Not really, the sniper can do that without getting discovered, that's the point.Brummy wrote:Those things can easily be achieved with regular infantry.
Sniper Kit Discussion - Removal?
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-.-Maverick-.-
- Posts: 361
- Joined: 2009-06-07 17:14
Re: Remove sniper kit

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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: Remove sniper kit
Just thought I'd re-quote that to reiterate a point.Brummy wrote:We can't mod players, but we can take away their stupid annoying toys that they like to abuse.![]()
http://i7.photobucket.com/albums/y293/M ... n024-1.jpg
http://i7.photobucket.com/albums/y293/M ... een025.jpg
Maybe we should remove the knife too as certain stupid annoying players abuse them...
Brummy is just being emo cause he's got a **** aim.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
Re: Remove sniper kit
Uhh, unless the squad is not very bright then it should be able to take cover from a sniper after the first shot and then slowly work towards detecting his location.-.-Maverick-.- wrote:Not really, the sniper can do that without getting discovered, that's the point.
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Kaurava
- Posts: 49
- Joined: 2010-01-27 18:10
Re: Remove sniper kit
I'm all for removing it.
Not much purpose, and very limited teamplay value.
Then again, it might be a player problem. But honestly, only once did I ever see a sniper kit being used well, and the guy was pinning us down on Silent Eagle. A SAW could've done the same, minus the stealth, and being stealthy usually means not joining fights and not doing much (even lasing: an officer lasing to clear a path for his squad has more purpose than a sniper lasing a lone APC in some random place on the map).
Not much purpose, and very limited teamplay value.
Then again, it might be a player problem. But honestly, only once did I ever see a sniper kit being used well, and the guy was pinning us down on Silent Eagle. A SAW could've done the same, minus the stealth, and being stealthy usually means not joining fights and not doing much (even lasing: an officer lasing to clear a path for his squad has more purpose than a sniper lasing a lone APC in some random place on the map).
Last edited by Kaurava on 2010-07-08 20:37, edited 1 time in total.
Reason: justificating my point
Reason: justificating my point
"Some nerd did the math, and to dodge a bullet like that, those tits would have to break the sound barrier."
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-.-Maverick-.-
- Posts: 361
- Joined: 2009-06-07 17:14
Re: Remove sniper kit
Most of the time, they take cover, pop smoke and send their medic out. If the sniper is bright and he realizes that they're on to him, he will relocate to a backup position which he should always have.Brummy wrote:Uhh, unless the squad is not very bright then it should be able to take cover from a sniper after the first shot and then slowly work towards detecting his location.

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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Remove sniper kit
That is why Snipers are a "force multiplier", of course these things can be done with an infantry squad, but the ability to do with two what can be achieved with six can be incredibly useful.Brummy wrote:Those things can easily be achieved with regular infantry.
Then again, the sniper kit does attract the wrong sort of people, I'm not really sure what the community can do in order to make people use the sniper for what it was intended for, if the only option is to remove the sniper altogether, then something is obviously wrong. Removing assets from the game in order to keep the "vets" happy will simply lead to other assets being removed, until we're running around a 10km map armed with only a standard issue rifle.
Keep the sniper kit, but put greater restrictions on it.

