However the problem is existence of snipers in CoH all together.
I never understood why they went with super expensive very high risk and reward unit for early game instead of specialized squad or light vehicle.
PE ATHT anyone? Now THAT was a sniper done right, potent, very counterable, fun to play with and unique.
So I lay in bed wondering what could change the snipers role but still keep them useful, and came up with this.
I'll first lay out the changes, then explain my reasoning for them.
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All snipers now cause 4 seconds of suppression to the unit they fire upon
All snipers deal 20 damage per shot to infantry.
All snipers have a cost reduction to 240 MP.
All snipers receive a critical hit chance on targets below 75% hp.
All snipers have a 400% damage bonus to units in garrisons.
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Now let me explain.
The key revolves around the mechanic that keeps a suppressed unit suppressed as long as it is taking continuous fire. When the sniper fires upon a unit, it no longer acts as a primary damage dealer, instead, you must capitalize on the momentary suppression by moving up one of your mobile infantry squads to keep the enemy unit pinned down.
This is important especially for the wehr and soviets. For the wehr, it gives them a tool to be more aggressive on the offense, as now you can suppress a defending squad and move up with your infantry without having to wait for a mortar to get into place to lay smoke. For the soviets, it gives them an alternative on the defense to the maxim which is locked behind tier 2(and still sorta sucks).
Because the suppression lasts less time then the reload of the sniper, the sniper will be incapable of keeping an enemy squad suppressed indefinitely by itself.
Snipers will have the secondary role of clearing garrisons hence the 400% damage increase to garrisoned units.
Because their potency has been reduced, and because they now require combined arms to function, it is necessary to decrease their cost as well.
Overall these changes would reduce the costs of snipers making them easier to field, reduce their potency but give them abilities that work well with combined arms, and offer a potential alternative to existing units without invalidating usage.