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russian armor

Ostheer Sniper overperforming

8 Sep 2015, 15:04 PM
#61
avatar of Iron Emperor

Posts: 1653

- 2 hp and it's fine in my opinion. Then it's vurnerable to mortar shots and stuff.
8 Sep 2015, 15:08 PM
#62
avatar of Katitof

Posts: 17892 | Subs: 8

- 2 hp and it's fine in my opinion. Then it's vurnerable to mortar shots and stuff.

Still noting that UKF can do, still bleeds them like mad.

Putting a band-aid on severed limb won't fix it.
9 Sep 2015, 15:41 PM
#63
avatar of wongtp

Posts: 647

the simplest way is to increase ost sniper's reload to 5secs and add in a 1.25 received accuracy modifier for all small arms for all faction snipers, then standardize all faction's snipers to camo at the same speed.

this way they are highly reliant on positioning, camo and infantry screens to be able to bleed squads. revealing themselves to infantry means a rather quick death or instant retreat as long as they are in firing range.

this will prevent snipers from being used as solo units, fire a shot, kite infinitely and be used without a proper infantry screen.
9 Sep 2015, 16:05 PM
#64
avatar of cr4wler

Posts: 1164

jump backJump back to quoted post9 Sep 2015, 15:41 PMwongtp
the simplest way is to increase ost sniper's reload to 5secs and add in a 1.25 received accuracy modifier for all small arms for all faction snipers, then standardize all faction's snipers to camo at the same speed.

this way they are highly reliant on positioning, camo and infantry screens to be able to bleed squads. revealing themselves to infantry means a rather quick death or instant retreat as long as they are in firing range.

this will prevent snipers from being used as solo units, fire a shot, kite infinitely and be used without a proper infantry screen.



or increase all direct sniper counters (as in light vehicles) detection radius by 250% and up the accuracy towards the sniper by 500%. like next patch will do.
9 Sep 2015, 16:27 PM
#65
avatar of Cruzz

Posts: 1221 | Subs: 41




or increase all direct sniper counters (as in light vehicles) detection radius by 250% and up the accuracy towards the sniper by 500%. like next patch will do.


Yes, as we all know Grenadiers are completely powerless against light vehicles

The greatest gainer for the light vehicle accuracy change will be ostheer because they have the most durable sniper with the best camo coupled with tech free atsnare. USF and OKW will gain minor benefits purely because they have no snipers of their own so they're not losing anything.

Soviets and especially Brits will be the big losers of the change. Soviet sniper play doesn't really exist in 1vs1 so overall not much of an issue there (different can of worms for teamgames), after the change brit sniper play won't exist either.
9 Sep 2015, 16:52 PM
#66
avatar of cr4wler

Posts: 1164

jump backJump back to quoted post9 Sep 2015, 16:27 PMCruzz


Yes, as we all know Grenadiers are completely powerless against light vehicles

The greatest gainer for the light vehicle accuracy change will be ostheer because they have the most durable sniper with the best camo coupled with tech free atsnare. USF and OKW will gain minor benefits purely because they have no snipers of their own so they're not losing anything.

Soviets and especially Brits will be the big losers of the change. Soviet sniper play doesn't really exist in 1vs1 so overall not much of an issue there (different can of worms for teamgames), after the change brit sniper play won't exist either.


you mean the grenadiers that get outranged by the wasp, which can wipe them in a second?
9 Sep 2015, 17:04 PM
#67
avatar of dasheepeh

Posts: 2115 | Subs: 1



you mean the grenadiers that get outranged by the wasp, which can wipe them in a second?


such a desperate argument lol

wasp is getting nerfed too btw
9 Sep 2015, 17:10 PM
#68
avatar of SPACE_GUILLOTINE

Posts: 9



you mean the grenadiers that get outranged by the wasp, which can wipe them in a second?


yeah, the same wasp that requires tier 2 and 90 munitions and gets ruined by a squad of infantry running it down and using the best at snare in the game at literally any point before then

like, you know the wasp flamethrower is an upgrade right? if you're getting styled on by wasp play that badly, i'm not really sure what to tell you. the 222 hits the field at the same time as the wasp, if not much earlier thanks to ostheer's advantage in manpower, kills the wasp for free, and barring pathing issues in front of an at gun or you having a stroke at your keyboard, brits don't have a great answer for it.

but please, tell me more.
9 Sep 2015, 18:22 PM
#69
avatar of cr4wler

Posts: 1164



such a desperate argument lol

wasp is getting nerfed too btw


just like snipers. and both rightfully so.



yeah, the same wasp that requires tier 2 and 90 munitions and gets ruined by a squad of infantry running it down and using the best at snare in the game at literally any point before then

like, you know the wasp flamethrower is an upgrade right? if you're getting styled on by wasp play that badly, i'm not really sure what to tell you. the 222 hits the field at the same time as the wasp, if not much earlier thanks to ostheer's advantage in manpower, kills the wasp for free, and barring pathing issues in front of an at gun or you having a stroke at your keyboard, brits don't have a great answer for it.

but please, tell me more.


