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Sniper/long-range weapons?

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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 7:24 am

Elandryl wrote:If his target had a weapon and shot back, then yeah hitting it with only iron sights aiming would have been a miracle -hallelujah, and all that sort of thing.

Shoot at a motionless target 1000 yards away, and you'll eventually hit it, even by shear luck. The thing is actually harder when you only have 10 seconds to hit it because it's gonna shoot you between the eyes.

I got it - the sniper would be using his weapon to deflect bullets flying at him. OK, I'm done discussing nonsense here.
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Re: Sniper/long-range weapons?

Postby Elandryl » August 18th, 2012, 7:29 am

The fact that a sniper is generally hidden and under cover, precisely to avoid beeing shot at by his targets seems to ellude you. And the fact that's it's hard to shoot back at an ennemy you didn't see doesn't seem to bother you either.

You're right. Stop the nonsense and try to read the posts next time. Farewell.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 8:01 am

Elandryl wrote:The fact that a sniper is generally hidden and under cover, precisely to avoid beeing shot at by his targets seems to ellude you. And the fact that's it's hard to shoot back at an ennemy you didn't see doesn't seem to bother you either.


Color Blotch wrote:Shooting at somebody in the open while being hidden really has nothing to do with snipers per se. You could use a blowgun with the same effect.


Elandryl wrote:try to read the posts next time

Amen to that.
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Re: Sniper/long-range weapons?

Postby suz » August 18th, 2012, 8:37 am

To be honest, the man does say that his best is 2 out of 6 for the day...

Let's assume 900 shots, he could've hit 300 and miss 600;
or he could've hit twice within a batch of 6 and miss with 898.

Still, getting back to the topic;
Magic bullets that fly around buildings with mortar trajectory is bad.
Metagamey interface to move your sniper would be bad.

Long range sniping is fine as long as it stays on the game tactical map,
so I suggest large maps where you could have long range combat like in the video
with sniper/spotter teams, rocket launchers, mortars and the like :)
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Re: Sniper/long-range weapons?

Postby CaptainPatch » August 18th, 2012, 8:40 am

Color Blotch wrote:
CaptainPatch wrote:Apples and oranges. A combat sniper has to deal with targets that are actively trying to avoid being shot. This guy is targetting something that isn't going anywhere. Not so much as a millimeter in any direction.

I wouldn't expect that if I had a shootout with a sniper at 1000 yards he'd be doing acrobatic jumps all the time while shooting at me.

I think we're arguing at cross purposes. I'm saying that the acrobatics are taking place at the other end of the equation. That is, it's the sniper's targets doing whatever they can to make the sniper's task more difficult. The fact that some guy finally managed to hit a stationary target six times in a row using open sights at 1000 yards says _nothing_ about the capabilities of a scope-equipped sniper trying to annihilate a 4-7 man party at long range.

Overall, in game, allowing an opponent to snipe at the party from 1000 yards away would be a sure way to arrive at THE END early and frustrate the heck out of the majority of players. "Let's play a game of Rangers Die! Won't that be fun???"
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 8:52 am

CaptainPatch wrote:I think we're arguing at cross purposes. I'm saying that the acrobatics are taking place at the other end of the equation. That is, it's the sniper's targets doing whatever they can to make the sniper's task more difficult. The fact that some guy finally managed to hit a stationary target six times in a row using open sights at 1000 yards says _nothing_ about the capabilities of a scope-equipped sniper trying to annihilate a 4-7 man party at long range.

Indeed it doesn't, which is why I'm not sure what your point is. My point is that you can shoot at a sniper at just as long a range as he can shot at you, and sure as hell he isn't going to be a very elusive target at that. Your reduced accuracy will be heftily compensated with up to 600% higher firepower. And if you happened to have an M60 with you, make it 1200%.

CaptainPatch wrote:Overall, in game, allowing an opponent to snipe at the party from 1000 yards away would be a sure way to arrive at THE END early and frustrate the heck out of the majority of players. "Let's play a game of Rangers Die! Won't that be fun???"

I'm not even sure if any of the maps in the actual game are going to be half of that size, so the point is moot.
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Re: Sniper/long-range weapons?

Postby CaptainPatch » August 18th, 2012, 9:03 am

Color Blotch wrote:I'm not even sure if any of the maps in the actual game are going to be half of that size so the point is moot.

