What do you think is going to be the new weapons for the Sniper?

/RAGE

Why do people think a melee weapon is meant to be ranged? They screwed up with giving he scout a projectile "melee" weapon, I hope they don't do it again. If anything, the melee weapon should be something like:

R= Agreed

(Unnamed) ~ melee
(Blade)

Slightly increased speed on attack (the blade moves faster, so you can get more hits)
Slightly shorter range.
Has a +25% critical chance
Slows the sniper down -25%

It would be better of it only slowed down the sniper -%15, %25 seems a little too extreme. The rest is excellent IMO.

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(Unnamed) ~ Secondry
(Silenced SMG)

Makes less noise (easier for corner/camper snipers to stay hidden)
Slower reload and fire rate.
On kill, gives a +30% critical chance with the secondry weapon.
Less ammo.

I feel that since it shoots slower, maybe it should have more ammo.

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(Unnamed) ~ Primary
(Sniper Rifle)

Faster Reload
Faster Rate of fire
No headshot criticals.
+25% critical chance
Has a clip of 3 bullets, then reload. (May take this out, not sure)

Nice idea. My image of the new sniper would be:

a semiautomatic rifle
clip recharged
clip cap. 5 rounds
no laser
%25 less damage
No crits.
%50 more zoom
takes %25 less to recharge the battery

And as you can see, we agree on many stuff that should be done to the sniper.
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That is personally what I would do :D

~M

For those who didn't notice, my reply is on the quote ;):)
 
Barrett M107 .50 Caliber sniper rifle: Instant kill. Cons: SLOW reload time, HIGH recoil. Also, noise makes it easier to locate sniper.

NO! TF2 SHOULD NEVER EVER EVER EVER HAVE AN AWP! I would honestly stop playing this game. AWP is one of the main reasons I quit CSS. It wouldn't fit at all in TF2 I think.
 
if they put an instant kill sniper weapon into this game, I would just uninstall. Instant kill would ruin the balance.
 
I actually really like the idea of a map where you can see the people on the enemy team, it takes away alot of your defense but in return you can help your team by telling where people are, however it shouldnt show disguised spies. (Oh and no airstrike or dogs :P)
 
Sorry, but isn't a fully charged headshot an instant kill?

Meant body shot instant kill. And no, a fully charged headshot doesn't always instant kill heavies.
 
It could be offset by an extreme waiting time for reload and by being more difficult to aim. Headshots would be instant kill, other areas would substain more damage then normal. However, the reload period would turn you into a sitting duck, unable to move while reloading and taking time to do so while making noise.

I stand by my Dragunov idea, though.
 
my thoughts on this revolve around the idea of who the sniper's greatest enemies are. i don't play sniper much because i'm horrible (really ought to practice), but it seems to me spies and enemy snipers pose the greatest threat (spies can get close without being sniped, and enemy snipers don't need to get close). that being said, i think the best benefit to the sniper would be upgrades which addressed these issues.
land mines if a sniper has a position he/she wants to snipe from without being bothered by spies, these can be strategically placed around his/her location to take out any spies sneaking up. to make it fair, they shouldn't go off when a spy is disguised, but during/after an attack when the disguise is removed, the spy would be blowed all up. if a mine has not discharged, the sniper can pick it up for re-use or placement in another location. placement must be well thought out, though, because like stickies, rockets, sentries, etc, they can hurt the player who originated them. granted, this doesn't necessarily seem in the spirit of the sniper character, but it would be helpful. as someone who plays spy, this would annoy the crap out of me, thus, i deem it effective. could be helpful with any other enemies who manage to get close, as well.
smoke screen as for dealing with enemy snipers, the first thing which pops into my head is some sort of smoke screen which could be used to obstruct the view from certain angles, allowing the sniper to target along other angles with less fear of being sniped themselves from areas they aren't watching. downfall is, of course, the sniper's own view is obstructed in the direction of the screen, and in some circumstances, it could give away his/her position. could be used for distraction, as well.
just some thoughts from someone who doesn't really play sniper anyway.
 
I know!
How about a sniper constructed out of Magnum .44's which doesn't require to be shot and instantly kills people if you so much as point in their direction. Also, it creates a forcefield around the sniper, preventing headshots and reflecting backstabs.

/jk

I really don't know, the class is good enough as it is. Boomerang would be nice tho.
 
my thoughts on this revolve around the idea of who the sniper's greatest enemies are. i don't play sniper much because i'm horrible (really ought to practice), but it seems to me spies and enemy snipers pose the greatest threat (spies can get close without being sniped, and enemy snipers don't need to get close). that being said, i think the best benefit to the sniper would be upgrades which addressed these issues.
land mines if a sniper has a position he/she wants to snipe from without being bothered by spies, these can be strategically placed around his/her location to take out any spies sneaking up. to make it fair, they shouldn't go off when a spy is disguised, but during/after an attack when the disguise is removed, the spy would be blowed all up. if a mine has not discharged, the sniper can pick it up for re-use or placement in another location. placement must be well thought out, though, because like stickies, rockets, sentries, etc, they can hurt the player who originated them. granted, this doesn't necessarily seem in the spirit of the sniper character, but it would be helpful. as someone who plays spy, this would annoy the crap out of me, thus, i deem it effective. could be helpful with any other enemies who manage to get close, as well.
smoke screen as for dealing with enemy snipers, the first thing which pops into my head is some sort of smoke screen which could be used to obstruct the view from certain angles, allowing the sniper to target along other angles with less fear of being sniped themselves from areas they aren't watching. downfall is, of course, the sniper's own view is obstructed in the direction of the screen, and in some circumstances, it could give away his/her position. could be used for distraction, as well.
just some thoughts from someone who doesn't really play sniper anyway.

