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Сообщить о проблеме с переводом
Also, this
is an incredibly a reductive take. Sniper has to plant his feet instead of fleeing to a safer position, and gamble on his enemy having predictable movement in a range where the smallest strafe can completely throw it your aim.
You want to nerf Sniper? Make tracers a stock feature so he's revealed *when he shoots* and give him a clip so every few shots he has to pause to audibly reload and give enemies an opening.
quickscopes within a certain distance = 150 damage
quickscopes from far away = 102 damage (like the ambassador fall-off, but a little less severe)
The bazaar bargain needs a complete rework.
encourage charging shots, but give the sniper a chance at close range. I deserve a kill on a double-jumping scout if I flick on his tiny head (i'll never hit his tiny head! it's so tiny, such a tiny freaking head.)
I fail to see how heavies, scouts, gun spies, and battle engineers can instantly kill any player in their sightline. Sure you may take a lot of damage, but it's much more easy to counter by yourself than several bot snipers
100 damage is still a decent amount, only 50 less than 150, and I don't think gibus snipers should be rewarded for hardscoping for bodyshots over headshots. This way snipers also can't just headshot someone for 100 damage and then instantly shoot again to deal 50 more damage, they will still be hardscoping yes, but will be going for headshots much more since that's the quickest way to kill classes with these changes in place.
I disagree, it works well in mvm and the only reason it looked chaotic was due to the fact that he set the laser to always be on regardless if the sniper was scoping in or not, in addition to being stuck at full intensity. Changing it so that it's not visible until scoping in and making it get more intense as the sniper charges his shot would make it much less chaotic visually.
While a demoman could instantly kill you with sync shots depending on the class, it takes time to set up and has a lot of risk compared to sniping from afar, but engineer does not instantly kill other players so I fail to see the comparison especially since he has damage falloff.
I highly disagree, he would still be a strong pick for sniper mains like me while making it so that we have to pick our targets more carefully instead of just quickscoping everyone, he will still be great at taking out medics and heavies or other powerclasses, the only difference is that he now has to pick their shots more carefully and wait longer in between them.
Just to spite you I'm going to start using that botkiller rifle as well til I get hale's own just to make an even bigger fool out of you in the future.
Yes but it nerfs the worst aspect of it which is second scoping, snipers will be forced to rely on their aim rather than just simply unscoping an rescoping once the other sniper scopes in.
The main problem people have with him besides bots and cheaters is that they can't see an indication of what sightline he's holding, which is an intended game mechanic due to the dots existing, the problem is snipers are easily able to hide their dots, with the lasers, they can still hide their dot from one entrance, but either a teammate from another route can point it out, or they could slip up and reveal their laser. It adds much more counterplay which is what people feel the class lacks.
All I'm going to say is that sniper has an smg for a reason.
literally accomplishes the very thing you were arguing against which is to increase the intervals of time he has before being able to instakill 5 out of 9 classes
There is a reason sniper is a pick class in comp.
Good luck with that.
https://steamcommunity.com/id/Kravkikismeh/inventory/#440_2_13270261675
I won't need it considering I have hundreds of hours of experience playing the class.