"a squad of infantry running it down". if a grenadier can "run down" a bren, it probably deserves to get fausted. especially when you're unable to kill it while it does. also, wasp usually hits the field around 5 minutes, at which time a 222 cannot sensibly be on the field. and let me turn the "run down" argument around here: infantry sections can kill a 222 quite quickly as well, if they can "run it down".
9 Sep 2015, 18:56 PM
#70
avatar of SPACE_GUILLOTINE

Posts: 9



"a squad of infantry running it down". if a grenadier can "run down" a bren, it probably deserves to get fausted. especially when you're unable to kill it while it does. also, wasp usually hits the field around 5 minutes, at which time a 222 cannot sensibly be on the field. and let me turn the "run down" argument around here: infantry sections can kill a 222 quite quickly as well, if they can "run it down".


i have no idea what you're actually doing when you play then. do you make a sandwich at game start? how do you not have a map control advantage as ostheer? why are you letting the brits have the manpower to tech that fast? why are you letting UKF have territory? is there some aspect of this matchup that exists only for you? are you bad? (it's this one, this is the answer)

also lmao at infantry sections chasing anything
9 Sep 2015, 19:02 PM
#71
avatar of SturmtigerCobra
Patrion 310

Posts: 963 | Subs: 11

Before screaming "please nerf", lets focus on brits lack of early game abilities to flank/bumrush the sniper/222s/mortars ht which are really the biggest issue here. No early game mobile AT snares and almost zero flanking abilities without a doctrine and/or AEC.
Early game brits cant reliable deal with the mortar HTs and 222s which rekt UC that brits need to outflank early sniper. Even 3 or 2 x 222s + faust can counter AEC for less fuel investment.

Suggested change:
1) At very least brits IS need AT grenades to protect the UC from 222s. Alternative make "AT grenades" available in the T2 Anvil upgrade.
2) Replace current IS vet1 bonus with a munition based "heroic charge" short term speed bonus.
Air officier ability would still be useful as a "global" charge where IS "heroic charge" would be more useful in the early game to bumrush the sniper/222s/mortar ht. Alternative make "heroic charge" available in the T2 hammer upgrade.
3) Replace weapon rack PIAT with "AT rifles" and instead make PIAT doctrines/PIAT Commandos which unlock at higher CPs (and should become more effective vs heavy armor). Alternative make AT rifles available in the T2 hammer upgrade.
4) M5 HT (no quad upgrade) or M3 supply HT should be in T2 hammer upgrade along with the AEC.
9 Sep 2015, 19:15 PM
#72
avatar of Keaper!
Donator 11

Posts: 135

Before screaming "please nerf", lets focus on brits lack of early game abilities to flank/bumrush the sniper/222s/mortars ht which are really the biggest issue here. No early game mobile AT snares and almost zero flanking abilities without a doctrine and/or AEC.
Early game brits cant reliable deal with the mortar HTs and 222s which rekt UC that brits need to outflank early sniper. Even 3 or 2 x 222s + faust can counter AEC for less fuel investment.




+1. I think the proposed balanced preview changes to light vehicles will go a long way in helping counter snipers in most cases. I'd hate for the sniper to nerfed into uselessness to "balance" the lack of any UKF early game options.
9 Sep 2015, 19:28 PM
#73
avatar of cr4wler

Posts: 1164



i have no idea what you're actually doing when you play then. do you make a sandwich at game start? how do you not have a map control advantage as ostheer? why are you letting the brits have the manpower to tech that fast? why are you letting UKF have territory? is there some aspect of this matchup that exists only for you? are you bad? (it's this one, this is the answer)


if the brit play plays correct, there is pretty much nothing you can do to stop him from getting the fuel to tech. even on relics "brit introduction" stream, which admittedly was a 4v4, they had a wasp bren at 5 minutes and the bofors was up before 8 minutes.


also lmao at infantry sections chasing anything


remember, thats the thing YOU suggested. at least when it fit your narrative.
10 Sep 2015, 01:19 AM
#74
avatar of ThoseDeafMutes

Posts: 1026

Bren MG upgrade could get a general buff, and then combined with the new accuracy vs sniper be a seriously good counter. Well they need to add an extra second to recloak time too.

But if that doesn't work, just nerf the fucking German sniper ROF because they don't actually need to be that good to be viable.

10 Sep 2015, 03:04 AM
#75
avatar of Mr. Someguy

Posts: 4928

- 2 hp and it's fine in my opinion. Then it's vurnerable to mortar shots and stuff.


That +2HP exists to prevent RNG Bombs from wiping your investment without warning.
10 Sep 2015, 03:21 AM
#76
avatar of ThoseDeafMutes

Posts: 1026



That +2HP exists to prevent RNG Bombs from wiping your investment without warning.


Unfortunately the HP that was required to get it up to 80 also had unintended consequences for its small arms durability.

Reverting the HP buff and using target tables to make mortars do less damage to german snipers seems like a good solution potentially.
10 Sep 2015, 03:45 AM
#77
avatar of Nabarxos

Posts: 392



That +2HP exists to prevent RNG Bombs from wiping your investment without warning.

what about soviet snipers then???
they dont have that much HP,what happens if the RNG mortar shell hits them??
10 Sep 2015, 04:16 AM
#78
avatar of Mr. Someguy

Posts: 4928

Unfortunately the HP that was required to get it up to 80 also had unintended consequences for its small arms durability.

Reverting the HP buff and using target tables to make mortars do less damage to german snipers seems like a good solution potentially.


They could just increase his target size from 1 to 1.1 or 1.2 or something.
10 Sep 2015, 06:13 AM
#79
avatar of Firesparks

Posts: 1930

UC makes for a bad sniper hunter. The UC's top speed is 5.8. A sniper on retreat runs at 5.0. The UC can't really catch up to the sniper if the sniper got a head start.

Also, the 50% bonus accuracy is only on the UC's vicker upgrade, not the default bren gun. You need to risk 210mp 15 fuel 60 mu in order to have a decent chance of killing the sniper.
10 Sep 2015, 06:49 AM
#80
avatar of Mr. Someguy

Posts: 4928

UC makes for a bad sniper hunter. The UC's top speed is 5.8. A sniper on retreat runs at 5.0. The UC can't really catch up to the sniper if the sniper got a head start.


UC's got mad acceleration though, I don't think anything takes off like it does.
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