TSA Sonic sniper

RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
<div class="IPBDescription">shoots through walls</div>How about a sonic sniper that shoot through walls. "Shoots through walls!?!?" I know, wait a minute.

Make a high cost research/purchase sniper for the marines that can shoot through walls to hit aliens players, but not structures (marines already have arcs).
The way I picture this is that the sniper has a sonar blip feature that when the marine chooses to use it sends out several consecutive 'clicks' which shows
a silhouette of alien players for each individual click. Only while aiming down scope will the clicks show silhouettes of the enemy aliens in a predominant color as opposed to basic geometry and structures.

For those who have used alien sight when activating alien sight the effect starts from in front of the player and sweeps out to the furthest visible point as for the sniper
the clicks would do the same thing, but through walls to a certain range. Now this would just make a silhouette with several outlines (interval between clicks would have to be experimented with) somewhat like a multiple frame photo: EXAMPLE >>> <a href="http://www.adverbox.com/media/campaigns/2006/10/skate4.jpg" target="_blank">http://www.adverbox.com/media/campaigns/2006/10/skate4.jpg</a>

As you can see the person has several frames of him moving, though in the respects of not making something to overpowered there would only be 3 to 5 clicks.
Now how do you aim in time with the 3-5 clicks? Well perhaps make the first click have a 0.75 or 1 second interval before the last few quicker clicks so the player can see
where to track then move and predict the shot. This will allow the sniper to be effective yet still not a permanent wall hack, add in a passive rechargeable scan bar which allows
the player to scan say 5 times if he was using it rapidly until the bar has to recharge before he use it again. This would hopefully maintain a good balance for the weapon.

Some other additions being it makes a faint click noise more noticeable to aliens to alert them of the marksman. And maybe for the alien whilst having alien vision on can see
the passing waves of the scan on their screen giving an idea of the location of the sniper.

The scan click and how fast it goes from the player to the furthest range will have to be rather quick as you would see the 'lagged' outline of the aliens position otherwise.

Let me know what you think!

Comments

  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Sounds like <a href="http://www.youtube.com/watch?v=WyPuBH9JY8A&feature=related" target="_blank">this</a>
  • scottyscotty Join Date: 2011-07-01 Member: 107400Members
    Nice idea! :)

    Hopefully more people will comment on this.

    Also can we get the sentry guns to fold up into laptops. haha Perfect dark such an epic game.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    edited August 2011
    The last person to suggest a shoot through walls sniper rifle was shot down already, I don't see this one being different. Marines don't need to snipe aliens through walls, that removes the point of waiting and hiding. You'd just end up with marines turtling in the next door room all with wallhack rifles killing people. Marines already have the advantage of range, you don't need to increase that by adding in the advantage of not even having to enter the same room as the enemy.

    Think of the scenarios.
    Marines going down to SA. He could:
    A: Risk being eaten by a skulk.
    B: Take a quick peek through the wall with his rifle to see if anythings waiting.

    Now they're outside of SA and the aliens are putting up a fight. The commander puts sentries in pipe junction and the marines can:
    A: Go inside, fight through the hydras and battle their way in/defend the arc.
    B: Sit outside in a turret farm and snipe eggs. If the rifle does any damage to structures whatsoever, everyone will get them and camp the hive, even if the damage is gorge spit level.

    Now they've killed everything in SA because the aliens only have a couple of ways in that are getting wall-hack sniped by 6 marines who don't even need to get anywhere near the enemy. Now they head to reactor. As they walk down the hallway they could:
    A: Go into reactor and risk being ambushed.
    B: Take out their handy dandy wall hack rifle and just look around to see if anything is waiting for them, not to mention if any resistance is coming.


    Do you see where I'm going here. It's not even a matter of damage, its a matter of being able to see enemies movement without actually seeing the enemy at no risk to yourself. It's easy to ambush a skulk when you know he's coming, it doesn't matter if you can't hit him when he's running around, you just follow where he goes, get out of his way, and wall hack him when he goes to wherever he's going. Having a single wall-hack rifle would give an unimaginable benefit to the team because as soon as he started firing everyone would get advanced warning something was coming and from where.