But that _is_ the point. Someone up-thread was suggesting that it would be a Good Idea to make sniping at 1000 yards possible. (Which, of course, would necessitate a MAJOR game change, as most combat in WL invariably took place within 100 feet.)

Throwing out a LOT of lead at a target at 1000 yards when the shooters are normally accurate only to 400-500 yards is generally a waste of a LOT of lead. Being off by as much as .00001 degrees is pretty much a guaranteed miss. A trained/capable sniper would most likely have the discipline to calmly pick his shots 1, 2, 3, 4, 5, 6, 7.... and suddenly there's no more lead flying his way.

What you _really_ want to be slinging at the sniper is a LOT of mortar fire. Concussion and shrapnel zipping around in the immediate vicinity tends to be... distracting.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 9:23 am

CaptainPatch wrote:But that _is_ the point. Someone up-thread was suggesting that it would be a Good Idea to make sniping at 1000 yards possible. (Which, of course, would necessitate a MAJOR game change, as most combat in WL invariably took place within 100 feet.)

Who was suggesting that?

CaptainPatch wrote:Throwing out a LOT of lead at a target at 1000 yards when the shooters are normally accurate only to 400-500 yards is generally a waste of a LOT of lead. Being off by as much as .00001 degrees is pretty much a guaranteed miss. A trained/capable sniper would most likely have the discipline to calmly pick his shots 1, 2, 3, 4, 5, 6, 7.... and suddenly there's no more lead flying his way.

Your point is more about sniper being trained/capable and his opponents not. This might be a point in the actual battlefield. This is certainly non-point in case of a party of mythically capable rangers.
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Re: Sniper/long-range weapons?

Postby Elandryl » August 18th, 2012, 1:02 pm

Your point is more about sniper being trained/capable and his opponents not. This might be a point in the actual battlefield. This is certainly non-point in case of a party of mythically capable rangers.


No, the point is, even mythically capable rangers can't be more precise than their guns. Emptying your entire clip at a hidden & covered shooter 1000 yards away is a waste of lead, is it so hard to picture?


Who was suggesting that?


The OP?

My point is that you can shoot at a sniper at just as long a range as he can shot at you


Now the whole point of being a sniper is that it's pretty hard for the targets to hit the sniper as long as they don't know where he is and don't have a clear shot to take him out. If your sentence was true, then a sniper would be dead meat as soon as he's shooting at two opponents or more. The key here is the surprise element: you hear the shot, suddenly the guy at your right is dead, you look around and you realize there's at least a dozen different spots where the sniper might be. Problem is: you might be exposed already, so staying still might be a death sentence, but moving as well. So ok, you can shoot, the question is: where?

Yeah, you can try to empty your clip at a random spot 1000 yards away. Good luck with that.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 1:24 pm

Elandryl wrote:So ok, you can shoot, the question is: where?

Yeah, you can try to empty your clip at a random spot 1000 yards away. Good luck with that.

The problem of arguing with you, Elandryl, is that you mixing worthy arguments and nonsense together. For example let's take that last couple of sentences of yours.

"Yeah, you can try to empty your clip at a random spot 100 yards away. Good luck with that."

You see, shooting at something you don't see is just as hard at 1000 yards as it is at 100. The range has nothing to do with anything. So how about that - you drop that nonsensical notion that snipers are "death sentence for any non-mechanical ennemy who makes the mistakes of approaching within a 700 meters radius around your rangers", and we can actually discuss whether and how snipers can/cannot fit in a game with turn based tactical combat.
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Re: Sniper/long-range weapons?

Postby CaptainPatch » August 18th, 2012, 2:39 pm

Color Blotch wrote:Who was suggesting that?

My bad. I was taking a "IF sniping is properly implemented..." and reading it as, "Let's do this!":
happy04 wrote:the only way that i would support this idea is if wasteland allowed for the loading of all the maps at the same time, having them all piece together in a playable environment simultaneously where all foliage, structures, npcs, wandering enemies, and other junk can get in the way.

Overall, nearly everyone in this thread is saying putting in sniper mechanics would be BAD for gameplay.
Color Blotch wrote:
CaptainPatch wrote:Throwing out a LOT of lead at a target at 1000 yards when the shooters are normally accurate only to 400-500 yards is generally a waste of a LOT of lead. Being off by as much as .00001 degrees is pretty much a guaranteed miss. A trained/capable sniper would most likely have the discipline to calmly pick his shots 1, 2, 3, 4, 5, 6, 7.... and suddenly there's no more lead flying his way.

