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Author Topic: Sneak vs Sniper  (Read 13363 times)

Re: Sneak vs Sniper
« Reply #15 on: June 13, 2010, 10:32:01 pm »

If you are losing to sneak builds, you need to improve your skills or your build. I am a sniper with 8 PE and I can take down sneakers (not all the time of course).
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Solar

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Re: Sneak vs Sniper
« Reply #16 on: June 13, 2010, 10:56:48 pm »

Quote
Seriously, there's no ranged combat skill as useless as throwing - and you see a problem with the fact that it's 2AP/grenade? Solar, what the hell?

I don't really think anything should be able to get down to 2AP with a knockback. Any situation where you can concievably remove the ability to act from a player isn't that great.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Sneak vs Sniper
« Reply #17 on: June 13, 2010, 11:08:21 pm »

I don't really think anything should be able to get down to 2AP with a knockback. Any situation where you can concievably remove the ability to act from a player isn't that great.

sg snipers can be just as annoying, i had one pin me down in klamathon my hth char, 250 hp and 2xtoughness. Took the guy like 35 shots with what i think was a hunting rifle and pretty much every crit (2/3 the shots) knocked me down/out. Really annoying just watching your health slowly trickle down like that.
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Nice_Boat

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Re: Sneak vs Sniper
« Reply #18 on: June 15, 2010, 11:40:19 pm »

I really haven't intended to ofend anybody, i was just telling my opinion about sneak vs 10 PE, but I really can't wach how a agresive troll tells about me that what i wrote is BS when he proofs he has no ideea about what is talking. Thanks the others for their polite answers.  

LE: now i've seen the signature, forget i said something, you are just an angry and lonley teenager...

Ok, so let me introduce myself. BBS leader, #1 in Ares tournament, #1 in NA vs DA event, my side never lost a round in both and my gang often dominates TC... but yeah, I don't know what I'm talking about when we're discussing combat system and builds... and yeah, I tend to rage when I see people with little to no game experience come here trying to "enlighten" people with infinitely more experience as to how fighting in this game works. Oh, and I'm way over 20 with a MA thesis done.

And yes, I did my 1vX share of fighting in the mines too - both before and after the sneak nerf. But I'd never be unimaginative enough to use a team combat support build and complain it sux in this scenario. You sound like a guy who complains that he can't turn the screws in with a hammer so screwdrivers should be nerfed.

gordulan

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Re: Sneak vs Sniper
« Reply #19 on: June 16, 2010, 12:13:51 am »

well, it deepends what kind of hammer you're talking about, but seriously, you can't do shit against a good sneaker, the entire game system needs a change, but it'll probably need a different engine to achieve it.... but still, i don't really mind using a sneaky grenadier build and the procedure to level one solo beyond boring, i've pretty much abandoned the game for the most part, but i pop in from time to time tojust screw about with the game mechanics, so I wouldn't really know or care much about the curent situation in the mines, i get all I need from PvE combat, and then trading it in for ammo and caps at the merchants, and then using the goods to haggle with in-town advertisers, not being in a faction mostly sucks, and i don't really have the patience with people who don't follow strategy to the letter.

Summary of valid points:
                                  1 yes, sneak is a bitch
                                  2 yes, leveling a sneaker is boring as hell
                                  3 if you can't beat em the logical solution would be to exploit the living shit out of em
                                  4 the 2 ap per grenade is fair for non-knockdowns in casual play, but in full scale PvP knockdowns are essential to keep your enemy on
                                     his belly (or back) so your pals can take him out.

-End of Log
« Last Edit: June 16, 2010, 06:07:58 pm by gordulan »
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Re: Sneak vs Sniper
« Reply #20 on: June 16, 2010, 12:49:29 am »

Sneak is overpowered. BG and throwing guys that use it, are almost invincible.

Sounds more a problem with AP 2 Grens than sneak to me.

Why ignore the claim of throwing AND big guns being invincible with sneak builds, in a situation where the person is presumably camping in advance.


I've been planning out my own throwing build to test out to see how effective it is without relying on sneak. The problems throwing builds face are somewhat similar to HtH, but i actually have a chance. With a maximum range of 15 I have to get pretty damn close to my target, while they presumably can keep rushing away from me. I simply have a huge advantage once i'm in range (although they can easily just keep running away, much like you would with hth). Sneak provides that advantage.


Rather than changing the 2ap, wouldn't it be FAR more reasonable to decrease the chance that I knock the person down? It removes the problem you mentioned in another post, and keeps grenades at least a little bit useful. I don't know absolutely for sure, but if its 100% chance to knockdown now, then why not give a 3-5% chance to avoid knockdown for every point of endurance?

I thought endurance already did something like that, maybe I'm thinking of cripple though?
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Solar

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Re: Sneak vs Sniper
« Reply #21 on: June 16, 2010, 01:22:29 pm »

You could make it 66% chance to knockdown or increase the AP from 2 to 3 and increase the damage by 50% - the only difference would be you use more money in the 2 AP 66% chance version.

Endurance is a factor in crippling, but part of Grenades and Rockets niche is that they always cause a knockback. No reason to change that really.
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Nice_Boat

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Re: Sneak vs Sniper
« Reply #22 on: June 16, 2010, 01:30:52 pm »

You could make it 66% chance to knockdown or increase the AP from 2 to 3 and increase the damage by 50% - the only difference would be you use more money in the 2 AP 66% chance version.

Endurance is a factor in crippling, but part of Grenades and Rockets niche is that they always cause a knockback. No reason to change that really.

Weird. I didn't see any knockback (that's what I meant by knockdown earlier) with plasma grenades, and I've thrown plenty. Only damage dealt, no special effect. Could it have anything to do with having luck 1? On the other hand, I cause knockback each time I throw a frag (but it sucks because of low damage, can't kill anyone with that aside from bluesuits).