    It's just not necessary, it takes all the suspense and excitement out of the game. Even parasite only gives you a vague idea of exactly where someone is, it certainly doesn't show you in easy relation to where you're looking. Hell, not to mention you have to get line of sight on an enemy and run off afterward to make it work, and even then it's only until they die or get it removed.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Would make more sense as a upgrade for sentries.... or then just make it only like the gluon gun from HL, without showing enemy's place. Then it would be a nice combo to make with motion-tracking.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    It'd be cool, but totally op.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    Shooting through walls is the worst idea posted on these forums yet for all the reasons stated above. Aliens have to ambush to win. Please think through BOTH sides of an item or upgrade before posting.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1866795:date=Aug 5 2011, 04:45 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Aug 5 2011, 04:45 PM) <a href="index.php?act=findpost&pid=1866795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shooting through walls is the worst idea posted on these forums yet for all the reasons stated above. Aliens have to ambush to win. Please think through BOTH sides of an item or upgrade before posting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its not a terrible idea. For example, ARCs shoot through walls and it works just fine. There just has to be a strong downside to using the weapon so that it doesn't become massively op. WRT to the sonic sniper, the FOV could be severely reduced such that you're essentially blind to everything outside of the scope's vision (and, therefore, vulnerable to a skulk sneaking up on you).
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1866795:date=Aug 6 2011, 09:45 AM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Aug 6 2011, 09:45 AM) <a href="index.php?act=findpost&pid=1866795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shooting through walls is the worst idea posted on these forums yet for all the reasons stated above. Aliens have to ambush to win. Please think through BOTH sides of an item or upgrade before posting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've played NS1 for a while and I can agree this sniper isn't much in the current nature of NS2, but ambushing in NS1 with motion tracking was still balanced and playable for BOTH sides. As opposed to having your whole team able to see aliens with MT in NS1 one person could use this ability. Firstly buying this weapon means unless you're fighting some lerks you risk being ambushed as looking down sight restricts you to a certain FOV and scans as I mentioned alerts the aliens saying "hey I'm here I should have bought a shotgun". Plus the restricted amounts of short scans and the alien notification are more than feasible for the aliens to not stand still and prepare an ambush on the sniper.

    <!--quoteo(post=1866673:date=Aug 6 2011, 01:13 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 6 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1866673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now they've killed everything in SA because the aliens only have a couple of ways in that are getting wall-hack sniped by 6 marines who don't even need to get anywhere near the enemy. Now they head to reactor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    6 marines with snipers is a bad idea from the marines point of view, how? In the few last patches even with the fade nerf one fade can blink into a turret farm outside SA and take out a flamer which has being supporting the push and still get out. So what if a fade blinks in the player has long range weapon for close combat he cant stay sniping through walls as that will get him killed. One single fade brings such a moral boost to the aliens allowing skulks, lerks and bile kings do all the havoc as the fade is the bullet bag, Onos? And even if the door is locked @ pipe junction a fade can still blink his way around through Marine Start to ambush from behind.

    Against skulks yeh this sniper would be OP, but if you tried researching it early game to exploit its utility on skulks the marines would have no res for it and would die in 2 bites.

    I'm not asking to people to completely agree or this to be a feature in NS2 1.0, but I know it can work and could if at last chance be an idea for NS2 expansions/mods as i know UWE and customer modders will be cracking at this game for years.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1866802:date=Aug 5 2011, 08:01 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 5 2011, 08:01 PM) <a href="index.php?act=findpost&pid=1866802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its not a terrible idea. For example, ARCs shoot through walls and it works just fine. There just has to be a strong downside to using the weapon so that it doesn't become massively op. WRT to the sonic sniper, the FOV could be severely reduced such that you're essentially blind to everything outside of the scope's vision (and, therefore, vulnerable to a skulk sneaking up on you).<!--QuoteEnd--></div><!--QuoteEEnd-->

    understand how mechanics work before you just through them out there.

    Arcs only fire through walls at building and they need a marine to be able to see them to shoot.
  • scottyscotty Join Date: 2011-07-01 Member: 107400Members
    edited August 2011
    <!--quoteo(post=1866832:date=Aug 5 2011, 08:49 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 5 2011, 08:49 PM) <a href="index.php?act=findpost&pid=1866832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->understand how mechanics work before you just through them out there.

    Arcs only fire through walls at building and they need a marine to be able to see them to shoot.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <rant>
    Understand how to spell and understand what people are saying, before you post here. :)
    Why did you bother posting that?
    When did he say Arcs can attack anything and not need a LOS, that's right..he didn't. Read text, don't assume.
    Note: You can scan an area for an arcs LOS as well. (Shows you might not know the mechanics either).
    </rant>

    This is a good idea, and should be looked over more than once. Like remedy said, it has a major advantage (Though it costs a ###### load of res), and has a nice tactical draw back. But yeah, read his post fully..understand it and don't cry out "OP OP".
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    im against.
    Heavily even.

