Kits for snipers and marksmen

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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should sniping be improved?

Yes
9
56%
no
7
44%
 
Total votes: 16

snipertango
Posts: 4
Joined: 2004-08-29 23:44

Kits for snipers and marksmen

Post by snipertango »

im hoping that you guys will tweak the kit a little for the snipers. I was thinking mabey in the first slot eleminate the knife and add a tripod, these would add a great deal of stability to the rifle, but they would take a while to set up and take down, maybe ten or so seconds. next you have your side arm (92FS,93R,colt 1911,USP,Mk23,P228,P226), then comes your rifle (M24, Barret M82, M40A1/A2/A3, AW standard or covert, etc.), then binos with range finder so you can adjust for elevation and windage, and maybe something else. Oh, and i think the mag capacity for your side arm should be cut down to discourage snipers from going in guns blazing.
And when the sun rises tomarrow know that it is not war, not peace, but simply a wind on your shoulder, we are all children of art, war, and love.
an excerpt from one of my songs
Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

As for range and windage... the BF2 devs speak of longer view distances, this in all likelyhood means we can see half a mile now instead of a quarter mile on average, so I dont expect extreme range to be a problem. Also, I dont think BF does wind, and if it did, it wouldnt make a difercance because of the short ranges. All in all snipers are very over rated, IMO they are next to uselss. IRL snipers are there to eliminate enemy targets to reduce the amount of resistance the advancing/retreating forces encounter(at least thats what they would do in BF). BUT because of respawns the enemy just keeps coming making the sniper nothing more than a novelty. I realise this means nothing to all the sniper pig dogs(sarcasm) and that their will never be a day where a BF game doesnt have a sniper kit/class. Id just like to see the team working on "more" important issues in the game(wich there will be) rather than perfecting sniping.
Ugly ducks 2.5 cents
marto
Posts: 404
Joined: 2004-09-01 00:48

Post by marto »

Snipers might be usful tho if you made the commander sit in a humvee at the main base. Then they could go an an assassin mission.
Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

As far as I know when you become a commander you just play like you would but with the abillity to suggest where your team should go. Even if what marto said were the case, commanders wont be used extensivley in pubs so the sniper still, IMO, would remain almost useless. Besides, what keeps someone from simply driving up to the commander and blowing him up with a tank. Much faster and there for efficient that walking there, setting up, and getting 1 kill when he can simply respawn.

BF games just arent sniper friendly, unless you make respawns VERY long or just take them out, they lose effectiveness almost completely in most scenarios.
Anti-}{ero
Posts: 159
Joined: 2004-08-14 15:32

Post by Anti-}{ero »

Ugly Duck wrote: BF games just arent sniper friendly, unless you make respawns VERY long or just take them out, they lose effectiveness almost completely in most scenarios.
EXACTLY, Reality mod is going to have longer spawn times, which means when a sniper is present its gonna be WAY more effective in dropping moral, i mean who is gonna want to go out in the open and fire at a enemy that is coming, when there is a sniper present and you dont know where he is. Snipers will actually have a good role in this mod.

All sniper rifles are in BF:V and BF:2 are just weapons to get your kill count up, without dying. Since u spawn moslty 15 sec later and repeat the process of shooting people. Only the second time your a bit more cautious of that sniper.
Reality Mod Supporter
Self Proclaimed BF:2 Medic?
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Silverwolf
Posts: 132
Joined: 2004-09-01 02:02

Post by Silverwolf »

In FPS multiplayer games snipers have had, n will always hav, abilities that can greatly help a team if used correctly. Even with the relatively short spawn times often seen in BF/BFV games, unless the player is a complete noob, n simply continues to charge a point regardles of the fact he keeps gettin shot by an unseen enemy, snipers can work well to pin down enemy forces, allowing they're team-mates to move in with less fear of running headlong into an ambush. Snipers also work well to help cover advances of friendly armour, having the ability to pick off enemy anti-armour troops with relative immunity to relatiation, and also freeing up other infantry forces for more important things. The same goes for clearing out pockets of anti-air forces that pilots can't see due to cover. And snipers will always hav an important role of clearing enemy fortified positions, picking off players manning emplaced weapons, and holding high points, removing the need for team-mates to get in the line of fire in order to take them out.

n yes, I'm a bit of a "sniper pig dog" :D (when I'm not flying an Apache :twisted :) , and as such, would love to see this mod improve the role of the sniper as much as they can, because for all my rambling above, I do agree with u that in the sad majority of BF/BFV matches, the 'snipers' (damn those noobs!! :lol :) do very little other then sit back n rack up easy kills.

One possible way to improve this that I just thought of. Is there any way to make it so that snipers gain extra points for supporting friendly advances? This would encourage snipers to work with the rest of their team, instead of going it alone for the kills.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Kits for snipers and marksmen

Post by killonsight95 »

Snipers are pointless in this mod, a marksmen can do the exact same job just without a radio. If the sniper where to be improved i'd say increase the deviation on it, make it so that after firing the player has to wait 10 seconds before firing again, recoil should be greatly increased, the sound volume should be increased and suprrestion effect on the user should last 3 seconds and the rifle should take the same time as a HAT to pull out.
This will improve teamwork by doing the following;
- The sniper will no longer be used for just kills, but also be used to take out high priorety targets.
- A spotter will be needed to confirm kills quicker.
- The sniper will have to be more stealthly and fire less oftern.

User was infracted for pointless necroing and delaying Bob from going to watch the Rugby
Last edited by Bob_Marley on 2010-11-27 14:11, edited 1 time in total.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Kits for snipers and marksmen

Post by Kain888 »

This topic is from 2004 kilonsight, the discussion here might be bit outdated.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: Kits for snipers and marksmen

Post by Bob_Marley »

Locked for pointless necro.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
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