Snipe Hunting?


Lucretia_MacEvil

 

Posted

IMO, Snipes should be to the ranged class what Assassin's Strikes are to Stalkers. They both represent 'kill shots' deliverable due to the element of surprise.

Unfortunately, the Snipe doesn't deliver whereas the Strike does. And the Strike lends itself to more flexibility.

To this end, I would like to offer the following:

Change Snipes to work more like the updated Assassin's Strike. Under a predetermined set of circumstances, Snipes would continue to function as such; long range, high damage, interruptible (possibly providing increased damage/bonus damage); a miss under these circumstances would increase the spawns perception radius but not aggro them onto the sniper. Otherwise, it would function as a normal ranged attack.

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Other options could be to; separately or combined:


1. Turn Snipes into 'narrow cone' (ie. piercing) attacks

2. Borrowing from AS again; allow a snipe hit a chance to cause a short duration, small radius AoE Fear or Confuse

3. Allow a snipe hit to create a location based Taunt (ie. spawns run over to the body/target to investigate)

4. Apply a KD effect to a successful snipe

5. Allow a successful snipe to instantly recharge itself

6. Apply a speed debuff to the target


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Posted

It would be nice to have Snipes improved, even if all they got was a Dominator style damage boost. Doms are, as of right now, the only ones where Snipes actually have a worthwhile damage hike to compensate for long fire time, intterupt and end cost. Not to mention failing if the enemy breaks LoS, unlike other attacks.

Right now, snipes just aren't 'worth' it. Yes, people still take them, even I take them on some characters. But they are provably not delivering enough bang for the buck.


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Posted

We've been promised the Snipes are undergoing some sort of change (buff? dropping interruption? dual-purposed like the new Assassin Strike? charge up power? extra kitten damage? <shrug>).

And we've been promised the Blaster Sets in general are getting some sort of adjustments (probably more kittens).

And we've been told it's not crashless nukes for all.

Stay tuned for I24.


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Posted

If they did exactly what they did with AS I'd be happy. Find a way to increase damage from the full wind up interruptible version, and have a version that loses the interrupt at the expense of damage. Looking forward to any changes they might make to them, as of now I take them for flavor and taking out annoying minions like Raider Engineers, Sappers etc quickly.


@Sylver Bayne

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Posted

Personally I think they should make them dual purpose like the new Assassin Strike is. If you fire it at greater than the range of a normal blast power (80 ft), they work as they do now perhaps with a slight damage increase over current values. While if you fire them from closer, they have a short uninterruptible animation and less damage.


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
Personally I think they should make them dual purpose like the new Assassin Strike is. If you fire it at greater than the range of a normal blast power (80 ft), they work as they do now perhaps with a slight damage increase over current values. While if you fire them from closer, they have a short uninterruptible animation and less damage.
Seems like it would be tricky for some people (or at least me) to get the range exactly right for a snipe vs. a normal strike without some sort of indicator. Could aggro/no aggro be a better means of differentiation?

Either way, I'm in favor of sniper power duality a la Assassin's Strike.