tips_fedora (Banned) Feb 24 @ 1:15pm
Sniper rifle with explosive headshots?
I assume the idea of this will be easily brushed away by "ZOMG POP!!!! NERFNOWAY2ADD" But please put away those statements until the end of the idea (I hope at least 2 people make that quotation as the main subject of their comment.)

A sniper rifle with explosive headshots, small(around half the size of the starting gates.) which upon a headshot, deals the same damage to enemies around that target.
This would give sniper a good way of crowd control, allowing him to better soften up a group of enemies instead of picking off a single key target, which opens a new role for the class, which unlockable weapons are supposed to offer.

However, with the rifle comes a 25% damage penalty.
Meaning that a 150 damage headshot from the stock rifle will mean a 112 damage headshot from this rifle. So quickscopes are out of the question, as they fail to even kill lighter classes, thus further removing the ability to pick key targets.
A 450 damage headshot from the stock rifle will mean a 337 damage headshot from this rifle, just enough to kill a non overhealed heavy.
This would be an excellent counter to steamroll heavy r@pe that often occurs on bad teams in payload, which is where the idea had spawned.

The final part is this, there is a 40% longer charge time. So instead of 3.3 seconds to be at full charge, it take 4.62 seconds.

So here is the weapon;


level 8 sniper rifle
[+] Explosive headshots while weapon is at 50% or higher charge rate
[-] 25% damage penalty
[-] 40% longer charge time

What do you think?
Last edited by tips_fedora; Feb 24 @ 1:15pm
Showing 1-15 of 19 comments
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Fred Fucking Herbert Feb 24 @ 1:16pm 
Nah, too many good snipers to make it balanced, it would destroy ill prepared teams and make noobs rage. Would be nerfed right after release, or removed alltogether. Sniper picks individual enemies, he is not a far range demoman or soldier.
Last edited by Fred Fucking Herbert; Feb 24 @ 1:16pm
tips_fedora (Banned) Feb 24 @ 1:17pm 
All I saw there was "skill makes weapons op"
Gibus spy :D Feb 24 @ 1:17pm 
Many noobs would use it if it was a op
Leeevog #RoadtoaRoad Feb 24 @ 1:20pm 
This isn't MvM. Unless it's overtime and the enemy team has just been Deathmatching for no reason, you'll never find 8 people just right next to each other unless it's on very rare occasions. It may need a UNIQUE Tracer Round (So as to not get confused with Machina) to warn the enemy team if the sniper misses the shot.
tips_fedora (Banned) Feb 24 @ 1:22pm 
Originally posted by Leeevog "GMOD WORKS :D":
This isn't MvM.
Vaccinator grants resistances
"hurr durr this ain't mvm"


Originally posted by Leeevog "GMOD WORKS :D":
you'll never find 8 people just right next to each other unless it's on very rare occasions.
What is payload
Last edited by tips_fedora; Feb 24 @ 1:23pm
Leeevog #RoadtoaRoad Feb 24 @ 1:25pm 
Originally posted by Tack:
Originally posted by Leeevog "GMOD WORKS :D":
This isn't MvM.
Vaccinator grants resistances
"hurr durr this ain't mvm"


Originally posted by Leeevog "GMOD WORKS :D":
you'll never find 8 people just right next to each other unless it's on very rare occasions.
What is payload

As for Vaccinator, it's fine, because of how common you'll desire to be resistant to damage at times (Battallion's Backup, Chargin' Targe, etc) whilst the Explosive Headshots is kinda unnecessary, especially when it comes to groups.

Also, The maxium push speed for Payload is x4.


tips_fedora (Banned) Feb 24 @ 1:28pm 
Because it's not like heavies will never pile up onto the cart which dispenses both health and ammo as well as cover and means they gain point by pushing the objective.
This thing seems UP if anything. Why would I use it and do a little bit of damage to a few players when I can just go quickscope and get at least the most important pick without having to spend a while for it to do anything.

It offers next to nothing for good snipers and is still just pretty average for bad ones.

EDIT: Just noticed that the explosive damage does the same as the headshot damage. In which case, I have to feel that this is breaking things by being amazing at some gamemodes while just not used in others, when the sniper is already balanced for them all. Something like the gunslinger, that's fine, engie is normally lacking in koth or on the attacking side so it makes sense to give him something new that's better for that, but sniper doesn't have this problem and doesn't lack usefulness in payload or anything.

New playstyles are fine but not when it's a matter of taking a class that's already balanced and saying 'if it's this gamemode, you now are better, even though you were fine before.'
Last edited by J_ͣ_ͬ_ͣ_ͭ_ͤ King1500+pp; Feb 24 @ 1:43pm
Señor Spy Shack Feb 24 @ 1:32pm 
Snipers are already able to insta-kill from any range; the ability to kill skilled dodgers by hitting bad players from any range would be too much if you ask me.

It's like the Frontier Justice hate; the Engie gets crits to use on anyone by racking up kills against the idiots. (Not my personal point of view)
tips_fedora (Banned) Feb 24 @ 2:02pm 
Originally posted by J_ͣ_ͬ_ͣ_ͭ_ͤ King:
EDIT: Just noticed that the explosive damage does the same as the headshot damage. In which case, I have to feel that this is breaking things by being amazing at some gamemodes while just not used in others
Pain Train
Senator Lugia Feb 24 @ 2:38pm 
The AoE damage would have to be relatively weak. Maybe it could do something besides damage, some sort other other crowd control effect? Not Jarate, obviously, since the Sleeper can only apply to one target as is. Maybe it could slow enemies very close to the target, but not the target itself?
Lonk (Banned) Feb 24 @ 3:34pm 
This idea is
1- TOO situational.
The largest groups you'll usually find are pocketed people.
2- WAY too weak.
It can't even quick scope kill a scout?
noahadvs Feb 24 @ 4:21pm 
What if the Sydney Sleeper could do this (explosion on headshot, still no crits on headshot)?
Lucais (Banned) Feb 24 @ 4:27pm 
The final part is this, there is a 40% longer charge time. So instead of 3.3 seconds to be at full charge, it take 4.62 seconds.

So here is the weapon;


level 8 sniper rifle
[+] Explosive headshots while weapon is at 50% or higher charge rate
[-] 25% damage penalty
[-] 40% longer charge time

What do you think?

viable in defense against packs i.e. heavie/medics.
Soverine Feb 24 @ 4:35pm 
Personally, I'd go with a meter that fills up from getting headshots that'll then land an explosive headshot. Lets say you need 4 headshots, and your 5th headshot will be explosive. Remove the damage penalty, then. Explosive headshot will deal 50% damage to local targets, and cause bleeding (not sure how much bleeding does overall, so...). Keep the reduced charging speed, or even increase it to 5 seconds. Oh, and your headshot will only be explosive if your charge is 50% of full or higher. This could allow the option to gather more headshots for a limit of, lets say, 2 explosive headshots.

That as its own rifle, I could imagine that working. Not sure about the range, though. And would probably need a little more balance work. But it seems a bit silly to just reward a sniper explosive headshots JUST for a single headshot, especially in the scenario of payload/payload race. Heck, it can already get silly in MvM, if the robots aren't already dying instantly from your team.
Last edited by Soverine; Feb 24 @ 4:36pm
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Date Posted: Feb 24 @ 1:15pm
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