Change the damage of the sniper.

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CYB3rBoT_13
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Change the damage of the sniper.

Post by CYB3rBoT_13 » 26 Jan 2017, 17:16

Summary (a quick, 2-3 sentence summary): Change the damage of the Sniper 2x ( or only more 50% ).

Benefits (How this will benefit the server and game as a whole):

This goes help a lot the marines without having to shoot 4 times to kill one xeno.

Details (Description of how you think this would work, the benefits, etc): It's annoying shoot with incendiary ammo on runner and he don't die. I'ts very hard kill a xeno with this sniper ( FUTURE SNIPER ).

Implementation (Optional, if you have an idea how to implement it):

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Swagile
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Re: Change the damage of the sniper.

Post by Swagile » 26 Jan 2017, 17:22

Before anyone says this would be OP, xenos have T3's that can near instantly kill you and render you near undefibbable.

Spec is the Marines version of "T3" and they can't be replaced if you kill them while xenos can, so its balanced.

Sniper needs a buff anyway, since the SADAR and Smartgun are 10x better loadouts as one can crit most T3's in one shot and the other can mow down rows of T1's and T2's.
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mizolo
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Re: Change the damage of the sniper.

Post by mizolo » 26 Jan 2017, 17:40

Swagile wrote:Before anyone says this would be OP, xenos have T3's that can near instantly kill you and render you near undefibbable.

Spec is the Marines version of "T3" and they can't be replaced if you kill them while xenos can, so its balanced.

Sniper needs a buff anyway, since the SADAR and Smartgun are 10x better loadouts as one can crit most T3's in one shot and the other can mow down rows of T1's and T2's.
THIS is so true, i love the sniper, the only real thing it does right now is just give you a hiding tactic on LV and MIGHT be good for stalling or seeing things early in WO, but other than that, especially on ice colony, the tarp isn't that well hidden, and then there is the fact that you basically are carrying a 50 CAL. HUMONGOUS sniper rifle

+1 (if i can even do that)
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Nightcaper
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Re: Change the damage of the sniper.

Post by Nightcaper » 26 Jan 2017, 17:48

+1, everything that Swagile said.

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SovietKitty
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Re: Change the damage of the sniper.

Post by SovietKitty » 26 Jan 2017, 19:00

+1

This buff would be a double edged sword anyway, you're more likely to oneshot your meatshie-..

Marines.
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Nightwolf901
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Re: Change the damage of the sniper.

Post by Nightwolf901 » 26 Jan 2017, 19:06

SovietKitty wrote:+1

This buff would be a double edged sword anyway, you're more likely to oneshot your meatshie-..

Marines.
It can already do that with an Incend round to the head. Or if you're Lucky a Flak Round
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Sarah_U.
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Re: Change the damage of the sniper.

Post by Sarah_U. » 27 Jan 2017, 18:38

Neutral, I'd rather have the sniper doing more FF by having a piercing effect that allows it to maul through a line and lock down corridors and chokes.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Eenkogneeto
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Re: Change the damage of the sniper.

Post by Eenkogneeto » 27 Jan 2017, 19:51

Sniper is for finishing wounded xenos or critting injured xenos, People often mistake it as a initiator when its not (Really)
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YungCuz
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Re: Change the damage of the sniper.

Post by YungCuz » 27 Jan 2017, 21:05

Eenkogneeto wrote:Sniper is for finishing wounded xenos or critting injured xenos, People often mistake it as a initiator when its not (Really)
I mean even then its really not enough damage to even do that.
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tempchar
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Re: Change the damage of the sniper.

Post by tempchar » 27 Jan 2017, 21:17

+1 Either this or having complete nightvision for the user will give the sniper the buff it needs.

Harakoni warhawk
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Re: Change the damage of the sniper.

Post by Harakoni warhawk » 28 Jan 2017, 08:56

+1 but I still think giving the Marines the AM rifle instead would be better, much bigger boom is always nice. :)

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Abbysynth
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Re: Change the damage of the sniper.

Post by Abbysynth » 28 Jan 2017, 10:18

Personally instead of making the sniper simply do more damage (there are a lot of weapons that simply do damage), make a wider variety and availability of ammo for it. For instance: An IFF-friendly magazine, an incendiary round that drops a tile of fire on the target's turf, a tracer round that briefly lights the target up, tracking rounds that allow you to detect the target off-map or behind cover and give an accuracy bonus to hit them. Make the sniper more of a tactical utility role instead of straight firepower and their usefulness will skyrocket without making them one-shot things lamely.

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CYB3rBoT_13
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Re: Change the damage of the sniper.

Post by CYB3rBoT_13 » 28 Jan 2017, 15:24

Good idea Abby.

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