Hey. I really like Sniper for his uniqueness in gameplay. So reading your posts i was thinking how to make sniper more fluid while letting him do what sniper does best - killing enemies one round at time. That
what i got:
* Combining Snipe and Steady Aim is good idea. Piercing effect for Perfect reload.
* Let him reload in move for more fluidness. Jump-reloading works but its not intuitive when you also want to time it for Perfect reload.
* Make SPOT scan work so when deployed you will aim, shoot at and 100% crit spotted enemy even when he
is higher/lower then you if shoot is unobstructed (similar to Spitter enemy at Mushroom Cavern. If
monsters can do this then why trained sniper cant?). You will only hit spotted enemy and no-one else (no
piercing and stuff).
* Press SPOT button again to change target (from strongest to weakest).
* Hold SPOT button to summon SPOT back.
* Back flip feels like Commandos Tactical Dive but backwards. Swap it with floating platform so he can
use it as safe haven for sniping or to get to higher places to snipe from with SPOT.
Now "Jar of Ants" problem. Many enemies and no place to run. I came up with a skill called Fire Frenzy.
When activated slows everything for few sec. Like you were high on adrenaline or something. Point is
your skills work like normal. Reloading animation is faster and you charge shoot faster. During Frenzy
SPOT doesn't come back after kill but rather automatically targets next enemy so you can kill like 10 or
so enemies one after another just timing Perfect reload and shooting normal or (for tougher enemies) charged shoots. Use with floating platform for maximum safety. Fire Frenzy doesn't have time colldown but kill
colldown. You can use it again after you kill 10-15 enemies.
What do you think? I basically rewritten SPOT and implemented few ideas posted by others while trying to let sniper be sniper and do what sniper does best - killing enemies one round at time.
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Some interesting ideas there, I especially like the idea of STEADY AIM imitating the spitters when SPOT is deployed. It really would make playing the sniper feel like you are isolating the strongest target and neutralizing him in one shot. As for your other ideas, I would have to think about them for a bit. (still not a super big fan of the floating platform thing)
As for the C4 suggestion, I think that was one of the three ideas I came up with waaaaaay back in the topic. I don't remember if I mentioned the fine details, but the thing that made it work well with the sniper's playstyle and to help differentiate it from the engi mines was the idea that it would have a much bigger explosion and would do self damage to the sniper if he was in the radius. The reason I think this idea works fine for sniper is because it supports his technical playstyle and supports his kiting (drop C4, Military Training away, start charging Steady Aim, Detonate C4 when the mobs are close enough, let loose Steady Aim). The self damage would prevent it being an emergency kill button and instead something you need to plan out.
There have been some other really good ideas though, I do love the technical playstyle of the sniper.
EDIT: found my old suggestion post
First the sniper should have Steady Aim as his first skill with no cooldown, as for the second skill here are some replacement suggestions:
in advance, all the numbers are made-up and are probably not balanced.
Serrated Knife: The sniper deals 200% damage in a small area in-front of him, crippling the foes and slowing them 20% for 5 seconds. 3 second cooldown.
Why: this would give the sniper some much needed AoE, as well as comboing really well with the rest of his kit (Serrated Knife --> Military Training --> Steady Aim + Spotter). Could instead give it more damage or a bleed effect instead of the slow. This skill also makes sense in the context of a sniper, because when an enemy gets close range do you really think snipers would use their sniper rifle? Or would they pull out a sidearm/knife?
AP Ammunition: Loads sniper rifle with special ammunition, causes the next shot fired by Steady Aim to deal an additional 200% damage, this damage has full piercing. 5 second cooldown.
Why: I think that giving Steady Aim more piercing is a bad idea, as it does far too much damage. That is why I came up with this idea, have a number that isn't related to how long you charge your Steady Aim but instead uses it as a medium to do some AoE. I don't quite like it as much as the previous suggestion because it still leaves Steady Aim as the Sniper's only damage option, but I still think it would be a step in the right direction.
C4 Explosives: Drops a C4 packet at your location, press the button again to detonate for 300% damage in a massive AoE. 10second cooldown.
Why: probably my most boring suggestion, however it could be made more interesting by giving it friendly fire (only to you of course), that way you would need to use Military Training to escape.
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I hadn't really elaborated on the C4 idea, I probably should have in that post. After thinking about it more, I quite like it and place it about even with my Serrated Knife idea.
Last edited: Dec 31, 2013