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This gun seriously has too much going for it at the upper echelon's of play (which aren't that hard to get to once you figure out the basics).
Any connect with this weapon is going to cause severe/lethal damage to any class it hits. It's projectile speed is obscenely fast. Everyone's been on the receiving end of an impenetrable hall due to the presence of 3, 2, or even 1 sniper. There's no counterplay other than avoidance given how fast the weapon fires in addition to it's damage.
This weapon has been the best gun in the game for as long as it's existed, and that was pushed over the top once projectile speeds were ramped up. While it used to be powerful it was at least workable to dodge and erratically move towards a sniper when the projectile was slower, now it's "see model, click fire, player dies" because the bullet travels that fast.
There's a couple of things that could be done to alter the rifle:
1. Reduce accuracy, require some stabilizing mechanic that isn't negated by a frame's release of movement keys
2. Reduce damage
3. Reduce projectile speed
1a: MB2 is naturally arcadey as it's base is quake, and snipers are meant to be powerhouses rewarded for accuracy and timing. This is good, and the current accuracy of the rifle reflects this mentality well, it's just a little too easy to be accurate with the weapon. Not to mention adding a stabilizing mechanic would really shaft the already harder to operate offensive side of any map. Ultimately I think this is in a fine state and wouldn't touch it.
2a: The damage of the rifle goes hand in hand with it's style of weapon, it's the AWP of MB2, and sniper rifles notoriously do tons of damage. I wouldn't want a sniper to ever feel cheated from landing a good shot (headshot) they should be instant kills. Body shots and below though also happen to be instant kills a large majority of the time, which I don't necessarily agree with. It'd feel weird to go in and add specific modifiers to the modifiers for projectile rifle to favor headshots and diminish returns on lower body shots. So again I wouldn't touch this.
3a: In the past the projectile rifle's bullet speed was quite a bit slower, you could peek, fire a shot in return and dip into cover (if the corridor was long enough) that you wouldn't end up with your brains splattered on the wall behind you. You could also rush snipers with some semblance of confidence that if you jumped, bobbed, or ducked at the right time you wouldn't end up splatted again. Nowadays rushing down a sniper leads to the image we all know well of a goofy barrel wobbling around a corner scope pressed to lando/greedo's eye before we end up toasted. The effectiveness of a snipe beats out other weapons in the first instant of combat every time, at any distance.
3b: All other weapons feel very good on their projectile speeds at this stage of the game, but proj's seems excessive, it's too fast now which greatly reduces the ability to interact with it's latent weaknesses (single shot, meaning they get a single chance vs your rapid fire). Reducing projectile rifle's bullet speed would return some measure of interactivity between sniper and opponent as far as movement goes, further promote their role as a marksman role, and won't hinder their lethality when landing shots. They would still be kings of the instant a fight starts but they'd be avoidable or moreso than currently. This change would ultimately help bridge the gap between offense and defense by allowing offense a better chance in corridors, in addition to bringing the weapon back into line.
Any connect with this weapon is going to cause severe/lethal damage to any class it hits. It's projectile speed is obscenely fast. Everyone's been on the receiving end of an impenetrable hall due to the presence of 3, 2, or even 1 sniper. There's no counterplay other than avoidance given how fast the weapon fires in addition to it's damage.
This weapon has been the best gun in the game for as long as it's existed, and that was pushed over the top once projectile speeds were ramped up. While it used to be powerful it was at least workable to dodge and erratically move towards a sniper when the projectile was slower, now it's "see model, click fire, player dies" because the bullet travels that fast.
There's a couple of things that could be done to alter the rifle:
1. Reduce accuracy, require some stabilizing mechanic that isn't negated by a frame's release of movement keys
2. Reduce damage
3. Reduce projectile speed
1a: MB2 is naturally arcadey as it's base is quake, and snipers are meant to be powerhouses rewarded for accuracy and timing. This is good, and the current accuracy of the rifle reflects this mentality well, it's just a little too easy to be accurate with the weapon. Not to mention adding a stabilizing mechanic would really shaft the already harder to operate offensive side of any map. Ultimately I think this is in a fine state and wouldn't touch it.
2a: The damage of the rifle goes hand in hand with it's style of weapon, it's the AWP of MB2, and sniper rifles notoriously do tons of damage. I wouldn't want a sniper to ever feel cheated from landing a good shot (headshot) they should be instant kills. Body shots and below though also happen to be instant kills a large majority of the time, which I don't necessarily agree with. It'd feel weird to go in and add specific modifiers to the modifiers for projectile rifle to favor headshots and diminish returns on lower body shots. So again I wouldn't touch this.
3a: In the past the projectile rifle's bullet speed was quite a bit slower, you could peek, fire a shot in return and dip into cover (if the corridor was long enough) that you wouldn't end up with your brains splattered on the wall behind you. You could also rush snipers with some semblance of confidence that if you jumped, bobbed, or ducked at the right time you wouldn't end up splatted again. Nowadays rushing down a sniper leads to the image we all know well of a goofy barrel wobbling around a corner scope pressed to lando/greedo's eye before we end up toasted. The effectiveness of a snipe beats out other weapons in the first instant of combat every time, at any distance.
3b: All other weapons feel very good on their projectile speeds at this stage of the game, but proj's seems excessive, it's too fast now which greatly reduces the ability to interact with it's latent weaknesses (single shot, meaning they get a single chance vs your rapid fire). Reducing projectile rifle's bullet speed would return some measure of interactivity between sniper and opponent as far as movement goes, further promote their role as a marksman role, and won't hinder their lethality when landing shots. They would still be kings of the instant a fight starts but they'd be avoidable or moreso than currently. This change would ultimately help bridge the gap between offense and defense by allowing offense a better chance in corridors, in addition to bringing the weapon back into line.