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Sniper Ideas for USF & OKW

Do you think they should be accessible, snipers (hunters) for both of these factions?
Option Distribution Votes
42%
58%
0%
Should there be upgrade for both units to create time gap, to give enemy snipers a better chance?
Option Distribution Votes
36%
59%
5%
Make them default units ?
Option Distribution Votes
25%
75%
0%
If so, should their current price increase?
Option Distribution Votes
35%
57%
9%
Total votes: 95
Vote VOTE! Vote ABSTAIN
1 Apr 2019, 12:31 PM
#1
avatar of Balanced_Gamer

Posts: 783

We know that these two factions in game do not have a sniper. It would be quite nice if they could have them by default.

My idea is that both the Pathfinder and Jager Light Infantry, (the doctrinal units should become default units) both costing the way they are or higher is needed so.

Both should start off with default weapons and have access to an upgrade costing around 70-90 ammo (increase deadliness, upgrade access should become accessible mid game), to give enemy snipers a chance to escape survive better early - mid game.

  • Counter sniping for both of these factions is quite annoying. Since the only real mechanic to counter snipe would be to get a sniper also.

  • This would greatly increase the diversity of the game.

  • I think this would be a great addition to both factions to increase more infantry gameplay, rather more focus on the vehicle gameplay.

  • These units should be costy too. Remove them from doctrine to make them default accessible, costing around for both 300 - 360 manpower.

    What do you guys think about this idea?
1 Apr 2019, 18:11 PM
#2
avatar of distrofio

Posts: 2358

This would always force JLI or Pathfs to be used and snipers on SU/UKF/OST never being used against USF/OKM.
I like the idea to make JLI/Paths nondoc tho
1 Apr 2019, 20:17 PM
#3
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

remove snipers = no more sniper problems
2 Apr 2019, 18:49 PM
#4
avatar of Balanced_Gamer

Posts: 783

This would always force JLI or Pathfs to be used and snipers on SU/UKF/OST never being used against USF/OKM.
I like the idea to make JLI/Paths nondoc tho


How about making them cost higher than they usually are (280-300) but do not have an upgrade to increase DPS. To have a "hunter" instead of "sniper". Should be a heavily AI focused unit without any nades, but can place traps (specifically for AI purposes) and camo.

Maybe not a sniper but a "hunter" instead, sounds quite interesting right. I think the weapon upgrade would make it too OP, so take that upgrade away, just go along with default.

It could be also used as a scout unit in that sense. Which USF lacks. OKW Take away Detection from Kubel and make changes to Raketenwerfer.

How does that sound now?
7 Apr 2019, 11:30 AM
#5
avatar of Balanced_Gamer

Posts: 783

Would it not be nice for them to have a unit that focuses long range?

A kind of sniping unit but not as deadly. Totally AI focused unit.

Camo, place traps. A hunter kind of unit.
7 Apr 2019, 13:21 PM
#7
avatar of Lago

Posts: 3260

Don't add more snipers. Snipers are awful.

They play into the absolute worst aspects of this game's mechanics, which is why they're so widely reviled.

If any change gets made to snipers, it should be nerfing them into irrelevance or removing them outright.
8 Apr 2019, 13:09 PM
#8
avatar of Balanced_Gamer

Posts: 783

They will not be snipers. They will be unit focused long range. Each model dealing 16 damage.

Both Units receive accuracy bonus only when they shoot out of camo.


They will have NO UPGRADE to increase Damage which I think is strong. They should remain with Bolt actions only.

Maybe upgrade should just include accuracy bonus but nothing more. Damage increase is simply too strong.

This is an interesting idea. Both faction do not have camo, AI focused infantry units.
9 Apr 2019, 03:30 AM
#9
avatar of NaOCl

Posts: 374

Remove snipers because some cant cope? Hell no, GTFO.
9 Apr 2019, 13:03 PM
#10
avatar of Lago

Posts: 3260

Remove snipers because they're a frustrating game mechanic with (unless you countersnipe) highly random counters.
9 Apr 2019, 13:23 PM
#11
avatar of Balanced_Gamer

Posts: 783

Snipers are fine as it is in game. It is risky, high rewarding gameplay. It is fine as it is. They are supposed to be the way they because that is what they are meant to do.

If you manage to flank, you easily take out the sniper. There are possible counters but usually the way to do so is countersnipe.
9 Apr 2019, 13:53 PM
#12
avatar of Lago

Posts: 3260

Snipers are fine as it is in game. It is risky, high rewarding gameplay. It is fine as it is. They are supposed to be the way they because that is what they are meant to do.

If you manage to flank, you easily take out the sniper. There are possible counters but usually the way to do so is countersnipe.


You don't unless the enemy sniper player is asleep. Retreating gives all units, including snipers, a sizeable received accuracy bonus.

There's one way to reliably kill a sniper: countersnipe it.

Light vehicles are the second best way, but it takes several bursts, the number's random because of accuracy mechanics, and one snare means you've lost a light vehicle and their sniper hasn't even bled.

Infantry don't stand a chance.



If snipers didn't get a received accuracy bonus on retreat it'd be a different story.
10 Apr 2019, 12:16 PM
#13
avatar of Balanced_Gamer

Posts: 783

If it were removed, it will leave Osteehr in a terrible spot since that is mostly their chance of surviving in many case scenarios.

It would require revamp for every faction who has snipers.
UKF can survive definitely without them. SU may need it still due to the lack of proper MGs and Mortar although it makes up entirely for capturing other team weapons.

Osteehr would just completely be downgraded since Pzgrens and Ostwind are terribly unreliable. They do not have many proper AI options. Mines that cost a lot. Fine for AT mine (a just price) but certainly not AI mines. They are good AT terms but terrible AI in comparison to any other faction.

If snipers were to be removed. Osteehr definitely needs improvements still with Pzgrens and Ostwind to make up for their current lacking AI even with or without the removal of snipers. Osteehr lacks completely AI early and mid. Light vehicles that are pretty bad and can be countered easily.
12 Apr 2019, 06:53 AM
#14
avatar of Mr. Someguy

Posts: 4928

Fun Fact, you ever notice that unlabeled weapon shack on the USF Base? That shack is named aef_weapon_rack_m1c_garand which hints that the Pathfinder's DMR was once a generic weapon upgrade. Since US sharpshooter doctrine was just giving a scoped rifle to the best marksman in the squad, the idea wasn't far off reality.
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