I'm going to agree with the smoke grenade idea. I'm thinking Rainbow Six Three on this one. Other possible ideas would be thermal goggles to detect incoming hostiles.
 
Sorry, but isn't a fully charged headshot an instant kill?

No, it's not instant kill. Not only to you have to zoom in and wait a few second (thus not instant) to even have the opportunity to one-shot someone, you also need a headshot on the higher-HP'ed classes on top of that. So no matter what, it takes time to charge for an instant kill, be it head or body shot. And even then, in some cases you'll need a headshot, which is skill based.

I think the comparison here was to AWPing in CS...installing a zoomed out crosshair lets you aim before you zoom, meaning you right click to zoom and left click instantly for a quick body, leg, arm shot for an instant gib kill. Then if you're SUPER DUPER LEET you hit "last used weapon" 2 times quick to shave .001 seconds off your reload...Man I don't miss CS, not one bit.
 
/RAGE

Why do people think a melee weapon is meant to be ranged? They screwed up with giving he scout a projectile "melee" weapon, I hope they don't do it again. If anything, the melee weapon should be something like:

(Unnamed) ~ melee
(Blade)

Slightly increased speed on attack (the blade moves faster, so you can get more hits)
Slightly shorter range.
Has a +15% critical chance
Slows the sniper down -15%

So a blade less effective against scouts? Shorter range means you have to get closer and on top of that you become even slower. The scout would have no problems getting out of range in time before the sniper gets a chance to swing the blade. Sure you swing faster but that speed is no good if your victim is already out of range. The crit would be the only positive in my mind and that wouldn't be enough for me to switch

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(Unnamed) ~ Secondry
(Silenced SMG)

Makes less noise (easier for corner/camper snipers to stay hidden)
Slower reload and fire rate.
On kill, gives a +30% critical chance with the secondry weapon for 8 secs
Less ammo.

I like this one a lot. Personally I never use the SMG because I can't seem to kill anything with it. I would actually take the time to get better with the SMG in order to take advantage of the 30% more crits.
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(Unnamed) ~ Primary
(Sniper Rifle)

Faster Reload
Faster Rate of fire
No headshot criticals.
+10% critical chance
Has a clip of 5 bullets, then reload. (May take this out, not sure)

I don't like this idea. This rewards the sniper for not aiming. The normal sniper rifle takes skill to get a headshot. The rifle you're suggesting would make it pointless to aim at the head. The sniper now has a bigger target to aim at and 1 our of 10 shots is a crit.

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That is personally what I would do :D

~M


EDITED: Changed crit chances

My thoughts are in the quote.
 
I really like the Binoculars idea, but so far they've got the piss-jar, which I have to say is just a little bit more awesome.
 
I really like the Binoculars idea, but so far they've got the piss-jar, which I have to say is just a little bit more awesome.

What would it do?! Use it (which takes 5 seconds) to have 30 seconds of faster movement?!

I think some of these sniper rifles are kinda under-powered. The headshot is the best part of sniping, and to take away that satisfaction would make it not seem like sniping at all. Maybe a rifle with "night vision" where it uses a type of sonar or laser to reveal the location of all enemies, including cloaked spies. The downfall to that weapon is the same, the scoped view is opaque and would have a delay in the view of farther locations.
 
What would it do?! Use it (which takes 5 seconds) to have 30 seconds of faster movement?!

I think some of these sniper rifles are kinda under-powered. The headshot is the best part of sniping, and to take away that satisfaction would make it not seem like sniping at all. Maybe a rifle with "night vision" where it uses a type of sonar or laser to reveal the location of all enemies, including cloaked spies. The downfall to that weapon is the same, the scoped view is opaque and would have a delay in the view of farther locations.

why not have a heat-sight scope on the new sniper?
 
What would it do?! Use it (which takes 5 seconds) to have 30 seconds of faster movement?!

I think some of these sniper rifles are kinda under-powered. The headshot is the best part of sniping, and to take away that satisfaction would make it not seem like sniping at all. Maybe a rifle with "night vision" where it uses a type of sonar or laser to reveal the location of all enemies, including cloaked spies. The downfall to that weapon is the same, the scoped view is opaque and would have a delay in the view of farther locations.
If you're talking about the piss-jar, nothing's more awesome than humiliating your opponent with a jar of your own bodily fluids. As for the binoculars, it's not a sniper rifle, and the idea is good - it gives the Sniper a good scouting function to scope out spies and classes that like to ambush like the Pyro.
 
If you're talking about the piss-jar, nothing's more awesome than humiliating your opponent with a jar of your own bodily fluids. As for the binoculars, it's not a sniper rifle, and the idea is good - it gives the Sniper a good scouting function to scope out spies and classes that like to ambush like the Pyro.

i agree, because that function would be able to enhance "teamwork".

Kinda stole the whole concept from WoW with the "Hunter's Mark"

basically to present to the team the highest threat and its location
(Snipers do not just kill, but scout)
 
In my ideas, I have to say, I was looking at making the sniper more able in closer quarter combat, ie mid range.

You have to remember with a +15% +crit chance that brings the overal crit percentage to around 30% base, so if you are a good sniper that crit chance will increase as well.

With the sniper rifle, I thought of taking the headshot away to balance it out. Faster reload, 5 shots without realoding, faster rate of fire, and a +10% critical chance. Now, what I could do is make it 25% less powerful than the sniper rifle, or even 30% - 45% is this a better idea? Which means, headshot criticals, but they probably wont kill in one shot with a full charge.
 
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