Iv always seen the sharpshooters role as taking out ranged specimens and doing good-ish damage to the big specimens, this should be his role
i see the SS as taking out specimens from a distance regardless as to whether or not they have ranged attacks. remember, before the addition of the Husk, the only ranged specimen was the siren (bloat....well yeah, not much of a ranged attack). the Scrake is slow moving unless enraged. the FP is similar but a bit faster. the SS taking them out before they can get close enough to the rest of the players is exactly what a skilled marksmen using a weapon designed for accuracy over longer distances IS supposed to be doing. it's also headshots which should be the focus of the SS and his reward for getting them should be pretty significant. if he doesn't get a headshot he does only do "goodish" damage to the big specimens. the real issue is that right now, it's not that difficult to get headshots (due in part to corrected hitboxes).
additionally, these priority targets are fewer in number, meaning he should be putting his focus into eliminating them while the other perks focus on the mobs of the other various lower specimens. the ability to spam encourages SS to shoot at everything else. weapons like the EBR let him spam away knowing full well that if he ignores priority targets, he can still take them out when they get close by spamming at their heads to make use of his headshot bonus. taking away the ability to fill a non-perk role would re-focus the emphasis on players learning how to actually their job.
Taking out everything instantly is rediculous, you know it, and I know it
keeping that comment within certain perspectives, i'd agree with you about that. 1 shotting (not even always headshots) every small/medium zed with the spammEBR is quite rediculous. i've never argued that is balanced. however 1 shotting with a weapon like the crossbow that has such low ammo, is a single shot weapon and has "slow" reload, i view as being good weapon balance. if he can only get 25 (ammo reduction on bow is needed) oneshots, that leaves up to what, possibly 250 more zeds for others to kill? you could mention the 9mm, and rightfully so, yes SS shouldn't be able to spam away with pistols on the small/medium stuff. maybe keep the headshot bonus applied, but no body damage boost....also something to think about, what about only applying the headshot bonus if the weapon is fired using ironsights? would help reduced spammed hipshots.
So please, stop trying to defend a blatantly overpowered weapon
i'm not really defending a single weapon in particular so much as people such as yourself are trying to attack it. i'm more or less just pointing out inaccuracies and holes in your arguements which show that your opinions aren't valid as i attempt to clarify the facts of the matter while accounting for a broad range of factors that play into multiple issues regarding mainly one perk (SS), his role, and all the weapons that affect how that all pans out.
The facts and evidence is all around you when you play the game, at least 2 - 3 sharpshooters in almost every single game, varying between m14 spammer, and instant FP/Scrake/Challenge/Fun remover
yes, i actually play the game and yes i see that's the typical case these days, and yes i sure as hell DON'T like it. however, i don't pin the blame soley on the functionality of the Crossbow, or the designed role of the sharpshooter perk. for the issue of too many SS spammers, i blame the EBR being linked as a SS's weapon because by design, it allows SSs to infringe on the roles of other perks.....those spammers should be playing as commandos/supports/demos/firebugs. you take that weapon away from him, you help stop the spam. i also blame the pistols being given to the SS which also allows effective spam. take those away and you help stop the spam. thus, players that want to spam will use other perks that are better at that role. the only thing i "blame" the crossbow for is that it's really the only weapon that is highly effective at killing the big guys, FP/Scrake. i always felt like the zerker got screwed over once he lost his chainsaw and ability to decap FP. if that was brought back, it'd take some of that attention away from the SS being the only "anti-FP" role.
the other issue i've always brought up is that there should be role limits in game.....you give players the option to choose their perks, they will by nature always want to pick whichever is the most "godlike". it doesnt matter which perk is the current "god" perk because everyone will play it. back in the pre-hitbox fix days, everyone wanted to play zerker to decap FP and stun Scrakes. sure say the SS is nerfed to hell, then maybe the commando becomes the new "god" perk. my solution to prevent all of that is limit how many can play each class. that way you force each perk to be used, make sure each role is being filled, and prevent "powerful" perks from becoming "overpowerful".
Oh, and the bit about the commando, you would of killed the fleshpound with the second shot....which is still overpowered
well, you assume that firstly, you'd get the headshot on the now raging FP and secondly the actual damage would be enough to finish him off. do you happen to have the stats handy to prove that a level3 commando on hard, in a 6 man server, can get two headshots using the bow and decap a FP? i could be wrong, but i doubt it's possible.....by all means i'd love to find out either way.
and why does that make it overpowered? because that's not the commandos' job......for one thing he shouldn't have access to that weapon, again the idea is that his ability to use a powerful weapon makes the weapon appear overpowered. pretty simple solution to solving something like that, make it expensive enough base price that he'll never afford it, or better yet, just don't let him buy it at all. reduce the base damage so that without the SS headshot bonus, a non-SS won't get a one-shot, two-shot or three-shot decap with it, but a high level SS will. although note that if you agree to the fact that the power of the weapon should be different for the perk that is using it, then you also establish that it is the role of that perk to use that weapon in order to be more effective at completing a task (in this case FP decap/elimination) than another class would be at using the same weapon.
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