The difference in suggestions in survival, amount to essentially the following:
At 2x40hp and 2x1 armor, Sov Sniper is effectively a Conscript model with 2x10% armor roll.
At 1x80hp and 1x1 armor, Ost Sniper is effectively a Conscript model with 1x10% armor roll.
Thats a net armor deficit on Ost side.
The Stealth accounts for the practical survival difference inherent in a 2man vs a 1man unit, in terms of micro required to keep them alive on the field. Ost micro relying more heavily on maintaining stealth, Sov on sufficient awareness to retreat the remaining man.
But at 80hp and 1 Armor, whereas hp net total is the same, it would suffer from a net deficit in armor, in comparison to the Sov teams total. Thats still 2xarmor roll for Sov at 10% , vs 1x armor roll for Ost at 10%, specifically vs small arms.
Meaning if you set an Ost and Sov Sniper team vs a theoretical firing squad, the Sov Sniper team will outsurvive the Ost one. Considering small arms survival is the issue of contention regarding what armor value to place, this would favor Sov vs small arms.
Its a fine balance, but I think it should favor the 1man unit, owing to the inherent riskiness of that.
Hence, 80hp 2 Armor Ost Sniper is the reasonable solution.
Also, Flare Mines, which havent yet sufficiently entered the meta, but I am sure they will, is something that needs to be accounted for in Sniper balance. It will flat out wipe the Ost Sniper for a ridiculously low cost, and readily spammable by the ubiquitous Cons that will have Vet even before a Sniper arrives on the field.
I don't get your math.
2 x 40 = 1 x 80
with armour value being the same and equals 1.
When you leave German aromur value at 2 you will have:
2 (1 x 80) = 160
while Soviet team:
1 (2 x 40) = 80 |
From what I have seen Soviet sniper dies as easily from mortar shell/ tank fire as German one. Clunky patching can be a reason why sometimes members of the Soviet team are stretched apart but in normal situation one shell is more than enough.
Situation described by Link0 was the reasoning behind changes to camo proposed by me but armour decrease would do just fine I guess.
I just don't want German sniper to become Rambo style unit capable of withstanding concentrated fire from small arms and escaping via stealth mechanics when endangered. |
I thought armour increase was proposed. My bad.
Because Soviet Sniper squad is more robust they don't go into stealth at the same rate as German counterpart. If you want increase its HP pool than change to its stealth mechanics is required otherwise the unit would be as robust as Soviet Sniper and without its downside.
I don't see this as a good thing.
I think that Snipers are fine as they are right now and from experience when they die it's down to the user's error rather than unit being flawed. People tend to overextend or don't micro correctly. |
If they would increase German Snipers HP and armour then they should remove the ability to go from cover to cover while being in stealth. |
So? I got ram disabled with single AT nade and every speed related ability tbh. I get that Blitz is a Vet ability but this is irrelevant as it's not hard to get Vet1 in this game at all.
I guess we will wait and see what Vet changes in next patch will bring us and then continue discussion. |
Blitz and smoke used together honestly should let a tank escape.
Sure. Guy had damaged engine and felt into my trap, got tank left with 5% HP but still get a way without loosing Panther due to smoke + blitz combo. I immediately went after him with my T34 trying to finish him off but he was gone in a blink of an eye. Probably back in his base.
Yeah that's fair. |
Sorry but 50% speed reduction is not enough in my opinion especially when you got smoke at your disposal. |
On a side note:
Recently I lost few games due to Panthers/Tigers blitzing away to safety with only 5% HP left and then coming back repaired a while later together with a new unit despite having their engine damaged.
I sustain my previous opinion: Engine damaged - no blitzkrieg. |
This howitzer is so ineffective it's a joke. Maybe somehow useful in 4v4? Not sure. It comes in a decent commander though. Except for this unit. |
I don't think "utilization" is the right word you're looking for \wrt mortars. "playing lotto" is a better fit.
Anyway, I was talking ideal conditions. In a real game the gren will be supported (most probably by the MG42) and the range requirement of the molotov will almost always turn a molotov throw into an even trade. If you're lucky, that is. Personally, I don't bother with MC at all anymore. MCs don't help you vs. the OH T2 onslaught at all and the 25 fuel are too crucial in getting the T-34 out in time to waste them away on a basically useless ability. (Not to forget the ammunition that you really want for guard mg/button down)
I know a lot of people complain about LMG but I never had any problems with them in general. As I said molotov and mortar work wonders for me. |