Quicksilver Kalasa, on 11 August 2022 - 03:57 PM, said:
None of this makes sense. The ring incentivizes slow moving long range because there is no cover for you to really bother repositioning half the time. Just get up to the ring with your 4 Light Gauss Faffy, turn on your stealth armor, and stand there doing nothing for 10 minutes until your team is dead. Or stand there with a 6-8 ERLL Supernova, 4 ERLL 2 Gauss Whale, or 2 ERLL 2 Gauss Night Gyr and plink away for free damage until your team either dies or wins. Map design made this issue worse, look no further than Frozen City where you have a giant killzone in the center of the map. Speed won't save you if the enemy has guns online. I can get behind conquest, if they'd fix the placements and/or spawns on maps. Tourmaline's is probably the most egregious where one team basically gets pick of the strong positions.
I mean, you hit on one of the big points against the whole 'Snipers are Ruining MWO Forever' thing - bad snipers lose games. Or rather, bad snipers don't
affect games, because they faff around nine hundred meters behind the fight dealing three hundred whole damage to the two or three guys that don't know how to identify lanes of fire and find cover, and the whole while their team is playing one man down. A really good assault-weight sniper is a Problem, yes - but I'd argue that a really good assault-weight pilot is a Problem regardless of the range they opt to play at. That quad minigoose Fatner, in the hands of a pilot that knows what to do with it, is going to be super dangerous, yes. So's a dub-20 quad-snub Fatner that can deal forty pinpoint damage per click with two clicks to donate at a time in the hands of a pilot that really knows what to do with it.
Yeah, some maps do better than others; nuCaustic can be tricky (if in part because people cheat and use client-side mods that remove the obscurement on the map), but I've never really had this issue on nuHPG. Now admittedly I'm down in the muck in T4 where nobody knows how to aim, but you don't really have to be a master marksman to deal damage with Gause rifles at long range. Get a grip on the basic skill of leading your targets and you can land those thirty-damage chunks pretty reliably, especially against larger, slower targets. ERLL "snipers" in T4 are no such thing, sure, but frankly I can only recall a few games in total where a wall sniper on nuHPG has been relevant. Sure, I'll acknowledge that's very likely to be different in top-level organized play, but that's not where the vast majority of the playerbase is.
Plus, players who park their ERLL keister on a ridgeline behind their team and poke without paying attention to anything else are leaving themselves
super open. I distinctly recall, this last weekend, finding the exact same quad ERLL MAD(II)-4A two games in a row, maneuvering for High Ground to do laser poking things. I was piloting my new
Rocket Hibachi* and even without jump jets I picked the guy off with impunity in both games because he had no escorts and his ER lightsabers were helpless in the face of close-quarters weapons going one-thirty in a dead sprint. This was in Emerald Vale and Crimson Strait rather than nuHPG, but I imagine in nuHPG someone would've picked him off as well. Wall snipers are super noticeable for the most part outside of aforementioned stealth Fatner or the equivalently ******* stealth Thanatos with normal goose, and once either of the Stealth Bois are known to exist their miserable DPS/pressure means there's not much they can do. Yeah, higher-tier play is likely to have better organization (sort of, slightly) and people who can better shield a sniper, but it's also likely to have someone who can countersnipe right back and get the wall puke to either back off or leave your team's brawlmonkeys be.
Fully acknowledging that I am a casual turdburglar, I just don't see this omnipresent issue everybody keeps harping on with snipers. If you see a sniper, just snipe him back or get close to him and gut him. And if the sniper's good enough to make that really difficult? Well gee golly willickers Batman,
I think he's earned it.
A really good long-range fighter that knows how to effectively engage at long range deserves to be able to do that, I'd think?
*
I am super disappointed in myself for not buying this thing earlier. It's amazing. Reminds me a lot of the old, ooold glory days of the Shrimp Boat, when a fifty-ton Inner Sphere 'Mech with two SRM launchers was a top-flight terror of the battlefield. Turns out being able to hit 128kph in sixty tons of metal with enough missiles to worry even assault 'Mechs and the ability to mess with enemy heat bars is super good. Little iron-plated ball of spite and gristle is oddly super flexible given its focused/limited armament, mostly because it moves fast enough that its range limitations aren't generally a super big deal. It's an awesome sniper hunter, mostly because it's light 'mech fast in short bursts and it has enough armor to not really care if you wing a few peep or goose slugs into it while it's rollicking your general everything with accurized missiles. It's a workable Fatty Escort and able to adequately dogfight/drive off light 'Mechs, absolutely bully things smaller than itself while nimbly escaping things too big to bully and look for an angle to play Striker, instead. I love it, and if it was the Platinum C-Boosted Hellfire instead of the HLF-A I might actually havee bought a Platinum pack.