edit: nvm, it was nothing >_<
Have you ever thought why Disi and Torp is so strong in T1 and T2 while in T3 and T4 the speacials are useless?
T1 and T2 lacks something:
-
Speed
-
Modabilty for Resistances
-
A good pack of Basic Hull and Shield
This is the Problem right now. It even becomse wores with unskilled players flying in Open Space. => Anyone some Aiming practise?
While Fights in T3 and T4 are totally diffrent. All Ships stick to Obstacles, Team up and are fast enough to evade Torpedos and even Disi at a Distance of 4km. Not to mention that main Weapons are way better at that Distance.
I would really like to see some Suggestions how to better balance them, not only complains about how OP they are. We all know they are OP in low Tier.
then tone it damage down, that’s enough for everything. only for low tier.
see, lot of people got piss off from it and then quit the game before they reach higher tier, nobody like to play game that made them piss off or sick.
also lot of people think it’s god sent weapon that can wtfpwn by just 2-3 shot, even when they climb up to higher tier and then they see it’s not strong as it use to be
they just go back to lower tier and play it because they want to stomp someone head, good for them, bad for new coming.
no new customer is bad for business.
For Disintegrator:
I had in mind to cut the Rate of Fire down by 50% and effective Range to 7km. Maximum is +30% of effective for all Weapons. But in favour of higher Tiers i would also slowly scale it up to 10km effective with T4. (+1km per Tier on effective)
T1:
With new setups we would get 1 shot each 7.06 seconds and effective range of 7km. Maximum would be 9.1km. DPS would drop down to 396.6DPS previous was 793.3DPS.
i don’t know if reduce range will be good choice, it’s too close, move up to 4km and they can use their main instead or you want to influence them to use?
range is fine but damage is not, it’s good to be finisher, not wtfpwn, harassment is ok, the torpedo also good for clearing drone in beacon though.
maybe tone down both dmg and rof, reduce both will reduce the effective damage output as well.
i pilot Jericho Frigate too, mostly use torpedo as openning of match for 2-3 rounds then move up close and helping smaller ship fight, the DPS clearly better than using torpedo alone.
For Disintegrator:
I had in mind to cut the Rate of Fire down by 50% and effective Range to 7km. Maximum is +30% of effective for all Weapons. But in favour of higher Tiers i would also slowly scale it up to 10km effective with T4. (+1km per Tier on effective)
T1:
With new setups we would get 1 shot each 7.06 seconds and effective range of 7km. Maximum would be 9.1km. DPS would drop down to 396.6DPS previous was 793.3DPS.
that is a bad idea my friend.
you are basicly just nerfing it and still randering it useless at higher tiers.
first of they need BUFFS yes thats right they need to be changed in a way which is actually a buff (will get to that in a sec but first i will give a way to fix the low tier issue’s)
as it is right now the issue is that people don’t have the skills to defend against it in lower tiers:
for jaricho’s ALL you need to do is make “Missile defence system” a T1 mod(maybe allow fighters to use them so to allow them in the front line), THERE everything you had issue’s with about jaricho’s is now fixed. throw one “missile defence system mkIII” on a ship and it randers up to 3 Ace jaricho users useless while they are sitting at high distance desperately trying to snipe people.
frigates Disint:
the only issue fighting against these is that the users have SUCH an easy time adjusting the sight (ow you are flying around me with 300 speed, i dont care if i can move the mouse you are hit, same at distance "ow you are an inty flying at high ziqzak speed thats fine my cursor can keep up and thereby my aim).
what i think it needs and which is wierd it doesnt have is a VERY high barrel rotation speed (i am not a dev and i don’t have the exact numbers or the ability to test how much effect each deg/sec have ingame but give it a rotation which makes it soo slow to actually track an interceptor effectively if the inty is simply just flying in a 90degree of the frig.)
i am not sure if this is possible to do without it coursing major issues with the basic use of it in the first place, if it does the
althernative is to let it be a "auto tracking (this would properly be the better option) meaning changing the skill a bit:
so you activate the skill and its main disint gun will AUTOmatically try to track your target and shoot the target. this tracking would be too slow to hit a interceptor flying over 150(whatever the speed of a fast dogfight is for an interceptor) and too slow to hit a fighter at MAx speed in a 45-90degree flying angel from the frig.
it would auto matically shoot with a CD of 5-10 seconds and do pretty high dmg as it does now, it should drain your energy MAJORLY while activated, so that using afterburner would really be durable while having it on.
this would do a few things.
