRyza »

If I were a DEV, I would come out and say that sniping is such a minor gameplay aspect that changes like this would spearhead the mod a very bad direction. Just imagine all the Vanilla sniper nubs hearing about this "fantastic sniper system" - it would literally lead to PR being infested by the worst kind of gamer in the world.


Current project: Operation Tempest
Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: Revolutionary Sniper Idea!

Post by Viper.Sw »

ChiefRyza wrote:If I were a DEV, I would come out and say that sniping is such a minor gameplay aspect that changes like this would spearhead the mod a very bad direction. Just imagine all the Vanilla sniper nubs hearing about this "fantastic sniper system" - it would literally lead to PR being infested by the worst kind of gamer in the world.
Thats why there is a kit limitation to 2 per team...
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Revolutionary Sniper Idea!

Post by AnRK »

Sniper_dog14 wrote:Sniper:
1. Knife
2. Pistol
3. Sniper Rifle ("unscoped" maybe looking above the actual scope just to have a self def cqc)
4. Sniper Rifle Zeroed to 200m Settle in 5s
5. Sniper Rifle Zeroed to 400m Settle in 10s
6. Sniper Rifle Zeroed to 600m Settle in 15s
7. Sniper Rifle Zeroed to 800m Settle in 20s
8. Sniper Rifle Zeroed to 1.2km Settle in 30s
9. Field Dressing.

Spotter:
1. Knife
2. Smg or Assault Rifle
3. Spotting Lens (3 levels of magnification 3rd of which is >> either sniper rifle or GLTD)
4. GLTD
5. Extraction/Marking Smoke
6. Faction Specific Smoke
7. Grappling Hook
8. 3 Field Dressings
9. Incendiary Grenade


The Sniper is able to request the spotter kit anywhere by clicking the request a sniper kit button again provided:
1. He has a second person in his squad
2. His kit's last issued spotter kit has disappeared (and been gone for 1 minute) or hasn't been issued yet.
*Every sniper kit on the map is allowed one spotter.
It's already been mentioned that only 2 weapons can be linked with the same ammo count, so weapons can only have two "modes" ala the LMG kit we have now, so that makes this zeroing idea impossible unfortunately.
{UK}Suzeran
Posts: 126
Joined: 2009-03-17 17:07

Re: Revolutionary Sniper Idea!

Post by {UK}Suzeran »

Do u realise how often u snipe some one from 400 m + and they are revived in like no time else ure just pooning insurgents an u only need marksman for that, I would love to see specialist be able to mark ranges of targets for the sniper etc but thats already in game

"specialist or SL// sniper/marksman #2 // medic #3" and ure not supposed to get kiled so u dont need rallys

in this game true sniper (not marksman) really has little use on most maps, (god dont bite my head off for that one)there already is a great balance dont fix what aint brioke its all about kit choices in a city u take specialist and marks man on the open plaines u take squadleader and sniper simples u see how easy that is, and finally the sniper system in the game in no WAY WHATSOEVER represents real range shooting so id say its just fine
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Revolutionary Sniper Idea!

Post by @bsurd »

Nemus wrote:1-3 sec for 1200m?
Have you shot with a sniper rifle?
I mean IRL not Sniper Elite (even there the longest shot is 1006m :mrgreen :)

Wrong, logest confirmed kill is over 2400 m with the AS 50
Why do you think that snipers has spotters?

To focus on target and not environment

With that narrow vision of the scope and little mobility of the gun (bipod) you can reload, scan, aquire new target and shoot him in just 3 seconds?

1 Shoot per sec is realistic if the range and wind is checked. (only 1 a time)
You can keep the gun steady after the recoil so you wont loose even a moa?
(For a distance you have make adjustments for 1/4 of moa?)

And where you seen that snipers can take multiple targets in short time? "Enemy to the gates?" (Just for the record betwen October 1942 and January 1943 Vassili Zaitsev had 242 verified kills. This means 2 kills per day ;) )

I think its better the way it is now. Maybe rangefinder on scopes to help with the distance.
No need to nerf or overpower the snipers.
But i dont like the idea. Let the snipers as they are now...The 8 sec delay is only after moveing... once you lay down, you can shoot every 2 sec...
Image
Image
Post Reply

Return to “PR:BF2 Suggestions”