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On FPS Sniping And The Ruination Of Gameplay

An anonymous reader writes "FiringSquad has a great article today which puts forth the claim that sniper rifles in multiplayer FPS games have made the genre infinitely worse. They take the time to explain why, and what improvements need to be made. It's definitely not the standard 'I hate campers' article." The editorial argues: "Every... 'reason' for the existence of sniper rifles - realism, historical accuracy, weapon diversity, giving players identifiable roles - is a lie", concluding that "...in games, snipers are given a ludicrous advantage over everyone else."

19 of 269 comments (clear)

  1. durr! by rylin · · Score: 4, Funny

    and as the server falls down on its knees, ten thousand slashdotters yell proudly - "headshot!"

  2. America's army by wed128 · · Score: 4, Informative

    Not true...in America's Army (My FPS of choice)...the sniper rifle is a very difficult weapon to master, and leaves you very adept to attack...there is almost no way of defending yourself at close range.

    1. Re:America's army by Apreche · · Score: 4, Insightful

      If you RTFA he says that he's pretty much only talking about CS and other FPS games where the sniper rifle is the "finger of god".

      Right or wrong, what this guy is saying is nothing new. And as history has shown, the games aren't going to change.

      The one point he misses in cs is that the extremely good players can get an aug or an m4 and get across the map and complete the objective without getting killed by snipers. What the sniper rifle does in CS is give the incredibly unskilled players the role of weeding out the average players and each other. The above average cs player will have the bomb planted so fast you'll still be reloading your awm. Kevlar, helmet, flash, aug, five seven, all hostages have been rescued.

      Sure, you may have a better kill ratio. But our team has won ever game, hmmmm. One more thing, the "problem" he describes only exists on public servers. In any sort of real CS game with serious play, sniping is almost nil if you are on the offense team (T on DE map, CT on CS map). In a match the only thing that anyone cares about is which team wins, on the pub people only care about kill ratio. When people care about their team winning they put the sniper rifles away. That's not a game flaw, that's a people flaw.

      This is why NS is gaining a lot of ground and becoming the Half-Life mod of choice. Heck, it IS the mod of choice. It hides the kill ratio. All anyone cares about in a game of NS is the team winning, and all the non-n00bs play as such.

      --
      The GeekNights podcast is going strong. Listen!
  3. Same is true: by torpor · · Score: 5, Insightful

    ... in games, snipers are given a ludicrous advantage over everyone else." ... in real life. Snipers are a bitch. It takes very real work to take out a sniper in a battlefield, especially a good one. Snipers are hated in reality because of the real, significant damage they can do to a battle scenario.

    Welcome to realism. Killing people is not as easy as your average Game-Junkie might think it is.

    I find it moderately ludicrous that such an analysis can be made, in all seriousness.

    If anything, this article demonstrates just how big the fantasy world most gameplayers live in can be ... the 'detached delusion' of opiated players looks to have some interesting consequences ... of course snipers suck. That's reality!

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    1. Re:Same is true: by b0r0din · · Score: 5, Interesting

      I agree. I know the movie Enemy at the Gates was an awful, awful movie, historically speaking, but snipers were one of the reasons the Germans got bogged down in Stalingrad.

      I do agree, however, that the bolt-action rifle should take time to load. That being said, I personally love the snipers' abilities. I think it'll be much more interesting when 3-D graphics make sniper rifles shine at distances to signal their presence, too, and make them vulnerable to things like RPGs once graphics will include things like walls that can be blown up.

    2. Re:Same is true: by rjh · · Score: 5, Informative

      In real life. Snipers are a bitch. It takes very real work to take out a sniper in a battlefield, especially a good one.

      If I recall correctly, Army counter-sniper doctrine begins with "first, call in an artillery strike..." That should tell you just how serious the armed forces take snipers: the preferred method of dealing with one involves saturating city block-sized areas, one after another, with artillery barrages until there's nothing living larger than an amoeba.

      In real life, snipers suck. Unless they're on your side, in which case they're so "cool" they have their own nickname: Murder, Incorporated.

      There are only a few well-known snipers (or, as they're called in the Marines, scout-snipers) in the last century. Vasily Zaitsev and Carlos Hathcock are probably the two best-known, Zaitsev working in the Siege of Stalingrad and Hathcock working during the Vietnam War. Zaitsev's exploits are legendary: read the book Enemy at the Gates (avoid the movie, if you want to know the real story) and you'll shudder.

      Hathcock's exploits are just as well-known. During the Vietnam War, he and his spotter once eliminated an NVA weapons platoon--around fifty men--in eight hours. It was Hathcock's scout-sniper unit which first received the appellation Murder, Incorporated. To this day, the Marine Corps nickname for their scout-sniper teams is "Murder, Inc.".

