Long range snipers should get reward for mission/event completion
Currently, sniping baddies in missions/watchtowers from long range results in no reward for event completion. Between this and the loss of loot drops from the range, sniping seems to be an unsupported playstyle.
Whatever the fix is, whether tracking kills/damage done to enemies in the event area or whatever, something needs to be done.
I really like the Recon class with the sniper rifle and all, but it's a big problem that they can't loot from the long range sniper spot.
One way to fix this could be to implement "instant loot on mob death". This would also fix problems like ninja looting.
Kill tracking seems the fairest means. A snipers range can put them out of "Mission Area." But so long as they are damaging/killing mission related baddies, they should get credit for assisting with said mission. As far as the problem of loss of loot to players much closer. this problem can be solved in one of two ways: All players responsible for damage of a particular enemy will get a percentage of the crystite and mineral drops collected from said baddie even if they are not the ones who physically collected the loot. Alternatively all loot in a related mission is collected and then awared evenly among all participants once said objective is completed
A retrieval "pet" would be wonderful and AUTO-SHARE would definitely solve everything as long as it did not treat all loot the same as "items" instead of spreading it fairly according to value making sure each player gets something nice along with the other stuff.
I think that after a certain time like ten-min or something the loot should be available for anyone. IF you are in the group "as a sniper" you should be able to "shoot to pick up" items but your rate of pick up should be on a "cool-down" or "countdown" of something between 10-20 seconds so people who are "sniping" CANNOT just steal everything worth anything by playing a "sniper" role.IF you have a sniper in the team your rate of pick up is ALSO on a cool down to stop the team from leaving nothing for the sniper to take as loot.
Nolo Contendere commented
Adding my two red beans.... Yes something needs to be done to support this class of frames. Any of a number of good idea have been presented here: Auto share loot among some sort of group. Shoot the loot for delivery. I like the idea of a retrieval pet. Different participation ranges for the various classes.
Something.... With the drop loot scheme of things it is obvious that some frame are going to better suited to than others, however, if you want to promote the team concept you need to encourage people to play those support roles.
(o/t response) Yards and meters are not the same. You couldn't spot a target in-game at 500m without using 4k resolution. Those Marine ranges are used to qualify for top marksmanship and not pass/fail for firing a weapon. So saying "you can't shoot" is plain trolling. j/s
All of that has *nothing* to do with the topic; justly rewarding players who use long-distance attacks to participate in ARES missions and Open World events. In the Firefall world, it seems that anyone outside a 150m bubble from the site is not included in the rewards. That's what we're really talking about. This isn't a personal stage for a marksmanship pissing contest.
Oh, also, I didn't specify, those Marine ranges are with assault rifles (fired in semi-auto and burst) and without scopes. If you're using a scope at under 500m, sorry to be the one to break it to you, but you can't shoot.
Yes, I totally agree with the OP, Snipers need to be able to snipe and get credit for doing their part. I had my friend in his nighthawk in my squad and through the cave opening from across the ravine, he dropped about a dozen chosen while I dodged about and blew up their strifebringers. . .he got no credit for that amazing example of marksman teamwork.
Oh and one more thing, snipers (the sniper rifles at least, perhaps not the AR) need to have real sniper ranges. Modern day US Marines train on firing an assault rifle at ranges of 200, 300, and 500m (yd actually), and that's every single one of them, not the snipers. Why then, does every game with shooters assume that a long shot for a sniper is like 200m? That's like remedial marksman range really.
Yes... and no. I see a lot of support, but also some sentiment that Recon archetypes should be granted special (and pretty unbelievable) abilities. I'm seeing that some are willing to trade-off for some ability to loot from a distance, but that's essentially o/t for this suggestion.
The main thrust is having Recons included in event & mission rewards, even when they operate near maximum range. I tend to agree, but I also look cautiously at whether players will start using this as a farming technique. (1- find spot in an area, 2- shoot and 'participate' in one or more events going on, 3- camp and loot from a distance, 4- profit!!) While it may seem like a desirable play-style, others might find it an unfair advantage in the Recon class.
For my own part, I agree that Recons deserve recognition when involving themselves in a mission, even at maximum range. (otherwise, why is there such a long maximum range?) In a squad, this should manifest as shared loot drops and a steady sharing of vital drops like health and ammo. We'll just say that loot drops are steadily arc-folded to squadmates as loot is picked up. Squad play should still be encouraged, and Recons can be a vital part of a strong squad.
For the "lone wolf" players, I'm thinking that the status-quo is just what you can expect. After all, it's not supposed to be an easy or low-effort playstyle; it just takes patience, a keen sense of timing and quick reflexes to both hit your mark and get yourself out of trouble.
