So nerf critical hits for snipers. There is no different for sniper if opponent wear combat armor or not.
You don't get it. Last session, minigunner was a good class but sniper as well! Sometimes there were TC with teams of full snipers, and almost all fights had some, often as much as big gunner. There were also few grenaders who were often very usefull in some situations. And you know what? All those classes were fine and good, and it's why you were seeing all of this. Now what we have? No grenaders, no minigunners, and a lot of RL, snipers, and some energy guys.
A good class is just a class who can win against other ones, depending on situation. Now, even in situations where they should have the advantage, minigunners suck, and are slaughtered.
Hehe... just a few. Most of them play as an energy sniper because dont have SG sniper. Laser rifle is only a little better than minigurn.
But where are minigunners supposed to have advantage?
I dont see any reason to play as a big gunner. 1. Nerfed armor piercing ammo and their range made miniguns useless on town control(nowadays we use only sniper rifles and rocket launchers)2. Autoaim for everyone. Now every single crippler with BB gun can take every single big gunner with avanger minigun or light support weapon. It was common fact before implementing auto aim but today its even easier.3. Hard to craft and hard to get for lonely player. Big guns only for masochists?
If you want to make enemies, try to change something.
From 35 to 24 hex... (and from 35 to 1 hex against snipers)
If you balance guns only based on effective range, we're going to have serious lack of tactical options. Pistols, smgs, automatic rifles and shotguns won't have their place at all. Smg takes 2 less aps to fire than minigun and ar 1, it's all the same because minigun just rips them to shreds with first strike. There has to be other things to be taken into account than just range. In games where machine guns exist, they are used in support. It means that they are slow to react when encountering enemy, but very effective when prepared to secure an area. Fonline doesn't have options for this kind of settings, there's no guns suitable for "support" or "assault" because they all fire instantly.
The only problem is they nerf things one by one, and some classes are disadventaged during the delay between the nerf.
You seem to forget that this is a beta test and things like that happen in beta tests.
By that logic, you shouldn't play the game at all, as everything can change in one way or another.
me do good as bgunner with avenger :p251hp and can 2x burst.just dont stand middle of nowhere without cover ;P;P
You got a point, but I still think they should have wait to have finished crit table / anti crit perks and armor before nerfing avenger ;p
I've not got all day to read every post, so I'll just respond to the original.1. The only real difference between when everyone was using Avengers and now is drugs and fast shot. Drugs affected snipers and RL equally, so only real difference is fast shot. RL were equally affected by fast shot being nerfed, so there's no real reason that RL should now be amazing compared to Avengers.Snipers were always meant to get a nerf from Armour/Helmets reducing the critical chance (or critical roll) and crit defense perks. Both of these things will still happen to reduce Snipers down. Eventually snipers will also get their small nerf to go down to the same level as all the burst weapons did.When all the new perks come in and we have a reasonable period of the weapons, the drugs, the perks and domination mode (as well as fixes to the flood of caps, awesomeness of mercs, availability of top gear at traders for crap and prices for weapons/ammo that reflect their new power levels) all at the correct levels - then we can have a proper discussion about what needs boosting and what's fine.Hell, we might even have 3D models and be able to sort out animation speeds to allow single shot DPS builds to work properly