Sniper wars can remain an option. However it should not remain the ONLY option for some factions. This completely beats the paper-rock-scissors aspect of the game, and makes it boring/predictable.
Ask yourself. Would it make the game more interesting if the only counter to Emplacement spam were Mortar spam (and vice-versa)? Or would it make the game feel terribly lame/abusive?
For instance, if you field a sniper as OST vs UKF, you KNOW they will have to field a sniper back; otherwise there is literally no counter to the OST sniper. Knowing that there is no other way, you can immediately queue up a 222.
Now, I didn't say "any and all faction". I said "more factions". You only have to address factions that have issues vs snipers (or whose counter is another sniper):
- USF could get get their low-MP Rear Echelon squads back (and maybe do something about weapon slots; e.g., minesweeper takes up a slot, like AeroHank has been suggesting).
- UKF could have sniper detection on their AEC. UC is the worst sniper hunter in the entire franchise.
- OKW could get smoke on their MedHQ. Or they could get stealth detection on Luchs, so that Vet1 Puma (or infiltration cheese) is not the only sniper counter available.
yep, problem here being that WFA factions haven´t snipers,so counter-snipe is not an option for them. And furthermore, fuck rock-paper-sccissor thing for USF as they only have m20 (it has been proven is not a good counter to snipers)
And....cheap Rear echelons (nerfed with one slot for sweepers) are your proposal for USF???? wasn´t RE costs increased because the became really spammables and effective in the late game once racks have been teched? we are going to go back to some months ago with RE and racks because you don´t want to give snipers to WFA Factions??? doesn´t seem too clever, but fuck, I am a noob and you are a pro.
BTW, I didn´t remeber cheap RE a good sniper counter in the past......so, no sniper, cheap RE with verrry low DPS and teching for M20 (that it has been proved as a fail sniper counter tool) is your proposal for USF to figth snipers units?
If a factions' only counter to a sniper is fielding their own sniper, then you know that game design must have taken a wrong turn, somewhere.
Yes, watching sniper-vs-sniper play, camouflaging each other out for minutes might be OK to watch in an ESL cast. However, it doesn't seem very healthy/interesting to play as, in the long run (IMO, even CoH2 emplacement spam is more interesting than vCoH sniper spam).
The best option would be to make snipers feel a little less godlike:
- Sniper received accuracy
- Give a combat cooldown before snipers can recloak (currently you only get cooldown when firing from stealth)
- Give a speed debuff for cloaking (doesn't have to be 50%, but infantry has to be able to catch up)
Another option would be to reinforce other routes of counter play:
- Give more factions cheap non-scaling infantry that doesn't care about the MP bleed (like Ostruppen)
- Decent, affordable scouting vehicles for all (like Kubelwagen, unlike UC)
- Vision-obscuring abilities
- Reducing the availability of AT to allow vehicle counter-play
However, once you do that, make sure that the faction that relies entirely on snipers to get by (*cough* OST *cough*) actually has other options available against its enemies (*cough* USF *cough*). Otherwise, it is still going to be (nerfed)-sniper spam.
you don´t like snipers wars, OK, its fine, but that doesn´t imply there is something wrong with them....
and about your "solution proposal", adding Ostruppen for any and all faction is better than giving snipers to any and all factions?
Make snipers counters work as expetected or give WFA factions a sniper, imho a better solutionand it will impact less on overall balance than adding new squadsto 5 factionsand them balance those cheaper squads againts all and any unit in game....
I already knew about reactions of enemy player, throwing the nade at the door of a garrisoned house and all that....
my point is "where to click" adn due to your answers, I think is better to click on the terrain close to where more models of the squad are clumping so the AOE of the nade reach most of them, than clicking directly on the enemy squad...
Thing is, I always did that way, I mean, aiming my nade where more models of the squad are so AOE hit the most of them...
Excuse me if this is not the place for this kind of threads....
I want to ask others how do you do when throwing a nade....
Do you click directly on the enemy squad to be naded, or do you click on the terrain close to where the enemy squad is????? excuse my bad english....hope you can get the point of my question....
It seems than enemy nades always do more damage than when I throw a nade....pretty sure is my mind that is cheating me and all is fine, but I have that feeling that my nades don´t do as much damage as enemy nades, so maybe is the way I throw these nades or maybe it is just my mind joking on me and I´m using them as expected.
I know about green cover and those things...I just want to know where you click, directly on the enemy squad or in the terrain close to where more models are clumping....
That is why I want to know how others throw their nades...
Don´t forget to mention that they can´t build caches which is not compensated for by the salvage ability. Not even with the thorough salvage ability does that bring as much income as a cache would throughout a game.
Also their vehicles are more expensive than the Ostheer counterpart: Panzer IV: 125 vs 150 fuel, Panther: 175 vs 200 fuel. The vehicles are of course not identical and it is to compensate a bit of flexibility in the teching but nonetheless they are harder to obtain.
and nonetheless they are easier to keep alive...OKW piv having extra hp and OKW panther having better AI capabilities than ostheer one....
when playing with or against usf i have the feeling, that bazookas are either a tad too spammable or a tad too good against heavies like the tiger or the kt.
according to coh2-stats the bazooka has 80 damage and 130 penetration at near, while the tiger has 300 armor, which means that a little less than half of the shots penetrate iirc.
at far, the penetration is still 110, while the puma for example has only 80 at far (though far is more far for the puma). another comparison would be to the maingun of the panzer IV, where the bazooka has better penetration at all ranges.
anyway, i would propose a slightly higher penetration dropoff, something like 130->115->100. that way, good tank micro and kiting would be rewarded.
on a sidenote, my mate and i didnt play for over a year and are getting back at it again now.
lol,
so you are not a pro player, you have been away from COH2 from over a year, you don´t have problems dealing with zooks in other maps, but all people answering in this thread are wrong and zooks deserve a nerf....
Ohhh nice, didn´t see your explanation about banzai charge...
I´m a noob, so don´t take my words serioulsly but....I see a big problem with that ability....for only 10 munitions I don´t have to bother with machine guns and suppresion any more....
just blob your units until you face a mg, pop the ability (only 10 muni btw) and then, mg is uselesss, or even stolen...
In coh1, there were an ability called fire up, rangers (usf elite inf) had it, and it was a big problem in that game coz those rangers once suppressed, triggered that hability and wipe the enemy machine gun every time..
Again, I´m a nooob, and maybe my words has no sense at all...
best luck with you mod man, and many many thanks, really much appreciated...I hope have some spare time this weekend so I will give it a try then. If so, I will give you my opinion again....
would like to give it a try....but can you post unit prices????
those squads that cannot retreat...hope they are really cheap ones...if not, japs are going to have a really hard time againts units with suppresion capabilities....
Maybe is it possible to make jap units un-pinable??? I mean, you can suppress them but cannot pin them....just writing at same time than thinking, so maybe this idea is a total failure.