So, for the missed missions, even when you get a few licks in, I'm all for Recons getting their fair share. For the other things, get used to putting in effort to cash-in on your kills. (gliders and LGVs come to mind)
Sorry to say that, but if I use a sniper class like Nighthawk or Raptor, I'm usually at medium distance (let's say about 50m). I think you guys seem to forget that those sniper classes have stealth or teleporting abilities that let them do their job more easily or that can help them to get out of crazy situations. I can't understand how players want to snipe 200m away from the bots, in fear that they will get killed as soon as they're in a 20m reach of them.
Of course, Snipers shouldn't always rush, but they've enough possibilities to leave a hairy situation if they need to. So get out of your comfort zone and try giving your sniping life a little bit more action. ;)
Just wanted to made similar topic, but this one is popular already.
So, what need to be done IMO:
First of all increase range from which player can earn reward from participation. Obviously to 215, as max possible shooting range.
Second is looting problem for snipers. Either they let their loot disappear, or they have to leave their lovely sniper's nests, which is quite stupid of course. There are 3 possible solution for that:
a)Give all sniper rifles special ability to loot on shot. Of course recon should be able to loot only personal loot this way, no common loot like in tornado epicenter pocket.
b)Give sniper rifles another special ability. If target was tagged with sniper rifle, the loot will drop near sniper, rather at the corpse. SImilar solution was introduced in Guild Wars 2, at World vs World open world pvp. To allow player loot everything, without trying to rush in enemy ranks in attempt to loot.
c) (probably easiest to make) Another ability to sniper rifles. If target was tagged with sniper rifle, loot that drop after will have extended timer to stay before disappear. So sniper can comfortably keep sniping from afar, and then event is done, loot everything.
Hrmmm... I would say this needs to be looked into. However, I think it should be required that you be within at least some sort of minimum range or kill a minimum number of enemies. At any rate, it gets a vote for something to look into. Nice idea post! :)
(from a sniper...) ;)
Bad idea, why should player receive reward when there is no risk? Sniper far away from enemy reach. There should be always risk versus reward ratio. And other sad effect if long range sniper starts to get reward without any danger to themselves. Because players will exploit everything what is possible by game rules. Getting lots xp / rewards without danger.
Not good idea to give long range players rewards. Basicly to earn reward there has to be risk. Being position where enemy cant do anything to you, and you should get everything else as those guys fighting in base, no! This has also some other side effects, people will always go where the fence is lowest, if this give same xp and rewards than actual people doing mission. This just provokes tons of snipers sitting around hills and getting easy xp/rewards without any risk and effort.
Rewards has to be risk vs reward basis.
Starsong Alpha commented
I found that for now, the best way to fix this is to move in close to the event when it starts. Close enough that Aero/Oilspill/Brody (Or whoever the current Accord contact is, I forget his name) starts announcing details to you. Now the system has registered you as participating in the event. Move back out to your happy place and have fun putting your targets in an unhappy one. The rewards will be yours when the event is done.
I have not gotten credit for several events because of distance. I think it might be a personal bug, since some people claim to have gotten event exp. Either way, it's disheartening to lose out on drops already, but to lose event exp just makes it worse.
> I snipe at extreme range but I ALWAYS have the xp specially if I head shoot the target.
I could not care less about creature XP.
What I DO care about is me killing a third of an incursion force, sniping from extreme distance, and not getting any reward for defeating the incursion.
This is a great idea, but should only be implemented for NPC Enemies and not PvP.
This way people dont take advantage of this and abuse it.
About the auto loot system that I read from the others.
It is a good idea but how would you define what is YOUR loot and the other's loot?
Who ever kills it?
Then you'll have kill steal problem.
Who ever do the most damage?
You'll end up killing the boss in solo as an extreme scenario if not common.
Auto loot: Don't bother with it, brings more problems than solutions.
The suggestion is good and beneficial but putting it into "codes" will be a challenge.
Squad of 5:
Problem 1 slacker, meaning only 4 are actually working.
Here's the question, it's easy to code that the 5 will given the same reward for their work BUT what if 1 or more mates are just standing there doing nothing?
See there's a another problem.
How do you suggest you solve that problem?
Kicking the the player for slacking?
There's also a problem there, use your imagination on how you can abuse it.
Here's my take on the healers.
So you mean to tell me you plan on standing still while waiting for your heal skill to cool-down?
Can't you just heal then shoot while waiting for the skill/ability to cool-down?
I'm a support so I don't see any problem with the current system.
The word here is Multitasking.
I'm also or have a sniper(Night Hawk) so I can relate with no loot part but not with no xp when sniping at extreme range.
I snipe at extreme range but I ALWAYS have the xp specially if I head shoot the target.
I don't know about the raptop if they have the head shoot xp bonus.
To conclude, I don't see any problem with the current system.
I'm concern about the relog/reconnect/dc no reward thing.
Last few seconds of the ares/incursion/nado/invasion THEN you relog/reconnect/dc and when you come back BOOM nothing.
Effort gone waste like you didn't do anything.