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Old 03-04-2010, 01:44 PM   #574
Raynian
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Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO
Gametype: Ragequitting
Affiliations: [PMS]. [Shiney]
Posts Rated Helpful 26 Times
XKS, you're looking the wrong way.

It doesn't matter if the sniper kills a scout three out of four times outside his spawn on destroy, because when the shit gets real - aka when the scout is in the flag room - the sniper can not help his team out when they need it most.

THIS IS FINE BECAUSE WE DO NOT NEED PERFECT CLASS EQUIVALENCY IN A COMPETITIVE STYLE GAME. QUIT BITCHING ABOUT WANTING YOUR FAVORITE CLASS IN PICKUPS. THERE ARE STILL SEVEN VASTLY DIFFERENT CLASSES, EXCLUDING SNIPER AND PYRO.

Pub players want more immediate gratification for their actions. Getting headshot as soon as you leave your base 75% of the time is anything BUT fun. It might be a rush for the sniper, but the snipee gets pissed. And there's not much he can do.

Gwars, you never responded to most of my post. C&P time!
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Just because something is unique does not mean it fits. In a way, every other class is unique - like you've said! - but they're also very similar in terms of engagement, interaction. Soldiers can shoot rockets, but it's really no different from using a shotty or a pipe - works well at close range, decently at medium, and not at all once you get far away.

However! For the sake of argument, I'll pretend like I agree that having a long range attack is fine for this paragraph. If the sniper was just that, a sniper, who really IS helpless when an enemy gets all up in his face, then I wouldn't have as much an issue. But that's not the case. The sniper is just as efficient at killing enemies that are near him, as he is at long distance. Let me give some examples. Apologies for the shitty "template".

DM Effectiveness (1-10)
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Class Long Medium Short
Scout 1 1 3
Medic 2 4 7
Demoman* 2* 4* 9
HWG 2 3 8 (he sucks too much for 9/10)
Sniper 8 8 9

*Demoman have pipes, obviously. This is fine, though, because there are ways to deal with pipes!

Rockets will not hit at long range. Shotties will do maybe 3 damage. Nails are a joke. The sniper rifle, which is a hitscan weapon, will do a -minimum- of 45 damage (compare this to the sshotty, which will do about equivalent damage at close range). Charging will quickly put it up. Headshots do double. A mid-charged headshot will gib anyone except for soldiers and heavies, but one more hit will do the job! And this is still from across the entire map.

But we've discussed this! Of course we have, so let me get to why I rated the sniper a 9 at close range. First off, realize that comparatively, he's not at as much an advantage - 9v7 against medics, compared to 8v2 before. But he's still ahead of them.

Why? He keeps the sniper rifle, which is just as strong as it is when he's aiming across the map. Even a low-charge headshot will nearly kill a medic, which you can then finish off with a grenade (which you conveniently can carry four of) or couple of AR bursts. And you can shoot the sniper rifle about twice a second! That's almost as fast as the sshotty. The only downside is that you have to stop while firing, but with how easy it is to stop in place in FF, that's not as much of an issue as it should be. And you can charge up, don't forget! So when that pesky soldier or medic shows his head, slug him. It's easier to aim that close, too!

Another thing he has going for him is his ridiculously fast run speed. 300 base? That's only twenty slower than the medic. Faster than any other class that would be juking the sniper. (Plus legshots!) When someone's on him, he can just whip out his AR or nailgun and dance back to spawn. That's really goddamn frustrating, by the way, trying to deal with a sniper who just sits outside spawn.

He's also got about 130 total hit points, when you factor in armor (I realize that not all the armor will be "used" by the time the sniper is dead). Not much? Well, sure, comparatively, but it's enough to soak up a nearby grenade and a sshotty. Or a couple of rockets. If the sniper gets a preemptive shot on a medic or demo, he'll be equal or ahead of them on health and can just AR them.

So this entire section, what was the point of it? Well, see, each class is unique. I fully agree with you! But each other class, while different, follows the general principle of "weak at long range, decent mid, stronger up close" (barring scout, of course). If the sniper were fine, he'd be "strong long, weak close". Or vice versa. Having the sniper be the best at all ranges does not work.

See, there are ways around other classes. If a demo is playing yard, it's not too tough to get past him. He will not be killing nearly as many people as a sniper would. When he dies, he needs time to get back into "position" (in this case, the yard for his dickery). Plus, even WITHOUT bhopping or concing, a couple of newbs would be able to split up and be able to get into the base, or juke him together and still get through the yard.

A sniper can just peg them both. Even if they do make it past him, his defense has a wallhack on those players, not to forget the damage from the slugs.

What about that soldier who's really good at guarding a choke? Well, simple. Pick a tougher O class, like a medic or soldier, and take him down. This is a great example to point out, because you're overcoming someone and working towards the objective - capturing the flag! Can't get past him? Look for other ways around the base, nearly all maps have divergences once you get past the yard.

But not many maps have multiple ways through a yard, or have a "choke" (really more of a large open area at the end, like redgiant) where snipers congregate. Take 2fort. The yard's right there for everyone to see. There's the water, sure! But if an enemy sniper is making you use the water, he's making you take three times as long to get into the enemy base. Mission accomplished. It's ridiculous.

What about having someone on sniper duty? Well, usually it takes several people to quell the sniper threat. And if you have people focusing on just the snipers, then they're not playing the game it's meant to be played. It might be fun for the occasional person to spend a while hunting snipers, but it slows gameplay down. And smart snipers will retreat to the inside of their base, such as the top of the ramp on aardvark or the batts/fr in well, causing a DvDfest. Whatever happens, it stagnates the game.

The sniper rifle is a hitscan weapon with a minimum power of 45, quickly ups, doubles on headshot, has crippling and radiotag, and no cone of fire (aim variance). If you're speed sniping, you can fire one shot per two single shotties, or about two shots per three super shotties. Sure, if you're tapping people with the single shotty (better at long range) long distance for three damage, you'll eventually kill them. It'll only take you about one hundred shells to kill a soldier. A sniper can take his head off with three well placed shots, or just one that has medium charge. "A little faster" is a bit of an understatement.

Also see; above point on how sniper can also work well at close range.

If enemies are camping your spawn, all it takes is a MIRV or EMP to clear them out. Without a respawn time, you can just rush the doors until you kill them. The campers won't be back until they've crossed the yard again - and if they're the classes that actually COULD spawn camp, it'll take some time for that to happen.

For most maps, there's only one way through the yard, unless you take twice/threefold the time using some exotic scenic route (the water). Okay, a sniper won't kill you every time. But a sniper is a lot more of a threat than a spawn camper is.

See the full post here!
http://forums.fortress-forever.com/s...&postcount=497
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