Your point is more about sniper being trained/capable and his opponents not. This might be a point in the actual battlefield. This is certainly non-point in case of a party of mythically capable rangers.

It doesn't actually take that much to make a sniper "capable": Good vision, decent weapon, steady grip, patience, good focus, etc. My father's family got by during the Depression by poaching deer. My uncle was THE hunter in the family and his specialty was bringing down deer with a single shot from a .22-caliber rifle. (It was necessary to do so because a second shot would allow Forest Rangers and County Sheriffs the opportunity to triangulate the source point of the shots.) [He was the first thing I thought of when I saw the 1000-yard video.] Off-hand, I would say that any practiced hunter has the basic credentials to make a credible sniper.
Last edited by CaptainPatch on August 18th, 2012, 11:51 pm, edited 1 time in total.
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Re: Sniper/long-range weapons?

Postby Elandryl » August 18th, 2012, 4:02 pm

Color Blotch wrote:You see, shooting at something you don't see is just as hard at 1000 yards as it is at 100. The range has nothing to do with anything. So how about that - you drop that nonsensical notion that snipers are "death sentence for any non-mechanical ennemy who makes the mistakes of approaching within a 700 meters radius around your rangers", and we can actually discuss whether and how snipers can/cannot fit in a game with turn based tactical combat.


All right, let's discuss about that.

What makes a sniper (I mean a real, professional one) a real threat?

1) He's hidden. A sniper is a permanent ambush: he's waiting in a spot where he can't be seen, but can see quite well. He's patient, he's in position, he's ready to shoot. He already knows of other spots he can use - cause, contrary as what we see in war movies, a sniper never stays in place after he has shot. What it means is that his first shot always hits an unaware target. That alone makes him quite deadly, cause it's problematic to shoot someone when you don't even have a clue where he is. So you might actually loose several team members before even beginning to guess where he is.

2)He's got a precise, long-range rifle. And he knows how to use it. That means shooting an ennemy in the head 900 yards away is no miracle for him. That also makes him all the more harder to find: guessing where an ennemy could be hidden in a 200 yards radius may be hard, guessing where he is in a 1000 yards radius is even harder.

3)As long as he's hidden, he's virtually invincible (unless, of course, some artillery is involved). He might even take down one or two squad members and run away, as long as no one has seen him, he can't be shot.

What are his weaknesses?

1)He's alone. When facing ennemies who knows where it is, he's in trouble. If they are in range and knows how to shoot, he's in big trouble. If there's a way to lure him out of his cover (grenade, mortar, RPG...), he's dead meat.
(Of course, if he's in your team, he's not exactly alone. So someone who wants to come near him might actually face an angry squad member with a machinegun and an urge to kill, but that's a different problem)

2)He needs to see. That may sound silly, but then again, a smoke grenade is a real bugger to him. No target, no shoot. (But then again, they're always some way to see: thermal vision and/or any futuristic way you can thing of)

3)As soon as he's exposed, he's just a soldier with a good rifle. Dangerous, but that's the exact moment where emptying a clip on him will be extremely efficient.


So no, snipers ain't invincible, but hell is it a shear luck matter to deny them of their first kill.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 18th, 2012, 11:37 pm

CaptainPatch wrote:It doesn't actually take that much to make a sniper "capable: Good vision, decent weapon, steady grip, patience, good focus, etc. My father's family got by during the Depression by poaching deer. My uncle was THE hunter in the family and his specialty was bringing down deer with a single shot from a .22-caliber rifle. (It was necessary to do so because a second shot would allow Forest Rangers and County Sheriffs the opportunity to triangulate the source point of the shots.) [He was the first thing I thought of when I saw the 1000-yard video.] Off-hand, I would say that any practiced hunter has the basic credentials to make a credible sniper.

Yeah, hunter's skills are very close to those of sniper, unless of course he specializes at duck hunting. :)

He's still going to need to fire a truckload of practice ammo, have good tactical vision, and be an outright brave man, doing all he needs to do calmly and providently, to become a good sniper though.

Elandryl wrote:All right, let's discuss about that.

What makes a sniper (I mean a real, professional one) a real threat?