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-=TB=-Tobakfromcuba
- Posts: 526
- Joined: 2007-02-25 15:06
Re: Remove sniper kit
sniper is an element that fits to the game. im not using the kit except when i take it from the enemy; but theres definetly a point in keeping it in the game exactly as it is right now, regarding to ammo, availibilty, accuracy and settledown-time
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Remove sniper kit
You talk about this point... but what is it?-=TB=-Tobakfromcuba wrote:sniper is an element that fits to the game. im not using the kit except when i take it from the enemy; but theres definetly a point in keeping it in the game exactly as it is right now, regarding to ammo, availibilty, accuracy and settledown-time
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Remove sniper kit
Pfft, there goes the CE kit, the HAT kit, the Grenade Trap for INS, all airborne vehicles, tanks, SAWs certainly fall into that definition. It's far rarer to see APCs used as intended, those should probably be removed too. Oh man, grappling hooks are also annoying toys people like to abuse.Brummy wrote: We can't mod players, but we can take away their stupid annoying toys that they like to abuse.![]()
Just because it's rare to see a kit used as intended doesn't mean it's worth removin-Oh, oh! TOWs! Sniping single infantry with a rocket is stupid AND annoying, and it's unrealistic to use 10 rockets to maybe kill 10 soldiers! Gotta get rid of those.
Like I was saying. We can abuse anything, don't limit those of us who enjoy playing a certain way because you don't think it's fun or useful.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Remove sniper kit
Yeah who cares if 2 guys from each team get to lonewolf and get their l33t snip0r rocks off, and then go boast in a thread or two about their 'longest confirmed kill'. Also lets bring back my spec ops kit so I can do l33t incursions into the enemy base and C4 everything and shoot them with mah awesome silenced pistol.mat552 wrote:Like I was saying. We can abuse anything, don't limit those of us who enjoy playing a certain way because you don't think it's fun or useful.
I love the justification to not remove it is that other kits can be abused... the relative percentage of times that I've seen a sniper be useless contrasted against all other kits combined would probably still favour the sniper for uselessness. And I mean useless in the sense that the few times that they have been useful aka lasing and passing on intel... a squad leader kit could've done the exact same thing, without the epeen extension.
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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Remove sniper kit
Once again this is a player side problem, don't get rid of kits just because people cannot or will not use them properly.Psyrus wrote:Yeah who cares if 2 guys from each team get to lonewolf and get their l33t snip0r rocks off, and then go boast in a thread or two about their 'longest confirmed kill'. Also lets bring back my spec ops kit so I can do l33t incursions into the enemy base and C4 everything and shoot them with mah awesome silenced pistol.
I love the justification to not remove it is that other kits can be abused... the relative percentage of times that I've seen a sniper be useless contrasted against all other kits combined would probably still favour the sniper for uselessness. And I mean useless in the sense that the few times that they have been useful aka lasing and passing on intel... a squad leader kit could've done the exact same thing, without the epeen extension.

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Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
Re: Remove sniper kit
Yes, it's a problem with players.
- Instant-kill headshots were removed; why? Because players aimed for heads instead of centre masses.
- 1 minute and later 2 minute timer was added after revives; why? Because players abused the medic system.
- Civilians were first given longer spawn times and then reverted; why? Because players abused the ROE system.
- Pistols were removed from the pilot kits; why? Because players abused them and paradropped into enemy territory with pilot kits.
- Before the 5 minute revive timer, the spawn screen was removed when dead; why? Because player abused this system by obtaining new kits upon revive.
- Need I go on?
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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Remove sniper kit
All those points you made have a significant impact on gameplay and caused problems on all servers, a retard with a sniper rifle does not have the same impact.Brummy wrote:Yes, it's a problem with players.
Blaming players is such a weak argument; especially when 90% or even more of the snipers are ridiculously useless.
- Instant-kill headshots were removed; why? Because players aimed for heads instead of centre masses.
- 1 minute and later 2 minute timer was added after revives; why? Because players abused the medic system.
- Civilians were first given longer spawn times and then reverted; why? Because players abused the ROE system.
- Pistols were removed from the pilot kits; why? Because players abused them and paradropped into enemy territory with pilot kits.
- Need I go on?
I agree that more often than not, you will find that a sniper is completely useless, then again, 90% of people with HAT kits are useless or "abuse" them, also, APC crews usually forget the PC in APC, preferring to use their l337 guns for raping infantry instead of transporting infantry like they are intended for, should APCs be removed as well?
Get yourself in a game with a sniper who knows what he is doing and they can be quite useful, you just need to find one first.

