> > <mark>This would be a weak weapon compared to the other sniper rifles. Why would you choose a slow kill over an instant kill when you hit a headshot? Of course, you can never actually choose between sniper rifles. But what will make people go out of their way to pick it up?</mark>
> >
> > in any case, I think the advantage of this promethean sniper over the other snipers would have to be in other things. We could make it easier to hit with, but that would introduce an easy to use sniper and we don’t want any easy weapon in a competitive game. Alternatively, we could actually increase the clip size over the unsc sniper, as opposed to keeping it reduced like the binary rifle. Or give it a really fast reload time. This would enable it to have a potential greater damage output than the other rifles, at the cost of sacrificing instant kills. It would still have less ammo than the UNSC sniper though. Also, headshots in particular should drain shields a bit faster, say 75% per second, so that an instant headshot will still beat a BR 4 shot killtime.
> >
> > If it were balanced this way, I would love this weapon as it would be quite unique in the sandbox and pretty satisfying to use. Especially if those hit by it are visibly hurt by it; for example a shock effect showing how the shields are being drained.
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> With descope incorporated head-shots aren’t going to be a matter of course anymore.
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> No, it isn’t. It just has different uses.
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> *It will drain 25% of the persons full health no matter what. Which means you will take down a full OS in 4 or less seconds with the use of one or two bullets.
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> *While players using the Power Up Camo can fire a few shots and then go invisible again this sniper would hinder them in doing that, by holding them visible and low shield for at least 6 seconds.
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> *As players always will lose health they are hindered to scope (Descope).
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> *You can keep other opponents weak for at least tree times as long by the use of only 1 bullet compared to the other snipers, which allows your team to be up in players for a very long time.
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> The only “disadvantage” it has is that it doesn’t kill as fast. This could be a positive and negative thing based on the situation.
…Did you read the rest of my post?
And I’m well aware of the advantages you describe. It is an effective overshield killer; but a sniper vs. overshield is only a rare occurance. And camo should be a powerup, so it doesn’t need a counter and again, camo vs sniper is a rare occurance. (And if not, Halo 5 will be an armor ability game and then i won’t be playing multiplayer anyway.)
So what we are left with is its regular use as a power weapon. The shield drain keeps enemies out of combat longer, if they can retreat before getting shot again. However, if they are getting teamshot, their shields will be down almost instantly, so they will start recharging earlier again, negating the effect. At that point it also would have been better to have a UNSC sniper, where the snipe + headshot would have instantly killed him anyway. Headshots also don’t kill instantly but over time, and since they can still give damage before dying that’s a direct nerf compared to the UNSC sniper. So yes, its damage output is less useful than with the UNSC sniper or beam rifle in most cases. But i support the weapon mechanic since it is unique and plays a good support role.
But in order to have the promethean sniper on the same level as the UNSC sniper and beam rifle, there must be an advantage to the promethean sniper that the other snipers don’t have. The beam rifle’s advantage is how it can instantly fire two body shots to kill (at the tradeoff of a cooldown). The UNSC sniper’s advantage is how it has more total ammo. So what will your promethean sniper have over the others?
My suggestion is a higher fire rate, say fire once every 0.75 seconds, which would be a nice counter to its slower killtime. It would allow for two body shots on somebody passing a broad hallway, something the UNSC sniper wouldn’t be able to do. An alternative would be more bullets in the clip, so you need to reload less. Which would fit in nicely with the support role of the weapon.