Everyone are complaining about both Faction Snipers, so am I, here's what i propose
Ostheer Sniper
- Main weapon is Scoped Kar98
- can be upgraded with Scoped G43 that will increase rate of fire
- Sniper has 100% accuracy and 75% accuracy to retreating units
- veterancy stuff:
1) Increases armor (received accuracy, received damage)
2) Increases armor, increases LoS, increases Health
3) Increases rate of fire, 100% accuracy to retreating units, Increases LoS
Soviet Snipers
- Soviet Sniper team still have 2 man
- Each team member has scoped Mosin Nagant rifle (so we got 2 snipers)
- each sniper has 50% accuracy to units and 25% accuracy to retreating units
- Sniper Team flare now costs 30 MU
- veterancy stuff:
1) Accuracy to units and to retreating units increased by 10% each, Increases armor
2) Accuracy to units and to retreating units increased by 10% each, Increases LoS, Increases Health
3) Accuracy to units and to retreating units increased by 15% each, slightly increases rate of fire
Ostheer Sniper vs Soviet Sniper
9 Jun 2013, 22:25 PM
#1
Posts: 2807 | Subs: 6
10 Jun 2013, 07:54 AM
#2
Posts: 2807 | Subs: 6
Okay, some people might be thinking that i created this topic because i want SSSSS back, well.... yea why now MVGame
But it would be nice if Relic could set a limit for sniper: 2 snipers per player
But it would be nice if Relic could set a limit for sniper: 2 snipers per player
10 Jun 2013, 10:01 AM
#3
1
Posts: 641 | Subs: 1
You forgot to add that ostheer sniper stays cloaked for a moment after leaving cover. so you can jump from cover to cover remain unseen, in theory
10 Jun 2013, 10:20 AM
#4
Posts: 393
Why don't you have the soviet sniper be 1-man, but upgradeable to be 2 man? And honestly, make them a lot less cost efficient than in vCoH; have them be a real investment.
10 Jun 2013, 10:28 AM
#5
1
Posts: 641 | Subs: 1
They are a real investment since they are so easy to kill atm.
10 Jun 2013, 10:40 AM
#6
Posts: 742 | Subs: 2
2 sniper rifles in 1 squad isn't a good solution imo. If that means having to compensate by making them each fire at 50% accuracy then you could very easily go whole minutes shooting nothing but thin air.
I think the best way to go about treating snipers would be to make them the specialist units that they should be;
- Big nerfs to accuracy at close range but perfect accuracy at long range, so as to reward good micro (think Firefly from CoH)
- Low hp so as to require good screening from other infantry and discouraging 'death squad' use of snipers
- Negative zeal effect so that multiple blobbed snipers are easier to countersnipe
- Big buffs to vision while in tall buildings so that there's a reason to put them in buildings (Saving Private Ryan anyone )
- Higher upkeep/pop cap relative to other infantry (?)
- Make all snipers 1 man, 2 man teams are just never going to be balanced and/or useful
(alternatively, make the Soviet spotter be the only guy with a proper LOS, while the sniper himself gets a much lower LOS or accuracy if the spotter dies)
In general, snipers also need to;
- Sound more distinctive. I'm getting really ticked off by the fact that snipers seem to sound just like every other rifle.
- Be more responsive. In particular this is noticeable with the 2 man sniper squads- it feels like I can give an A-move order and the sniper dude doesn't fire for ages while the spotter just fires away revealing his position.
I think the best way to go about treating snipers would be to make them the specialist units that they should be;
- Big nerfs to accuracy at close range but perfect accuracy at long range, so as to reward good micro (think Firefly from CoH)
- Low hp so as to require good screening from other infantry and discouraging 'death squad' use of snipers
- Negative zeal effect so that multiple blobbed snipers are easier to countersnipe
- Big buffs to vision while in tall buildings so that there's a reason to put them in buildings (Saving Private Ryan anyone )
- Higher upkeep/pop cap relative to other infantry (?)
- Make all snipers 1 man, 2 man teams are just never going to be balanced and/or useful
(alternatively, make the Soviet spotter be the only guy with a proper LOS, while the sniper himself gets a much lower LOS or accuracy if the spotter dies)
In general, snipers also need to;
- Sound more distinctive. I'm getting really ticked off by the fact that snipers seem to sound just like every other rifle.
- Be more responsive. In particular this is noticeable with the 2 man sniper squads- it feels like I can give an A-move order and the sniper dude doesn't fire for ages while the spotter just fires away revealing his position.
10 Jun 2013, 10:57 AM
#7
Posts: 2779
Just make them having 100% accuracy vs any shit hid in buildings first
10 Jun 2013, 10:59 AM
#8
Posts: 2807 | Subs: 6
i just wanted both snipers be different, Axis sniper quality, soviets number, that's why Axis sniper got 100% accuracy and good rate of fire and soviet got two snipers and reduced accuracy
10 Jun 2013, 14:37 PM
#9
Posts: 5
I would like to have them equal. I usually never make a german sniper when I see that my opponent has one already outside. The risk for me is to high to loose my only man. So a scoutcar have to do the job, though this only helps in early games.
17 Jun 2013, 23:27 PM
#10
1
Posts: 532 | Subs: 1
The snipers are fine.
Vet 1 Ostheer 1 shots Soviet Sniper teams. Provided you're using the sniper properly (killing CEs for higher exp gain) Vet 1 isn't hard. Don't forget that Soviet Snipers mean there will (probably) not be Mortars, MGs or ZiS, or in the event those show up they've shot themselves in the foot when it comes to tank production.
You can use all of that information to your advantage.
Vet 1 Ostheer 1 shots Soviet Sniper teams. Provided you're using the sniper properly (killing CEs for higher exp gain) Vet 1 isn't hard. Don't forget that Soviet Snipers mean there will (probably) not be Mortars, MGs or ZiS, or in the event those show up they've shot themselves in the foot when it comes to tank production.
You can use all of that information to your advantage.
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