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Remove sniper kit
abused is a nasty way to describe gameplay dynamics that reward unrealistic actions.1 minute and later 2 minute timer was added after revives; why? Because players abused the medic system.
frankly I found that the old system made me behave more realistically as bluforCivilians were first given longer spawn times and then reverted; why? Because players abused the ROE system.
true, however removing the parachute would have completed this task far more effectivelyPistols were removed from the pilot kits; why? Because players abused them and paradropped into enemy territory with pilot kits.
I think that is another unfair observation as that wasn't anticipatedBefore the 5 minute revive timer, the spawn screen was removed when dead; why? Because player abused this system by obtaining new kits upon revive.
bugs do not = exploits Brum.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Remove sniper kit
Couldn't have said it better myself, although you could've added a very important one. They removed laser beam guns (added deviation) because of the way firefights were going.Brummy wrote:Yes, it's a problem with players.
Blaming players is such a weak argument; especially when 90% or even more of the snipers are ridiculously useless.
- Instant-kill headshots were removed; why? Because players aimed for heads instead of centre masses.
- 1 minute and later 2 minute timer was added after revives; why? Because players abused the medic system.
- Civilians were first given longer spawn times and then reverted; why? Because players abused the ROE system.
- Pistols were removed from the pilot kits; why? Because players abused them and paradropped into enemy territory with pilot kits.
- Before the 5 minute revive timer, the spawn screen was removed when dead; why? Because player abused this system by obtaining new kits upon revive.
- Need I go on?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Remove sniper kit
wanting to slow down the gameplay for realism/gameplay reasons isn't the same as changing a gameplay aspect because its being exploited.Psyrus wrote:Couldn't have said it better myself, although you could've added a very important one. They removed laser beam guns (added deviation) because of the way firefights were going.
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Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
Re: Remove sniper kit
None of those listed were bugs.[R-CON]Rudd wrote: bugs do not = exploits Brum.
Yes, these points were all major gameplay affecting changes, however even by just removing the sniper kit gameplay could be drastically improved.
By removing the spec-ops kit, people no longer rushed to request the spec-ops kit; people no longer made stupid infiltration spec-ops squads entering enemy lines and trying to 'sabotage' the enemy.
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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Remove sniper kit
That and wasn't deviation always going to be a major part of the mod? Not all changes are made because of abuse, some are just the evolution of the mod.[R-CON]Rudd wrote:wanting to slow down the gameplay for realism/gameplay reasons isn't the same as changing a gameplay aspect because its being exploited.

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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Remove sniper kit
What are Snipers doing at the moment that has a significant impact on gameplay?Brummy wrote:None of those listed were bugs.
Yes these points were all major gameplay affecting changes, however even by just removing the sniper kit gameplay could be drastically improved.
By removing the spec-ops kit, people no longer rushed to request the spec-ops kit; people no longer made stupid infiltration spec-ops squads entering enemy lines and trying to 'sabotage' the enemy.

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Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
Re: Remove sniper kit
A sniper currently is like a pot of gold in-game. Everyone rushes the sniper and it's like it's a holy kit to some certain people. Sniper squads are often exposing themselves to the enemy and often they are just being useless.BlackwaterSaxon wrote:What are Snipers doing at the moment that has a significant impact on gameplay?
Like I said, it is not a drastic gameplay change, but by removing the sniper kit you prevent unrealistic and tardy behaviour that especially occurs with the sniper kit.
Alright wrong word choice.[R-CON]Rudd wrote:abused is a nasty way to describe gameplay dynamics that reward unrealistic actions.
Yeah, but did the civilians behave realistic? Rushing into enemy fire is not a very common doing for civilians.frankly I found that the old system made me behave more realistically as blufor
Still, the change was made due to the abuse of players.true, however removing the parachute would have completed this task far more effectively
Still, the change was made due to the abuse of players.I think that is another unfair observation as that wasn't anticipated


