I have not claimed that you agreed with my points.
I do not know what you are trying to prove with this test you are making or how it is related to overwatch commander.
I rather obvious that if one is facing JLI one should avoid a static fight at long range behind cover with most unit.
You are dead wrong about this.
This was clearly proven when Relic in their infinite wisdom moved Shock troops and Guards to CP1 and the Soviet become completely broken.
The same actually applied to both JLI and Pathfinder since the started becoming an issue when their CP was requirement where reduced (JLI from 2 to 1) (Pathfinder from 1 to 0)
Interesting how you're saying Shock/Guards at 1CP made Sov broken, which I agree on. But what are your thoughts on JLI being 1 CP?
Looking at how they perform. I feel like JLI should arrive at 2 CP, like most other elite infantry call ins. |
If they ended up being percieved as 'bad' due to the rate of fire nerf, perhaps they could have a bit more supression worked into their kit, instead of it being gated by an ability/munitions. Though i dunno, i could see that being quite oppressive if its done wrong, just an idea.
Looking at Rumatinez reply I would for sure leave rof the same as it is. Supression dealt if it had lower rof would be cool though yeah. Getting shot at by a sniper would definitly force you to prone lol.
I would leave the ROF alone and work from there. As it would be a total of 4 secs to pack and unpack the unit will die if caught off guard or misclick which is extremely punishing which can get pulled off quite easily depending on faction or commander choice.
USF- Paths in cloak plus vision just have to wait for sniper to set up and will get the kill. M20 will get the kill as it has extra 2 secs to get some damage in before the sniper starts running.
Soviets - Counter snipe, scout car, partisans would be great at this as they can move while in cover
OST - Counter snipe, 222, cloak ability, stormtroopers have a bit more time to try and do damage
OKW - JLI same as Paths, 221, kubel would be a bit more consistent, falls
UKF - counter snipe, car, commandos
For a lot of the factions, diving your LV will be worth it and it would work as an indirect buff to a lot of the cloaking units.
You're right, rof should stay the same for sure. Thinking about it, after the first shot any good player would just avoid the sniper's line of fire. Would be such a fun unit to play with.
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Just give it a 2 sec set up call it firing position, can’t move only fire. Has a 2 sec tear down just like MG so even if you spam retreat it is guaranteed to take some damage from everything except maybe rear echelons.
The tear down idea is super interesting. Increase the range, nerf the rof and give it the cone vision.
It's like an infantry pak43 that can't shoot through buildings.
If you leave it behind without support, it's pretty vulnerable to flanks. |
the shoot one is unrealistic unfortunately and abusable
the camo idea is good. i would approve that.
the sniper lovers wouldnt like that but you could at least delay the time to camo in cover and out of cover with 1-2 sec
Yeah, the shoot one might be too much to implement sadly.
I like the idea of the sniper not being able to shoot while under fire. Or, more specifically, I think it would be interesting if the sniper took massively increased suppression from other units (so much that a few volleys might suppress but not pin the sniper). That or either aim time is significantly increased, or accuracy is significantly decreased while receiving fire.
Makes sense right? It's just one dude with a sniper. He needs to have a good visual on his target, and being shot at and having to take cover makes that a bit harder.
Yeah I feel like it makes sense, looking at snipers irl, I don't think it's easy aim when under fire.
Making it get supressed when under fire is a great idea. Though thinking about it... hopefully LVs won't be able to supress it, they would absolute destroy snipers if that were the case lol.
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Actually the two are unrelated and made at different times.
The garrison change was a consistency change since one sniper (think it was UKF) has lower accuracy vs garrison.
Thanks for the info!
i literally explained it in the 1st post
Yes, I read your post and made that reply. The cone idea is for sure interesting, but imo not enough to really fix the sniper problem at it's core.
What do you think of changes to camo or making it not be able to shoot while being under fire? I feel like that would have a bigger impact.
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this thread was to suggest a cone-shaped line of sight for the sniper
nobody took it up and this thread completely derailed
coh2 forum experience
The cone is an interesting idea, but think about it, what would that really accomplish?
They already nerfed vision and gave the sniper 100% accuracy against units in buildings in return. But looking back at it, that wasn't a nerf, but a buff in the end. What's the point in changing vision when good players support the sniper with mainlines to provide scouting anyway.
Even if you gave the sniper 0 vision it would still be a dumb unit.
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Imagine the sniper not being able to shoot while under fire. Or have the sniper only be camoed standing still in cover. So whenever it moves it's visible. |
Imagine the sniper not being able to shoot while under fire. Or have the sniper only be camoed standing still in cover. So whenever it moves it's visible.
Edit: interesting, for some reason this was posted in the wrong thread. |
I would argue that your take is true.
USF in general rely very much on early game aggression/pressure to counteract their obvious lack of basic battlefield tools.
On those cases a decent OST player would defend their point well due to MG42. I never argued that.
I argued as to why it's important that pios get vision bonus.
Right I was kinda responding off topic, only replying to the hmg + pio being "the most passive and weak starting" bit.
Agreed, the pio vision is needed for Ost imo. If you lose the 222 and you don't have spotting scopes you're kinda screwed.
It would be nice if pathfinders were changed a bit, maybe to a supportive role. Give them a smoke offmap, sprint ability and remove the scoped rifles. Buff rifles a bit far range and make the officer unlock 200mp again instead of 250. So you at least have the same army value in the early game.
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Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
Speaking from 2s experience only. I feel like the MG42 pio opening vs the USF rifleman opening is actually pretty viable.
The USF player is outnumbered until the officer arrives. Getting a single rifle squad suppressed until that time means you almost lose 1 third of your attacking power. Which kinda makes it hard to win that crucial first engagement to hold down the fuel + cutoff.
Imo another reason why people prefer going paths. |