#Snipers and Portals

1 messages · Page 1 of 1 (latest)

mortal knot
#

I still think snipers need a huge nerf in their current state

  1. Stop them from tracking you when you go into cover after 2 seconds or so
  2. Play a sound queue when to dodge their shot
  3. They shouldn't be able to keep a target on you across the map

But because it's easier to ignore them with good dodges and cover, snipers do a bit of increased damage, so that they are still a threat, but not one you have to focus on and look away at everything chasing you.

And there shouldn't be a limit of 2 portals on the map, the portals should be color coordinated so you know which portal is whose, because it feels pointless having the portal spell when someone else already has it.

carmine cliff
#
  1. There is no dodging it. Damage them for a bit of stun, kill them, or get into cover.
balmy falcon
#

they are very squishy

carmine cliff
lavish tangle
#

How much unnecessary sniper nerf asked on feedback by now ?

balmy falcon
lavish tangle
#

I know, that's why each feedback like that is depressing...

carmine cliff
#

Pressure enemies that force people out of "Spray at head height" always get this reception in PvE games, even if they only do 10 damage like deadeyes. It's just how things are. 🤷

lavish tangle
balmy falcon
carmine cliff
# balmy falcon they just chip they arent like yk massive dmg

Giant tracking laser, big warning symbol on the UI, nonstandard positioning, all of these things are calculated to make them feel extra pressuring, which gets a proportionately strong reaction from people and they start getting stressed and making mistakes then blame the deadeye. It's great design.

We're kind of off topic at this point, though.

balmy falcon
coral burrow
# balmy falcon the deadeye is perfect as is i wld say make it do more dmg tbh myself

I'd argue that the 2 deadeye limit for Very Hard, and Nightmare 6 or no limit. (or only no limit for planned higher difficulty, depends). You should be punished for not being on top for things for not taking out Deadeyes one by one as they show up (time management). "Kill the pick-enemies before they cluster." If you're proactive, you look for them before they even lock-on to you; hence in reality the effective time to manage is greater.

If they were incredibly, unfairly oppressive, they would:

  • Have No laser sight (look for glow eye, firey jetpack guy in open sky)
  • Have no visual cue (just glance at the sky every 10 seconds)
  • Have no Audio cue (aforementioned)
  • And do half or more HP because every other game, enemy sniper = high damage
    -# this is not a suggestion. In a game with strong visuals, and an emphasis on skill and attentiveness; this wouldn't be unfeasible for players to learn to manage.

In short: Deadeyes could be worse. People think Deadeye is oppressive (that's it's job), but you must glance occasionally at sky and take them out before instead of after they're a problem
-# "why can 6 Deadeyes lock onto me?"
-# "why are there 6 Deadeyes alive"

On the topic of portals, I was perplexed by it at first, but considering mob aggro is questionable as is; I can easily see 4 sets of portals being chained to absolutely trivialize hordes.
-# That is, of course a reason they'd alter portal mechanics if portals were changed to be less limited

charred saddle
#

yeah after seeing the stuff people can pull with only two portals, it's understandable why it's limited to only 2, but it does make it extremely confusing the moment multiple people try using portals at once and completely screw each other over.

#

you can already turn two portals into a cowboy railgun with the right set up

golden quiver
#

Next update'll have each player able to cast their own set of portals without fucking over other players

#

Plus they're color coded

charred saddle
#

oh wow

#

guess aperture science stonks are in