For the love of god tone down the Barnet

Post » Mon May 02, 2011 12:47 am

Nope.

That's if you're hit by a friendly.

It lasts full duration regardless of distance if it was an enemy flashbang.


I use flashbang alot myself and it is quite easy to tell that enemies at a large distance do not get full effect.. (and no I don't play on servers with bots ;) )
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le GraiN
 
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Post » Mon May 02, 2011 12:11 am

I didn't decide to post a while back because i hadn't experienced it that well and now that i have i can add my 2 cents.

Though the gun is very powerful and i find it irritating when many others require so many bullets to the head to kill i find that if im moving enough most people dont care and cant shoot me.
That being said there is definitely room for improvement.
Heavies should be able to take more from this gun.
A shot to the chest should almost kill but not kill as most other guns take multiple shots to the head.
A shot to the head should be a kill even on full health and armour buffs (but not health buffs).
There should be another slight deterrent about it such as reload times or recoil unless crouched.

Have fun play hard and hopefully they either add more guns to battle this or they make a small adjustment to the current gun. BUT NOT NERF IT!
Thanks all.
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Laura
 
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Post » Sun May 01, 2011 2:43 pm

Exactly what I am asking for T.Vann. I am completly fine with headshots dropping me in 1 shoot.
What bothers me are the body shot instakills.
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Fluffer
 
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Post » Mon May 02, 2011 5:10 am

Exactly what I am asking for T.Vann. I am completly fine with headshots dropping me in 1 shoot.
What bothers me are the body shot instakills.

Agreed.
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Lily
 
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Post » Mon May 02, 2011 1:21 am

Out of curiosity, what part of the Security Tower are people finding themselves locked down by snipers on? The demo charge or the escort? Where are the snipers hitting you from?
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Ally Chimienti
 
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Post » Sun May 01, 2011 7:26 pm

Demo charge can be locked down by pretty much anything tbh, a somewhat skilled soldier can keep denying the plant for quite a while.

for sec tower in particular the worst part is the escort ones you get close to the wall, if you don't manage to push trough quickly on first try it will turn into a sniper war (atleast on the servers I frequent).

And 1 sniper or even 2 wouldnt be a problem since you could supress those 2 with fire/grenade, but with 4 it becomes a cluster **** since they easily become to spread for any kind of control.

Sadly sec tower is not the only map where having several snipers is becoming a trend, shipyard part 2 also suffers from this, among others.


Anyways I am perfectly fine with getting dropped by a headshot, I consider that a earned kill, and in line with the gameplay we were told about.

the body shoot instagibs are not fun for anyone expect for the person performing them.

“One hit kills – when you’re some sniper up on a hill whose been camping there all game, having a great time. Having the time of your life, just kill, after kill, after kill, you know what? For the good time you’re having, you’re making five, ten people MISERABLE. That is a really bad ratio for us as developers. We would much rather say, “sorry sniper guy, there’s plenty of other games you can play, we’d like everybody else to have a good time now.”

-Richard Ham
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Benji
 
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Post » Sun May 01, 2011 7:12 pm

I've yet to find any sniping point in Sec tower or CC that can't be completely derailed by a soldier with a reasonably accurate assault rifle and a flashbang. I played Security side in CC and Sec Tower just last night and of course there was your usual CoD Sniper with a Barnet camping and giving grief. All it took was a couple times of getting flashbanged and shot in the face multiple times to convince them that wasn't the proper strategy to employ. I honestly will never understand how anyone gets pinned in the CC spawn point if they have even one half decent soldier on the team. As for the Barnet in specific, it doesn't enable the strategies you're talking about it just handles them in fewer shots, but at the cost of a good wait between shots. A team with Assault rifles and SMG's can lock down a spawn point or grief an escort just as easily.
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LuCY sCoTT
 
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Post » Mon May 02, 2011 12:09 am

I've yet to find any sniping point in Sec tower or CC that can't be completely derailed by a soldier with a reasonably accurate assault rifle and a flashbang. I played Security side in CC and Sec Tower just last night and of course there was your usual CoD Sniper with a Barnet camping and giving grief. All it took was a couple times of getting flashbanged and shot in the face multiple times to convince them that wasn't the proper strategy to employ. I honestly will never understand how anyone gets pinned in the CC spawn point if they have even one half decent soldier on the team. As for the Barnet in specific, it doesn't enable the strategies you're talking about it just handles them in fewer shots, but at the cost of a good wait between shots. A team with Assault rifles and SMG's can lock down a spawn point or grief an escort just as easily.

Seconded.