    IMO snipers dont belong in ANY game.
    They encourage camping and generally, snipers dont contribute anything to the game/team besides kill whoring.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1866844:date=Aug 5 2011, 11:32 PM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Aug 5 2011, 11:32 PM) <a href="index.php?act=findpost&pid=1866844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><rant>
    Understand how to spell and understand what people are saying, before you post here. :)
    Why did you bother posting that?
    When did he say Arcs can attack anything and not need a LOS, that's right..he didn't. Read text, don't assume.
    Note: You can scan an area for an arcs LOS as well. (Shows you might not know the mechanics either).
    </rant>

    This is a good idea, and should be looked over more than once. Like remedy said, it has a major advantage (Though it costs a ###### load of res), and has a nice tactical draw back. But yeah, read his post fully..understand it and don't cry out "OP OP".<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've never had an ARC fire from an obs scan.
  • scottyscotty Join Date: 2011-07-01 Member: 107400Members
    <!--quoteo(post=1866832:date=Aug 5 2011, 08:49 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 5 2011, 08:49 PM) <a href="index.php?act=findpost&pid=1866832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->understand how mechanics work before you just through them out there.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    edited August 2011
    I have to agree, ARCs are nowhere near the same thing as a man portable rifle that shoots through walls with its own attached targeting. It's such a powerful ability to target through walls that even the ARC was considered too good when it was bugged to not require LOS to the target from another source, that's even with the arcs miserable move speed and incredibly short range, it's basically right outside the room it wants to fire into.

    I think you're vastly overestimating how easy it is to shoot an unaware target that's moving. A fade trying to attack the marines sitting in a turret farm would be hosed before it even got to the door because the enemy would be pinging him through the wall, well before he even got to the door itself. He also couldn't retreat at all, because once again, it just gives the enemy more time to shoot him through the wall once again. In essence, you would have nowhere to hide, now way to get close, and no way to run away. The idea that the fade is going to teleport in, kill someone (who can just grab the weapon once again) and vanish, illustrates that you're not really thinking about what's being put forth. He's under fire as he's spawning, under fire as he's going to attack, under fire as he attacks, under fire while he's attempting to retreat if he even makes the attack, under fire even after he's run away because he can't hide anywhere with wall-hack rifles blasting him. The fade can jump in to kill a FT because he can hide by the door, prepare his attack, identify his target, then blink in, make his attacks, and vanish again, <b>none of that is possible when you're shooting him and seeing him through the wall.</b>

    Shooting through walls with a man portable rifle that has coupled wall-hack aiming integrated is a <b>bad idea.</b>
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Not trying to change your opinion azamaith, but I don't think you understand the function of the scan and its usage. As I said scan wouldn't be unnoticeable to the aliens. You could move into an area drop a scan which gives you a 2-3 seconds of a chance to shoot, but if nothing is there and your constantly trying to have the preemptive strike its a 50/50 risk of the few scans you have. It would only give an advantage for a short window of opportunity which the aliens could bait you to use your scans up then move to attack. Also this wouldn't have a massive range or either be a one shot on skulks. There are also other game features such as cloaking for aliens which could be considered in countering the snipers effect during late game.

    The main idea was to give the non-exosuit marines more of an opportunity to do something late game as they wouldn't be able to use the minigun and jetpack marines just look like flies buzzing around a trash can spamming bullets.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1866858:date=Aug 6 2011, 12:48 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 12:48 AM) <a href="index.php?act=findpost&pid=1866858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've never had an ARC fire from an obs scan.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you played this game yet? lol, or do you just post negatively on the forums?
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867006:date=Aug 6 2011, 05:03 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 6 2011, 05:03 PM) <a href="index.php?act=findpost&pid=1867006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you played this game yet? lol, or do you just post negatively on the forums?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I play all the time thanks, how about you? I play marine commander half of the time I play, and as a frontline player the other half, aswell as aliens commander and player, i'm a beast with a fade.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Anyone remembers the farsight xr-20 from Perfect Dark.
    It was an X - Ray gun where you could see trough walls and Zoom (if Autoaim was off) betwen the Levelgeometry.

    Here a little Video.

    <a href="http://www.youtube.com/watch?v=WyPuBH9JY8A&sns=em" target="_blank">http://www.youtube.com/watch?v=WyPuBH9JY8A&sns=em</a>

