Re: Remove sniper kit
Posted: 2010-07-08 20:22
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.
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.
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.![]()
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.
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.
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.
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
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.![]()
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.
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.
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?
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.
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?
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.
None of those listed were bugs.[R-CON]Rudd wrote: bugs do not = exploits Brum.
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.
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.
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?
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