Marksmanship Update
As a marksman, you are the eyes of the team, providing surveillance and acquiring targets for your team. You are the sharp shooter that your team will call upon when they need help taking out a high priority target. Not only will you be taking more accurate shots, but you have adjusted to the recoil like a true marksman would. While you are perched up in your sniper tower, you aren't just terminating enemies with extreme prejudice, but you are providing your squad mates with battlefield situational awareness. The marksmanship skill tree hasn’t changed too much since FAS 1.0, however it has made room for a new third tier team benefit perk.
Marksmanship I
- 15% Accuracy Increase
- 5% Recoil Decrease
Marksmanship II
- 30% Accuracy Increase
- 10% Recoil Decrease
Marksmanship III
- Target Acquisition: Provide battlefield awareness to teammates by spotting enemies
Target Acquisition, or enemy spotting, allows you to call out enemy positions and relays that information to all of your teammates. In-game, an enemy icon appears above the players head that you have spotted so that other players will enter the battlefield knowing what to expect. In the beta, players are highlighted for 8 seconds, and you can only attempt another spot after the previous spotting has expired. However, if enemies are clustered together, you can spot multiple targets with one click (as you can see in the video below at 2:20). In FAS, we have two types of skills, selfish and team skills. Selfish skills are those that really only benefit you directly, whereas team skills benefit the team as a whole. We found that the Marksmanship skill was very one dimensional in the 1.0 release and was strictly a selfish skill. We were trying to find a nice perk that would benefit the entire team, so adding target acquisition as the third tier seemed to fit perfectly.
KS-23 Showcase
I am also pleased to finally show off our latest addition to the shotgun line up, the KS-23 slug firing shotgun. The KS-23 is different from the typical shotgun because instead of firing buckshot (multiple pellets), it fires one large ass slug round. As described in the developer blog last week, the KS-23 would definitely be an exception to the shotgun class. Instead of the usual CQC ranges of the typical shotguns, the KS-23 is geared more towards mid-range combat. The KS-23 has a 3 round tube magazine, and 1 round for the chamber. Being a pump firing weapon with such a low ammo capacity, you really have to make each shot count. When your slug rounds do find their target, there won’t be much of a target left.
As you can see in Michael65’s KS-23 showcase video, the KS-23 is extremely deadly, as long as you have a good shot. He also uses the target acquisition from Marksmanship III to highlight the enemies making it easier for him and his teammates to find their targets and land their shots.
Team Building
We have appreciated the applications being sent in and have filled most of the positions that we have needed to get 2.0 However, we are still looking for one more level designer to work on future levels as well as new position that has recently opened up, Environment Sound Designer. The sound designer will work with the level design and audio teams to create better ambiance in our maps. A prime candidate has their own gear and has access to many diverse environments. Responsibilities include many varying map props, distant battle ambiance, animal sounds, wind, room tones, precipitation and other sounds as they arise. Along with your application, include a demonstration of your work. We cannot accept applications unless an audio demo is included. The role of this artist will have a huge effect of the overall experience of the game, so great sounding gear and effective recording techniques are a huge advantage! If you feel that you can fulfill these requirements, please head over to our Jobs page.
wow that looks awesome, I'm gonna be huntin' sum deer ;D
Very nice news. This is already more interesting than BF3 and MW3.
Anyway, to that target-acquisition:
There really should be a way to counter that, as some (including me) like to sneak. One idea I had:
3 levels like marksman. The higher the level:
The nearer the enemy must be in order to mark you for others to see. (distance)
The shorter you are marked. (time)
The longer the enemy must aim at you before you get marked. (delay)
As for the team skill:
Make the above apply (but weaker) for teammates nearby.
Just one random idea.
The targeting is on a fairly narrow line, so you have to basically be looking at someone to hit them with it. Being quite the stealth enthusiast myself, I find that most of the time I'm not being seen to be marked in the first place if I'm doing things right.
With a bit of forethought the upcoming Recon perk should also make it easier to sneak into areas without blundering into unexpected enemies as well.
What I am on to, is that you can see that the perk allows you to track enemies out of sight. I think that adding a perk to counter that specific aspect would be good. This perk makes the tracking stop as soon as you're out of sight, letting the person that marked you only with your last position. A bit like in MW2, when you capture the flag. Your position updates as soon as you are seen by an enemy again.
The Recon "perk" is not ninja from CoD and having perks killing off each others' features is annoying for both users. I, for one, don't want to put points into something because I am forced by the game to achieve success in my style, although that might be just me.
This was aimed at TheSniperFan, hopefully I replied to you! :)
I like the tier 3 idea but there should be another perk to counter it
this mod let me down before (had high expectations)... :/ hopefully it be better with updates and more people.
Great progress I think it'll be great to play.
everyone is gonna use this skill branch. EVERYONE
unless the skill system is completly changed
KS-23 + Marksman LVL2 and up = Pump Action Sniper without a Scope
Meet the Marksman? Well done guys!
how about making realistic spread for shotguns?