-Either you make both drop or none. Plus, this wouldnt conflict with Shocks PPSHs ?
STATS HOES SIGNAL!
Werent old 2x PPSH behaviour way different in comparison to todays PPSHs?
Old PPSH were more effective at close range when they were still, and nowadays PPSHs are more effective while on the move?
Also, people "didnt" complain cause LMG was also OP. Both have being nerf.
-What about a 60-70 muni PPSH but with a DPS buff or 6 PPSHs. Price increase wouldnt allow you to field every squad with them. 6 PPSHs would make every single con death count.
-45 muni PPSH x3 with the SP ability of supression.
PPSH are "fine". I´m just trying to see if there is a way to make them less nobrainer or with a cost opportunity choice.
You could have them with actual sniper range but since the game doesnt revolve around mid-long range engagements i see them with less utility. It could prove to be an interesting addon but i see that role already being occupied.
I still think that the "best solution" is adding mp scout vehicles at T0.
Germans would have another opening (maybe PIO spam into T2) and Russians would have another unit to add into con spam. Might prove useful to soft harass mgs/mortars.
Anyway, this are just ideas for "mods". Everything said on the last days touch way too much deep core mechanics/balances things. It´s easier to add mid/late game units rather than T0 units, specially non doctrinal ones.
People have complained about sniper mechanics since the early alpha stages of the game. Relic seems to love it somehow...why is truly beyond me.
In the end I like the idea that the soviet team is more survivable while the german sniper has camouflage capabilities but...there is no real sniper vs sniper gameplay and having to rely on a munition hungry vet 1 ability to countersniper isnt a proper gameplay mechanic in my opinion.
The only thing I can think of is adding a "sniper shock" effect to soviet snipers >when one guy of the squad gets killed by an enemy sniper<, which should prevent the remaining sniper from shooting back (and maybe recloaking) for x seconds.
That would ensure that counter sniping is a valid tactic while the soviet sniper team still has the upper hand in survivability because youre still able to retreat in a situation like this.
This is only a 1v1 solution at most or 1 sniper vs 1 sniper situation. I still have to see someone going double snipers as germans, which in contraposition, you see lots of double snipers as soviets. On the best case you might kill 1 of the soviet snipers and get countersniper by the other squad. It´s still too risky IMO.
-Sniper are mostly annoying on 2v2, when you have your partner going quick T34. Any invesment on either T2, halftrack, AC or MHT is a blessing to see since it will delay even further their tech. AND if you force your opponents going T3 it is also a win win.
From a 1v1 perspective it's mainly the scout car + sniper combo that is problematic. I would further reduce their accuracy when on the move and when stationary to make them less reliable.
That being said, I think counters to this strategy still have room to evolve.
-There's the gren spam strat that PwnageMachine suggested.
-Ostruppen
-Mortar smoke to cover troops.
-Mine baiting is also rare.
-Also, wire.
1- I think it hits a bit too late to be reliable. IDK, its a race of teching and forcing a mistake/lucky shot vs mp bleed. Luckily T3485s arrive way later
2- DLC
3- Possible, but that just makes you pull back you snipers.
4- With the sign that says mines are here? Or are you talking about a tellermine? You have to be too lucky and it just only works for the first minutes when they are inside SC.
5- SC breaking wire?
Many people still have nightmares about IL2, so for 90muni its a good way for forcing a retreat and deals decent damage for price.
Cheap airstrikes works better for me rather than the most expensive ones (besides 120muni stuka strafing run)
Q: does it look for targets if there is no units inside circle or LOS ?
I dont have the replay (pre-hotfix) but im quite sure Il2 targeted units inside north base Semois when i throw it on the cutoff.
1v1: you have the edge of capping the map (even then i found utterly annoying)
3v3+: you have the edge of numbers (unless you play several 1v1)
2v2: is where i found snipers the most annoying thing on the earth. (And thats why im a frequent user )
It´s basically a Soviet mistake losing the snipers early/mid game. Cons/Maxims covers you while u do the mp damage with snipers.
Osstruppen (early game), MHT (pray for the hit or the crit with flames), G43 gren spam (barely) and Close air supperiority (mid/late) are the only things i saw as direct counters to sniper spam.
TL;DR version: snipers are fine the way they are. Learn how to counter instead of crying for a nerf.
Since you talk, look at this.
Thing is, counters for sniper are heavy countered by the time they arrive. I think both factions needs scout/light pure MP vehicles. M3 n AC fulfill other roles (harass).
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Take into account its a 2v2 AND im gonna focus on denying muni.
A general Soviet BO vs German BO.
My partner will go T2, Con PPSH heavy or mix of both, Shocks. Choose your drug.
German BO is mostly the same and doesnt matter (unless Osstruppen). Cheesy Elite PGs are hard counter by early push n snipers, same with AssG (snipers+M3s). This just leaves heavy T1 or T1+T2 variants.
I´ll say 4 T1 units is the fastest way to get an AC (maybe double pio into 3 T1 units)
Soviet is limited by xp on which an agressive play will get faster to 2CP while also slowing down the german. The gap on which the AC is effective is way too short.
What i feel is that the Soviets have the tools to be always 1 step ahead of the germans from minute 0.
Germans have the ways to secure a position (victory) once they take advantage of a soviet mistake or have great options for mid-late game.
TL;DR: i dont see how you can get your snipers/scoutcars kill if you dont make a micro mistake.