Snipers currently are massively overtuned

–*Edit - please note this thread has been resurrected from a previous time *–

The gap between hearing/seeing a sniper and them firing, and then their subsequent fire rate, is just too fast at lvl4/5.

I’m not talking about the instances when you can spot them a mile off making them trivial. But just stepping around the corner to get a bead on them and bang; you’re hit for 100% toughness and 60% health.

I’ve been patient and waited a couple of weeks to see if it was just a bad game here or there, or an ageing cerebrum slowing me down. But in my first 300 hours of playing I didn’t worry about them. Now they’re just an effective health-melt where i’ve no time to react. I can’t duck. I try to dodge but get hit anyway.

Sure. L2P. But they’re not on a par with other specials right now, at least in my opinion.

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I actually like snipers. Most of the time though they function in a fair way, taking a moment to aim properly at you and giving you a chance to dodge. That feels pretty fair to me.

What I don’t like is entering a room, sniper in some corner immediately turns around and shoots you, not bothering to lock onto you with a laser. Those situations are extremely hard to dodge and don’t give the player much of any warning. Those situations don’t feel very fair at all.

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While it´s actually hard to compare apple to bananas, the most enemy-units just got nerfed because of a lot “mimimi”.

That said, besides sniper-missions and scripted ones at events, they´re pretty rare most of the times. Often one teammember will shout them out, but it´s not hearable at all while you´re fighting.
The comparison to the most specials… disablers… is not really possible since they´ve a complete different job to do. Yes, sniper do hurt and might kill you, meanwhile disablers can be easily get killed, give the team time to react etc… but that´s in general more based on the situation.

Dunno if shotgunner / gunner count as specialists, but hey… looking at shocktroop, flamer does no matter how, all 3 of them got nerfed to the ground. I remember when gunners have been everywhere, now they seem less of a thing. Shotgunners have been really strong, melting your toughness with 1 hit on a huge range, now they´re just a shadow of what they´ve meant to be. And flamers… unless you stuck in a corner, they can´t do anything to hurt you.

Bombers and poxbursters… tzz…

I mean, there is a reason why more and more hunt for damnation high int shocktroop only. You get spammed with specialists and normally it should hit hard, but most of the times teams have an answer against them.
It already shows how weak they´re and that FS needs to throw a lot of them on us at once to actually make them a threat. The last patch where mutants and hounds got “fixed” made them less of a threat aswell.

So far sniper are fine as they´re. Let them be the threat specials should be in general… give other specials and elites their power back should be the solution.

That’ a fair reply. :+1:

I’m not in a race to the bottom. As much as anyone else I want to find a challenge at my level; and those right at the top above me need a challenge too.

From my perspective; I’m comfortable at T5 with all my characters. Of all the specials right now though, I’m struggling with the sniper because I don’t know they’re on the playing field until I get shot.

That’s not because I’m not being observant I don’t think. In fact - I think that’s my best attribute above say twitch skills or chain patterns. It’s just that [in certain instances] they’re appearing silently or point blank in front of you, and insta-firing as soon as you’re in LOS. My critique is because right now, that’s unplayable.

It’s not a dissimilar argument I don’t suppose to pox bursters just leaping out of a door next to you. Except maybe I guess you can at least see the door /shrug/.

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I’ve been insta-shot a few times. It’s not every time, but it’s mostly in higher ping situations. You’ll get shot right as the laser lands on you, or you get shot while dodging. Rarely happens in lower ping for me.

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I’ve seen the sniper insta shots, but fwiw I think that’s not intended.

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Its not a l2p thing, originally they has a deliberate sequence of things that happened before they fired and the timings between those things have been changing (mostly getting shorter) on and off in small ways for ages.

A while ago the sound effect when they are scoped just before they fired gave you warning to dodge before the shot came in now its almost simultaneous.

If you play a bit everyday like I used to you’ll notice little things like this as they tinker with the timings. If your lagging a bit which lets be fair you normally are on these servers they can be quite deadly. Try playing in the morning rather than the evening (eu) and you’ll notice they are much easier to dodge.

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Just happened to me again.
Running damnation with grims, you just get insta gibbed out of nowhere.
Poof. On the floor.

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Dodging their shots is ping-dependant, and they have no lag compensation right now (there’s a video clearly showcasing that somewhere), unlike dogs which apparently have become trivial to dodge. But even that adjustment took ages.

The difference between 70ms and 0ms ping is so egregious, it’s leading me to believe the devs aren’t playing on their own servers or something, and instead test stuff over closed networks :thinking: And then, when we ask for client-side hit detection, we might as well shout at a wall.
Overall, FS as a game developer company has big QA issues…

Edit : video was on reddit actually. Reddit - Dive into anything

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I disagree. Improve your situational awareness or kindly ask Hadron to upgrade it.

The snipers are easy enough to engage and hear. Yes they’re a threat. That’s their purpose. Don’t ask for the world to be easier, raise to the challenge and become a hard (wo)man who does hard things instead.

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This is the only problem with snipers and its a server one. The server doesnt elect to tell you you’re about to get blasted. Just like sometimes the server informs me i’m about to be hit by a groaner on mine cushy rear end by reducing my health and toughnrss.

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I’m still in favor of giving snipers a sound cue for when one of them spawns.

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Especially if the hit was from something that’s a good sprint to be able to hit yourself.
And sometimes sniper audio cues actually coming in after you get hit.

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For me personally snipers are way overpowered, especially when they spawn more than one on higher difficulty when whole team is focusing on mini Boss like Plague Ogryn / Chaos Spawn / Nurgle Beast.
They should be tuned down, in one shot whole toughness and number of wounds? Thats way too much.

When they work I don’t have an issue with snipers. But like many other elements of hit reg when they go sour they absolutely demolish you and are actually worth running sniper resist on anyone but ogryn, so I’m torn. Not hit reg on shooting so much as the game acknowledging dodge/slide state or actual cover.

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The problem is that inconsistency due to lag is not difficulty, and it’s virtually impossible to adapt to in the most extreme circumstances because it can be so variable, even within the same match.

The offline timing windows on the dodges in this game are incredibly lenient. Like, anyone coming from any major fighting game or even most of the old Monster Hunter games is going to scoff at Tide series timing windows. If this game had proper netcode (see client side server authenticated) those windows could be made shorter and the game made objectively, consistently more difficult.

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Yeah. Dodging the sniper’s very first shot, before you can reliably see their red laser, requires mad levels of reflexes and awareness. Afterwards, if their laser is trained on you, it’s more a matter of timing.

But yeah, there’s a video going around on youtube showing how easy it is to dodge anything in offline mode in the Psykharium.

The netcode just f*cking sucks.

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Warning shots? Sound Cues? Hmm…

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literally don’t in any context stop sliding. there’s no gain in running around in this game, if you are sliding you are safe from snipers.

the only thing i would change is them automatically getting airshots since sometimes you can start a drop and not realize until you’re in the air that you’re targetted and this song starts to play as you get airshot. you can’t midair dodge, so that’s kinda rough.

Showing my age here, but does anyone else remember when bunny-hopping was the de-facto method of travel in CS/TFC ? (half life mod versions). And how ridiculous that was. And how ridiculous it is in darktide that sliding is a viable method of travel?

Surely you’d think in game development phase, when they added a dodge limit to weapons, that someone in the team would say “should we have a slide limit? Maybe … yes, how about setting it to ONE ?”

*edit. Oh, also, this is a thread necro. I don’t think snipers are as much an issue right now (July’23) if you land an instance that isn’t too laggy. The OP I suspect may have been due to some tuning on the DS side, but equally likely influenced by lag.

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