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Posted

Instead of being a percent damage increase like Rifle Amp. Would changing it to give automatic crit damage on a headshot be more effective? While it could lead to some drastic damage increases, it would promote a more skillful game play that snipers tend to give players. Especially considering That last i heard rifle amp still effects snipers, and is 7% more effective than dead eye. Just an idea to change dead eye into something people might use. 

Posted

Thats why i think something like this could bring them some love. Sniper rifles are already a rare sight. It might not be the best idea, but i think it would be a cool step in the right direction.

Posted

Using Lanka right now. Great gun.

Mod it for procs with electric and gas and you've got some CC too =)

Might not be the most damage per shot, but alot of fun to line up some enemies and rail gun them down.

 

Aiming for the head isn't always what you want. yeah it might get you some additional damage but I'd rather take standard damage over that. Possibly firerate + damage or something like that.

Posted

At the very least give it two more ranks (r5 max), and it will beat out Rifle Amp on sniper rifles.

 

Adding a bonus to Headshots screws over Sonar even *more* than it already has been screwed over.

 

 

As to the "but it wouldn't help me because I don't aim" crowd, they wouldn't use the aura anyways.

 

As to Lactamid....

Bro, you just don't care about free damage for effectively no extra effort? Oooookay....

Posted

I personally prefer my vectis. And i love doing t3 survivals. Giving sniper rifles the ability to have reliable crits would allow them to scale much further into Survivals. But without just making them the new flavor of the month op weapons that just spray and pray to win. 

Posted

Sonar sometimes makes heads the weakpoint. It would allow for some really crazy damage, it would just make it less effective to shoot anywhere else. Making sonar less effective for non-headshot weakpoints. 

Posted

Sonar sometimes makes heads the weakpoint. It would allow for some really crazy damage, it would just make it less effective to shoot anywhere else. Making sonar less effective for non-headshot weakpoints. 

 

Wait so, are you saying we shouldn't give any headshot bonus (other than the default x2) to Sonar, or are you saying we should?

 

Because right now, Molec Prime is better at providing a damage amp than Sonar until the Banshee is running +60% Strength.

Posted

If Dead Eye's going to be radically changed it should be a bonus to crit chance and multiplier.  A little +chance would fix the 90% multishot issue on low-RoF snipers and although the +multiplier would generally just be more overkill it would give a reason to rank the aura above level 0.

 

As a damage bonus it's just a rare, weaker version of Rifle Amp that only works on a few weapons (which would benefit more from using Rifle Amp).

Posted

If Dead Eye's going to be radically changed it should be a bonus to crit chance and multiplier.  A little +chance would fix the 90% multishot issue on low-RoF snipers and although the +multiplier would generally just be more overkill it would give a reason to rank the aura above level 0.

 

As a damage bonus it's just a rare, weaker version of Rifle Amp that only works on a few weapons (which would benefit more from using Rifle Amp).

 

You mean +multishot, not +crit chance....

Posted

The problem with just buffing Dead Eye's damage (or leaving it as is, for that matter) is that sniper rifles are very rarely used.

So you either have an aura that contributes nothing to anyone but yourself, or you have a team full of mediocre weapons.

 

My recommendation for it was to change it to headshot bonus damage, which is clearly useful for a sniper but rewards the whole team's accuracy regardless of weapon choice.

Posted

You mean +multishot, not +crit chance....

First off: you're absolutely correct. I was posting too early in the morning before my brain had properly thawed.

Also, since auras stack & can be applied to a team up to 4 times a crit chance bonus would either be completely OP when equipped by all 4 tenno or completely insignificant when equipped by only 1.

My revised suggestion then: Dead Eye gives +10% critical damage and +3% multishot per rank for snipers only, up to 50% / 15%. That would make low - RoF rifles much more reliable in their damage output, guarantee a 2nd chance at critting (w/ max split chamber), and provide a modest critical damage overkill boost for everyone who will never have primed chamber.

Posted

The problem with just buffing Dead Eye's damage (or leaving it as is, for that matter) is that sniper rifles are very rarely used.

So you either have an aura that contributes nothing to anyone but yourself, or you have a team full of mediocre weapons.

 

My recommendation for it was to change it to headshot bonus damage, which is clearly useful for a sniper but rewards the whole team's accuracy regardless of weapon choice.

Absolutely true but that's an issue of selecting Dead Eye vs. Rifle Amp.

I also like the headshot idea but then you'd be preventing synergy with Sonar. Sonar's the one undeniable sniper-oriented power and it just makes sense that it should synergize with the sniper-only aura.

My thinking is that equipping Dead Eye means the rest of the team has to go without so it needs to offer the user something significant in return. Right now the only reason to use Dead Eye is if you want to gimp the whole team.

Posted

This would be another band-aid. Sniper rifles should have innate crit damage on headshots anyways, without the need of a mod.

What would you suggest as a way to provide a buff to snipers without breaking them?

Posted

What would you suggest as a way to provide a buff to snipers without breaking them?

I posted this in another thread but this was my idea:

 

-Raise sniper rifle critical multipliers to 2.5x or 3x.

-For snipers only, guarantee critical hit on headshot and roll randomly as normal otherwise.

-Make Dead Eye a headshot damage bonus aura mod.

-Give Vulkar and Snipetron acceptable reload speed.

 

This would make them far more powerful than they are now without hampering the viability of other weapons by comparison. What it would do is give reason for a squad to have a sniper, as with this model they can take down big enemies effectively, but still struggle against "The Horde" we find ourselves fighting in every mission.

Posted

I posted this in another thread but this was my idea:

 

-Raise sniper rifle critical multipliers to 2.5x or 3x.

-For snipers only, guarantee critical hit on headshot and roll randomly as normal otherwise.

-Make Dead Eye a headshot damage bonus aura mod.

-Give Vulkar and Snipetron acceptable reload speed.

 

This would make them far more powerful than they are now without hampering the viability of other weapons by comparison. What it would do is give reason for a squad to have a sniper, as with this model they can take down big enemies effectively, but still struggle against "The Horde" we find ourselves fighting in every mission.

That does sound more effective than my idea. And would give dead eye usability with other accurate guns that rely on headshots high level enemies.

Posted
-Raise sniper rifle critical multipliers to 2.5x or 3x.

-For snipers only, guarantee critical hit on headshot or sonarshot and roll randomly as normal otherwise.

-Make Dead Eye a headshot damage bonus aura mod.

-Give Vulkar and Snipetron acceptable reload speed..

 

Fify.

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