The problem with relying upon the party calling out “sniper” is that sometimes those sounds won’t play if some other audio clip has its foot in the door so to speak. There might be a sniper, but the party won’t say anything because they’re busy calling out a rager.
IMO the biggest problem with the sniper’s laser pointer is that it can get lost in the visual noise amidst traitor guard firing lasgun shots at you. Especially if the attacks are coming from behind or the sides.
I think a good fix to make it easier to identify snipers would be to change the color of their weapon. Perhaps give them a green or blue laser so that it stands out from all other weapons.
This has been one of my biggest grievances with the game so far. On higher difficulties, not knowing EXACTLY when a sniper spawns can end a game singlehandedly. They need an explicit audio queue. I know they are supposed to be stealthy, but they are one of the most terrifying enemies so far in my experience.
And sometimes snipers can spawn in unreachable areas (very likely bugged), which makes them unkillable too… (Even psykers cannot see them/target them using their ability.
I get hit by a sniper (no laser, no callout, and i’m not even distracted by a horde), and THEN I hear the shot coming from the sniper. This has happened so many times, and I doubt server lag has much to do with it, as the server seems completely fine and responsive in virtually every other way.
Sometimes Pox Bursters don’t get pushed (with Ogryn on full stamina mind you), and sometimes the hacking minigame requires clicking the button before or after the symbol highlight…but snipers are definitely the biggest issue in higher level gameplay in terms of bugginess/no work around.
Love the suggestions about changing laser color to green, adding a spawn alert sound/voice to snipers, etc.
No, they call out when they spawn. But if too much us happening it will “drown” and not come.
Also, yes, if one tags them this will also create a call out.
While I get what the OP is about “alert for snipers” - we do not have that (unlike e.g. flamers or bombers), but it just makes sense that snipers come in stealthily.
Plus, before they shoot we GET an alert, as many have pointed out. First a laser, followed by a “flash” and a strange “pling”-sound.
Are they sometimes too sneaky? Yes. Is that what being a sniper is about? Yes.
Seems like they are quite right.
That we sometimes get like five all over the place, is another matter.
I have pointed out that those three indicators are unreliable, the laser especially. Half the time it doesn’t appear, due to one reason or another, and there goes the most obvious thing.
No pre-alerts for snipers please. They are one of the most fun specials to deal with, and create really interesting situations that require you to adapt your strategy.
Some things should be changed, they are not perfect. Like the fact that they can shoot you through a fence but you can’t tag them through a fence, or buggy behaviour like shooting through cover. But I wouldn’t like them to be more telegraphed than they already are.
I would argue that if a single sniper puts an end to your team then you had bigger problems than the sniper. The shooting sound is very recognisable, so after the first shot (hit or miss) the whole team should know there’s a sniper around. That’s your cue. If a teammate loosing half their health ends your mission then it means you had been overwhelmed by other stuff. The sniper’s first shot is only the cherry on top of an already bad situation.
I like the surprise factor, and I like the chaos and intensity that a surprise sniper generates. I also don’t mind loosing a mission every now and then, if that’s what it comes down to, it’s part of the fun
It’s less a call for another indicator, more to make the laser less buggy and actually appear when and where it should. I’ve noticed it tends to get stopped by chain link fences a lot for example, or other objects that can be shot through.
Seeing a lot of people saying it’s a skill issue. I feel like that’s sorta narrow minded.
Remember that games are supposed to be fun. Does having an audio queue for snipers ruin the game completely for you?
Also, consider that not everyone has premade groups and sometimes group up with randoms. You cannot guarantee a party will be able to deal with things, as sometimes people simply don’t work well together. I understand that’s part of the challenge, but unless it’s a guarantee to have a fully capable team, I feel like a lot of things should be tuned with randomly put together teams in mind, that may not be able to work together easily. Hence why we should have an audio queue for snipers and other elites that can be game-enders if you don’t know how to deal with it. Please keep in mind not everyone has a proper team that knows the game in and out.
I mostly play with randoms and snipers are -again- no issue (regarding their spawn/ call out/ alert).
Problem is if there are several, but then one even has problems with a pre-made group.
I also do not think it is a “skill issue” per se, snipers are just… snipers and players only need to roll with this regard. After “getting” this, snipers become much more fun to play against.
That sometimes the laser gets blocked it mean, but not more as some Rager or even a Crusher hiding behind a door/ corner or in a horde.
But yes, if the team only has Ogryn flak cannon, flamer and shotguns, it is like a death sentence on some maps/ situations. But then again, alerts, lasers or sound cues would not help here.
I find snipers to be one of the most consistent enemies in the game. Over some 125 hours in the game, I’ve only had a handful of times when I’ve been shot through cover or hit by a shot that I clearly dodged. Sure, it can be frustrating when you get shot in the back of the head suddenly, but that’s just the name of the game. If you don’t keep your head on a swivel, it gets taken off.
Only part when things get dicey is if the only long range guy gets stomped. I’ve had to do some fairly crazy dances as ogryn to take out snipers.
On higher difficulties where they spawn a lot, sometimes you can get an instashot as soon as you step out from a corridor or go around the corner, like they already preaimed you through the textures. Also their laser sight is dissapearing sometimes.
Here is one possible way they could improve things WITHOUT adding a callout
Increase the time before their very first shot, and the time their laser sight appears. (any shots afterwards would work normally). Call it “getting into position”.
Right now, on Malice, it feels like if you are in the open, you have roughly 1 second to react as soon as the laser sight appears. Often times, you arent even facing that directly, and thus, dont see it. Its just BAM you are hit, and based on the damage, you know its a sniper.
There simply needs to be more time for players to react, something that could scale down on harder difficulties.
Maybe, a red glow on your screen from where the direction of the laser sight is hitting you from, to help when they sneak up behind you “unfairly”