snipers

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  • Snipers confirmed for Titanfall, but quick- and no-scope shots are 'ineffective'

    by 
    Earnest Cavalli
    Earnest Cavalli
    12.30.2013

    Beyond the joys of stomping people into goo from the cockpit of a giant robot, Titanfall is largely a traditional shooter, though unlike other, modern console shooters Titanfall won't allow snipers to cheat the system. "Sniping is in the game, but due to how the game plays it's a pretty different animal than you'll find in your run of the mill modern military shooter," claimed "scriptacus," a representative of developer Respawn Entertainment in the game's forums. "Quick scoping and no scoping are ineffective." For those unfamiliar with the terms, "quick scoping" and "no scoping" allow snipers to drastically increase their fire rate by exploiting the way virtual rifles work. No scoping is simply firing without aiming and relying on the power of your gun to offset your lack of precision. Quick scoping is a practice in which virtual snipers learn to bring up the scope reticle only long enough to squeeze off one, quick shot. On consoles, where auto-aim has become standard, those who have mastered quick scoping can almost guarantee a hit - which is usually all a sniper will need. How Titanfall's developers plan to counter these tactics is unknown. It could be that players simply move too fast for quick scoping and no scoping to work properly (as in Tribes: Ascend), or Respawn may have increased the amount of time necessary to aim and then fire. We have attempted to contact the developer for further information, but have yet to hear back.

  • Snipers and biters: War of the Immortals opens up on Rangers and pets

    by 
    Justin Olivetti
    Justin Olivetti
    11.18.2011

    Who doesn't like playing a Ranger, really? Deadly at a distance, this fantasy version of military snipers gives players the immense satisfaction of dealing pain in large quantities before one's enemy can even close the gap to fight back. War of the Immortals, which is currently in closed beta, has a deep, abiding love for Rangers and their long-distance love. Did you know that Rangers get to ride sonic tigers to work every day? Makes your Prius look like a brick now, doesn't it? Rangers do sound sweet, and if you want a better look at them, you can watch the class spotlight trailer after the jump. Perfect World Entertainment is not only dishing out the love for Rangers but also the game's pet system. This system is perhaps a step beyond the typical attack dogs we see in other MMOs. For instance, you can not only teach your pets skills, but with the right souls ripped out of monsters, you can upgrade them and even combine them to create a completely new animal. If your pet's stats are really terrific, you can "fuse" yourself to that pet to gain a stat bonus at the expense of losing that particular beast for combat use (don't worry, you can have an additional pet to serve in that role).

  • Saving Captain Phillips recreates recent pirate attack

    by 
    Griffin McElroy
    Griffin McElroy
    04.21.2009

    We've recently had a betting pool going in the imaginary Joystiq offices in which we wagered how long it would take for a video game adaptation of the recent pirate attack of the Maersk Alabama to be developed. It's got all the necessary elements for a blockbuster action title: Snipers, heroic captains, climactic shootouts and, of course, nautical negotiations. Unfortunately, none of us had the gumption to bet such a game would surface in a mere nine days.Online gaming portal Games2Win recently uploaded Saving Captain Phillips, a Flash title that places you in the shoes of the three Navy SEAL snipers who did the titular saving. You're tasked with taking out four pirates holding Captain Phillips hostage on a lifeboat -- though in the real-life hostage situation, only three pirates were aboard the lifeboat when the saving took place. Disappointingly, the game is about as good as it is historically accurate. It's a solid effort, but we think we'll wait for Infinity Ward to try their hand at game-ifying the high seas standoff.

  • Fallen Earth video showcases lots of gameplay

    by 
    Kyle Horner
    Kyle Horner
    05.27.2008

    We've been following Fallen Earth for a while now, so it's very nice to finally see a new official video after waiting patiently for several months since the last. Everything looks like it's running incredibly smoothly too, which is a relief given the nature of the combat system in the game. Speaking of that, the combat looks pretty solid to us, but don't be fooled by the run-and-gun gameplay. Fallen Earth's MMO qualities are littered about in-between all the blazing guns you see in the footage. We do love those details. For instance, if you listen closely to the scene with the sniper scope you'll hear a nice clicking sound as the sharpshooter zooms in slightly.Beyond the guns, girls and giant mutants in the video, you'll also be seeing some footage of players riding their very own mounts. It's some sort of buggy from what we can gather, some might even consider it to be puma-like. Here's hoping for some mounted gun upgrades so our friends can have something to do while we drive them around the wastelands!

