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."
... 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.
... the 'detached delusion' of opiated players looks to have some interesting consequences ... of course snipers suck. That's reality!
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 corruption of government starts with its secrets. a truly free people keep no secrets. --
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.
;) 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.
I don't like snipers either. But neither do snipers like spies that stab them in the back
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.
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.
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.