Post: Treyarch Changing Snipers
11-24-2010, 09:48 PM #1
Fezous
Space Ninja
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I'm just going to be honest with you.

I don't like talking about the Snipers rifles and what we are going to do or not do. You see, for every reasonable person wishing to engage in a civil dialog, I get an earful from dozens or hundreds more who are unbelievable rude.

However, by far, this is the most common question people ask me about. We said (and I promised) that we would work hard to maintain a dialog with you about the game. So, despite the many ugly replies sure to follow, here I am.

First off, no matter what we do, the hardest core members Quick Scoping community will likely never be completely satisfied. The most common request I get is "...nobody complained how it was in Call of Duty 4 or World at War... make it like that." The people who say that must continue to not believe me when I tell you that we had it like "4 and World at War" a similar number of players were not very happy about it. Why do you think we changed it in the first place?

This is the update you have been asking about. Yes. We will probably make small tweaks to sniper rifles.

(1) We are evaluating the damage and hit box multipliers. Especially, if the weapon is suppressed.
(2) We are moving what many of you refer to as the "sniper rifle patch" into tunables we can adjust easier so that we can do some real-time experimentation

Anything we do is going to be carefully deliberated. Personally, I'm eager to get onto the business of "live tuning" the game, but not if it pushes the pendulum too far in a direction we don't want the game to go.

It will come. But, it will come really slowly (for many of you).

Finally, the sniper tuning conversation starts and stops with you. Act responsible. Get updates and a conversation. Some self-policing will go a long way. Act immature, get nothing.

David 'Vahn' Vonderhaar

UPDATE 1:

I've read the first 22 pages this morning. I appreciate the efforts many of you have made to keep the thread civil, which is why I am still reading. This thread is about sniper rifling tuning. Off topic posts get skipped entirely even if they are indirectly related. For example, the tuning of other weapons.

UPDATE 2:

Up to page 35. I've read every on-topic post. By far, the most constructive, mature conversation on these forums. I really appreciate that. It's why I will continue to read every single post.

We've checked in changes to increase the head, neck, helmet multipliers for all Sniper rifles. They are currently in test. These changes can not safely be hot fixed and will have to wait till the next title update. We are still evaluating the "sniper patch" sway.

UPDATE 3:

I've read up to page 64. The thread is losing some steam but I am happy with the dozens, if not hundreds, of excellent post from parties on both sides. No such thing as TLAwesome faceR here. Some of the posts are long and I've read those twice just to be sure I understand them.

I am not reading repeat posts, your posts with a large font, watching your montage videos, and I super disinterested in your attacks on me or Treyarch.

I do want to clear up a few misconceptions real fast:

- hit detection is not weapon specific and never has been. When people have issues with this it is often latency, anti-lag rewind, or client/server side prediction. In addition, people think they are hitting the upper chest, but they are hitting the arms of the player which are in front.

- hit boxes have been the same size/shape forever, although the location multipliers have changed per game and weapon

- weapon tuning is not "game mode" or "playlist" specific. It is not practical to make a "Sniper Playlist" or "Allow you to turn off the patch in Private Match."

A few people have suggested that removing the "initial sniper sway" when crouched or prone would still combat Quick Scoping, but penalize snipers less. This is a pretty interesting idea that should be evaluated, but I remain committed to the concepts in the OP first.

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11-24-2010, 10:40 PM #2
Where does it say Quickscoping is returning?
He says he is committed to the concepts in the first post.
11-24-2010, 10:53 PM #3
ResistTheSun
In Flames Much?
Originally posted by FlyingIrishMan View Post
Where does it say Quickscoping is returning?
He says he is committed to the concepts in the first post.

This
And he goes on about changing some things not something big like allowing quickscoping.

So OP tell me how you got QS coming back ?
11-24-2010, 10:54 PM #4
Shadoh
Wobble Bass
I like the fact that treyarch are really looking into this and developing ideas to make the sniping community better. And, all I feel treyarch need to do remove that initail sway when you scope in and I'd think sniping would be compltly balanced in this game. I mean the Dragnov cuold do with some more damage added to it but lets face it, everyone's gonna use the L96 and only noobs will really try and snipe with the dragnov.

But Treyarch sticking with their game and impriving it as it goes along is all we can ask for :y:
11-25-2010, 12:38 AM #5
This doesn't say quickscoping is returning anywhere Not Happy or Sad. I'm changing the title to Treyarch changing Snipers.
11-25-2010, 03:36 AM #6
Pure Decimation
I don't do requests
Originally posted by Dr.
I like the fact that treyarch are really looking into this and developing ideas to make the sniping community better. And, all I feel treyarch need to do remove that initail sway when you scope in and I'd think sniping would be compltly balanced in this game. I mean the Dragnov cuold do with some more damage added to it but lets face it, everyone's gonna use the L96 and only noobs will really try and snipe with the dragnov.

But Treyarch sticking with their game and impriving it as it goes along is all we can ask for :y:


I do not believe that the initial sway is much of the problem. It is mostly the fact that the spread on the sniper rifle increases far too much when you scope in. It goes far past no scoping and I believe it may even go past what it is when you are sprinting. This wouldn't be too big of an issue if it weren't for the fact that it usually lasts for the first 1-3 seconds you are scoped in, and frankly makes it nearly impossible to hit anyone shooting at you before you need to duck behind a wall because you have lost nearly all your health. Basically, what I am saying is that they should make it to where the weapon still sways, but the crosshairs don't spread as much or as long when you scope in.

The following user thanked Pure Decimation for this useful post:

Fovman
11-25-2010, 03:52 AM #7
Some good updates, the sway is way too much.
11-25-2010, 04:15 AM #8
Goone
Looking for Suzzy
****. xD "removing the "initial sniper sway" when crouched or prone would still combat Quick Scoping". They are definitely going to do it. It's too good of a tactic without crossing any lines of "TOO MUCH BULLSHIT GIMPING".
****, I am not going to be happy running into a spawn and having to crouch to hit all my QS's.
11-25-2010, 06:15 AM #9
ckings2626
Pokemon Trainer
I hate sniping in black ops and i use to love it in mw2

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