  • Feedback Friday aims its sights at Snipers

    by 
    Chris Chester
    Chris Chester
    05.16.2008

    Perhaps it was a bit naive of us to have assumed that the Destination Games crew was going to fix all the problems with Tabula Rasa's Sniper class on the first pass in patch 1.6. Despite the increased rate of fire more than compensating for the nerf to Torqueshell Rifle damage, Snipers as a group still felt like their DPS wasn't up to snuff and their role as a "one shot, one kill" nuker was compromised by confusing or underwhelming buff mechanics.In a spin on the usual feedback format, this week Critters picked the brain of developer Lee Ridout to ask him how he goes about playing his sniper. He goes through everything from what he feels the best Sniper builds are, to how he sets up his toolbar trays, to what situations he uses Shredder Ammo. This blogger has a feeling that some Snipers will take affront to this sort of pandering, but it could be a pretty handy guide for people only just cresting that Tier IV milestone.

  • TR's Ranger classes get a second look

    by 
    Chris Chester
    Chris Chester
    03.21.2008

    We're pleased to report that this week's Tabula Rasa Feedback Friday is uncharacteristically juicy. The decision was made in the Classes and Combat teams that Rangers and Spies needed a serious looking at in patch 1.7. Their logic was that the two Ranger classes, Spies and Snipers, are too narrowly restricted by their class-defining weapons. Snipers have been struggling with this recently with the changes to Torqueshell rifles. And while Spies have been anything but hindered by their spectacular Blade damage, their effectiveness discourages Spies from trying different tactics.Among the changes that will be heralded in patch 1.7 (it's worth reiterating here that patch 1.6 is still in testing and has no confirmed release date) is a new ability called Fire Support, which will take the place of Carpet Bombs in the Ranger repertoire. It's different effects at different ranks should give it increased utility for single-target DPS. Another ability with the potential to be quite cool is Tactical Evasion, which, at pump 5, would give the Ranger player the ability to set up a temporary beacon that you will teleport back to after a given amount of time. It sounds like a near way to rush into a crowded area, take out an important target, and get away quickly. To check out the full range of changes, make sure to check it out on the official site.

  • TR Sniper problems addressed

    by 
    Chris Chester
    Chris Chester
    03.14.2008

    Critters and the TR dev team have used this week's Feedback Friday to address the recent uproar that's risen up over the change to the Torqueshell rifles in patch 1.6. In line with our hopes, it seems like the development team has seen the light, and has decided to cede a little room to player feedback. They're working on another build for the test server that will change the nerf in Torqueshell damage from the 55% wollop that it was originally down to only about 75% of the pre-patch damage. With the increased rate of fire from the change in the shooting mechanic, this comes out to a far more favorable DPS number in the end.Critters goes on to explain how the development team's vision for the Torqueshell weapon and the Sniper class is one where players really have to know their class and have all their buffs and abilities in order to be able to achieve the one-shot one-kill scenarios that most Snipers have been clamoring for. The increased speed of attack also means that players will have more maneuverability and capacity to adapt during battle, instead of standing static waiting for their shot to go off.

  • TR's Sniper class targeted for nerf

    by 
    Chris Chester
    Chris Chester
    03.10.2008

    With patch 1.6 having sunk in a little bit over the weekend, ardent Tabula Rasa players are starting to emerge with some feedback from the new build on test. While the changes to experience modifiers were a welcome change for many people stuck in the pre-30 or pre-50 doldrums, one group we weren't expecting to hear griping were Snipers. We had been told that the Destination Games crew were working on the line of sight problems that had been largely hindering their long-distance damage, and the patch notes mentioned reworking their oft-bemoaned charge-up firing mechanic.According to a number of players on Planet TR's Sniper forum, while Torqueshell rifles, the Snipers' tier-4 class-defining weapon, have seen a modest 25% increase in their rate of fire with the firing mechanic change, they've also experienced a massive 55% single-shot damage reduction as well. This coming at the same time when most other weapons experienced modest damage increases, usually around 17%. The sad consequence is that many Snipers will end up shirking their Torqueshell rifles for regular rifles or chainguns to maximize their damage, effectively making them a squishy Commando-wannabe. It's not too late though – this is why things go on test, so they can be fixed? Right? Right?

  • DARPA's C-Sniper program to detect, neutralize enemy snipers

    by 
    Darren Murph
    Darren Murph
    04.29.2007

    Defense institutions have been attempting to find the secret of detecting snipers before they strike for a good while now, but DARPA's latest initiative seeks to not only pick up on enemy snipers before they attack, but to "neutralize" 'em while we're at it. More specifically, the "objectives of the C-Sniper program are to develop a system and supporting technologies for the detection and neutralization of enemy snipers before they can engage US Forces," and while plans for the installation are still foggy, officials are hoping to create a system that "operates day and night from a moving vehicle, and can provide the operator with sufficient information to make an engagement decision" in due time. Of course, once detection is made, the choice to react will still be left up to a human (at least for now, anyway), and there's even hints of utilizing lasers so long as operators are kept safe from their blinding ways. Per usual on DARPA-headed projects, there's no set timetable as to when our boys will be geared up with sniper-sniping technology, but we'd love to get this stuff into the latest first-person shooters as soon as feasibly possible. [Via Wired, image courtesy of PLIG]