This thread has now been hijacked by Spec Ops-spoilers and you will not get the thread back. I suggest you play the game if you haven't already so that you can open these nice little spoilertags btw.
Tychus, if the Starcraft story is "top notch," then let me take you to a world class dining experience at Red Robin and serenade you with the peerless musical talents of Justin Bieber so you can explain to me how Starcraft's story compares to, say, Anna Karenina or A Light in August. Later we can watch one of the best movies ever made, Meet the Fockers.
How about comparing it to something it makes sense to compare it to, like, say, Spec Ops: The Line, Bioshock, The Walking Dead or Deus Ex: Human Revolution?
Hello experts , i have another question for you , recently i have been playing against huge t1 wehrmacht armys , like 4 volks ,2mgs bikes and more followed by a quick puma or ostwind , i have been trying to counter this with fast m8 or bars if i am in a real good position and bars , airborne (for at ) if its going down the tubes with moderate success. problem is that volks have the advantage early on if well positioned and even when i win the engagements i loose comparable manpower with not enough map control to show for it. how would you counter this , early triage , flamers , wsc , nades , 3 flamerrs ?
If his T1 is that big, he won't have access to proper AT for a long time. A fast M8(possibly even two if you see he's not getting T2 at all) is great in this scenario, because you can force a lot of retreats, either by chipping away at his units or driving into his base, forcing his volks to retreat just to get a faust off. When he does this, he'll have less units on the field, so capitalize on that by attacking his remaining force. At this point you'll have superior positioning and map control, which you can relatively easily hold by getting BARs and then using mines and buildings/cover to stall him from getting back on the map properly while you get a lot of free vet. If your M8 is still alive(it should be if you microed it properly), pull it back and use it as counter-harassment rather than attacking. Making a come-back from this position is really hard, as long as you manage to maintain proper map control and tech accordingly to what he decides to do.
Alternatively you can do what Symbiosis said: just attack him with all you've got and get your rifles vetted up. I prefer the more methodical approach mentioned above rather than a big all-in-ish attack, but that's me.
Also, remember that buildings are freaking great against anyone who doesn't have a sniper or a mortar. He'll either need a flamer, which are pretty darn squishy and can be focus fired by your other units, or just brute force to flush you out, in which case he'll bleed a lot of MP and vet to you if you've got BARs.
The thing about snipers in CoH is that a good player can get too much out of them without ever exposing them to risk, because it's so easy to just keep your sniper in a spot where it's hard to flank or rush it down. Removing the ability to cloak outside of cover and the ability to attack move with them should hopefully remove both of those aspects, and what we're left with is a high-risk high-reward unit that requires spot on micro to use properly, rather than the braindead spacing we see with them in a lot of vCoH builds.
I like it. I really do. Introducing these weaknesses should allow you to realistically counter snipers with other units than other snipers while still leaving snipers very strong in the right hands.