The problems with the best counter to the sniper being
another sniper are:
- It doesn't work against a more skilled sniper player, who'll countersnipe your countersniper.
- It forces you into sniper play. A lot of players loathe both using and fighting snipers.
- USF and OKW don't get snipers.
If removing countersniping would turn snipers into a nightmare then what that says to me is the other counterplays to sniper use are inadequate.
It'd be like the only viable counter to a medium tank being another medium tank with superior micro.
What's needed is a way to soft-counter snipers. Machine guns counter infantry but infantry have a counterplay of their own: split up and flank it and it has to retreat. Snipers are hard counter or nothing: fight them with anything that's not a diving light vehicle or a sniper and they just back up and kite you, and because they're a single model with bonus health, they don't bleed manpower.
Ideas to help with that include:
- Make them multi-model squads with the same overall durability. That way they bleed manpower when attacked, and attacking a sniper is therefore no longer an all-or-nothing gamble.
This isn't a very popular option and is unlikely to happen given the Soviet Sniper was switched away from this.
or
- Give them a setup bar like a Flak HT or team weapon. That way they can't kite: if they're soft-retreating from enemy infantry, they're not shooting. Boost their range a little so they can still fight MGs in buildings.
This is probably the most intuitive, user-friendly option, but longer range snipers with a setup time will probably change their playstyle a bit.
or
- Give them a large suppression penalty so small arms fire suppresses them. This'll force a sniper that's taking fire from infantry to retreat.
This preserves the current sniper playstyle, but prevents them from ever winning a 1v1 vs an infantry squad that's closed within 35 range.