2 Sniper proposals
Posts: 168
This makes it very difficult to do things like rushing light vehicles, flanking with multiple squads, etc, in order to counter it.
I have 2 ideas that could help to fix this problem; I don't think both would be good to implement, but maybe one of them.
Proposal 1: Reduce sniper LOS by 10 - 20%. I think it will have the following effects:
1. Sniper will have to play more like a support weapon. It won't be able to solo as effectively since the ability to spot counters will be more reduced. This basically makes the sniper more of a combined arms unit as opposed to a rambo.
2. It will make it easier to punish players that over-extend.
Proposal 2: Increase sniper health, but remove/reduce retreat modifiers to make them more vulnerable on the retreat.
Basically, it's very frustrating to force a sniper to retreat, than chase it for a LONG time and still NOT GET THE KILL. At that point, RNG is fucking over someone's micro.
The expected effects of this proposal:
1. This rewards players that have good sniper micro, since they're able to keep it on the field longer, and are rewarded for being able to escape situations without retreating.
2. This is more likely to increase usage of sniper as a support unit; the risk of overextending is higher since retreats aren't as effective. Using it in conjuction with mgs/inf will be more common.
3. Players can punish snipers that are mis-microed/over-extended more effectively, and flanks are more likely to be rewarded.
Posts: 283
That would require a player relying on that visual range to either invest a lot of micro into the sniper alone, or force him to use the sniper in tandem with other units, binding even more manpower and field presence than already.
Posts: 1487
Posts: 612 | Subs: 1
Posts: 312
But this game needs light vech nerfs to be balanced before we look at this minutia.
Posts: 2636 | Subs: 17
1. Long-range killers shouldn't be able to self-spot; for obvious reasons. If sniper should self-spot, force them to remain stationary. for a while.
2. We could take your sniper health idea and extend it a bit more: reduce the luck-based defences of the sniper a bit more, in exchange for raw health. This should make sniper play a lot more predictable for both participants (rather than the RNG-fest that it is).
Posts: 368
Posts: 2885
At the same time, I would also consider lowering the detection range of these vehicles a bit. Its too easy to find a sniper since nerf.
Posts: 239
Both are excellent ideas.
1. Long-range killers shouldn't be able to self-spot; for obvious reasons. If sniper should self-spot, force them to remain stationary. for a while.
the whole point of a sniper is that it sees what it's shooting at. spotting for mortars and pack howis? sure. spotting for a sniper? usually the spotter is RIGHT NEXT TO HIM.
i like the thought of a sniper's vision maxing out only when stationary though. i also wouldn't mind a combination of camo modes... not the toggle cloak like vcoh, but only cloaked when in cover and in a "move slow" mode. this would keep the sniper from being able to backpedal at the same speed that infantry advance, even while camouflaged.
Posts: 818
Posts: 4630 | Subs: 2
It's BS when sniper can spot for itself and kill entire squad by shooting out of the range and moving back.
Posts: 708 | Subs: 1
2 snipers will cost you like basic of your army, so.
So much hate.
Posts: 2885
2 snipers will cost youl ike 3 mainline infantry quads.
2 snipers will cost you like basic of your army, so.
So much hate.
Lol, man, did you read anything more than title in this thread?
Posts: 708 | Subs: 1
Lol, man, did you read anything more than title in this thread?
Yup, snipers are not walking alone usually. Fact if 1 sniper was effective 2 will be twice effective.
Posts: 2885
Yup, snipers are not walking alone usually. Fact if 1 sniper was effective 2 will be twice effective.
Either I'm dumb or you are the only one talking about double snipers in this thread
Posts: 708 | Subs: 1
Either I'm dumb or you are the only one talking about double snipers in this thread
Nerfing snipers thread is already dumb place.
Posts: 930
I really don't see the issue here.
Posts: 276
Posts: 175
no its abnoxious. dont fix anything plz
Someone makes an effort and points out with reasoning what and why they want to change something, and this is what you reply? Just like in all of your contributions. Cannot someone please ban this guy from posting more trash? He obviously doesn't know how to read and write.
@Antilles950 I think either one of your proposals are valid options, though it is more USF and OKW (not UKF) that suffer from sniper play I think. UKF can counter snipe at least.
Posts: 1487
Someone makes an effort and points out with reasoning what and why they want to change something, and this is what you reply? Just like in all of your contributions. Cannot someone please ban this guy from posting more trash? He obviously doesn't know how to read and write.
@Antilles950 I think either one of your proposals are valid options, though it is more USF and OKW (not UKF) that suffer from sniper play I think. UKF can counter snipe at least.
most likely your 1v1 card is so bad that it is a shame to show it. Its silly to talk until you reach smth like rank 2000.
why are people crying so much about snipers? they are so useless in coh2, easy to kill, rewards a LOT of veterancy, take forever to pay off, tax the user with more micro, and a lot of other problems.
I really don't see the issue here.
if someone have a problem playing as or against unitX then unitX becomes an issue. And OP isnt playing sniper afais even as best sniper faction OH.
1. Taking away sniper extra sight radiius is simply insane. The unit is called SCOUT sniper. Its the same as take away frontal armor from tanks.
2. sniper will only be usable in conjuntion with camping cancer (standart OH play). And will be utter shit as a separate unit.
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