A lot can also be beaten by a combination of well-timed and -aimed Sticky Bombs and Caltrops from an Operative. Soldiers are better at breaking spawn camping, but Disguised Ops can often beat other campers more efficiently.
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Marta Wolko
 
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Post » Mon May 02, 2011 1:25 am

I find the Shotgun to be Crazy...
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Marion Geneste
 
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Post » Sun May 01, 2011 10:29 pm

i think the sniper rifles are fine... but i could be biazed a bit cuz in any shooter im usually a sniper at all times...
but i feel the thing that keeps the snipers pretty fair is the bolt action takes forever to reload. and to put another in the chamber.. like 3 to 5 seconds to get your second shot.. the draganuv is pretty even cuz it doesnt always take two shots to kill especially if the one your shooting has a buff...
i dont know.. i think its just who is good with what.. cuz some ppl say the carb 9 is over powered... i cant use the carb 9 well but i use the Rhett ar .. the best weapons for me are the rhett ar , both snipers, rokstedi ar and frkn 3k ar,
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James Rhead
 
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Post » Sun May 01, 2011 11:10 pm

for sec tower in particular the worst part is the escort ones you get close to the wall, if you don't manage to push trough quickly on first try it will turn into a sniper war (atleast on the servers I frequent).


Have you tried getting up on the wall too? I know of at least 4 routes up there. The resistance doesn't need everyone to be clustered around Nechayev waiting to get sniped.
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DarkGypsy
 
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Post » Mon May 02, 2011 2:56 am

I couldnt help but notice that you said sniper not snipers, what point I am trying to make is not that the sniper is over the top as a individual weapon, It is that it becomes to much when it is a commonly equipped weapon.

When there is 1 or 2 snipers its not a problem to deal with them simply because they can only cover so many angles, problem is when you have 3 or 4 and you can sucsessfully cover more or less all flanks, while you make taking them out with a AR sound simple, It is not.. while the snipers is the ones that cause the situation I speak of, you also have to consider those 4-5 other players when you try to get to these snipers.

as for Stick grenade/Caltrop, I play a operative aswell and there are pretty clear restrictions asto how far you can actually throw these things, not to mention because of theyr travel speed they are not hard to avoid.

You also need to keep in mind that disguising actually requires you to have a dead opponent to take that disguise of, and when those snipers are active you will be extremly lucky if you ever find a enemy dumb enough to get stuck in a semi safe position.

I also have to say getting pinned in CC rarely if ever happens to me, flashbangs are extremly effective in this map if used correctly, the same can how ever not be said sec tower, you're best bet of blinding someone there is tossing the fb straight up, but even then you'll be lucky if you blind half theyr players.

Like I said, I don't mind getting one shooted by headshots, I feel such kills are earned.. but getting instakilled by a body shoot is meaningless, and ill not bother quote richard ham again, you can scroll up if you missed it.

As for getting instagibbed by a shotgun:

1: have to be pretty much pointblank.
2: not a sure thing.
3: have to be in the middle of the fighting, or atleast not at some ledge 150m away.

And even so the buffed shotgun generally does not instakill me, unless its a headshot.


Edit: Chainlynx I am currently at 58 hours played, 50 of those as a light, I would be very suprised if someone managed to find a route I was not yet aware of.

There are exactly 4 routes up to that wall as resistance. (not counting various ways of reaching those routes obviously)

Right stairs.

Left stairs.

Sewer Pipes.

and the Ledge close to resistance first objective spawn.


2 of these are on the otherside of the wall, which means you either have to get trough the gate which is rarely anything but a suicide minefield, while a molotov surely clears out one or two of them, its also a big red light for the engineer who placed, and I might add that those engineers are generally the same snipers, I speak of here ;)

Then theres the Sewer entrance, which leads you directly under security spawn 1: pretty much always a sniper sitting there 2: you have to cross a big glaring open area to get to it, the same area you need to run trough to hit the left stairs I might add 3: you need to either time it extremly well or be lucky so you dont get a spawn wave in your head.

Even if you pull all this of, which I have done quite a few times I might add, you will generally not get all of them, and even if you do they are so far spread out that by the time you clear them out the next spawn wave will have hit, and oppurtunity is lost.

It would most likely be possible to coordinate to some extent if you had a pre-made, then again thats only if thats an advantage the enemy team did not share, and last time I checked you shouldnt need a pre-made team to play the game.

My problem with the Barnet is in no way limited to Security tower, the same problem becomes clear on shipyard, and can also happen on resort.

As for clustering around nechayev, have you honestly ever seen anyone cluster around him ? that would be like shooting fish in a barrel, then again thats pretty much how it is currently.