1) He's hidden. A sniper is a permanent ambush: he's waiting in a spot where he can't be seen, but can see quite well. He's patient, he's in position, he's ready to shoot. He already knows of other spots he can use - cause, contrary as what we see in war movies, a sniper never stays in place after he has shot. What it means is that his first shot always hits an unaware target. That alone makes him quite deadly, cause it's problematic to shoot someone when you don't even have a clue where he is. So you might actually loose several team members before even beginning to guess where he is.

2)He's got a precise, long-range rifle. And he knows how to use it. That means shooting an ennemy in the head 900 yards away is no miracle for him. That also makes him all the more harder to find: guessing where an ennemy could be hidden in a 200 yards radius may be hard, guessing where he is in a 1000 yards radius is even harder.

3)As long as he's hidden, he's virtually invincible (unless, of course, some artillery is involved). He might even take down one or two squad members and run away, as long as no one has seen him, he can't be shot.

What are his weaknesses?

1)He's alone. When facing ennemies who knows where it is, he's in trouble. If they are in range and knows how to shoot, he's in big trouble. If there's a way to lure him out of his cover (grenade, mortar, RPG...), he's dead meat.
(Of course, if he's in your team, he's not exactly alone. So someone who wants to come near him might actually face an angry squad member with a machinegun and an urge to kill, but that's a different problem)

2)He needs to see. That may sound silly, but then again, a smoke grenade is a real bugger to him. No target, no shoot. (But then again, they're always some way to see: thermal vision and/or any futuristic way you can thing of)

3)As soon as he's exposed, he's just a soldier with a good rifle. Dangerous, but that's the exact moment where emptying a clip on him will be extremely efficient.

So no, snipers ain't invincible, but hell is it a shear luck matter to deny them of their first kill.

Absolutely. This is quite a good sum up actually.

Now, moving on, one important detail here is that in order to achieve all that, sniper needs a permanent and well prepared position. During WWII a sniper would spend many hours preparing his nest, putting all the necessary camouflage, setting up equipment, and even placing dolls as decoy targets. Better yet - making several of those connected with safe passages.

Now let's try to apply that to your own example with rangers being caught in the middle of a desert. What the hell does well prepared sniper nest do in the middle of the desert? You don't just randomly set it up somewhere. During war snipers would find a spot near enemy positions, sometimes sneaking up fairly close to the opposing trench, but that doesn't work against a loose group of rangers wandering who knows where.

Let's imagine another scenario - a sniper protected somewhere behind a thick wall, guarding something important. In this case he knows where he needs to be and has all the time in the world to prepare properly. But then the question is, how is that any different from say a machine gun in a pill box or firing through a narrow loophole in a concrete wall? If you caught in the open against such an enemy, you're dead regardless of whether he's sniper or not. You might as well be facing a 150 mm gun in a turret.

Same goes in case of natural surroundings providing good cover like a thick rain forest with a plot of open area in front of it. This kind of situation is deadly dangerous against any opposition - sniper, machine gunner, or even just a random AK shooter. This isn't really about snipers.

So to sum it up, a "proper" sniper is going to be a bizarre find in the open, and putting military grade fortifications and realistic spotting in natural surrounding is going to break the game regardless of snipers. War-time snipers really belong to war, not Wasteland, so no wonders here.

Which leaves us with the "other" kind of sniper - the one you actually might see in a the kind world like Wasteland - a designated marksman or sharpshooter. He's a part of a squad, not a loner. He isn't going to be invisible to the enemy, and he doesn't depend on a permanent position with a lot of equipment. His role is to take out specific targets while his teammates can compensate him for the lack of firepower up close. I can see no problem with "sniper" of this kind both in your team or as an enemy. What you get is basically light recon type of character that sacrifices firepower for accuracy. With proper balancing I'd expect it to only add to the tactical depth of gameplay, at least preventing it from becoming a simple slugfest.

As I mentioned in the beginning of the thread, I really liked the way snipers/sharpshooters were implemented in Silent Storm. By no mean they were game breaking and they couldn't mow down enemy squads on sight. But they were very useful in positional combat against enemies obscured behind obstacles. Plus I liked the tactical decision behind spending all you AP for a very precise shot. It's a high risk/high reward kind of move, since you going to leave your sniper exposed after the shot, and I liked the dynamic behind it.
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Re: Sniper/long-range weapons?

Postby CaptainPatch » August 19th, 2012, 12:07 am

Color Blotch wrote:Now, moving on, one important detail here is that in order to achieve all that, sniper needs a permanent and well prepared position.