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most importent it would make players in frigs stop camping at 8km+, since now they could shoot and move while their special is used.
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it would stop disint from being a “snipe inties and fighters out of no where with no where to run in certain situations and turn it into a support weaponry”,
3: its main dangour would be to slow moving and hard tanking/hitting targets at up to high range, and at the same time add support fire in dogfights of slow moving targets or fighters (which is more then capable of restanding huge amount of punishment.)
ok to some changes for the jaricho’s torp:
first of with the “missile defense” available at t1 their special is useless in 99% of the cases and using this locks them down for 30 sec per use.
this is not good.
so as the first change, in the same manner as with frigates, torps would be auto tracking and try to avoid obsticles the best they can. meaning you have a target you use the torp and it tries to home the target and not hit objects the best it can.
CD needs to be a bit higher due to the high burst and auto use now (20-25 sec or so).
this would do a few things:
1: it would bring the ships into combat the same as with the empire frig (explained above).
2: it would make it much easier to dodge the torps, since ai is stupid and can easy be outsmarted compared to good players.
3: it would allow small fast ships to avoid hits same as the empire frigs disint (explained above) due to them being so fast they can easy out manouver it.
soo this should take care of the issue’s in t1 and t2, this would diffinately make them alot weaker vs the ships they are a issue against right now, and give you more then enough tools to handle “camping snipers”.
now one last change:
torps and disint should always do the dmg type that your ships main weapons are doing. and their dmg should scale on your main weapons dps (meaning if you build full out dps your torp/disint is doing more dps then one who builds full out tank).
i think this could solve the problems in t1-t2 and also resolve the issues at t3-t4 (where it goes from being VERY strong t1, to ok t2, to useless t3, to wtf do i have this wierd icon i never press?! t4 )
edit:
alternatively, if you dont want to actually fix the issue and make the abilities really nice for the frigs so they dont have to choose between lame camping sniping and being in and helping the team this is what you need to do.
disint is instant hit, no travel time: dmg type same as main weapon. cd 5sec
torps. got double movability (turning etc) and double speed. dmg type same as main weapons cd 20sec
then you can applie your “lower tier crazy nerfs” to allow people to simply ignore them at lower tiers, but no matter what you do they need adjustment which means hard buffs at higher tiers, right now they are simply just too useless and it really hurts the team when people are using their abilities in 9/10 cases.
Honestly though, I think they actually overnerfed the specials already. How they could have solved the problem is unlock phase modulator in T1, that solves a lot of problems right there. Hit by a beam? Cloak and hide, I played Fed Fighter in T1/2 so never really had a problem with the 14 sec cloaking, they can’t hit what they can’t see. If getting sniped is such a problem, maybe they should give the Fed fighters a try.
Hell, make that a general recommendation, newbie? Try Fed Fighters.
Agreed. (Also linked the Thread into the Dev Forum)
150(whatever the speed of a fast dogfight is for an interceptor)
Speed Builds on T2 reach 500m/s // T3 can reach 700m/s //T4 800/ms. Yes this is close Range Dogfight with Inter. You wont hit them even on low Range. Since Accelerated Coil is Frig only now you are really screwed with non Sniper Wepons on Fighter and Inter.
So far you would change Disi this way:
Give it a slow Barrel to reduce the instant tracking it has right now, making it hard to hit fast targets on even long Range. (Skilled Pilots will alwas be ablte to dodge it anyway.)
Allow the Ship to move while use the Disi.
Auto Track on locked Target.
Guided Torped:
Auto Track on locked Target. (The current Bot mechanik would need a ton of upgrades to be good enough to ceep track of the target and not hit an obstacle)
Increased CD
General:
Damage should scale upon Installed Wepon and use the same kind of it. This would also increase the Power thy have in higher Tiers.
Im not certain about it. Auto Track = Auto Aim…
The Reduced range will do have an impact on them. Lets see how far a normal Main Weapon can shot on the Tiers.
