Jump Sniping
#1
Posted 07 June 2017 - 11:15 AM
Glad I'm seeing full 6+ teams doing nothing but sitting at spawn and jump sniping again.
#2
Posted 07 June 2017 - 11:23 AM
most hop sniping happens around 600-700m, where you have options to counter it
#3
Posted 07 June 2017 - 11:23 AM
#4
Posted 07 June 2017 - 11:23 AM
veedubfreak, on 07 June 2017 - 11:15 AM, said:
Glad I'm seeing full 6+ teams doing nothing but sitting at spawn and jump sniping again.
Bring Back? Its be back for almost a year now. Also Please let me know what map you can jump snipe from spawn and do any worth while damage.
#5
Posted 07 June 2017 - 11:26 AM
#6
Posted 07 June 2017 - 11:30 AM
Or just any sort of push?
#7
Posted 07 June 2017 - 11:59 AM
#8
Posted 07 June 2017 - 12:12 PM
#9
Posted 07 June 2017 - 12:21 PM
snipe jumping is the thing atm.
#11
Posted 07 June 2017 - 12:32 PM
I wasn't here. Still used to it after MW4
#13
Posted 07 June 2017 - 12:57 PM
It's kind of sad that they have to constantly run events to keep people playing due to the game being such unbalanced horseshit and so many people quitting to play other games.
#14
Posted 07 June 2017 - 01:04 PM
#15
Posted 07 June 2017 - 01:07 PM
#16
Posted 07 June 2017 - 01:12 PM
#17
Posted 07 June 2017 - 01:19 PM
Jump sniping is not a problem. A problem is when a particular mech or weapon or play style utterly dominates play. 1 mech able to do it effectively and only when engaged by a player with decent skill and timing is most certainly not a problem.
While I'm on the subject...
LRMs are not a problem. One weapon system that is frequently played but is oh so easily countered (and now with points granted when you do so!) is not a problem.
Quirks on bad mechs are not a problem. Yes a Wolfhound or Cataphract or Victor or some of the Atlases, etc. are a bit tougher now thanks to armor quirks. Ya know why they get those quirks? Because they suck comparatively speaking that's why. Crap mechs being made a bit less crappy is not a problem.
Know what else isn't a problem? Teamwork. Ya want ta be Rambo in a team game? Go for it, but please shut the hell up about it when you die because you think coms are stupid and that people who lead should shut up. Using coms and practicing in a group is not a problem.
Another thing that isn't a problem is min/maxing. PGI gives you a mech with a bunch of high mount energy points and one missile slot in the CT, then by god use the energy points! It's called taking advantage of what mechajesus has granted you. You're not a metatard for doing this, your not some comp wannabe. Nope, you are just putting your guns where they are doing the most good in this game environment. That isn't a problem.
Gimme a bit and I'll come up with other things that can join the current iteration of "jump sniping" as most assuredly NOT being a problem but that I keep seeing people assert are OP, a cheat or merely problematic.
Ffs
#18
Posted 07 June 2017 - 01:32 PM
Edited by dario03, 07 June 2017 - 01:33 PM.
#19
Posted 07 June 2017 - 01:47 PM
Terribly cute, really. Did you know that if you don't just hang back, trying to hide, terrified to move up and mostly just hoping to be killed last you can overrun and destroy Gyrs pretty easily.
The biggest problem most people have with Night Gyrs is that most people in QP are absolute abject cowards. A universal difference between good players and bads is that even if they're playing at range good players are *constantly* shooting and pushing. Pushing isn't just holding the W key - it's aggressively attacking a position until it folds, then moving forward. In every engagement someone is attacking and one is defending. Always be the attacker, the aggressor. Be pushing, be attacking, be shooting. If the enemy is pushing you set a firing line to receive then counter-push if they break or fold.
Pop tarts work in QP because people hide and play scared. Don't be a *****, go shoot the other guy. Flank him, shoot his face every time he pokes up, stay on the move. If you're always in the same spot you're just helping him.
#20
Posted 07 June 2017 - 01:53 PM
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