Soviet Sniper Fixed ?
Posts: 1006
Do you feel the soviet sniper still needs to be looked at ? probably still a problem late game when you get units to support them but still, I find they are a greater risk since the 221 has been addressed.
Posts: 85
The German sniper has better survivability until a Soviet sniper hits the field(which I don't see often)
You guys are just expecting hard counters for everything. The German sniper is much better but sacrifices the ability to countersnipe.
I mean, the German sniper fires faster, never misses, and is always camoed.
Posts: 85
Scout car can't chase snipers because a well placed mine can instantly kill the scout car and the range is too low.
Posts: 85
Posts: 665
I don't see what the problem is with the Soviet sniper...
The German sniper has better survivability until a Soviet sniper hits the field(which I don't see often)
You guys are just expecting hard counters for everything. The German sniper is much better but sacrifices the ability to countersnipe.
I mean, the German sniper fires faster, never misses, and is always camoed.
It retains camo, it's not always camoed. It has the same hit rate as the Soviet one. it does fire faster, but that's only a balancing act vs the bigger Soviet squads. Basically, apart from the camo which is situational, the German sniper is simply worse. There's a reason you almost never see german snipers, yet I see Soviet ones every 2-3 games. When I'm not building one.
Posts: 85
Posts: 2425
Permanently BannedI definitely see a German sniper at least in 1/2 of the games I play
What game mode do you play?
Posts: 119
Wm Sniper simply not worth his price, vulnerable to countersnipe, and literally everything with 40hp single model, he is only a 360mp spotter/support unit, nothing else. A high risk/low-med reward unit.
Posts: 589
I mean, the German sniper fires faster, never misses, and is always camoed.
the sniper rate of fire for the Germans is not as noticeable as you think because it is different at various ranges. and always camoed? what?
Posts: 665
I don't see Soviet snipers that much, but I definitely see a German sniper at least in 1/2 of the games I play, and it's annoying to kill with infantry because it disappears almost instantly after shooting.
You must be playing another game. In my last 20 games I can count on one hand the number of Germans who deployed snipers, both in 1v1 and 2v2. And I'd have fingers to spare methinks.
You're also kinda not supposed to kill it with infantry. Still, oorah conscripts, M3s, mortars and soviet snipers counter it. It's the most micro-intensive unit in the game; whereas when I get Soviet snipers, making them attack-move whenever there's German infantry in range works wonders. If a scout car appears? AT nade his arse. Surprise guards are also very trollish vs scout cars.
Posts: 51
Posts: 53
Ost sniper on the other hand is complety rubbish for his price and has no added value like SU one. Also his Vet1 ability is not that great either.
Posts: 85
You can't just assume that there's always a mine there and make that a point.
Yes I can. I can assume that decent soviet players can have conscripts with AT nades, mines and guards. In COH1, people mined near their entrances all the time, why not here? Soviet mines are cheap anyway.
You can't make a point that "you don't see Soviet Snipers much" so it's not a problem.
As mentioned, German snipers rof isn't as fast as you think. Camo only applies if not spotted and at cover.
Posts: 3293
Posts: 1221 | Subs: 41
As mentioned, German snipers rof isn't as fast as you think. Camo only applies if not spotted and at cover.
The german sniper stays stealthed for around 4 or so seconds after leaving cover, that's his little gimmick which doesn't really make up for the double team, but still.
Posts: 2425
Permanently BannedThis creates a internal handicap that sort of negates this "perk", to an extent.
Cover is so plentiful in this game that I find the longer camo out of cover to be a pretty superficial advantage. Makes micro moderately easier, but itsma "gimmicky" kind of thing that can just as easily be accomplished with movement through normal cover.
Id recommend:
-80 hp
-Change RoF to a quick double tap, with long reload after the two shots.
-Make Camo same as Sov.
-Increase its sight range above Sov Snipers
Posts: 53
Id recommend:
-Increase its sight range above Sov Snipers
My idea is opposite. Make Soviet sniper team consists of sniper and spotter with binoculars. Replace the flare ability with something similar (actual use of binoculars) for less ammo. It should work sort of as cone vision on SU85 or Elephant but with wider cone (sort of like on Maxim). If the sniper get killed, spotter can take his weapon and continue to fire, if the spotter is dead, sniper can still fire but his sight is greatly reduced making him vulnerable to countersnipe.
Posts: 215
My idea is opposite. Make Soviet sniper team consists of sniper and spotter with binoculars. Replace the flare ability with something similar (actual use of binoculars) for less ammo. It should work sort of as cone vision on SU85 or Elephant but with wider cone (sort of like on Maxim). If the sniper get killed, spotter can take his weapon and continue to fire, if the spotter is dead, sniper can still fire but his sight is greatly reduced making him vulnerable to countersnipe.
and when the german sniper kills the spotter first, but is still within the truesight range of a forward conscript squad, he gets instantly picked off in return by any decent player. Or by the second sniper team the soviet player inevitably has, because why would you ever use just 1 sniper team vs an army of 4 man squads?
I'd much rather see a second man in the german squad and just keep it fairly mirrored for now. I've never seen a german sniper be used and after 300 1v1s I've never felt like I needed to use one either. About as much as I feel like I need a brummbar in any given game.
The buffed scout car is certainly nice but since at nades, 30 mun mines, and guards come into play for the soviets the same time as german t2 I don't see this as a significant change vs a good soviet player in relation to sniper use. Making multiple scout cars to kill a sniper (if at first you dont succeed, try try again!) will kill the ostheer's tech to t3 before soviet armor comes out
Posts: 480
Basically, he'll die in a ton of scenarios when a soviet sniper team would get out with one man.
I'm finding Soviet Snipers less problematic now the German scout car upgun doesn't remove the AI, and I think German players are getting much better at not worrying too much about the snipers and just sitting on cutoffs with a halftrack reinforcing.
Posts: 53
and when the german sniper kills the spotter first, but is still within the truesight range of a forward conscript squad, he gets instantly picked off in return by any decent player. Or by the second sniper team the soviet player inevitably has, because why would you ever use just 1 sniper team vs an army of 4 man squads?
I'd much rather see a second man in the german squad and just keep it fairly mirrored for now.
I am 99% sure that there will be no change in the 1 man vs 2 men sniper team scenario so lets forget about that.
Also in addition to my previous post, maybe it can be coded that german sniper will always fire first at the guy with rifle (if he is also in range).
ATM german sniper has no role and no additional usage like soviet flares. I can leave with that he is ultra fragile but let him bring me something extra to my play.
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