Retreating squads and squads that need to retreat often have about 2 squad members, ostensibly wounded from a mortar or grenade blast. Very few engagements past the early game consist of only small arms fire.
But both versions of sniping pathfinders? They're all about cleaning up surviving/retreating squads.
It's like politics in here. The are plenty of people who are trying to get their foot in the door as they believe they have a prospect of employment with Relic.
Those people tend to butt heads with community members and fans of Relic games over how and what is said.
Customers are already out the money and have nothing to lose. Thise who are not in perpetual interview with Relic are happy to speak their mind.
De facto interns have EVERYTHING to lose, and act accordingly. People have complained about games and their makers since there have been games.
The varying stakes that people perceive from a thread like this is a little balking to say the least.
In a world where units fight 1v1 against enemy squads at more or less equal sets of cover and at full health, yeah, the one sniper rifle can be better.
Well, aim times, cooldown, and reload times can be affected by range, and that is kind of what limits lmgs at close range.
Over the years I've watched many an lmg grenadier fail to fire off a single burst against an enemy squad that geta on top of them. Close range aim time being high on lmgs means the lmger would be constantly trying to reposition to aim as enemy soldiers moved around.
Narrow arc of fire on lmgs really impacts their CQC performance.
Not sure what possible role lmgs could serve if they can't be reliable at mid to long range.
Being stationary is a pretty big restriction too. Only obers really defy that, although so can paratroopers with terrible effectiveness.
And neither of those I would call cheap spammable, mainline infantry.
The problems with lmgs in coh2 have been less the lmgs (at least since the original lmg34 was nerfed) as it has been the squads that can access them.
Double lmg34 obers for instance are ridiculously overpowered... against infantry. And infantry only.
The accuracy applies at all ranges. Shock troopers' mid and far range becomes 40% more accurate at vet 3, just as their close range does. This directly affects their damage output.
Cooldown, aim time, (wind-down on a few units like panthers), and reload affect the rate of fire the unit's weapon does. They indirectly affect damage output.
DPS is an extremely poor way to measure a units effectiveness. For tanks especially that kill each other in 4ish hits, they really can't be measured by damage per second.
For infantry squads, you can only calculate the DPS on individual entities, not the whole squad, nor can that damage be necessarily directed towards a specific entity. For this reason, DPS can fluctuate WILDLY. As models drop, as their target's models drop, and once you introduce weapon upgrades that change hands as models drop... Not to mention sight and shock blockers, squad members in and out of cover, and how some infantry weapons scatter. Then there's vet...
Snipers are an exception but they don't really do damage so much as kill models. DPS doesn't work for them in the same way it doesn't work for tanks.
Are you saying that each model of cons is comparable to each model of grens? That is obviously not true, thankfully so. Otherwise there would be no way for grens to win at vet0, yet they often do.
Oh no, I'm talking about the squads. The actual unit that players control and command. Not entities.
I can't think of a reason why I would bother to argue about entity vs entity performance. Talk about missing the forest for the trees.
For example if conscripts were 30 to reinforce like grens, they would also have to be as good in combat as grens. Nobody would like that ballance wise.
Cons were balanced to be as good as grens in combat, though only for vet 0 without upgrades. Scaling balance with vet and weapon upgrades is something that wasn't really done, hasn't been done, and at this rate will never really be done.