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russian armor

Elite Mod - Snipers

12 Dec 2013, 17:57 PM
#21
avatar of 12ocky

Posts: 508 | Subs: 1

It's just 50% counternsipe is not skill at all.


And a 100% is? -_-
12 Dec 2013, 18:16 PM
#22
avatar of Oktarnash

Posts: 403

jump backJump back to quoted post12 Dec 2013, 17:57 PM12ocky


And a 100% is? -_-

Yes Because you get rewarded for the micro you invest in positioning your sniper in a way where you can counter snipe his sniper even if he is behind his own troops, and they are fireing away like crazy.
12 Dec 2013, 18:21 PM
#23
avatar of 12ocky

Posts: 508 | Subs: 1

That sounds kinda easy.
12 Dec 2013, 18:24 PM
#24
avatar of Oktarnash

Posts: 403

jump backJump back to quoted post12 Dec 2013, 18:21 PM12ocky
That sounds kinda easy.

EVERYTHING Is easy when you try hard.
12 Dec 2013, 21:30 PM
#25
avatar of Pepsi

Posts: 622 | Subs: 1

Or we could just kill the sniper AI, so he just stay like a fuck doing nothing on the field. But when we select him and click to an ennemy model, he will shoot at it 100% accurate.

Sniper recloak could be lowered to 0.8sec so we would get 0.8sec plus the feeling/prediction time to select or sniper and click the ennemy sniper model.

This would bring vcoh to the highest level of micro intensive and awareness and we would all go schizophrenic.
12 Dec 2013, 21:34 PM
#26
avatar of Pepsi

Posts: 622 | Subs: 1

Btw, I'm almost serious.
12 Dec 2013, 22:25 PM
#27
avatar of CombatMuffin

Posts: 642

As semi-sacrastic as that was, removing the AI form snipers, could be a way to elevate the baby sitting factor, which apparently == skill.

In games, its unintended or unintentional quirks in the game that define skill, in Starcraft for example: The SCV limit per crystal patch, the fact that you couldn't select more than 14 units, air units gliding, etc. Many of these are due to technical limits, but people who could work around them were "skilled" at micro.

Removing sniper AI could, in a sense, do that... lol?
13 Dec 2013, 01:06 AM
#28
avatar of gobaers

Posts: 24

jump backJump back to quoted post12 Dec 2013, 21:34 PMPepsi
Btw, I'm almost serious.


Pepsi, why not have the sniper shoot exactly where you click? That way, you'll have to actually take some time to click on an individual solder to kill him.

Actually no, this is a terrible idea. I'd say, go back to vCoH behavior, and just increase the recloak times. bada-bing.
13 Dec 2013, 10:35 AM
#29
avatar of sheriff_McLawDog

Posts: 119

jump backJump back to quoted post13 Dec 2013, 01:06 AMgobaers


Pepsi, why not have the sniper shoot exactly where you click? That way, you'll have to actually take some time to click on an individual solder to kill him.



Snipers do kill the individual soldier you click on :)
13 Dec 2013, 13:07 PM
#30
avatar of Jackas4life
Benefactor 115

Posts: 486 | Subs: 1

Perhaps when a sniper goes to aim he will gets declocked, but make it up by having the recloke a little bit faster?

Just my thoughts
14 Dec 2013, 02:09 AM
#31
avatar of 12ocky

Posts: 508 | Subs: 1

Making Zeal give bonuses received accuracy instead of received damage could be another indirect nerf to (US) Snipers.
14 Dec 2013, 05:45 AM
#32
avatar of Guderian

Posts: 155

Sorry to barge in but I think the issue is being overcomplicated. You lightly increase snipers reload time (maybe only the wm one, fires too fucking fast and is t1) and implement negative zeal for many of them. Thats it.
14 Dec 2013, 17:24 PM
#33
avatar of 12ocky

Posts: 508 | Subs: 1

Sorry to barge in but I think the issue is being overcomplicated. You lightly increase snipers reload time (maybe only the wm one, fires too fucking fast and is t1) and implement negative zeal for many of them. Thats it.


Well I agree with this, but many are truly fixated on the 100%.

Happy you actually barge in. Just like Aimstrong it's always nice to see some top players give their opinion. ))

15 Dec 2013, 22:27 PM
#34
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

how much pop and upkeep do the snipers cost at the moment?
16 Dec 2013, 10:17 AM
#35
avatar of Kiraye

Posts: 30

how much pop and upkeep do the snipers cost at the moment?


4 population per Sniper with an upkeep of 5.376 for WM and 9.6 for US (this gets reduced with Supply Yard upgrades)
16 Dec 2013, 19:46 PM
#36
avatar of Oktarnash

Posts: 403

jump backJump back to quoted post14 Dec 2013, 02:09 AM12ocky
Making Zeal give bonuses received accuracy instead of received damage could be another indirect nerf to (US) Snipers.

Doesn't matter, because if the wehr fields allot of infantry he will most likely get elite armour, and if he tries and use an inspired assault sniper the cooldown for the cloak will take forever.
17 Dec 2013, 18:20 PM
#37
avatar of 12ocky

Posts: 508 | Subs: 1


Doesn't matter, because if the wehr fields allot of infantry he will most likely get elite armour, and if he tries and use an inspired assault sniper the cooldown for the cloak will take forever.


Well this obviously would help the non elite armor infantry volksgrenadiers and not higher than vet 1 grens.
Snipers should counter elite armor, don't ever doubt that mechanic.
21 Dec 2013, 17:27 PM
#38
avatar of wehrman

Posts: 80

how about adding fuel cost to snipers?

At least that would eliminate the early to midgame spamming. If you want to build 3 or 4 snipers, fine, but at least you can't tech to M8 or Ostwind at same time as well.

If you could scale it, even better. i.e. first sniper 0 fuel, 2nd sniper 15, 3rd 35, etc.

Also, if possible, make a negative effect to vet if spammed. i.e. if you have 3 US snipers, number of kills needed to vet up increases 20% or something like that. And if it's Wehr, it's more expensive to buy vet with increased number. Although the fuel cost increase would solve the Wehr spamming since fuel is needed to buy vet.
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