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russian armor

Can you please fix the Russian Sniper RELIC?!?

31 Jul 2013, 22:59 PM
#41
avatar of Basilone

Posts: 1944 | Subs: 2

Possible fixes

1) Russians limited to 1 sniper on the field per player, Germans are allowed two per player. (least favorite solution)

2) Only able to reinforce if the escort/spotter dies, if the guy with the scoped Nagant is killed then the other guy retreats off the map.

3) Both of the men in the Russian team are real snipers (both have 1 shot kill scoped rifles) but they fire at half speed and cannot be reinforced. This means 2 man sniper kills as frequently as they currently do, but if one of them is killed then the unit works at half efficiency until second members is also killed.
1 Aug 2013, 00:12 AM
#42
avatar of Ginnungagap

Posts: 324 | Subs: 2

Hmmm, i could imagine limiting the number of snipers to 2 for every faction. That way it can't be "spammed" in 2v2+. Any direct nerf to snipers would hit 1v1 the most otherwise.

And by the way, give the german sniper a little bit more survivability, lets say 80 health. Even with his high armour, he dies by anything other than a bullet on a coinflip.
1 Aug 2013, 00:44 AM
#43
avatar of Cyridius

Posts: 627

My only problem with the Russian sniper is that it can get into a halftrack. Fix that and it's all good for me.
1 Aug 2013, 02:02 AM
#44
avatar of tuvok
Benefactor 115

Posts: 786

When a soviet goes ht+snipers he then has two choices:
- skip T2/T3 and rush to SU85: this gives germans a quite big window where their light vehicles are unrivalled. use it.
- go T2/T3 to counter germans light vehicles: this delays SU85s and gives germans a quite big window where their Panzer IV is unrivalled. use it.
1 Aug 2013, 05:17 AM
#45
avatar of HFSzsoci

Posts: 119

When a good soviet goes M3+sniper, and then call in 1cp Guards, or use his very cheap, 30 munis mine, the WM T1 will be destroyed RuS M3+sniper, or M3+flamer engis backed up with sniper, and WM try counter this T2 type 222 SC/AC, the 30 munis mine one hitted, or Guards make short work on AC... You have very hard minutes in early game, as WM. Later then, if Rus can fastech for T70, and game over, NO P4 here, another option, T2, and AT gun, mortar, maxim, with T1 M3+flamer pio, flamer Penal, snipers, doktrinal units as Guards, 120mm übermortar, etc...
1 Aug 2013, 05:51 AM
#46
avatar of Nullist

Posts: 2425

Permanently Banned
Guard counter light vehicles. Button is very underused for disabling 251/ACs, for more or less a free kill when it slows to a crawl and cannot return fire.
Combined with a M3 Sniper, this leaves Ost no option but to try a tech to T3.

My primary concern is M3 Sniper, which I find extremely cheesy.
Aside from that I think Ost Sniper also needs a buff to 80hp.
1 Aug 2013, 07:25 AM
#47
avatar of HFSzsoci

Posts: 119

I have not problem for WM sniper hp... With proper micro, WM sniper cant harmed common small arms fire, because you can use your longer 50 shoot distance, wiht attack move, vs common small arms 30-35 range. The real problem for me in countersnipe meta-game, where WM player can give -90mp drain with a good hit for enemy side, but SU player can with same good countersnipe give -360 mp drain for his enemy. 90mp =! 360mp...
The current sniper vs sniper metagame i think broken... Maybe we can see a good tutorial stream video for DEVELOPER/anyone decent player, what the proper use of WM sniper vs RUS sniper effective? It is would be good...

Other things, the efficiency vs WM sniper on 6 members Conscript, MG-s, Mortars, Guards, ST etc. vs the SU sniper efficiency on 4 members WM squad, Gren, PG, MG, mortar etc... The rate of fire difference between SU and WM sniper for me ingame nearly imperceptible, but the target squad size difference is huge, 150%. I feel this broken too...

Sorry for my very bad english.
1 Aug 2013, 07:39 AM
#48
avatar of The Dave

Posts: 396

I have not problem for WM sniper hp... With proper micro, WM sniper cant harmed common small arms fire, because you can use your longer 50 shoot distance, wiht attack move, vs common small arms 30-35 range. The real problem for me in countersnipe meta-game, where WM player can give -90mp drain with a good hit for enemy side, but SU player can with same good countersnipe give -360 mp drain for his enemy. 90mp =! 360mp...
The current sniper vs sniper metagame i think broken... Maybe we can see a good tutorial stream video for DEVELOPER/anyone decent player, what the proper use of WM sniper vs RUS sniper effective? It is would be good...