T1:
Highest Range: Railgun with 2.7km effective
Disi with my balance: effective 7km (still strong but the reduced damage will compensate)
T2:
Highest Range: Long Range Laser 4.4km instant hit
2nd: Stab Rail 4.05km
Disi with my balance: effective 8km (scaling its damage depending on the weapon will slightly boost it)
T3:
Highest Range: Long Range Laser 4.4km instant hit, adding 2 horizon mk3 => 6.38km
2nd: Stab Rail 4.05km => ~5.9km but to slow to hit something
Disi with my balance: effective 9km (weapon boost will show off)
T4:
Highest Range: Long Range Laser 4.4km instant hit, adding 3 horizon mk3 => 7.37km // adding 4 horizon => 8.36km
2nd: Stab Rail 4.05km => ~6.78km 3 horizon mk3 // ~7.7km with 4 horizon mk3 (but still to slow to hit)
Disi with my balance: effective 10km (weapon boost will make it strong, even stronger than any long range weapon will have)
Weapons will get better over the Tiers, we only need to be sure that Disi is dealing more Damage on the max Main Weapon Range. Right now only Long Range Lasers can ceep up with the Damage due to the instant hit. But its so damn hard to hit something on that Distance anyway.
Giving T1 and T2 the Missilde Def back is also something i have considerd. But then again Torpedo is useless against a Frig using it. Maybe even the best solution right now.
The Damage on T1 and T2 needs to come down indeend.
For me it rather looks like reduce the Base Stats and increase the scaling the Special has.
Alright let me take a stab at this as i posted in other threads.
First off, the idea of a sniper gun as understood or experience in games like counter-strike etc, should be completely
removed from their heads. This is now how a sniper gun in a space game should work, nor is it something that we
in the past (be it mod, volunteer, or developer) have managed to balance.
Second, to understand the role the sniper needs to play, we need to look at the game out side of sniping. So
lets eliminate sniping from the game for a moment in our minds. How would you visualize the game play if this was the case?
Hopefully you will come to the same conclusion that i have, that the game play with primarily be dog-fighting.
This gives us the conclusion that sniping should be something a long those lines, however it should be slightly different.
Ultimately when i look at sniping i come to the following conclusions
Burst based damage is not the way to do it
DoT or Secondary effects is the correct way
Range should not exceed 6.5k
Should never kill a person faster then 35% of the tank duration of the ship
the weapons should be more range based
How to fix Disentegrator and Guided Torpedos:
Tier 1: Half current damage
Tier 2: 3/4 current damage
Tier 3: current damage
Tier 4: 1.25x current damage
Problem solved. Also make players lose points for killing friendlies with torpedos, maybe then they will realize they are sniping their own team and that maybe they shouldn’t do that.
New players are going to get destroyed in tech 1 regardless of sniping, especially if they have a starter ship and even more so if they don’t have a firm grasp of the controls and proper dogfighting tactics. It really doesn’t matter who they are getting killed by, if they aren’t willing to learn from their mistakes and get better at the game before they quit in frustration nothing is going to change that.
I’m feeling ya’.
I had the same problem as you, but trust me on this one, as you get better at the game, you’ll learn how to counter them and you’ll find something else to complain about.
Don’t believe me? Look up my posts, I complained about snipers a lot too, a few days ago.
I still think frigates in general have a bit too much damage in comparison to the distance they can fire at, but once you learn to counter them, it becomes quiete sad, as you see them going down while they can barely move around fast enough to get a chance to fire back at you.
Sniper frigates have 2 major drawbacks:
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Their back, which they cannot protect enough (except if they’re a drone frigate)
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Their inability to contribute to the match other than kills.
Now don’t fire the ‘BUT THEN THEIR TEAMMATES WILL JUST KILL ME ONCE I ATTACK THEM FROM THE BACK’ because in most cases they will not.
They’re interceptors and fighters for a reason, because they belong inside the heart of the battle, they won’t be at their spawn unless they, well, just spawned.
Just TRUST ME when I say you’ll learn to deal with it and you’ll find something else to complain about soon.
And his friggy friends will be so scope locked on sniping that they won’t even notice one of their number being attacked unless they are on teamspeak.
Give it a slow Barrel to reduce the instant tracking it has right now, making it hard to hit fast targets on even long Range. (Skilled Pilots will alwas be ablte to dodge it anyway.)
Allow the Ship to move while use the Disi.
Auto Track on locked Target.
ty for answering on this
i am sry if i was a bit unclear and i am not sure if i was but i wanted to Either make it “barrel roll” Or make it “auto track” so that its an activate ability which while activated would just auto track and shoot at the target you had targeted while draining energy.
