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Quickscoping

jocelyn2jocelyn2 Member Posts: 1 Arc User
Please add a sniper that hits hard really fast with a 50% chance to miss.

This is to counter the Vaadwaur Soldiers that hide behind cover. Y'know, with the current snipers I can't aim and shoot mah secondary firing mode without a 3 second delay between acquiring the target and firing the bullet.

Take example on Call of Duty, BEST GAME EVER.

/em troll_face




In all seriousness, please add a quickscoping sniper.
[SIGPIC] [/SIGPIC]
I will always choose a lazy person to do a difficult job...

...because he will find an easy way to do it.

-Bill Gates
Post edited by jocelyn2 on

Comments

  • alexmakepeacealexmakepeace Member Posts: 10,633 Arc User
    edited February 2015
    MMO games and FPS games work fundamentally differently.

    MMOs are descended form tabletop RPGs. They less on skills like aim and reflexes--those are determined by "rolling dice"--and more on deciding which skills to use.

    FPS games are rely more on aim and reflexes, because the only things you can do are typically "fire main weapon," "fire secondary weapon," and "throw grenade."

    Snipers work well in FPS games. STO is not an FPS, so adding FPS mechanics is not necessarily a good idea. You're shoehorning FPS mechanics inot a system that wasn't designed for them.

    If STO had real FPS combat, things might be different, but it doesn't.

    Also from a personal standpoint, run-and-gun FPS games are meh. I'm much more of a tactical FPS player myself (Ghost Recon, Arma). Quickscoping is not something I would want to see: sniping should take time, distance and (most importantly) thoughtfulness.

    For obnoxious enemies behind cover, throw a grenade, flank them like a real soldier would, or just charge 'em. Distance doesn't mean the AI is more or less accurate, so you can run right to them if you want.
  • edited February 2015
    This content has been removed.
  • kyeto13kyeto13 Member Posts: 3 Arc User
    edited February 2015
    MMO games and FPS games work fundamentally differently.

    MMOs are descended form tabletop RPGs. They less on skills like aim and reflexes--those are determined by "rolling dice"--and more on deciding which skills to use.

    FPS games are rely more on aim and reflexes, because the only things you can do are typically "fire main weapon," "fire secondary weapon," and "throw grenade."

    Snipers work well in FPS games. STO is not an FPS, so adding FPS mechanics is not necessarily a good idea. You're shoehorning FPS mechanics inot a system that wasn't designed for them.

    If STO had real FPS combat, things might be different, but it doesn't.

    Also from a personal standpoint, run-and-gun FPS games are meh. I'm much more of a tactical FPS player myself (Ghost Recon, Arma). Quickscoping is not something I would want to see: sniping should take time, distance and (most importantly) thoughtfulness.

    For obnoxious enemies behind cover, throw a grenade, flank them like a real soldier would, or just charge 'em. Distance doesn't mean the AI is more or less accurate, so you can run right to them if you want.

    Agree with this. If you find yourself in a situation where you can't attack an enemy, try to think more tactically than "Fire faster!" Tell your boffs to hold position and you run to flank them. Throw a grenade of a targeted AoE. Use buffs to boost your defense and charge them. Use an ability to stun them or pull them out of combat.

    The command ability "Hammer and Anvil" would work great for this. It would give you a defense buff while in there targeting arc, and an attack buff if you flank them.

    Tell your Bridge officers what to do and get the job done with the tools you have at hand.

    Or, you know.. you can stop trolling us :P
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