This I don't agree with. Snipers that stuck to ONE shooting position tended to end up dead. Once the targets realize the close proximity of where the sniper is shooting from, he becomes quite vulnerable to rifle grenades and coordinated suppressing fire from half the squad while the other half moves up. The Army Sniper School drills in that ideally a sniper should "shoot 'n' scoot. Accordingly, a Good sniper will have a prime location with attached bug-out routes to a whole string of alternate locations.

An excellent movie to watch on the subject of professional snipers in WW2 Stalingrad is "Enemy At The Gates" http://www.imdb.com/title/tt0215750/. Yes, great care is taken to prepare the initial shooting position, but the snipers learn to NOT get married to any "sweet spots" -- sometimes it's the LAST thing they learn, the hard way.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 19th, 2012, 12:28 am

CaptainPatch wrote:
Color Blotch wrote:Now, moving on, one important detail here is that in order to achieve all that, sniper needs a permanent and well prepared position.

This I don't agree with. Snipers that stuck to ONE shooting position tended to end up dead. Once the targets realize the close proximity of where the sniper is shooting from, he becomes quite vulnerable to rifle grenades and coordinated suppressing fire from half the squad while the other half moves up. The Army Sniper School drills in that ideally a sniper should "shoot 'n' scoot. Accordingly, a Good sniper will have a prime location with attached bug-out routes to a whole string of alternate locations.

Maybe I was unclear, but I didn't actually claim otherwise. I also mentioned "making several of those connected with safe passages", which is basically what you say.

CaptainPatch wrote:An excellent movie to watch on the subject of professional snipers in WW2 Stalingrad is "Enemy At The Gates" http://www.imdb.com/title/tt0215750/. Yes, great care is taken to prepare the initial shooting position, but the snipers learn to NOT get married to any "sweet spots" -- sometimes it's the LAST thing they learn, the hard way.

I'd say the memoir book by Vasily Zaitsev is even better source. No ideological BS and a lot of attention to the actual sniper decision making.
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Re: Sniper/long-range weapons?

Postby Elandryl » August 19th, 2012, 3:50 am

A perfect place for a sniper to be a silent killer in the wasteland would be a city in ruins, à la Full Metal Jacket.

Of course, a heavy machinegun behind a concrete wall could be just as deadly, but the threat is different:

-As soon as the heavy machinegun shoot, it's not exactly hard to guess where it is.
-A machinegun might certainly hit you 1000 yards away, but boy will it waste a lot of lead to do so.

What makes a sniper a real pain in the a** is that "hide & seek & shoot" skill of his: he might actually shoot your entire team one by one without you ever getting a chance to shoot back.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 19th, 2012, 11:17 am

Elandryl wrote:As soon as the heavy machinegun shoot, it's not exactly hard to guess where it is.

That doesn't help you much if you dead, does it? :)

A machinegun might certainly hit you 1000 yards away, but boy will it waste a lot of lead to do so.

Actually not so much. Machine guns are fairly accurate at long ranges. M-60 has effective range of 1200 yards and a good shooter on a stable platform can lob an accurate burst a couple hundred yards longer. Of course it's not the same kind of accuracy as in case of sniper rifle, which can aim individual parts of body barely visible behind an obstacle. It will still make a swift work of anybody at 1000 yards.

Elandryl wrote:What makes a sniper a real pain in the a** is that "hide & seek & shoot" skill of his: he might actually shoot your entire team one by one without you ever getting a chance to shoot back.

In trench war scenario - yes. There won't be much space for such scenarios in Wasteland 2.
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Re: Sniper/long-range weapons?

Postby CaptainPatch » August 19th, 2012, 2:23 pm

Color Blotch wrote:
Elandryl wrote:As soon as the heavy machinegun shoot, it's not exactly hard to guess where it is.

That doesn't help you much if you dead, does it? :)

A half-dozen plus guys approach at a thousand yards range from the MG. The MG opens up and instantaly ALL of them are dead? That's how you see it working?
Color Blotch wrote:
A machinegun might certainly hit you 1000 yards away, but boy will it waste a lot of lead to do so.

Actually not so much. Machine guns are fairly accurate at long ranges.

Hardly. Continuous fire weapons have a tendency to "climb", caused by the combination of recoil and the rifling putting a corkscrew twist on the bullets. Machinegunners are drilled to primarily fire 3-5-round bursts, and after each burst it is necessary to reset the aim of the weapon.