Speed Builds on T2 reach 500m/s // T3 can reach 700m/s //T4 800/ms. Yes this is close Range Dogfight with Inter. You wont hit them even on low Range. Since Accelerated Coil is Frig only now you are really screwed with non Sniper Wepons on Fighter and Inter.
i meand the speed that inters are at when close querter circling around each other (dont know myself since i dont fly inter above t2 and there they cant use half the speed modules but yes its true you will never hit a good inter or even fighter pilot at t3+ with disint, the barral roll and delay mechanic for auto tracking is mainly to balance it out as well in lower tiers ^^ ).
Guided Torped:
Auto Track on locked Target. (The current Bot mechanik would need a ton of upgrades to be good enough to ceep track of the target and not hit an obstacle)
Increased CD
General:
Damage should scale upon Installed Wepon and use the same kind of it. This would also increase the Power thy have in higher Tiers.
torps you could actually just give them the projectile calc as the missiles (this would mean lowering cd considerably though or doing something else to balance them out since out tricking them would be crazy easy. maybe increase their flying speed crazily would solve that, or increase the aoe, would need testing by a ingame team to check out how different options would actually effect these. as a main defence is the missile defence system, personally i havent been hit by a torp since i started using it so would say its more then enough defensive options to have which you can scale down to whatever ship its needed.)
but yes you got the currect idea of what i wanted with torps.
damage scaling is exactly aimed at higher tiers, i see constantly people getting hit by a weapon which is supposed to do 6,6k dmg doing like 2k o.O 2k single target dmg on a 20-30k hp per 3 seconds with a TON of handicaps as the frigs special is just not nearly good enough for what it is by allowing you to change dmg type on ammo or weapon change you would allow it to adept to the situation its in and good players would have more to play with and think about.
Im not certain about it. Auto Track = Auto Aim…
well i see it like missiles, almost every missile, mine, pulsar, every CC ability, every healing ability etc. is auto tracking.
i think this isnt a issue when its not “perfect and instant” auto tracking, meaning as i tried to describe that fighters and especially interceptors can pretty easily avoid the hits. first hit will hit most unknowing people going from a to b with “no care in the world” but then they start trying to dodge and every hit from there will miss if they do it currectly and are not in a slow ship or going towards the frig in a quite direct angle (45± degree or less, would need testing).
what it would allow though is the frigs to actually use weapons at the same time and actually play instead of just "sitting camping and snipe)
this is ofc if we need to keep the current design which i could understand that we needed currect? (since making disint into a buff which just majorly buff the range and dmg or rof of their main weapons for a short duration(like 5-10 seconds with a 30sec cd, or make it a toggle which drains rediculess high energy while activated, like 150-200 energy drain per second(yes that would make you run out of energy if you keep it on which it should if it was like that)) would be FREAKISLY!! AWESOME! and would require major aiming skills to hit stuff moving at high distance (due to lack of zoom while using it))
The Reduced range will do have an impact on them. Lets see how far a normal Main Weapon can shot on the Tiers.
T1:
Highest Range: Railgun with 2.7km effective
Disi with my balance: effective 7km (still strong but the reduced damage will compensate)
T2:
Highest Range: Long Range Laser 4.4km instant hit
2nd: Stab Rail 4.05km
Disi with my balance: effective 8km (scaling its damage depending on the weapon will slightly boost it)
T3:
Highest Range: Long Range Laser 4.4km instant hit, adding 2 horizon mk3 => 6.38km
2nd: Stab Rail 4.05km => ~5.9km but to slow to hit something
Disi with my balance: effective 9km (weapon boost will show off)
T4:
Highest Range: Long Range Laser 4.4km instant hit, adding 3 horizon mk3 => 7.37km // adding 4 horizon => 8.36km
2nd: Stab Rail 4.05km => ~6.78km 3 horizon mk3 // ~7.7km with 4 horizon mk3 (but still to slow to hit)
Disi with my balance: effective 10km (weapon boost will make it strong, even stronger than any long range weapon will have)
thats without the 20% from “neucontrolled” implant.
so that 2,7km is actually a max of 3,24km, but more interesting is the lasers which is 2,5= 3km instant hit on target and easy to follow.
