I want to move the sniper discussion here because it's dominating the main thread at the moment which I'd like to keep reasonably clear so people can see when new releases come out and so on.
The sniper issue is contentious and I'm not a 100% supporter of the current fix (which is always hitting countersnipes except on retreat) nor am I a big proponent of the system the way it is now (50% chance of hitting an enemy sniper).
The facts as they stand:
- Right now, the sniper versus sniper battle can be decided by a coin flip.
- A countersnipe is worth a minimum of 340mp, which is the largest single amount than any one RNG factor is worth. The only single RNG factor worth more than this was the 5% bug, which was fixed.
- There are not enough countersnipe opportunities in any given game of a typical duration for the 50% odds to balance out. Whereas every other RNG factor (for example, whether a garand rifle lands a critical hit on an individual enemy unit) will be calculated hundreds if not thousands of times across the span of a game, countersnipes only happen a few times.
- Therefore 50% countersnipes can feasible mean missing every countersnipe opportunity in the game, while your opponent lands every one of his. This is far from ideal.
Proposed fixes:
Make countersnipes 100% with heroic criticals on retreat
Pros: No more missing countersnipes. If a player sets up a CS attempt he will always hit, therefore there is no chance of the game dicking him by having him miss every attempt while his opponent hits - this can easily decide games.
Cons: Removes the micro aspect of moving after firing in favour of placing more emphasis on using the map and shotblockers. However this is dependent on the map actually having said shotblockers. Snipers can retreat and be completely safe from countersniping, making combined jeep/bike decloak + sniper pushes less useful.
Make the sniper have differing accuracy values against different cover types
Pros: Micro aspect of moving after firing remains in the game. Players remain in control of the countersnipe attempt; they accept the risk of trying to CS a sniper in cover with full knowledge that it may not hit (and conversely the player being sniped accepts the inherent risk of firing from a position of no cover).
Cons: Would affect all units, not just enemy snipers. Therefore however you fiddled the numbers, regular infantry in cover would gain some protection from snipers (not necessarily a bad thing, but would depend on the numbers used).
Increase sniper accuracy against other snipers at long range, decrease at short range
Pros: Discourages 'Rambo' sniper usage (running up to cloaked snipers with your own cloaked sniper to fire at point blank), encourages micro of snipers to stay at max range, player remains in control of the risk factor of a CS, micro of moving after firing remains.
Cons: Might seem arbitrary.
Go the CoH2 route, make snipers only cloak in cover
Pros: Snipers become easier to kill by other means than countersnipers. Sniper micro becomes more significant.
Cons: Potential large meta changes, unpredictable, countersnipe attempts retains a chance of missing.
This is, after all, a mod, not a patch (for now, anyway), so there's no real time constraints here- we're free to experiment. Leave thoughts and suggestions below, and please divert discussion from the main thread, thanks.