18 Jan 11, 06:33PM
(18 Jan 11, 02:47PM)Darkbee Wrote: Correct me if I'm wrong but isn't AC assumed to be mostly a multiplayer, team game?
Yes, and I gave you a very common example of two teams playing well.
(18 Jan 11, 02:47PM)Darkbee Wrote: I'm sure we can always find a 1 on 1 argument to match our claim. I'm also sure we can find a team argument as a counter claim. My response to your scenario would be to better coordinate with your team. If a team of players can't take out a sniper then something is horribly wrong.
A team of players to take a single player? You do realize that most of the time in clan matches other players will be preoccupied?
(18 Jan 11, 02:47PM)Darkbee Wrote: Let's assume that we replace the sniper rifle with a toilet tube and some gun powder. Player A is now dead... always. In other words, how weak do you want the sniper rifle to be? To the point of utterly useless? Why have it in the game then? There aren't that many maps (any?) where a player with a sniper rifle can defend a base up to 5000 meters away (mild exagerration for effect). The sniper rifle is a one shot deal, they either kill or they're as good as dead. I don't feel the need to stack the odds heavily in favor of "as good as dead" personally.
Keep sniper as before -- it was fine. Make improvements to the pistol to help snipers instead. depot is an example of a map where "main" is biased to snipers. I've seen good snipers (especially in RVSF) camp main with great success already. Now it will be almost impossible to push main with an AR.
makKe]
First we get complaints that we nerfed the sniper, now its "overpowered."
The reduced unscoped spread is supposed to compensate the smaller head hitboxes..
The only thing that is changed by the damage is that 1 shot+1 bullet is possible against an unarmoured opponent. Just like in 1.0.4....
We're trying to get a good mix between the 1.04 and 1.1 balance going here - that's the plan.
[/quote Wrote:Thing is though, 1.1.0.4 was very well balanced. If you want snipers increased then drop the damage to 82 (which would only require 2 medkits to recover) but would give sniper players their pistol combo.
On top of that, drop the spread from the AR (very slightly) and SMG (a fair bit) and you will have good balance again. SMG has virtually no range right now due to its spread.
[quote='Panda']
Don't increase the AR spread. It's "bad" enough already. Why do you want to have more random chance and less skill in AC?