Possible sniper/Adv MM improvements

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Thu 25 Jun 2009, 02:54
i like the sniper. but i prefer to use Adv MM due to his better close range, ok he don't have the awesome skills that the sniper does but i feel the sniper is lacking a few brain cells.

1. Maybe introduce a desert eagle pickup and have it as a passive skill for sniper/Adv MM to enable close quarter combat. i can't remember if it was b2 or b4 that you could find desert eagle ( not that i ever found one ) i know you could just engage safety or run away but i feel this is too much work and would make sniper/Adv MM more fun.

2. Get rid of the rifle scope abillity and exhange for night vision. This would come in handy for the 2nd mission ( Lights out ) i mean giving the sniper/ Adv MM a longer sight in pure darkness, however i'm not 100% sure about this as it would probably be used for be for that 1 mission but i feel it would be better than rifle scope but i guess there will be more missions in the future.

3. Level 5 of Sniper Tactics make that a insane damage skill, e.g For 75%-100% of his mana make him deal 700-1200 damage?

4. Finally improve sniper shot, why not add 100-200 damage to the shot as well as obbliterating a zombies leg depending on charectar level and player rank?

Very Happy Very Happy Very Happy i like these but i bet i will get pwned in replies Embarassed


Last edited by hammondo on Thu 25 Jun 2009, 02:57; edited 2 times in total (Reason for editing : Typo's)
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Thu 25 Jun 2009, 04:35
Moved to correct forum.
From: Tavern TO -= DotD 6 =- [Submit]
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Thu 25 Jun 2009, 18:37
hammondo wrote:
1. Maybe introduce a desert eagle pickup and have it as a passive skill for sniper/Adv MM to enable close quarter combat. i can't remember if it was b2 or b4 that you could find desert eagle ( not that i ever found one ) i know you could just engage safety or run away but i feel this is too much work and would make sniper/Adv MM more fun.:
As of B7 the Medic already carries a Desert Eagle. I'd want to keep it a unique skill. Sniper is already quite strong and one of his major drawbacks is his inability to attack targets right infront of him. You're ought to keep distance between you and your enemies.

hammondo wrote:
2. Get rid of the rifle scope abillity and exhange for night vision. This would come in handy for the 2nd mission ( Lights out ) i mean giving the sniper/ Adv MM a longer sight in pure darkness, however i'm not 100% sure about this as it would probably be used for be for that 1 mission but i feel it would be better than rifle scope but i guess there will be more missions in the future.
Rifle Scope is now a lot more powerful than before. And as you said yourself, Night vision would only be useful in one mission.

hammondo wrote:
3. Level 5 of Sniper Tactics make that a insane damage skill, e.g For 75%-100% of his mana make him deal 700-1200 damage?
As of B7 the Sniper got a skill called Sniping. It's similar to the Marksman's Tactical Stance, but features some differences.

hammondo wrote:
4. Finally improve sniper shot, why not add 100-200 damage to the shot as well as obbliterating a zombies leg depending on charectar level and player rank?
Sniper Shot's damage increases by raising your Critical Hit skill (especially powerful when used together with Scope). Also making it stun would probably be overpowered.
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Fri 26 Jun 2009, 00:12
whoa hammon r u insane ?!! y get rid of scope ?!! its so useful. !! wtf
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Fri 26 Jun 2009, 04:10
i was just suggesting these ideas lol and as i thought i got pwned Sad

wow desert eagle for medic i can't wait! Very Happy Very Happy Very Happy
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Fri 26 Jun 2009, 05:04
carry a secondary as Sniper and it normally helps with the close ones as well. other than that.. what I would like is for the marksmans critical strike to improve kind of like the snipers does in terms of %. Otherwise getting lvl 1 normally is all you need for it.. I think maybe lvl 3 should give a larger % increase to kind of make you have a choice between skilling range/8 damage increase or a lets say going from 18 to 30% chance to crit with the next 2 crit skills only giving 2% each.. just to kind of gives the player a tough choice in some situations ^^
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Fri 26 Jun 2009, 05:49
I think snipers are fine.. I mean there are supposed to be vulnerable... but I thought of something myself something like this..

They have a spell where they can make a like a sniping tower
and it can only fit one person... only two people can get in it a sniper or a AM.
It gives normal vision but its like getting on a hill and having vision over another one.. if your close to it. Well.. Mabye add some more vision on it... you get improved vision and improved fire power because like in real life.. your not in a hurry to shoot and you are focused.. so + to damage.

Just a thought I have been holding in my head for some quite time.



Eulogy wrote:carry a secondary as Sniper and it normally helps with the close ones as well. other than that..

