Sniper Cover Concept
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As a related issue, do you guys think that snipers should be "equal opportunity shooters"? as is, they treat all infantry targets the same way. That adds some interesting use choices (don't bother with sniper vs conscripts), but also adds some issues (German sniper hurts British much more than Soviets). Or should they engage different squad sizes or RAs with different speed?
Posts: 356
'Disposable' unit designs don't work too well in this game. I'd never build this 240 manpower sniper. As is they're a huge micro investment. If you reduce their effectiveness there'll never be a payoff to such a micro heavy unit.
Posts: 3053
But snipers don't kill by inflicting damage, they kill by inflicting a kill critical on an infantry hit, don't they? I'm not sure how trivial it would be to remove the kill crit then give the sniper rifle damage, but at the very least, it would be more complex than solely adjusting the cover multipliers.
I mean you can just increase its damage to whatever HP snipers have (since they have a little over the standard 80 IIRC) and remove the kill crit. All infantry models (besides snipers) have the exact same health in coh2 right?
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I mean you can just increase its damage to whatever HP snipers have (since they have a little over the standard 80 IIRC) and remove the kill crit. All infantry models (besides snipers) have the exact same health in coh2 right?
It'd unfortunately be slightly more complex than that also since there are occasional damage received modifiers that can affect infantry. Additionally, the fact snipers do 0 damage at the moment makes them literally useless against vehicles with their sniper rifles (aside from a lucky Ost Sniper Vet 1 Incendiary Shot) while making them do actual damage with their sniper rifles thus means they now can actually do damage against light vehicles...which will probably be really wonky since they'll rarely damage them but will damage them for 80.
...it's probably also pretty possible to make snipers have a constant -100% damage modifier against vehicles though.
Posts: 3260
It'd unfortunately be slightly more complex than that also since there are occasional damage received modifiers that can affect infantry. Additionally, the fact snipers do 0 damage at the moment makes them literally useless against vehicles with their sniper rifles (aside from a lucky Ost Sniper Vet 1 Incendiary Shot) while making them do actual damage with their sniper rifles thus means they now can actually do damage against light vehicles...which will probably be really wonky since they'll rarely damage them but will damage them for 80.
...it's probably also pretty possible to make snipers have a constant -100% damage modifier against vehicles though.
Accuracy versus cover is tweakable by weapon.
You could set the damage to 200, add a 0.2 multiplier vs heavy cover and a 0.1 multipler vs vehicles.
200 will easily smash through any damage reduction auras, but said auras will still reduce the half damage suffered in heavy cover.
Posts: 5279
Accuracy versus cover is tweakable by weapon.
You could set the damage to 400, add a 0.2 multiplier vs heavy cover and a 0.1 multipler vs vehicles.
400 will easily smash through any damage reduction auras, but said auras will still reduce the half damage suffered in heavy cover.
*rolls a pen on a kubel*
*kills it quicker than a 122mm cannon of an is-2*
Posts: 3260
*rolls a pen on a kubel*
*kills it quicker than a 122mm cannon of an is-2*
0.1 multiplier vs vehicles. 40 damage.
Although yes, that 400 is meant to be 200.
Posts: 5279
0.1 multiplier vs vehicles. 40 damage.
Although yes, that 400 is meant to be 200.
That's what I get for skimming isn't it?
Posts: 3103 | Subs: 1
0.1 multiplier vs vehicles. 40 damage.
Although yes, that 400 is meant to be 200.
I was also wondering why you'd suggest a 0.2 modifier against heavy cover on 400 damage when 400 X 0.2 = 80 which means infantry will always die despite cover anyway like now...
*rolls a pen on a kubel*
*kills it quicker than a 122mm cannon of an is-2*
SNIPING THE DRIVER
THIS MAKES THE KUBEL EXPLODE
Posts: 3053
I was also wondering why you'd suggest a 0.2 modifier against heavy cover on 400 damage when 400 X 0.2 = 80 which means infantry will always die despite cover anyway like now...
SNIPING THE DRIVER
THIS MAKES THE KUBEL EXPLODE
Yeah that'd be odd. Shouldn't like 160ish be enough to go through any received damage modifiers? Then you can still tune the cover multipliers to your taste as multiples of 40.
Coh2 logic lul.
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Posts: 833
Does cruzzi or anyone know if this is possible?
Posts: 783
Imagine after first shot, it will start to apply the booster. From 6 sec to 4.2 sec. 30% Boost. That would be interesting.
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