Solar

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Re: Sneak vs Sniper
« Reply #23 on: June 16, 2010, 01:37:42 pm »

Pretty sure all Grenades were meant to have knockback, player luck shouldn't be any factor in it. I thought the original post was about constantly being knocked back with AP2 stuff.

Odd, well, will need to investigate it for myself when I get back from work.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Sneak vs Sniper
« Reply #24 on: June 16, 2010, 06:37:16 pm »

Pretty sure all Grenades were meant to have knockback, player luck shouldn't be any factor in it. I thought the original post was about constantly being knocked back with AP2 stuff.

Odd, well, will need to investigate it for myself when I get back from work.


Wasn't it nerfed by devs because it was super easy to chain stun and kill anyone with plasma nades?
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Re: Sneak vs Sniper
« Reply #25 on: June 16, 2010, 11:44:41 pm »

Wasn't it nerfed by devs because it was super easy to chain stun and kill anyone with plasma nades?

I don't think grenades were nerfed, were they? I know frag grenades were nerfed down to 5 per production (as opposed to 10). I believe plasma grenades are the same at 10 per production. Beyond that were they nerfed?

Beyond that quick question lets avoid threadjacking, and save the discussion of grenades by themselves for another thread elsewhere.

On topic

The original question was the the difficulty of fighting against sneak characters, in particular big guns and grenadiers. Many of the problems of big guns and grenades is the requirement to be relatively close to your target (with the exception of rockets. Miniguns are best at close range, but can do something at longer ranges than greandes)

The advantage of sneaking is that your target must be within a relatively close range, which gives you a massive advantage in regards to grenades/big guns. Where normally your target would see you at a good distance you now have an opponent appearing within about 5-15 hexes with a big surprise. I think the question is how to handle sneaking.


There seems to be 2 main purposes people seem to have  have in mind for sneaking. Some believe it should be purely for scouting, others believe it should be ambushing. The advantage of ambushing is very strong, as it should give an advantage. The question is if this advantage is too strong, and if it is too strong, how can we nerf it?


One could either nerf how close people can get with sneak. This is the simplest idea, however nerfing/buffing sneak is an extremely fickle thing. Sneak strikes me as something that nerf even slightly, and it becomes useless. Buff even slightly, and its way overpowered. Because we can spend years trying to find the sweetspot that may not even exist, it would probably be better to nerf/buff sneak in other ways. I don't know what to do, so i'll just throw a handful of possibilities out there that may be picked up, considered, or inspire others.

1.) Limiting the mobility of sneaker characters. This would remove the ability to scout easily, and would turn sneakers more into watchguards for an area. Conversely people can guess where sneakers may hide (Much easier to hide behind something, if people keep their distance and stay in the open then they have a slightly better chance. This does not seem like a good system, but its mainly an idea that could inspire others.

2.) Providing a means for people to find sneakers. This method would preferably slow people down, but would reward those who are slow but cautious. Possibly give more of a reward to those with higher PE (7-10), but in order to avoid overnerfing sneak by making it harder for those with less PE(1-6).
---Subsolution: A simple solution would be to change the minimum 3 range system. Currently you can guarantee see people within 3 hexes. The sneak formula determines how far away you can be before someone sees you, but the idea is that if the sneak is far to high, the 3 hex range trumps the sneak formula.The change would be to have the sneak formula determine the minimum range and then PE/2 = bonus on top of that. Lets say i have enough sneak that I could be 2 hexes away before the person sees me. This person has 6 PE. Now with the current system the person would see me at 3hexes, even though presumably i could be within 2. With the new proposed system it would be 2, + PE/2, which is 3, so i would see the person within 5 hexes instead. If the person has 10PE, then it would 2 + 5, and i would see the person within 7 hexes. This is a straight nerf, so i'm skeptical. Its a start however, and maybe sneak could be buffed in other areas to compensate.
--Subsolution: Make Outdoorsman a "search" skill that you can activate, much like you would activate other skills such as science/sneak/steal/etc. You can only walk while in "search" mod, and the bonus only applies directly in front of you (possibly to the sides, purely details to be finalized later though). This would allow people who are very careful and meticulous to have an advantage if they're willing to take the time to do so. Sneakers still have the option of playing cat and mouse, they simply have to move more and stay behind their target, or stay where the person wouldn't be able to find them as easily (behind buildings)
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Re: Sneak vs Sniper
« Reply #26 on: June 17, 2010, 05:29:19 am »

Sneak works fine, it's a massive investment of pretty much 80% of all possible skillpoints and you honestly can't do much once they see you, so anyone who dies to a sneaker it isn't because they are op it's because your build is crap or you weren't paying attention/are too low lvl.
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dskpnk

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Re: Sneak vs Sniper
« Reply #27 on: June 17, 2010, 09:49:20 am »

2 pa for throwing a grenade is a little too low but i agree the problem that sneak is involving ! I died with 2 of my friend because of a plasma grenader in TB throwing 8 grenade at us ! 8 grenades no build can resist to it !! And we were using BA !
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Re: Sneak vs Sniper
« Reply #28 on: June 17, 2010, 10:20:43 am »

2 pa for throwing a grenade is a little too low but i agree the problem that sneak is involving ! I died with 2 of my friend because of a plasma grenader in TB throwing 8 grenade at us ! 8 grenades no build can resist to it !! And we were using BA !

should of had higher pe and taken him out first
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Re: Sneak vs Sniper
« Reply #29 on: June 17, 2010, 12:40:53 pm »

With 10 PE, you will see 300% sneak char 45 hexes far from you if he is coming from front, 30 hexes if he is coming front-side, 15 hexes from back-side and 3 hexes from back. So, what overpower are you talking about?
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