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View Poll Results: Should the sniper be banned from CTF maps? | |||
Yes, the devs should remove the sniper class from CTF style maps altogether. | 17 | 16.67% | |
No, server admins should be the ones to make that decision. | 21 | 20.59% | |
No, the sniper class should stay exactly as is. | 23 | 22.55% | |
No, the sniper class should try to be improved by the devs to allow him to take on a better roll. | 41 | 40.20% | |
Voters: 102. You may not vote on this poll |
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03-13-2008, 08:29 PM | #121 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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no. revert him back then. i liked him the way he was
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03-13-2008, 09:01 PM | #122 |
Useless
Retired FF Staff
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I'm in favor of reverting him to TFC-dom and making a few minor tweaks from there.
100% let's do that now. Let's start with a shorter recharge time, more lenient hipshot time (pre-shoulder, for speed sniping), and maybe one of these retarded secondary grenades.
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03-13-2008, 09:15 PM | #123 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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i just noticed the polls go up like stairs.
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03-13-2008, 11:25 PM | #124 | ||
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Anyway, thanks for wishing us good luck, even it was sarcastically |
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03-14-2008, 05:45 AM | #125 |
Join Date: Mar 2007
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if what TACO said is true count me out aswell, lets hope for this mods sake he's mistaken. cuse judging by the poll, this mod would take a hit in players if he's right.
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03-14-2008, 10:04 AM | #126 | |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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03-14-2008, 03:31 PM | #127 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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I want maps revamped so snipers cant snipe each other from spawns.
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03-14-2008, 04:16 PM | #128 | |
Join Date: Nov 2007
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03-14-2008, 08:25 PM | #129 | ||
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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37 votes for "No, the sniper class should try to be improved by the devs to allow him to take on a better roll[sic]." Anyway, though, we really haven't made any firm decisions on the Sniper. We're still brainstorming. Quote:
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03-14-2008, 08:31 PM | #130 |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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Not if there's a pretty large yard and the sniper actually knows how to aim.
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03-14-2008, 08:45 PM | #131 | |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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We had one guy in our clan who came from a CS background and was a great Sniper. Seriously, he was annoying as hell to play against. So, we had him snipe in a number of our matches. He was pretty effective. However, in the times he couldn't play, we instead ran another soldier or demoman on the flag. Overall, we tended to do much better with the extra soldier or demoman. Why? Well, mainly for the reasons I put in my previous posts. The short version is that snipers are too easily to neutralize (a single O can keep them out of position pretty easily -- while still doing O runs from time to time), and, even if the sniper is getting lots of kills, sniper kills don't mean a whole lot because typically the O players are dying 3 or 4 seconds from their spawns. It certainly annoys the O players, but it doesn't really slow them down all that much. |
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03-14-2008, 10:28 PM | #132 |
Join Date: Mar 2007
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so if your looking at the situation at face value, only looking at pure kills it may not seem like a very effective class. but think about this for a second
snipers piss people off, especially cocky scouts and medics who want to get across the midmap. If i sniper them 3/5 times, they will be pissed, thats just how it is. now from this we would see a slow down in the scout/medic attack beacuse they would then have to take a different way into the base, potentially slower. of course i can't count how many times i have a scout or medic stop focusing on flag and try to kill me for 3 or 4 of thier spawns. and of course i jsut spawn right back so they only really get 1 free run, until im back setup and annoying the hell out of them. now lets look at putting a sniper in a flag room. this may seem pointless, especially if the sniper can't hit. but its not. the sniper can be placed easly into an sg cover spot. this will create the sense of urgency for the offence not giving them time to stop and prime nades or nailgun the sg. this also can be used to speed up thier run into the flag room, showing pressure so they don't stop and wait for a conc. its not the snipers kills that matter as much as the snipers presence. |
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03-14-2008, 10:39 PM | #133 | |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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03-14-2008, 11:03 PM | #134 | |||
Retired FF Staff
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Location: CowTown
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However, a coordinated offense knows not to waste too much time on the sniper. They'll lob a gren or two your way if they have a chance, but overall they won't waste time. Also, on a pub or a disorganized scrim, players' motivation to go for the flag is less anyway, so stopping to kill "that &*$% sniper" is much more likely. Quote:
I'm not saying snipers are worthless at all. However, the psychological value of a sniper doesn't outweigh the usefulness of another defender plugging a choke point. It's not that clanners decided overnight that snipers are lame and should never be used; trust me: they would have been used in TFC if they were as effective as you claim. Quote:
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03-14-2008, 11:36 PM | #135 |
Join Date: Mar 2007
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jiggles everything you said about sniper is based on clan and league style play, which is why were are in this entire mess to begin with... to many league players are makeing decisions on pub classes...
snipers arn't aloud in league play. so don't bother with it. it never will be added.. league palyers hate snipers and will not allow snipers no matter what the difference. the fact is snipers are only played in pubs, making them usful in league play would b taking away thier sniper rifle and giving him 6 grenades... thats it. |
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03-15-2008, 12:30 AM | #136 | |||
Retired FF Staff
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Location: CowTown
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03-15-2008, 12:50 AM | #137 |
Join Date: Mar 2007
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if the current sniper nerfs had nothing to do with league play then there was no reason what so ever to nerf it in the first place, it was in no way overpowered in pubs.
ask anyone in the current UGC, they will not even allow you to join the clan if your a sniper, and they laugh at even the thought of a sniper being played in league matches. of course when a sniper does play in a clan style pickup match, such as i did, i was given a constant stream of insults and harassment. just becasue the league hasn't banned it doesn't mean the community hasn't. the major opposition to the idea of sniper is the fact that he only can kill one target at a time, do u have a better way for a sniper to kill more than one target at a time? if it doesn't have a rediculous amount of granades or a weapon that creates an expolosion it won't be excepted by the clan community, they look at defense as choke points with granades. you come up with a way for a sniper too kill more than 1 target at once aswell as haveing a 'splash' damage effect and be usful in a choke point, then i will believe you when you say that snipers have a chance in league play. |
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03-15-2008, 12:54 AM | #138 |
Useless
Retired FF Staff
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e0's got some snipers, actually.
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03-15-2008, 01:49 AM | #139 | |||
Retired FF Staff
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Location: CowTown
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Still, for the reasons I've mentioned, I think the TFC (and thus FF) sniper isn't currently the best choice for defense on CTF maps. Quote:
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03-15-2008, 08:08 AM | #140 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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maybe i crazy or somethin but who the fuck cares about capping flags i a reg. pub?
and why the fuck would any sniper care about other ppl capping flags...? |
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