this post was submitted on 08 Feb 2024
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[–] ImplyingImplications@lemmy.ca 3 points 1 year ago

Even IRL snipers are hated. Part of their training is to pretend to be a regular soldier if captured to avoid being tortured. Turns out people don't like being shot at by someone a mile away who immediately runs and hides after taking the shot.

[–] Milk_Sheikh@lemm.ee 2 points 1 year ago (1 children)

Skill issue, through and through in CS

AWP outside of top-tier pro & ladder play, is a lane-area denial tool, anyone with the skill to quick scope IS playing pro.

Learn the maps & timings

Know the lanes and angles

Use your goddamn smokes and flashes to move on those angles, shorten the engagement range, and either the sniper moves off or you get an easy kill

[–] Jax@sh.itjust.works 1 points 1 year ago

No no, the other players should simply be worse than me. I shouldn't have to practice, I am simply better. I'm better!

[–] Kolanaki@yiffit.net 2 points 1 year ago* (last edited 1 year ago) (1 children)

Anon doesn't know how to use smoke grenades.

Actually got me thinking about how people whine about campers. Like... They're just sitting there. In the same spot. If they kill you more than twice, that's on you since after the first two times you should know they are there and be able to get the drop on them. First time, maybe they just happen to be moving through. Second time, you now know they are camping. Toss grenades in, sneak up on them, etc.

[–] FireRetardant@lemmy.world 0 points 1 year ago* (last edited 1 year ago) (1 children)

Some maps are designed where certain camping spots are nearly impossible to approach without being in their firing zone.

[–] trashgirlfriend@lemmy.world 1 points 1 year ago* (last edited 1 year ago)

"youtube dot com counter strike two smoke lineup"

[–] seliaste@lemmy.blahaj.zone 1 points 1 year ago (1 children)

Except that if you miss your shot you are left exposed for 2 seconds. That's the whole point, high risk high reward (also costs a fuckton of money so even higher risk and the enemy team can get it) It's genius game design

[–] Blackout@kbin.social 0 points 1 year ago (1 children)

So then you upgrade to SCAR and hold down the mouse button as you spray like an AK47 but from a map away. No risk all reward.

[–] seliaste@lemmy.blahaj.zone 1 points 1 year ago

Scar is way worse than people make it look like. Costs more than awp for less damage, and most maps have no good spots for it. Also with the new cs it requires you to remove another weapon from your loadout, and all of the others are way better choices for 99% of rounds.

[–] Lamedonyx@lemmy.world 1 points 1 year ago
[–] Jumuta@sh.itjust.works 1 points 1 year ago

i think Kennedy would agree

Doesn’t play battlefield. Can hit someone 2-4 times with a sniper rifle and not get the kill unless you manage to headshot every time or use the anti-material rifle, and even then that’s no guarantee. Meanwhile, someone farts in your general direction with an SMG at 50 yards and drops you.

Fair to say these games really pander to certain weapons, and “realistic” shouldn’t be uttered in the same sentence with them.

[–] Saledovil@sh.itjust.works 1 points 1 year ago (2 children)

What counters a sniper in the end is good map design. Basically, no matter where the sniper is, there has to be route that allows reaching him without him seeing you before you get into close enough to shoot him.

[–] Ummdustry@sh.itjust.works 0 points 1 year ago (2 children)

I feel like "just design the rest of the game around it, dude!" is as much a condemnation as it is a solution. Imagine if chess needed a big wall halfway through to block the queen.

[–] QuaternionsRock@lemmy.world 2 points 1 year ago (1 children)

That’s kinda what the pawns are tho

[–] Ummdustry@sh.itjust.works 1 points 1 year ago

I... I really can't argue with that I guess.

[–] accideath@lemmy.world 1 points 1 year ago

It’s more like, you wouldn’t put guns in a sword fighting game unless you disadvantage them in a way to still be fair. That’s just balancing. And balancing can have a lot of different shapes and forms. Speed is one way. Works for guns in sword games (flintlock guns are naturally slow to reload so you can believably do that in a period setting) and to some extent for snipers.

Map design would just be another way of balancing. Games are always designed around their mechanics (or at least good ones are). Super Mario wouldn’t be fun if you could just fly to the end of the level. If you put obstacles in the air as well though it’s balanced again. You change the design of the level to fit the gameplay. And in a game that has a somewhat powerful sniper, you don’t design a map with an impenetrable sniper nest that can overlook the whole map.

[–] Afghaniscran@feddit.uk 0 points 1 year ago* (last edited 1 year ago) (1 children)

I'm no developer or programmer of any kind but wouldn't it be a simple fix by creating percentile ranges in the hitbox of the players? Headshot 100% damage, foot is 25% damage etc. etc.

[–] imaqtpie@sh.itjust.works 1 points 1 year ago (1 children)

That's definitely already a thing in most games. Sometimes sniper rifles do so much damage that even 50% is enough to OHKO though. Not sure what game specifically this is referencing

[–] Gutek8134@lemmy.world 1 points 1 year ago

CS:GO/CS2, AWP, leg shot deals 75 damage, body and head instakill