Snipers in CoH2
Posts: 30
My reasoning is that the problem with snipers at the moment in CoH1 is that once you uncloak a sniper you can't effectively target the unit if it is defended. The only way to adequately kill a sniper with infantry (assuming it's mid game and scout vehicles are no longer viable) is to basically run on top of them which is not possible if they are defended by MGs, mines, etc.
This change is only a small de-buff so the sniper meta is not completely destroyed and it wouldn't effect how scout vehicles interact with snipers since they decloak them anyway. However it would keep scout vehicles more relevant into the mid game (you can dash in to light them up and run away again) and make it a little more difficult to create the roving bands of snipers you see a lot in CoH1.
Thoughts?
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Edited italics
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That would also explain why my snipers in the alpha never seemed to do anything...
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Posts: 172
I like it. I really do. Introducing these weaknesses should allow you to realistically counter snipers with other units than other snipers while still leaving snipers very strong in the right hands.
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And if not ... well then I will simply not buy the game. One should not balance things by giving less control options to a unit. Especially since that button has been there since the start of RTS gaming.
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Posts: 55
Why not just simply increase weapon cooldown or reduce weapon max range.
Posts: 82
No attack move on snipers? How about this: mouse is disabled, you can only move your sniper using WSAD or arrows keys. That should nerf enough.
Snipers must be controlled using WSAD along with the mouse. Also, you can only control them first person and must manually reload the gun with 'r'. On top of that, you're only allowed to sprint around and no scope people or knife them... and kill streaks. Also the game is now called Company of Duty: Call of Hero.
I think that if they just increased the % chance to miss on moving units, snipers wouldn't be as OP.
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Red Alert had it spot on.
Posts: 486
I still think a cool down on camouflage ability after they have been spotted is the solution. I like the sniper and everything it does, but once you have spotted it then it should become very vulnerable for at least the next 3-5 seconds.
Something like that would be interesting. I'd like to have it so that snipers have to shift position instead of holding a single good position. Shifting position takes more micro and also makes it easier to outplay and counter (compared to now where you essentially need the right counter or run through a defensive line to catch the bastard)
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