      Many regular soldiers and Marines hold scout-snipers in contempt. Why? Because regular soldiers and Marines are scared shitless of snipers. They are the total antithesis of warfare. Soldiers understand killing in the heat of battle, when the adrenaline's pumping and you know you're in danger and your buddy just got severed in half by an RPG-7. They don't like it any--and no sane person should!--but they understand it. To a regular trooper, a scout-sniper isn't war: a scout-sniper is the Angel of Death following you wherever you go, and ending your life at a totally random moment, without warning, without escape, without mercy.

      A scout-sniper who's working for you may be the Angel of Death walking the field on your side, but he's still the Angel of Death, and troops tend not to like that one bit.

    3. Re:Same is true: by Torgo's+Pizza · · Score: 5, Interesting
      Not to bog down the thread further...

      I knew a guy who was a sniper in Vietnam. One of his favorite stories involved him taking out a few people during a field promotion ceremony. A Major was giving an award to a Vietnamese soldier. He waited until he pinned it on the soldier and they saluted each other before he took out the newly promoted soldier. Then then immediately took out the Major.

      He could have taken them out at any time, but chose his moment to send a message to the rest of the people present. Like most snipers, he was so far away that the bullet hit before the sound of the rifle so his targets didn't have a chance.

    4. Re:Same is true: by reclusivemonkey · · Score: 5, Informative

      Not forgetting...

      Simo Hayha. Finland. 1939 - 1940. A member of the 34th Infantry Regiment and a farmer by trade, Simo Hayha became a most feared sniper during the 1939-40 (30 November 1939 14 March 1940) Winter invasion of Finland by the Soviet Union. Using nothing more than an iron sighted Mosin-Nagant Model 28, Simo is credited with killing 505 Russians during a nine month period - a feat still unmatched today by any sniper in any conflict.

      snipercountry.com/sniphistory

    5. Re:Same is true: by rjh · · Score: 4, Informative

      This total control is why the sniper is feared. Their gun is no more deadly than an AK-47 in real life - a bullet is a bullet, and the author says this in the article.

      The muzzle energy of a 5.56mm NATO (the M-16's cartridge) is about 1300 foot-pounds. The muzzle energy of a 7.62mm Russian (the AK-47's cartridge) is about 1500 foot-pounds.

      The muzzle energy of a 7.62mm NATO (most military sniper weapons) runs 2,650 foot-pounds. In other words, a 7.62mm sniper rifle more than doubles the muzzle energy of an assault rifle.

      The number one indicator of how bad a gunshot will hurt you is where the bullet is placed. A 9mm to the tip of the nose will obliterate the medulla oblongata and cause instantaneous death within a hundredth of a second; but a 12-gauge to the foot will just take off your foot.

      The number two indicator of how bad a gunshot will hurt you is how much muzzle energy the round has, and the round's wound ballistics. Read Mark Bowden's Black Hawk Down for examples. Army Rangers equipped with the M-16A2 were scoring multiple torso hits against Somali insurgents, but the 5.56mm round simply went clean through. It left neat holes which, while painful and probably eventually lethal for the insurgents, didn't do very much to incapacitate them.

      On the other hand, the Delta Force snipers were equipped with M-14 battle rifles firing the 7.62mm NATO round. The 7.62mm round more than doubled the muzzle energy of the 5.56mm round--and unlike the 5.56mm round, the 7.62mm rounds generally did not exit their targets. The Delta Force snipers were getting reliable one-hit kills--not incapacitations, outright kills--on pretty much any shot that landed from the pelvis on up.

      The 7.62mm cartridge is basically a .30-06 with a shortened case. The .30-06 will reliably take down anything short of an elephant; and it'll even take down an elephant if you can get a good shot. (At the dawn of the 20th century, the .30-06 and 8mm Mausers were weapons of choice for African poachers.) It's used, repeatedly and successfully, against bears, elk, moose, water buffalo, rams, and other big and tough-to-kill animals.

      The 5.56mm cartridge is a varminting round--typically used against anything up to a coyote.

      Not all bullets are created equal. Shot placement is first and foremost the determinant of damage; but it's nonsense to say that an AK-47 round does roughly equal tissue damage and trauma to a 7.62mm NATO round.

      (And don't even get me started on the .300 Winchester Magnum... four thousand foot-pounds. Or the .338 Lapua... five thousand foot-pounds. And these are all common sniper weapons.)

  4. Stupid Article by etymxris · · Score: 5, Insightful

    This article was nothing but an ad hominem rant. I almost never play sniper, and suck at it when I do. I do fairly well otherwise. So apparently there must be some skill that snipers possess that I do not.