and at higher tiers you can get lasers up on 8-9km range with modules and ammo instant hit btw -.- the disint is not touched by mods at all which is yet another handicap with it as an ability, it got no synergy with modules.(and just to mention those range mods are a MOST for the frigs to stand a chance, contrary others they got no ability to escape when swarmed by figther/inters so they need to be able to hang back closer to their spawn or behind their swarm to survive for even 5 seconds, 2-3 fighters can burst down a frig in under 5 seconds even when using “shield power”+“liquid armor”+direct shield gen"+“direct armor repair” running(which can be turned of by 1 cc skill btw) o.O)
so what would you rather use in a setup of a fight a weapon where you can move, “dodge”, have good overview of battlefield, assist your team, and instantly hit and keep consistant dps on a target of 3km (this is optimal range, it can reach futher from my understanding, at least higher teirs which alot further then their optimal range, not sure with t1 though.)
or
use a weapon which immobilize you, got travel time(you need to aim very carefully and it can be dodged), lose any overview over the battlefield, have lower overall dps, be easily outflanked and have a 3seconds delay on every shot + the need for LOS from where you are since you can’t move and it will cost you a minimum of 3 seconds recharge+cd to try and move.
so which would you rather use?
and do keep in mind this is suppose to be their SPECIAL ability, this is suppose to be as powerfull as Overcharge, Mwd, camo, phase shield, tachyon cocoon, and combat drones, which ALL adds a crazy amount of strenght to their respective ships without adding any handicaps at all (overcharge makes it harder to control the ship though ± handicap i guess)
i mean thinking this ability needs to be WEAKER then the basic main weapons is just crazy, you will effectively kill the ability completely, why on earth would i ever use a empire frig?! (actually i am getting my status up so i can switch to a fed frig, due to how crazy bad the special of the empire frig is in t3+, but i should properly just switch to a command ship which have more dps, same range, tons more mobility, ability to fight everything, and more survivability and higher burst tank as well… i just really like the idea of frigs and hte heavy laser is soooo cool on them, which i can also just use on the command ship though, with same dps…)
as it stands already now even at t1, engaging a empire frig is the Easiest of the 3 frigs to take out, why? its special ability adds no support for it at all, torp adds a minimum vs bad players (which t1 general is) you can instant detonate it doing major dmg too them. combat drones are actually pretty good as defence at t1 when jumped by a fighter/inter.
at t2+ it only gets worse and t3 its kinda sad how bad it becomes.
well all in all my issue with your change is that you are nerfing a already nerfed ability and you are nerfing its ONLY!! good quelity, the range.
this ability got absolutely nothing going for it besides having a very long range (which at t2 is simply negated due to the maps having almost no open space and so much cover its crazy on most of them.).
Weapons will get better over the Tiers, we only need to be sure that Disi is dealing more Damage on the max Main Weapon Range. Right now only Long Range Lasers can ceep up with the Damage due to the instant hit. But its so damn hard to hit something on that Distance anyway.
Giving T1 and T2 the Missilde Def back is also something i have considerd. But then again Torpedo is useless against a Frig using it. Maybe even the best solution right now.
The Damage on T1 and T2 needs to come down indeend.
For me it rather looks like reduce the Base Stats and increase the scaling the Special has.
didnt get the last quote in the post so here
well the issue is that it is not just having higher dps at longer range it is MAJORLY and CRAZILY handicapping you while doing so, with sooooo many handicaps on you while using it, the effect it needs to have should be MAjOR! for it to be worth using at all and in its current form even if you boosted the dps a bit it just simply isnt gonna be good enough.
the disadvantage vs advantage is simply not in pair, and even worse its a special which on every other ship is just adding a major advantage when used, while on empire frig(and to some extend on jaricho frig) it adds a major disadvantage to get some ± utility. that is in no way in line with the abilities of other ships in the game.
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dmg wise i dont think it needs to come down really, the dps of the torps is really not that high and if you add missile defence the ability to completely negate it is there.
the torp user is seriously a sitting dock for a good 20-30 seconds per torp use, again the disadvantage to the advantage is majorly outweighing the effect it have, the only real issue in t1 is people need a bit of tools to counter mass use of torps and snipes, (and some experience on doing so as well).
i personally feel right now that taking a empire or jaricho frig to t3+ (which takes forever when grinding for it) or buying it with RL cash, you are getting majorly screwed becouse their active abilities are so crazily bad once you reach t3+, it is so easily hard countered and got so many ways to be prevented and have so high handicaps to even use them in the first place that those two abilities are no doubt the worst in the game at this moment, and simply nerfing them early tiers instead of overall fixing them is just gonna screw those ships even more (ofc it would allow people to simply just not use them. but already now we can see on win rates that the empire and jaricho really isnt the top scores and especially empires are getting screwed over right now. and still we are talking about pure out hard nerfing their ships ?! o.O ).
