So much hate in this thread, sad... (I thought the intention of .ExodusS* was to have a constructive discussion).
The way I see it the core problem might be how people see the sniper, as defensive weapon or also having the ability to rush with it. I already stated that I see the sniper as weapon mostly for defense and support. It's the same for other weapons, like (only my opinion):
SMG = not meant to be used in open spaces, very effective on short range
Shotgun = same
Carbine = mostly for distance shooting, hard to play with it due to the time issue between shots (carbine + pistol combo possible but not effective due to armor) --> CharlieMurphy should be saying something about the current feel of the carbine ;)
AR = All around weapon, should have an advantage over smg on distance, but disadvantage against smg on short range, ability to rifle sprint and jump
--> the way it is now it's a bit overpowered, reducing the clip and making it harder to rifle sprint might bring more balance (it shouldn't be nerfed too much)
The whole balance discussion will never stop, but there might be ways to enforce the balance of weapons, like:
Do not change the values of every weapon in future versions, stick to weapons that proved to be good.
--> In my opinion, smg is good even though it's hard to play with it on long distances, but as like I said, I see the smg as weapon with which you should normally prevent facing enemies on distance, others might disagree with me on this point, I know.
So there would be for instance one weapon which should be untouched and the others would be in need of balance. Once the values of another weapon might be solved (maybe the ar, as like I said it shouldn't be nerfed too much, cause I think everyone remembers the 1.0 ar and the way it is now, big difference...) the whole balance might progress faster. Just the way I see it.
Sorry for writing so much, I was not able to shorten it.
The way I see it the core problem might be how people see the sniper, as defensive weapon or also having the ability to rush with it. I already stated that I see the sniper as weapon mostly for defense and support. It's the same for other weapons, like (only my opinion):
SMG = not meant to be used in open spaces, very effective on short range
Shotgun = same
Carbine = mostly for distance shooting, hard to play with it due to the time issue between shots (carbine + pistol combo possible but not effective due to armor) --> CharlieMurphy should be saying something about the current feel of the carbine ;)
AR = All around weapon, should have an advantage over smg on distance, but disadvantage against smg on short range, ability to rifle sprint and jump
--> the way it is now it's a bit overpowered, reducing the clip and making it harder to rifle sprint might bring more balance (it shouldn't be nerfed too much)
The whole balance discussion will never stop, but there might be ways to enforce the balance of weapons, like:
Do not change the values of every weapon in future versions, stick to weapons that proved to be good.
--> In my opinion, smg is good even though it's hard to play with it on long distances, but as like I said, I see the smg as weapon with which you should normally prevent facing enemies on distance, others might disagree with me on this point, I know.
So there would be for instance one weapon which should be untouched and the others would be in need of balance. Once the values of another weapon might be solved (maybe the ar, as like I said it shouldn't be nerfed too much, cause I think everyone remembers the 1.0 ar and the way it is now, big difference...) the whole balance might progress faster. Just the way I see it.
Sorry for writing so much, I was not able to shorten it.