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The counter-sniper, though, is basically just an AMR as a primary, and therefore always needs to be worse than the AMR overall, but needs to justify being a primary, in which case I think it really just needs more ammo. A 20 round mag alone might make it viable as an AMR-lite for players who want that sniper playstyle without committing a special weapon to it.
edit: Actually, a really cool buff to consider for some of the marksmen rifles, especially the counter-sniper where it's already competing with the AMR, is to make it silenced.
rename AMR to DMR and make it primary slot. This will make everything better.
current AMR and railgun isn't as advertised... no significant anti armour at all, rework or just drop all together. just say the bugs ate it.
In a way, it's realistic since we have to take-account the barrel fire. On the other hand, even IRL, most shooters will zero in their sights so it's not offset.
Missions: Typically sniping is about patience, timing and precision, but in this game you're always on the clock without exception, and if you're stopping to go prone and carefully remove a bunch of enemies, you're wasting time compared to the guy with a shotgun/explosive/automatic weapon that's just going to charge in, kill them just as fast, and be able to loot everything and move on before you even catch up.
Visibility: Most of the planets are so foggy that you're lucky if you can make full use of the range of your pistol, never mind a sniper rifle or marksmen rifle. There is nothing you can do about this either, no visual-enhancing gear you can take, no stratagem to clear adverse weather, you're just screwed on drop if the weather is bad and you made the mistake of equipping to be a sniper.
Stealth: While stealth exists, it's terrible stealth for a sniper, because your shots will always draw attention to you, and no matter how much you carefully clear and cover your flank, random patrols will spawn behind you and move towards you while you're tunnel-visioned on a target. You have to basically have 360 spacial awareness at all times, and be able to fight in any direction at all times, and none of these things are conducive to long range marksmen combat, which is about focusing on an area to remove targets with precision, or provide cover to allies.
Support equipment: Basically non-existent. You can get enhanced radar as a booster, but it's still not long enough even with the ship upgrade to justify the range you want to be engaging at. As mentioned above, there's nothing to help with visibility, no infrared/NVG, nothing that makes you any better at finding targets than any other player. Even the one thing that, in theory, should be great for snipers, the jetpack, is a terrible piece of gear that will only let you maybe climb up the smaller rocks for a vantage point, which often just leaves you vulnerable and you'll have to abandon it in a moment anyways, potentially taking damage on the way down.
Team support: You can't laser-designate targets, so even if you want to fight from long range, all your stratagems are still limited to how far you can throw, leaving you effectively unable to support your team with call-ins, orbitals, or airstrikes if you're too far away.
So even if they improved the marksmen rifles, they still aren't really worth taking if their role isn't worth using. Something else will always do the same job better, and be more versatile. They would need to add and change so much for a sniper to be able to be as useful in these kinds of missions as most other mid/close-range builds.
All good points.
Regarding the inability to effectively use stratagems or laser-designating targets from a range: I feel like this should remain if sniper was ever reinforced as a role at the design level, because it would allow for a compromising tradeoff. But in every other regard you're right; Jetpack needs to be better at vertical mobility, patrols need to not path INTO the direction of a stationary helldiver (near/generally toward is fine, just not INTO you) and helmets that provide toggleable night and thermal vision modes would go a long way to reinforcing Sniper as a role in this game.
The drawback is that all you're contributing at that point is kills, which is usually not the objective. Also if you're hanging back and shooting, you probably won't be able to keep up to be doing it in each fight, the group will get too far ahead.
Also, no need to buff AMR.. it is an absolute monster right now. Especially since the 30% damage buff they did, despite it already being powerful. It is second only to autocannon on bot side, and while not practical on bugs, it still absolutely wrecks medium units of all kinds and is not terrible at getting chargers to critical.
Kills scout striders frontally, destroys devastators (2 shots, or 1 headshot), kills tank and turret vents in less than a mag, 2 taps Hulks in the head, kills gunships, and damages factory striders in weak points.
Can literally kill all automaton units straight up. No primary weapon deals vehicle damage (can't damage Hulk eye sockets), you're not taking Eruptor or Counter-Sniper to kill Hulks. It's already a side-grade to the autocannon. What, you want it to kill devastators with 1 bodyshot? Hulks with 1 headshot?