Edit: i am not quite sure what the devs want the role of the frigates to be? could we get this clarified?(would make suggesting actual changes alot more simple and easier for us to hit what they want) since it seems like they are a bit skizofranic on this part.
they give them LONG range abilities, close range support mods, SLOW mobility/rotations, any range weapons, high Sustain, Low burst tank, high close range sustained dps, high close range burst dps, low long range dps, etc.
their specs are all over the place and there is little synergi at all with these frigs, the only one which you can kinda make sense of is the “fed frigs” but even here the very low rotation speed suggest it should not be in close combat, while its special and support mods suggest it would be all up in the enemies face with the fighters/interceptor frontline.
How to fix Disentegrator and Guided Torpedos:
Tier 1: Half current damage
Tier 2: 3/4 current damage
Tier 3: current damage
Tier 4: 1.25x current damage
Problem solved. Also make players lose points for killing friendlies with torpedos, maybe then they will realize they are sniping their own team and that maybe they shouldn’t do that.
New players are going to get destroyed in tech 1 regardless of sniping, especially if they have a starter ship and even more so if they don’t have a firm grasp of the controls and proper dogfighting tactics. It really doesn’t matter who they are getting killed by, if they aren’t willing to learn from their mistakes and get better at the game before they quit in frustration nothing is going to change that.
you never used disint or torps at t3+ now have you -.- doubt you even used it at t2 with those changes, properly not even at t1, if so very little then.
either that or this post is completely sacastic in which case its awesomely made although hard to understand even for a danish person ;D
Good ideas guys. Keep it rolling !
Bump ! ^^
Firstly,
You are classifying people in your rage as fat, ect, just because they choose a different playstyle than you.
Secondly,
Sitting back and sniping is not nearly as effective as being closer to your teammates and supporting them in a real fight and using the sniping option as a way to shoot things long distance while switching back to the real fight when it’s needed.
Thirdly,
If Sniper’s are made glass cannons then they will _suck_. I will easily fly my Interceptor up into their tailpipe and blow them up in no time. I rarely lose to a sniper frigate as it is already. Did you ever think to simply harass the crap out of them or not fight in the open? I know one of my favorite things to do is to kill frigates, for sure. I even do it with my own Sniper Frigate. Warp-Gate myself right behind them and open fire with pulse lasers and watch them croak.
In my opinion the snipers aren’t nearly as bad or powerful as Jericho missiles. The ability to guide yourself around asteroids and hit things behind them is incredible, it also does more burst damage. And the other wonderful thing about them is when teammates take out your shields with a jericho missile because you’re dogfighting with someone else :/ Sucky.
Also: I realized while playing with a friend and dropping into a T1 Hydra that I was OWNING new players. I mean… it wasn’t even funny. People flying in straight lines, ect. I have like 30+ hours logged in battle and these new players don’t know what’s hitting them. It’s a bit lame, actually, I ended up switching to another ship.
How about using your hostility on the battlefield, Eboy? Snipers are annoying yes, and Federation should have their own sniper, sure, but as a t2 fighter I don’t have much issue evading them unless I overextend myself.
They can be annoying. Yeah, it is incredibly frustrating to be in dogfights, then all of a sudden die to someone waaaay outside the entire melee.
I guess team members could be annoyed and start calling them kill stealers. no different than playing BF3, or CoD and have to deal with camping snipers…it’s what they do.
I will agree that giving frigates the ability is a little silly. I’ve only started getting into this game this weekend, but after I looked at the kill cam, most seem to be Empire frigates (I think, whichever has the disintegrator), OR, the Fed frigates, using long range lasers, then once you close, you have to worry about their drones.
I’ll usually try to close, and maybe it’s still the learning curve, but even in a fighter they are hard to bring down due to their armor, then compile that you’ll have maybe 2 or 3 of them sitting in the same spot…it’s doable, if done right, but can also be an annoyance.
Like most games that involve snipers, if not sniping myself I tend to stay on the move, and use cover whenever I can, and in this game, cover is in abundance, and many many many people like to just put their butt up against an asteroid, and wait for a passerby…like what Boba Fett did when he pretended slave I was a piece of garbage allowing him to follow Han!