A Rework of The Trainyard Sniper

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Generic

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Aug 6, 2020
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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
 
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Dragu

roleplay extraordinaire
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Aug 10, 2019
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Not to mention that usually, sniper hits are a 1-shot-kill, unless you get hit in the legs. I say that in addition to removing the diamond indicator, the damage of the Combine sniper rifle should be nerfed to prevent 1-shot-kills altogether, to give well-developed characters a chance to escape, albeit heavily wounded. Having your character be instantly (permanently) killed by a sniper is not fun. I disagree with the "you knew the risk" argument, because the canals are one of the only safe spots for (openly) rebel characters to roleplay in without any Combine interference, since the sewers can be sweeped and have had increased CP presence as of late (workshifts).
I also advise @Aspect to update the PK rules accordingly, and add a note regarding negligence and areas, where characters will always be permanently killed.
 
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Vice-9s sniper laser was off the entire it was a bitch to avoid it.

Other then that snipers should be told ton not specificly aim for the head but more limbs or chest
 

Aspect™

Tinkering Away.
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The 'Wall-hacks' that snipers have are not actually an intended feature. The red diamond is just the lead indicator that helps snipers align their shots better (I'll address this in a moment). When a player goes behind a wall / an actual source brush, the sniper can in fact not see the indicator. As far as I am aware, there is no way to prevent it from showing players through props, but I will look into it and see if I can get it to not render if a prop is in the way.

Now, regarding the aim assistant, it is going to stay. The soldier that is sitting in that nest has extensive training and increased reflexes through the process of transhumanization. Realistically, a malnourished citizen wouldn't have a great chance of dodging the bullet. Regardless of that, the sniper is actually quite difficult to aim and hit people with when they are a great distance away anyway, which balances out the aim assistant. More often than not, most players manage to dodge the sniper's shots, or get away with a leg/hand injury, at worst.

To remind everyone, it was added to discourage players from attempting to cross the train yard and getting to the canals in an effort to keep more people within the city, and subsequently closer to each-other to enhance roleplay, as opposed to having the server essentially being split in half, like in the first few weeks when the Canals were added.
 

Generic

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Aug 6, 2020
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The 'Wall-hacks' that snipers have are not actually an intended feature. The red diamond is just the lead indicator that helps snipers align their shots better
Thank you for clarifying this.

To remind everyone, it was added to discourage players from attempting to cross the train yard and getting to the canals in an effort to keep more people within the city, and subsequently closer to each-other to enhance roleplay, as opposed to having the server essentially being split in half, like in the first few weeks when the Canals were added.
In my sequel post to this, I address ways that this can be done that provide roleplay along with keeping people in the city.

Now, regarding the aim assistant, it is going to stay. The soldier that is sitting in that nest has extensive training and increased reflexes through the process of transhumanization. Realistically, a malnourished citizen wouldn't have a great chance of dodging the bullet.
I get that it is realistic, but an important aspect of a server or a game is knowing how to balance fun and realism. Yes, it's incredibly realistic that the sniper would be incredibly well trained, but I think that adding an assistant to it, along with the super increased bullet speed just destroys any fun in the situation.
 

Aspect™

Tinkering Away.
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Developer
Aug 4, 2019
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City 8, District 3
hl2rp.net
I get that it is realistic, but an important aspect of a server or a game is knowing how to balance fun and realism. Yes, it's incredibly realistic that the sniper would be incredibly well trained, but I think that adding an assistant to it, along with the super increased bullet speed just destroys any fun in the situation.

Normal weapons use hitscan, the sniper has bullet speed. It's at least something. I get that it's not really fun, but we gotta control the number of people traversing through there.
Although this connects with the other canal thread so not sure what else there is to say here.
 

Generic

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Aug 6, 2020
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Normal weapons use hitscan, the sniper has bullet speed. It's at least something.
Normal weapons don't take off large chunks of players health immediately, and more often than not S2K is not used w/ normal weapons.
but we gotta control the number of people traversing through there.
Although this connects with the other canal thread so not sure what else there is to say here.
Yes and in that post, I explain why the sniper isn't the best way of controlling the number of people.
 
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