    I think that's almost that what you are looking for.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    <!--quoteo(post=1866993:date=Aug 6 2011, 09:28 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Aug 6 2011, 09:28 AM) <a href="index.php?act=findpost&pid=1866993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not trying to change your opinion azamaith, but I don't think you understand the function of the scan and its usage. As I said scan wouldn't be unnoticeable to the aliens. You could move into an area drop a scan which gives you a 2-3 seconds of a chance to shoot, but if nothing is there and your constantly trying to have the preemptive strike its a 50/50 risk of the few scans you have. It would only give an advantage for a short window of opportunity which the aliens could bait you to use your scans up then move to attack. Also this wouldn't have a massive range or either be a one shot on skulks. There are also other game features such as cloaking for aliens which could be considered in countering the snipers effect during late game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The scans aren't about defending, they're about advancing confidently. 2-3 seconds is more than enough to spot anyone in another room before your team advances into it. Even if the aliens baited you to using them, they've already given up the advantage of surprise, you can't bait someone if they don't feel the need to scan. Beyond the problem with wall-hacking being a detractor from game tension for marines, there's the balance issue. If the weapon is good, wall-hack will pretty much inevitably make it <b>too good.</b> If it's not, whose going to use it save for as a wall-hack device. This isn't a weapon where you're going to get a wide range of "pretty good" to "not good" it's either going to dominate, or be useless outside of wall-hack.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The main idea was to give the non-exosuit marines more of an opportunity to do something late game as they wouldn't be able to use the minigun and jetpack marines just look like flies buzzing around a trash can spamming bullets.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Non-exosuit marines can still pack flame throwers to defend exos from Onos, lob grenades to clear out structures, or prevent exos from being swarmed by smaller critters. Because exos are supposedly going to be dependent on locking down into the ground to use their weapons well, it's going to be an absolute necessity to have mobile support around it capable of defending it from attacking enemies like a tank moving with infantry. There will not be any shortage of roles for marines to play.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    edited August 2011
    Firstly didn't say it was about defending. Seconding its all about building confidence at late game and people will feel the need scan because they will be wanting the preemptive strike as I said. Advancing forward, one faint fade blink sound or chuckle is more than enough for someone to use a scan. Late game is supposed to be hard and intense as I'm sure both will feel while trying to win the game. Thirdly I don't know if you have played NS1, but motion tracking as this scan feature will be similar to only shows an enemy if they move, aliens can still ambush and aliens can still win as MT didn't render aliens useless in NS1.

    And if UWE are supposedly to add a sniper/railgun into a small hallway/large room game against agile melee fighting aliens they may as well give it a red dot sight as an alien will spot you instantly with alien vision and duck from cover to cover to get close to swarm you. Which you said it will be useless outside a wall-hack.

    You can't ever be %100 sure on a idea for a game until it's been implemented into the game or been discussed more constructively, especially with NS1 & NS2's large amount of features and upgrades intended.

    My mind is set and I believe if UWE was to implement something close to this that it could work out for BOTH sides with some tweaking here and there. No more replies from me.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867019:date=Aug 6 2011, 05:43 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 05:43 PM) <a href="index.php?act=findpost&pid=1867019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I play all the time thanks, how about you? I play marine commander half of the time I play, and as a frontline player the other half, aswell as aliens commander and player, i'm a beast with a fade.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, I play enough to know that an observatory scan will allow the ARC to fire on any nearby alien structures.

    That's what I was alluding to originally.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    <!--quoteo(post=1867096:date=Aug 6 2011, 05:37 PM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Aug 6 2011, 05:37 PM) <a href="index.php?act=findpost&pid=1867096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Firstly didn't say it was about defending. Seconding its all about building confidence at late game and people will feel the need scan because they will be wanting the preemptive strike as I said. Advancing forward, one faint fade blink sound or chuckle is more than enough for someone to use a scan. Late game is supposed to be hard and intense as I'm sure both will feel while trying to win the game. Thirdly I don't know if you have played NS1, but motion tracking as this scan feature will be similar to only shows an enemy if they move, aliens can still ambush and aliens can still win as MT didn't render aliens useless in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Motion Tracking ruined the fun of NS1.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->And if UWE are supposedly to add a sniper/railgun into a small hallway/large room game against agile melee fighting aliens they may as well give it a red dot sight as an alien will spot you instantly with alien vision and duck from cover to cover to get close to swarm you. Which you said it will be useless outside a wall-hack.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Which is why they shouldn't add a sniper rifle to a game with fights room to room and in hallways. There's no law that says an FPS must have a sniper rifle, it's not necessary in NS2, what role does it accomplish? We don't have targets off at extreme range that must be killed, we have people 20 feet away in the next room. I've seen like 3 recommendations for a sniper rifle that shoots through walls but I've never seen a good explanation about why a sniper rifle that shoots through walls is necessary for the game other than a general "so you don't have to fight aliens face to face."

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You can't ever be %100 sure on a idea for a game until it's been implemented into the game or been discussed more constructively, especially with NS1 & NS2's large amount of features and upgrades intended.

    My mind is set and I believe if UWE was to implement something close to this that it could work out for BOTH sides with some tweaking here and there. No more replies from me.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Could it? Maybe, would it be:
    1: Reviled. Absolutely. People would <b>hate facing it more than anything else.</b>
    2: Be necessary for some role? Nope.
  • AssassinY2KAssassinY2K Join Date: 2002-11-09 Member: 7931Members, Reinforced - Supporter
    <!--quoteo(post=1866657:date=Aug 5 2011, 03:01 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 5 2011, 03:01 PM) <a href="index.php?act=findpost&pid=1866657"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like <a href="http://www.youtube.com/watch?v=WyPuBH9JY8A&feature=related" target="_blank">this</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Such a good game, bought it for xbox 360 :P
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