Not op, broken is the correct word. |
2 broken abilities combined in one strategy. |
ive not noticed PTRS being "OP" vs infantry personally. I even did PTRS builds my last 2 games to test out the complaints on them.
PTRS is definitely a lot better- but as far as i can tell I'm not winning engagements vs infantry with PTRS that I wouldn't have won with unupgraded conscripts. You really need a group of 3-4 conscripts with PTRS's to really tear in to some infantry- but 3-4 squads of conscripts tear in to some infantry anyway....
I feel like if anything the PTRS is just brought up to the point of not causing a anti-infantry nerf to squads holding the PTRS.
3-4 ptrs squads are manageable, but 5-8, which i encountered last night, just fuck over everything. The gun of a HMG Team gets destroyed before the crew is dead, even when placed in heavy cover. |
That works for the first shots, but after that your green cover seems to get destroyed (still judging from that first replay here)? Not to mention green cover is not always available.
Not the Machine Gun in that last Youtube video here, there they always seem to hit the weapon team instead of the crew or the cover.
Disagree, stone walls take a lot of shots by ptrs to take them down, there are also indestrucable trenches or support walls, which provide heavy cover.
I have encountered a couple of ptrs blobbers so far, all have lost vs me. |
Well, if the DPS of the PTRS is indeed 4.992 4.16 1.8304, then it is completely fine.
The ptrs has a huge burst pay load, that's all, but you can completely avoid that by simply positioning your drops in heavy cover. |
4.992 4.16 1.8304 PTRS (manually done DPS)
According to my source, this one is indeed correct. |
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OK, you guys now I am in favor of the new hp (as you probably know ), but he seems to be able to take a looot of small arms fire.
Sooo.... does anyone know if he still has more than 1 armor?
Also, think about this suggestions, IF the OH Sniper turns out to be op after playing for a month:
-He could take extra damage from small arms fire, like weaponsteams. That would mean he still doesn't die through RNG, but is easyer to kill if you get a flank on him.
-Or, (and this is probably to complicated) he could need to pay Req if he gets below 3 HP to be able to heal above that again.
-Or, we could even make the 2 bonus HP behind an upgrade he could buy. Maybe even a combination with my last suggestions, and lets make it a "consumable", anti shrapnell kit :"survive one explosion that would otherwise kill the Sniper, you need to buy a new one after that", 180 mp or smth.
These are all Ideas for IF the Sniper turns out to be OP. We don't have to go back to the RNG, there are options^^
simple received accuracy modifier would help. for instance 1.25 like osttruppen, would make him more vulnerable to small arms, while keeping his 82 to avoid random 1 shots by mortars. |
Why you are such troll and can't accept simple facts?
Because he is biased idiot.
Obers without lmg max range dps 13.3
Lmg Grens max range dps 14 |
I think it is op in its current state.
If i remember correctly it has now as much health as the soviet counterpart but only being 1 guy.
Would be "balanced" right ?Problem is soviets permanantly have to invest 90 mp to get the same survivability.
Not taking into account, for instance faster cloak time,reload,aim,incendiary.
Opinions pls
But a single mine still can kill the sniper and easier to counter sniper. |