Necrosis, I also generally played sniper in earlier shooters, but even those generally didnt kill in 1 body shoot, bolt action or not.
When I use a sniper rifle I take pride in actually earning that kill, rather then planting a single shoot in the body hitbox.


People keep speaking of realism, oh yeah 1 barret body shoot would definatly instantly kill you, prob, but personally id choose my chances of suriving a single barret shoot to the stomach/shoulder/chest over 20 or so AR/Smg Rounds, if we were to dwell in the realms of reality that is.

I am not asking to remove OHK's, I am how ever asking that these OHK's are restricted to the head hitbox. (Or to enemies without any bonus pips)

I personally do not consider myself unreasonable in this, then again you are obviously entitled to your own opinions on the mather.
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Trey Johnson
 
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Post » Mon May 02, 2011 12:57 am

Start using the Flashbang, its a pain in the [censored] for snipers, knock em down, kill em, scavange em. I don't see any reason to nerf any guns atm in this game; its perfectly balanced, ppl just need to learn to adapt to the situations they are confronted with. And start playing as a team, 90% of the ppl still play Brink like a shooter where k/d counts... and get wiped of the map by the teamplayers like not being there.
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Mr.Broom30
 
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Post » Sun May 01, 2011 4:41 pm

AWP, Deagle. Same old story.

However... you can health, armor, and health-command-post buff to counter this. A little extensive though.
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Marion Geneste
 
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Post » Mon May 02, 2011 2:36 am

I've yet to find any sniping point in Sec tower or CC that can't be completely derailed by a soldier with a reasonably accurate assault rifle and a flashbang. I played Security side in CC and Sec Tower just last night and of course there was your usual CoD Sniper with a Barnet camping and giving grief. All it took was a couple times of getting flashbanged and shot in the face multiple times to convince them that wasn't the proper strategy to employ. I honestly will never understand how anyone gets pinned in the CC spawn point if they have even one half decent soldier on the team. As for the Barnet in specific, it doesn't enable the strategies you're talking about it just handles them in fewer shots, but at the cost of a good wait between shots. A team with Assault rifles and SMG's can lock down a spawn point or grief an escort just as easily.



i find several spots you can snipe in CCitty
for the resistance there are three spots and for the security i found two.. both are fairly close to each other... you just need a turret to keep them occupied while you pick them off...
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Dorian Cozens
 
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Post » Sun May 01, 2011 8:52 pm

Throw the flashbang at a teammate, or a wall, so it rebounds and lands near, or at, your feet, or the feet of a friend - ANYONE AIMING FOR THAT GUY IS NOW BLIND. Time for target practice...
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Lillian Cawfield
 
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Post » Sun May 01, 2011 11:58 pm

What about the shotguns? Those need a serious nerf too.
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Batricia Alele
 
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Post » Sun May 01, 2011 6:41 pm

The shotguns are fine because they are only viable when you're essentially in melee range.
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naomi
 
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Post » Mon May 02, 2011 5:32 am

I most recently played a soldier to 20, and I generally top the the score list simply because of how much flashbang gives you, what you how ever need to consider is that some of us play on FF servers, in which case Flashbang cannot be used as willynilly as you suggest.

But even with Flashbangs there are several maps you wont have the time to even get close before it wears of, and there is always 2-3 people who luck out of it, then theres of course shipyard where knocking down theres snipers is a feat I would applaud seeing as the only way up to theyr "sniper tower" is trough theyr spawn.

I play and have played a soldier extensivly I use these tactics you speak of as much as possible, It still is no where near enough to shift the battle once you get half a team of snipers against you.

If you are basing your judgement on the mather on having played against one or 2 snipers in a match once, don't.

Just like you I've played games where there are 1 or 2 snipers, that amount of snipers does not shift the balance, while getting 1 shooted by a sniper in such matches is still an annoyance as I do not feel a body shoot instakill is a earned kill, It atleast means you won't get constantly picked of before you get to counter them.

I am not asking for the removal of 1 hit kills, I am only asking that they are limited to headshots, and/or allrdy damaged targets.
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Juliet
 
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Post » Sun May 01, 2011 10:37 pm

So someone else made a topic regarding this topic, and It actually made me think of what would be a good solution to what I consider the problem.

Thanks for that, you inspired me :)

Personally I would suggest that the Engineer Damage buff has a diffrent impact on Sniper Rifles, instead of adding to the damage (which is why it can currently OHK with body shoots), It should get a Fire rate and/or reload speed upgrade.

I think think this would be a reasonable way of changing it in a way that leaves the barnet aswell as the drag still powerful but at the same time gets rid of the OHK body kills.

Opinions?
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maddison
 
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