I have always had a very intense grudge against clickers snipers playing this game. Their implementation is ass and always has been, and yet it was somehow even fucking worse in Renegade where from what I have heard, and have played myself, in that game, all guns except sniper rifles are hot garbage. It is definitely not as bad here, in that regard.
I feel like Renegade X may have patched a huge issue with infantry gameplay from the first game in that pretty much every gun has a place and can be used to effect, but to me, snipers kind of represent almost the lowest common denominator of gameplay possible, like barely an armhair above AFK repping, (no dissing AFK reppers) and shooting into a poor infantry area with an arty indefinitely (which to me, sucks for similar reasons to sniping).
I really enjoy the infantry combat in this game and think that under specific conditions it flows and plays super well and is super addictive and satisfying. Sound effects, the floatiness, the variety of gameplay and characters, the crates, there is so much to go on about why I like it so much with a huge exception to sniping.
They seem out of place. Infantry gameplay is really fast paced and intense, and then you've got sniping, which is moving along at a crawling pace, with your eyeballs sucked down a really really forgiving scope waiting for someone to peak corners and then click. There is quite a lot of corner camping in this game, but infantry pathways are usually a hive of activity until the moment a decent sniper player comes along, and then you get to witness the would-be intense combat wither to hiding behind pillars and rocks constantly, because everyone knows that at any moment you could have your head taken off with very, very low effort. This is shitty gameplay. Renegade X already has mad base camping every match, and this same principle can then be extended to infantry areas aswell? Nice. Sitting around, not shooting anyone, not doing anything cool, just waiting for that clicker to fuck off and get bored basically.
The ability to hitscan someone from incredible distances makes killing cheap as fuck and undeserved to be frank. Its like a free kill card. Most guns in this game have really limited range and then you have these semi automatic hitscan snipers that can click people from any range, and do decent high-damage body shots and instant headshots at that?
And also, whats with the animations? If these snipers are aiming through a scope on their enormous fucking anti material rifles, can their model... reflect that please? Thats a serious suggestion right there. At present it only seems to change once the rifle has already been fired, which isnt very helpful.
The cracking shot was an excellent addition (sniper shots used to be almost dead silent in this game), but I think this whole wait-and-see combat area denial gameplay would be a lot better with some accurate visual information about what the sniper holding everything up is doing. Groups of snipers lined up next to eachother with their massive guns being held down like they are on ceremonial duty looks hilarious.
Guaranteed a game of Resevoir looking like this has a dead af infantry path.
Renegade X has chosen a really weird way to balance snipers: if you look at other floaty FPS games, youll see that semi auto hitscan snipers tend to do moderate amounts of damage because they arent exactly difficult to use. You click someone when they are in front of the cursor. Renegade X has made it so that heavy snipers are hitscan, do lots of damage, but are delegated to camping long hallways and ridges (almost like an actual sniper), which is in complete confliction with what the rest of the infantry play as. Snipers feel strangely grounded.
Its probably controversial, but I feel like a good way to make snipers fit better with the game would be to lighten them up a bit. Reduce the damage, increase their speed and tighten the no-scope, make it so that Snipers are more encouraged to play the game in a way that doesn't make it shit for everyone. That or introduce a less controversial velocity drop, like in Firestorm. That works okay.
The addition of a delay to the railgun and ion cannon was an amazing and simple way to balance the guns without making them hopeless. They scream "this is an anti tank weapon" to you, but dont fail to reward you when you do score a hit on a player.
Please share your thoughts below : )