Suggestion: In its current state, the sniper is a little bit too overpowered. The main problem that contributes to its OP-ness is the "wallhacks" that it has. Even when behind obstacles, players are highlighted by a red diamond that allows the player playing as the sniper to constantly know the position of their target, no matter where they are. Not only does this provide wallhacks, but the diamond also acts as a lead indicator on moving targets. These two things combined make it incredibly easy to hit a target, even enabling the OTA to easily pre-fire as shown in this video at 0:33. There is really no in-universe explanation as to why the OTA have the ability to see targets through walls unless a scanner was present. To my knowledge, CIDs are not tracked and Citizens do not have any bio-signature implanted in them.
I think that a good change could be to remove the red diamonds all together when scanners are not present and to add a small amount of latency to them. This would make the sniper require a little bit more skill, and allow players to have a better chance to avoid having their character erased by said sniper. Also, I noticed a few shots were fired by VICE-9's Sniper char, even when his laser wasn't active. This definitely shouldn't be possible, as it removes the only way for a player to know whether or not it is safe to try and make a run for it.
Why it would be worth adding: As previously stated, the sniper in its current state is incredibly overpowered and outright not fun to deal with. If something is going to be able to instantly erase all of the development of your character, I don't think it should have constant latency-free wallhacks to make things even easier for itself. The argument that "the canals should be risky to get to" will be addressed in my next post, where I will present methods of making the canals riskier to get through, which will also provide roleplay to anyone trying to get to them.
Necessary content: A bit of coding
I think that a good change could be to remove the red diamonds all together when scanners are not present and to add a small amount of latency to them. This would make the sniper require a little bit more skill, and allow players to have a better chance to avoid having their character erased by said sniper. Also, I noticed a few shots were fired by VICE-9's Sniper char, even when his laser wasn't active. This definitely shouldn't be possible, as it removes the only way for a player to know whether or not it is safe to try and make a run for it.
Why it would be worth adding: As previously stated, the sniper in its current state is incredibly overpowered and outright not fun to deal with. If something is going to be able to instantly erase all of the development of your character, I don't think it should have constant latency-free wallhacks to make things even easier for itself. The argument that "the canals should be risky to get to" will be addressed in my next post, where I will present methods of making the canals riskier to get through, which will also provide roleplay to anyone trying to get to them.
Necessary content: A bit of coding
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