    I don't like snipers either. But neither do snipers like spies that stab them in the back ;) Just because there is one class that you cannot beat as easily as the others, this does not make the class "bad" or "low skill". In fact, it usually means the opposite.

    There is a reason for every class. In Team Fortress, Heavy Weapons and Rocket guys would be the only classes anyone played were it not for snipers.

  5. Give that man a pacifier by Torgo's+Pizza · · Score: 4, Insightful
    Yep, another Snipers suck article. First, let me take a shot at annonymous submitter for thinking this is a great article. Everthing mentioned in the article is simply solved by game design.

    Too many people with sniper rifles? Then limit the amount available. Problem solved. Oh no, they fire too quickly. Well, that's easily solved with a change to the reload variable. Problem solved. Boo hoo, they take me down with one shot. Well, duh, that's the whole purpose of a sniper rifle. This simpleton doesn't take into account that a sniper rifle round fires at a much higher velocity than a AK47 and does much, much more damage. Hey, it might not kill you, but it damn will incapacitate you which in a game is pretty much the same thing. Waaah! They have more points at the end of the game. Well, put a ratio penalty on the rifle. Sniper kill is worth 1/2, MP40 worth 1 and a knife kill worth 2 points. Problem solved!

    Good grief, why not write an article about how health packs are unrealistic and how in WWII they didn't have medics running around healing and poisoning other soldiers. If this whiner has a problem with it all... then stop playing and find a game that plays by "your" rules. Gah! FiringSquad needs better editorial control rather than let this drek hit the web.

  6. Very Realistic by arrow · · Score: 4, Insightful

    This article gives no basis to its arguments whatsoever.

    I fashion myself a bit of a sniper, thats the roll I play for the most part in Battlefield 1942. I also take part in competitive long range shooting IRL.

    The truth of the matter is the military employs snipers for two basic reasons: 1 or 2 well placed snipers can hold down 50+ troops. And snipers can create a sense of fear on the battlefield, that any second your head is going to be whisked off your shoulders by an unseen enemy. This same fear is what makes multi-player FPS games fun.

    Like it or not, in the real world a sniper rifle is "the finger of god" also.

    --
    symetrix. We are building a religion, a limited edition.
  7. Snipers are Real by MBCook · · Score: 4, Interesting
    I think the problem is that in most games, snipers are realistic. In real life snipers get a spot and spend TONS of time there and don't move around. Also, you have one (maybe two) snipers, not half the team. The guns are not light, so you couldn't run around and shoot people with 'em point blank when you are looking for a new spot.

    In other words, I think the problem is not the guns, but the fact that they are treated just like any other gun, which they are NOT. Fixing that would probably make things better, but it wouldn't be that fun so why include a sniper rifle at all.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  8. Re:I tend to agree. by wowbagger · · Score: 4, Insightful

    Moreover, most modern games don't get one aspect of scopes right - you can look AROUND the scope, to maintain situational awareness.

    The way the old Outlaws game did it was pretty correct - you saw the zoomed view through the scope, but could see the rest of the scene around the scope. As such, if something moved out of the scope you could re-aquire it, and you could look around while waiting for that "prefect shot".

    Modern games basicly "cheat" by altering the zoom ratio of the renderer and masking the display. I'd love to see a game do it right - render the zoomed view, render the scene, then put the scope view in the middle of the main view.

    Also, take time-of-flight into account - the real issue with most games is the sniper rifle bullet is moving instantaniously from muzzle to target - there is no hang time of the round, no time of flight, no windage.

    Add these, and watch the sniper rifle become much less useful.

  9. I know a certain writer... by Alkaiser · · Score: 4, Insightful

    that needs to be beaten with a Physics textbook.

    That was the biggest, smack-my-face-due-to-sheer-idiocy point in the whole article..."Oh look, these bullets are the same size, they should do equivalent damage."

    Well, why isn't an AK-47 used for sniping then, dammit? It fires WAYYYY more bullets. The velocity is way different! F=MA.

    Geez...more like the Fired Squad.

    Sniper rifles require less skill and that isn't realistic with real life...so you think the reason they were giving them to 10-year olds in Somalia is because those 10 year olds were crack Commandos? Hello?! They're supposed to be easy to use, and they're supposed to be effective at killing their targets. That's why they FIRE SO DAMN SLOWLY!

    --
    Netjak.com independent reviews of domestic & import video ga
  10. Implementation by nick_davison · · Score: 5, Informative

    The problem's with their implementation.

    Sniper rifles in most games are, as the article describes, fingers of God. Point them at where you know a target's going to be, click fire as the target moves under the crosshairs, he's dead. Then near-instant repeat.

