One of the most challenging parts of killing a sniper as OKW or USF is that it's very hard to pull off a flank due to it's massive LOS and health. A sniper can pretty effectively take massive risks and over-extend because it will always spot light vehicles and infantry coming from afar, as well as the fact that they have ridiculous health on the retreat.
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. |
I'll give a u a blood donation if necessary MVGame |
WOW HFHFHFHFHFHFHFHFHFHFHFHFHFHFHFHF
Get ur shit together pleb USA NEEDS TO WIN A FUCKING TOURNAMENT Keepo |
WOW HFHFHFHFHFHFHFHFHFHFHFHFHFHFHFHF
I bet ur just getting a rectal exam Kappa |
I think a better solution to this is just increasing suppression ong the mg platforms you listed. Infantry squad can often get hit with a burst and just walk through or away from the arc. Also decreasing dps while suppressed might be a good idea.
That seems like a more natural solution as opposed to a received accuracy penalty. That kind of thing begs a lot of questions like, how big does a blob have to be? How close do units have to get to be considered a blob? Does this penalty increase with more units? Does it stack?
I think a suppression increase is a more effective and clear cut solution. |
I know this topic is as old as time, and I admit I play 3v3, 4v4, but I feel like T0 MGs just encourage lazy gameplay wherein a player merely has to put an MG in a certain spot, to lock down large swaths of territory, the opposing player then has to work harder to dislodge it, giving the axis player more time to field more/better units. basically minimum effort for maximum pay-off.
I don't really play larger team games so I can't really comment on that, but I guess that's fair. I always thought that's how the game is supposed to be, Axis is able to lock down some territory that allies have to dislodge, but I could see how 4 axis teams all with mgs would make it literally impossible to flank. |
The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.
I don't particularly care too much about the diversity of openings if it comes at the cost of gameplay. |
So you want to remove the only way that USF has of dealing with garrisoned MG's in the early game (without critically delaying tech), and turn around and give the other axis faction a MG so they can garrison also....
Anyone that's halfway competent can figure out how to deal with an MG using rifles. That's literally been the situation for years, and also that was the situation in COH1. USF having a mortar is the exception, not the norm. |
2 basic things I think could be a positive change:
1. USF mortar should be moved to lieutenant tier. This solves 2 problems:
a. The pak howitzer is irrelevant right now. With this change, your indirect choice comes off tech.
b. The USF mortar is a little too effective early on; usually, rifles are sufficient to deal with 1 or 2 mgs. MGs become more of a problem later one when it can get really hard to break them, and this allows USF to still have access to the mortar to deal with it down the line.
2. The OKW mg needs to not require teching. There's a problem right now with the OKW mg in that it takes way too much time to hit the field. It's greatest value, in combating early game blobs and helping secure some early territory, can't happen because it isn't hitting the field till light vehicles do.
thoughts? |
The T70 is perfect, borderline OP |