Had an ex-Marine friend relate to me the following story: "We were all run through a MG drill to see if any of us had what it takes to handle a machinegun. My turn came up and I was required to shoot at a man-sized board painted red set out at 600 yards. So I open up, and man, I'm telling you there were red wood chips flying every which way! So, I'm thinking, 'I nailed it!', but up comes the DI and he tells me I blew it! So, naturally, I ask how come and he tells me that while my first 2-3 shots were dead on, every shot in the burst after that were going who-knows-where."

If anything, I'm inclined to believe that it takes more control and precision to make a _Good_ machinegunner than it does to make a Good sniper.
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Re: Sniper/long-range weapons?

Postby Drool » August 19th, 2012, 8:05 pm

Color Blotch wrote:Which leaves us with the "other" kind of sniper - the one you actually might see in a the kind world like Wasteland - a designated marksman or sharpshooter. He's a part of a squad, not a loner.

Well, there’s also the lone nutter. I know everyone hates everything about it, but there was someone like that in Fallout 3, in the town of Minefield. He was up in a ruined building and took potshots at anyone who wandered into his field of view. It was actually pretty freaky the first time I went there, because I was staring at the ground, looking for landmines when all of a sudden I was getting blasted from an unseen foe.
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Re: Sniper/long-range weapons?

Postby Color Blotch » August 20th, 2012, 10:54 am

CaptainPatch wrote:A half-dozen plus guys approach at a thousand yards range from the MG. The MG opens up and instantaly ALL of them are dead? That's how you see it working?

If you followed the conversation - the case is a machine gun firing from a fortified position at rangers standing right in front of it in the open.

CaptainPatch wrote:Hardly. Continuous fire weapons have a tendency to "climb", caused by the combination of recoil and the rifling putting a corkscrew twist on the bullets. Machinegunners are drilled to primarily fire 3-5-round bursts, and after each burst it is necessary to reset the aim of the weapon.

Recoil, rifling, and movement of mechanical parts as well. Isn't that kind of obvious? Did something in my post suggested that machine guns are supposed to fire an entire belt in one trigger pull?

CaptainPatch wrote:Had an ex-Marine friend relate to me the following story: "We were all run through a MG drill to see if any of us had what it takes to handle a machinegun. My turn came up and I was required to shoot at a man-sized board painted red set out at 600 yards. So I open up, and man, I'm telling you there were red wood chips flying every which way! So, I'm thinking, 'I nailed it!', but up comes the DI and he tells me I blew it! So, naturally, I ask how come and he tells me that while my first 2-3 shots were dead on, every shot in the burst after that were going who-knows-where."

If anything, I'm inclined to believe that it takes more control and precision to make a _Good_ machinegunner than it does to make a Good sniper.

That really depends on how stable your platform is. Didn't the ex-marine you mentioned fire from a bipod? A 12.7mm machine guns usually only expected to hit something at 300 yards max from a bipod, as it's going to jump like crazy. A normal 7.62mm machine gun from a more substantial tripod mount should do much better. And from a stationary stand - even better still. Nobody just invents those effective range numbers, an ex-marine testimony notwithstanding, they are real deal. There's absolutely nothing fantastic about hitting a human sized target at 1000 yards in one burst, provided, of course, a stable mount and an experienced gunner doing the shooting (and then again, the accuracy of an inexperienced shooter is probably irrelevant to the case anyway).

Drool wrote:Well, there’s also the lone nutter. I know everyone hates everything about it, but there was someone like that in Fallout 3, in the town of Minefield. He was up in a ruined building and took potshots at anyone who wandered into his field of view. It was actually pretty freaky the first time I went there, because I was staring at the ground, looking for landmines when all of a sudden I was getting blasted from an unseen foe.

The point is that such a sniper is no more of a threat that any other kind of shooter firing from a hidden position. W2 isn't an FPS, and, as I mentioned earlier, it's not supposed to have realistic spotting either. And if it did, then snipers wouldn't be any bigger of a problem than just any other random shooter you can't spot. It's not realistic snipers that are the problem, it's realistic shooting as whole. There's just a lot about modern warfare that isn't "fair" and thus isn't going to make for a good game. That's why we have systems at place and have them balanced for optimum gameplay. Apply such a system to snipers and you simply get a character that has more accuracy/less firepower. I really don't understand why would that be any problem at all.
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