Other things, the efficiency vs WM sniper on 6 members Conscript, MG-s, Mortars, Guards, ST etc. vs the SU sniper efficiency on 4 members WM squad, Gren, PG, MG, mortar etc... The rate of fire difference between SU and WM sniper for me ingame nearly imperceptible, but the target squad size difference is huge, 150%. I feel this broken too...

Sorry for my very bad english.


+1 and I feel the same way too.

I really want to see a Dev counter the Soviet sniper spam micro'd by a good player.
1 Aug 2013, 08:06 AM
#49
avatar of Nullist

Posts: 2425

Permanently Banned
The HP is also necessary vs incidental AoE fire.

I feel a buff to 80hp is adequate to asymmetrically balance the onfield survival of these parallel units.
1 Aug 2013, 08:34 AM
#50
avatar of HFSzsoci

Posts: 119

The HP is also necessary vs incidental AoE fire.

I feel a buff to 80hp is adequate to asymmetrically balance the onfield survival of these parallel units.


My first problem is the unbalanced Countersnipe metagame, and effectivness difference SU sniper vs 4 member/squad, between WM sniper vs 6member/squad.

But, what you wrote, i think, balanced, because all mortar shell hit can kill instant WM sniper(40hp with 2 armor multiplier) AND SU sniper 2x40hp with 1 armor multiplier)team both. Mortar effectivness vs Both type of sniper are equal i think. But Counter snipe meta/ effectivness vs common inf squads, its not.
1 Aug 2013, 13:47 PM
#51
avatar of Tristan44

Posts: 915

Or just make them real inaccurate? Even when still the sniper should miss 30-40% of the time? I dunno, but im pretty sure the devs will not change the sniper being able to fire out of the sc.

Here is a fact though, if he got snipers/scout cars quickly the sov player does not have much capping power. Use this to your advantage and quickly cap some points and go tier 1 SDFK221.
1 Aug 2013, 15:14 PM
#52
avatar of Ekko Tek

Posts: 139

You have to remember that the sniper equity also needs to be balanced around the tech design. Germans have access to everything in each building - one of their big advantages. It's easy for them to backtech to whatever they want or need at any point in the game. I don't think the German sniper is meant to directly counter the Russian and that Relic wanted to change the countersnipe meta from vCoH. Early sniper/scout car gets shut down hard by a 221 scout car - and there is now a good chance the sniper will die as well when the car goes down.
Example: http://www.coh2.org/replays/6096/vs.-guard-spam
1 Aug 2013, 15:51 PM
#53
avatar of HFSzsoci

Posts: 119

Ekko Tek you have right, Wm have all support units in T1 with grens, it s fact, but proper microed M3+sniper can bleed out the WM player in mp war 221-222 scout car good vs very early and UNPROTECTED sniper, yes, but i haven't problem with noobs, who cant kite with M3 the faust, or dodge grens rifle nade with Sniper teams... I have problem vs good SU player, who knows the RUS 30munis mine can one hit destroy the AC/or can use his 1cp guards infantry with upgrade+button skill, or can protect with AT nade his sniper vs advanced 221/222 Scout car, can use on his sniper team the hold fire ability, in vet1 the sprint, can countersnipe cause WM player -360mp, and realize if WM contersnipe his sniper team member, he need retreat intstant, and loss only 90mp, not whole 360mp sniper squad...
1 Aug 2013, 16:55 PM
#54
avatar of Ekko Tek

Posts: 139

Ekko Tek you have right, Wm have all support units in T1 with grens, it s fact, but proper microed M3+sniper can bleed out the WM player in mp war 221-222 scout car good vs very early and UNPROTECTED sniper, yes, but i haven't problem with noobs, who cant kite with M3 the faust, or dodge grens rifle nade with Sniper teams... I have problem vs good SU player, who knows the RUS 30munis mine can one hit destroy the AC/or can use his 1cp guards infantry with upgrade+button skill, or can protect with AT nade his sniper vs advanced 221/222 Scout car, can use on his sniper team the hold fire ability, in vet1 the sprint, can countersnipe cause WM player -360mp, and realize if WM contersnipe his sniper team member, he need retreat intstant, and loss only 90mp, not whole 360mp sniper squad...

Fair enough - but you're theorycrafting about perfect play vs. your...what? imperfect play? You're assuming he has a mine in advance at the perfect spot that you will run over and that you never get a flanking faust off, etc. Don't build a German sniper when he starts with snipers and scout cars - why would you? I agree if enough stuff dies that he gets 1 CP and Guards out while he still has scout cars and snipers roaming around, it's infinitely harder though.
1 Aug 2013, 17:20 PM
#55
avatar of ☭NoobElite☭

Posts: 72

2 v 2's are EXTREMELY different from 1 v 1's in dealing with this.
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