    A couple of really simple additions would level the playing field, bringing sniper rifles back to more realistic levels...

    Variable Cones Of Fire
    Most sniper rifles aren't that fast to fire. Ghost Recon does a great job of this with a cone of fire that expands the more you move. Those things fire large caliber rounds to try negating wind effect so have the thing recoil heavily, throwing the cone of fire waaay off for a second or two.

    Slow Reloading
    Now add a slow reloading animation for WWII era rifles. You end up with a weapon that can be devastating but can't clip off entire squads in a couple of seconds. Again, Ghost Recon does a great job: Modern rifles do use clips but, because of their large caliber, you only get half a dozen shots before you have to slowly change clips.

    Wind
    Just like golf games, add wind effects. Put a wind gauge or whatever on the screen. Now the sniper requires genuine skill to factor in the wind speed and distance of shot as the crosshairs are now just a guide.

    Combine a cone of fire that widens as the player moves and now it takes real skill to balance tracking a shot to compensate for wind changes with moving it smoothly enough to not lose your accuracy.

    Wind can also become a balancing factor. Make it a server config option. Sick of snipers? Make it a very windy, gusty day. Feel like there aren't enough snipers, calm the wind right down.

    Slow Focusing
    Have you ever tried moving your eyes, from something close to something far away, really quickly. It takes a moment to adjust. Make the responsiveness of scopes somewhat slower and you take out the ability to sit zoomed largely out, watching the wide angle, then zoom in for the kill. All of a sudden you need a spotter, just like many real world sniper teams who watches the wide angle, tells you where people are coming from, and guides your shots.

    Mix all of those in and a sniper rifle can still be truly lethal. But it takes a genuinely skilled marksman, with a smooth aim, the ability to factor in wind and distance, and a spotter working with him - and he kills one at a time. The unbalanced 4:1 ratios stop and normal players stand a genuine chance while rushing them.

  11. one more by Inominate · · Score: 4, Insightful


    Lead Time
    Bullets are not lasers, they have to take time to travel to thier target, which may move. In most FPS games, bullets instant-hit, there is no travel involved, just a laser drawn through the air.

  12. Snipers *DO* have a huge advantage by riprjak · · Score: 5, Interesting

    Having spent a chunk of my 20's crawling around in a gilly suit with a hideously expensive rifle with an even more hideously expensive targeting system strapped to the top, I feel its fair to say that snipers *DO* have a huge advantage.

    A huge ammount of training goes into teaching you to correctly use your firearm, that is assuming you have the raw skill to use one in the first place. Targets are engaged down range with insanely accurate weaponry without the pressure and uncertainty of direct engagement.

    Of course, sniper vs. squad with assault weapons at close range is one very, very costly and difficult to replace corpse.

    Whilst realism dictates the use of snipers; they will always destroy game balance. Just as including the M214 (The Amazing Rotary Machinegun As Used So Effectively By Blain In Predator, to quote the literature) would unbalance gameplay.

    However, if your team works as a team and employs effective counter sniper tactics; fps games such as counter-strike are still fun and, in tactical terms, a realistic experience. Unfortunately smoke grenades in such games are simulated far too poorly; a single smoke grenade should create larger, thicker clouds of smoke much more rapidly; and without microwave radar (requiring a non-man portable emmiter), a sniper cant see you through a cloud of smoke.

    just my $0.02AUD
    err!
    jak.

  13. Why Sniper rifles should be included.. by JavaLord · · Score: 4, Insightful

    Jakub, in his ranting listed 4 reasons that sniper rifles shouldn't be included in FPS games. Or 4 reasons that weren't "good enough". But there is only one overwhelming reason anything should be included in any game...

    Fun

    Plenty of people enjoy sniping, in various games. Sure the sniper rifle(AWP) in CS is a bit over powering, but CS is only one game. The sniper rifle in Unreal Tournament is underpowered compared to the shock rifle, rocket launcher and flak cannon. The railgun in quake is powerful, but plenty of people still use a rocket launcher.

    While a camper may take out his or her share of newbies, It takes quite a bit of skill to camp, against very good/great players. All things being equal, a very good player knows all the camping spots and the advantage in any FPS is always with the player who is moving not the one who is standing still.

    To camp against a great player, you need better spots, and you need to be smart about where you camp and where the player has looked. You might have to piston jump, or rocket jump depending on the game to take a good spot. That doesn't take skill? Aiming does take skill? Usually you get one or two shots in most games with a sniper rifle before whoever you are shooting at figures out where you are. You had better make them count.

    All in all, his argument is pretty poor. I could make a better argument about rocket launchers being low skill but included in most games than Jakub has about sniper rifles.