This change, if implemented, will affect 3 different subsets of the game, Juice, Endorsements (and subsequently, class balance), and Sniper itself. I'll start with Sniper, my goal is to change how scoping in, and the unscoped accuracy of his rifle so that he is almost unerfed at long range, still able to hold his own at mid range, but almost completely useless at close range, as well as a change to the tracer as well so as to give away the Sniper's position to even the dumb players. First, the rifle will become akin to the railgun in that it won't fire a standard bullet. It will have two modes, Standard, and Focused. Standard is firing the weapon unscoped. It will work similarly to the Tank's railgun with the additional explosive effect. This will give the Sniper strong med-long range bot killing ability as well as allowing those new to shooter games a somewhat easier skill floor. For explosive damage, one slightly larger explosion (not more damaging). Focused mode is available while scoped. To kill quickscoping, there will be a 3 second delay from scoping in, to actually being able to use Focused mode. This mode differs from Standard in that it offers the ability to kill in one headshot, while lacking the explosive projectiles altogether. Having to reload means you will have to go through the 3 second delay again. Overall, the fire rate should get a slight nerf, not to the point it will hinder skilled aim, but to avoid spamming for headshots. This will further nerf close range ability. Next, is to take away his SMG and throw a Pistol his way instead. In all honestly, I thought it was pretty silly to have a sniper rifle, and an smg. The pistol will be fairly weak, and will require one click per bullet. Suitable to killing weakened enemies, but definitely not as a stand alone weapon system. And finally. In real life, a sniper places importance on landing his first shot, lest his enemies become aware of exactly where he is. I think this should be true for this game as well. The rifle will shoot a beam (like the Tank's railgun), with a more prominent explosion. (Think, the Vaporizer from Ratchet and Clank 2). When fired in Focused, the beam will become narrower to reflect it's status. Obviously, I'd be pretty elitist if I thought these changes were absolutely perfect, but I am hoping that there is something useful to be picked out of here and tweaked to everyone's liking. Again, the goal is not to hinder killing ability at long range, but severely cripple the Sniper at close range. My ideas for Juice and Endorsements will be submitted later.
I like the idea of the unfocused and focused, although I'm not sure about the delay, 3 seconds is a very very long time when it comes to it. The bullet trail is already noticeable enough, if someone is stupid enough to not understand where it comes from, they deserve to be headshotted after the 2nd/3rd/10th shot. The SMG is fine, if you want to nerf the sniper rifles power upclose, you better stay the **** away from nerfing that SMG.
3 seconds is too much of a delay but man, this is actually a pretty nice idea . Edit: Except just keep his SMG. :3
The sniper rifle idea is great, it would solve quickscoping a lot. About the smg, keep it...i can't aim a damn thing with sniper rifle so i go aggressive flak/trap/smg sniper. But the idea of a pistol is very cool, i mean the IDEA, it should not be implemented.
All that sounded fine until you again brought up a rate of fire nerf. I thought the point of all that was to not stick in a rate of fire nerf. I was agreeing, until I saw you did mention a rate of fire nerf in all that. So, you want all those nerfs on TOP of a rate of fire nerf? Don't want. Not in any shape or form. The rest sounded okay-ish, but the lack of damage without headshots on the sniper rifle already is pretty tame, why does it need to be lower? The making headshots require more scoping was the best idea there though.