Well.. I usually use disabling shot when I am out of ammo or zombies get too close to me..but not much people take advantages of disabling shot and also it only can be used once.. and has a short/long cd... so I might have to agree with secondary... But to make it from being a OP spell... put a firing range on it
Close range
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Mon 13 Jul 2009, 12:02
DOTD TD?

xD
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Mon 13 Jul 2009, 21:24
Can i make a scout suggestion?

The scout is great, except for 1 thing, he has no reasonable defense against gargs. Unless he manages to grab a secondary (not that hard, all things considered) hes pretty much boned when a couple of those punks come at him.

I was thinking of a skill that temporarily throws gargs off his track like an aa smoke grenade. Doesnt deal damage, but confuses or disorients or whatever. And it can only be used against air units, this way it wont make the scout a superhero. Gargs do tend to target scouts, even in large groups where someone might be closer to them (Ive seen them ignore the entire team and head straight for me, for example).
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Tue 14 Jul 2009, 02:11
Tangax wrote:DOTD TD?

xD

LOL some noob entered a dotd game and asked me if it was a TD rofl Razz

Burncruise..
Can i make a scout suggestion?

Well maybe give him the MG aerial grenade abillity and make the MG have a different skill like a special ammo mod... enabling him to fire bullets with increased accuracy and chance to crit but only something like +1 damage each level
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Tue 14 Jul 2009, 05:42
That was my other idea, but i thought that might make the scout a little too good. It could work though, if the damage was dropped but the aoe was enlarged.
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Wed 02 Sep 2009, 05:34
I've played Sniper a few times and I feel that it requires some improvement in terms of damage and skills.


Also S3rius, i'm alittle offended Razz

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..So is that sniper npc delta or something? If it isnt, this clearly rules out equality.
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Wed 02 Sep 2009, 05:39
not sure what you mean gil. It's about the same damage as a regular sniper whats the issue with it?
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Wed 02 Sep 2009, 10:35
The Hero Sniper has about 310-360 damage.
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Wed 02 Sep 2009, 15:22
not to mention.. look what part of the game you are noticing this at... two-three pudges come every minute then like every 30 seconds... how would it be fair without the sniper's help?
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Wed 02 Sep 2009, 21:30
Well really.. you could put the snipers dmg at whatever you wanted because in the end as long as the sniper doesn't miss his target is going down... now whether they bleed out or are instantly killed is another story entirely and Such details arent all that important at the moment
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Sat 19 Sep 2009, 16:19
i think they should lower the mana cost on scope on higher level its a good scouting ability but on highr level it doesnt stays that way due the high mana cost its then only used for bigger damage cuz its adds 10 crit levels very imba so u shoudl let scope stay low level for scouting or u should up it greatly cuz it makes dubble the crit level i think it needs diffrent balances like small mana but mabye more duration or something or small mana more cooldown
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Sat 19 Sep 2009, 21:01
The whole purpose of scope aint "scouting"...thats a secondary use. Dont forget bout that :p...
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Sun 20 Sep 2009, 10:52
The whole purpose of scope aint "scouting"...thats a secondary use. Dont forget bout that :p...

not true sniper uses it to cover allies when they go in to a building
same with adv mark it keeps visioning on top of the buildings when ur near the streets the last thing u want is a hell sprawn or garg rape
u got not for notting electric scope rifle [mabye u can reduce the lower cost with that item with 10-15 that whould be nice]
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Sun 20 Sep 2009, 16:46
yeah but thats just a benefit of the ability, the real purpose of Scope is to allow him to do massive damage to a small area for a small period of time. If you use it differantly then its great that it has more than one purpose but everything else is secondary.
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Sun 20 Sep 2009, 22:31
Lol... when i read ur new post XterrorX i said to myself "sigh... he surely plays AM a lot...he aint even reading what we saying".

I saw ur profile and i was correct lol.

When u have a doubt, always go to RL situations. We have a marksman or a sniper. He has a scope. Which is the idea of the scope? Scouting for the team or trying to headshot someone?

U see now? The game is the same thing. I know that scope has lots of scouting uses... but its not made for that!... and if its not made for that, then u cant remake or change the skill only because of that ^^
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Mon 21 Sep 2009, 10:00
aChiiies wrote:whoa hammon r u insane ?!! y get rid of scope ?!! its so useful. !! wtf
Agreed, however I feel that the Sniper needs better damage and slightly changed, unique skills.
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Mon 21 Sep 2009, 10:13
Gilorean wrote:
aChiiies wrote:whoa hammon r u insane ?!! y get rid of scope ?!! its so useful. !! wtf
Agreed, however I feel that the Sniper needs better damage and slightly changed, unique skills.
whoa... the sniper got hue damage already... why would he need more?
the thing that makes the sniper unique is more the way you have to use him to make sure the enemies will never be inside your dead range... sich makes him quite interesting to play...
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