Sniper rifle?
bobrun
Join Date: 2012-03-06 Member: 148235Members
<div class="IPBDescription">Why not?</div>I know NS2 is mostly short-range combat, but I think the long-range option for the marines could be useful in certain situations. Some areas of maps are big, like Crevice in Summit or Warehouse in Tram, and I miss sometimes having a zoom option for the LMG, or a long-range gun.
My idea is simply a sniper rifle, doing great damage on hit, something like 70, but not an instant-kill for any aliens. When the aliens run away, especially the lerks and the fades, marines lacks options to get them. Shotty and flames are short-range, GL takes too long and the rifle is good, but the lack of zoom on it and the lack of damage for a single bullet is not that efficient.
I think there's a place for a gun at the opposite of the shotgun. A gun that excels in medium to long-range, but almost useless in short-range. No crosshair without zoom, reducing the speed of movement and making it inaccurate without zoom would make this gun useless in short-range, while keeping its strength in medium/long range. It could make a cheap counter for early fades and maybe, onos, but not while making marines really much stronger. The guy with the sniper would still be stuck with a pistol a close-range, and would need the help of his squad to survive.
I know that it's not an original idea (almost all existing FPS have this), but with NS2, it could lead to interesting strategy. I'm thinking of a comm using scans to help his sniper, or simply combo jetpacks with sniper so he can get into new defensive spots.
The usefulness of the sniper rifle would be comparable to mines. Mines are really strong in certain situations (mining a vent against skulks) but really weak in others (fades blinking through them).
Just put it next to the shotgun in early game, selling for 20 res like the shotgun. It would give another option to sink some res. I'm not a fan of the shotgun, and I usually just keep my res until GL are researched because of the lack of choices.
Your opinion?
My idea is simply a sniper rifle, doing great damage on hit, something like 70, but not an instant-kill for any aliens. When the aliens run away, especially the lerks and the fades, marines lacks options to get them. Shotty and flames are short-range, GL takes too long and the rifle is good, but the lack of zoom on it and the lack of damage for a single bullet is not that efficient.
I think there's a place for a gun at the opposite of the shotgun. A gun that excels in medium to long-range, but almost useless in short-range. No crosshair without zoom, reducing the speed of movement and making it inaccurate without zoom would make this gun useless in short-range, while keeping its strength in medium/long range. It could make a cheap counter for early fades and maybe, onos, but not while making marines really much stronger. The guy with the sniper would still be stuck with a pistol a close-range, and would need the help of his squad to survive.
I know that it's not an original idea (almost all existing FPS have this), but with NS2, it could lead to interesting strategy. I'm thinking of a comm using scans to help his sniper, or simply combo jetpacks with sniper so he can get into new defensive spots.
The usefulness of the sniper rifle would be comparable to mines. Mines are really strong in certain situations (mining a vent against skulks) but really weak in others (fades blinking through them).
Just put it next to the shotgun in early game, selling for 20 res like the shotgun. It would give another option to sink some res. I'm not a fan of the shotgun, and I usually just keep my res until GL are researched because of the lack of choices.
Your opinion?
Comments
Interesting...
I'll put you in the field with a sniper rifle. See how many good hiding positions you can take up away from the aliens. See how fast you can track skulks, lerks and blinking fades through your tiny zoom vision. See how well you can cope with your hindered movement, with the sniper rifle being so heavy.
A sniper rifle is an Anti-Thesis to everything this game is about. High speed map coverage, shifting battle-fronts. No military operation in their right mind would add a sniper rifle to their squad in this type of combat, it's suicide.
No i honestly can't see how this will be useful. Marines are about team work, making a weapon that focuses on hiding sniping of lifeforms does not promote this at all. Besides if there is just a few spots on the map where they can be used then are they worth researching? As others have typed this goes straight against what NS2 gameplay is about.
My goal wasn't exactly to introduce the AWP in NS2, but to give an option for marines at long-range. The suggestion to use the alt fire of the pistol for a long-range/zoom/snipe is a really great idea. I already use the alt fire of the pistol to snipe aliens buildings, adding a little zoom could be really useful.
My goal wasn't exactly to introduce the AWP in NS2, but to give an option for marines at long-range. The suggestion to use the alt fire of the pistol for a long-range/zoom/snipe is a really great idea. I already use the alt fire of the pistol to snipe aliens buildings, adding a little zoom could be really useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
It would be interesting if the pistol alt fire was changed to work more like ironsights, you hold it up, turn on the laser, zoom in a bit and shoot it more slowly, then when you let go it goes back to normal mode.
It might help people get more use out of the second firemode, as it stands it's generally limited by taking time to activate.
My goal wasn't exactly to introduce the AWP in NS2, but to give an option for marines at long-range. The suggestion to use the alt fire of the pistol for a long-range/zoom/snipe is a really great idea. I already use the alt fire of the pistol to snipe aliens buildings, adding a little zoom could be really useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines have hitscan weapons, there is no real need for a zoom/high damage weapon. Also the normal firing mode has a higher DPS currently then the laser powered firing mode (AFAIK :P). Not sure what they are going for with the secondary fire in future builds, it's still a bit out there, so to speak
Until then, NOPE.
A Chainsaw? Screw that, I want to get closer.
Gimme a spoon and I will let an Onos eat me, so I can kill it from the inside.
double dmg, eats up 2 clips
(if dps is too high now then increase RoF)
make it really cause an ooomph per shot.