No I want it to stay exactly the same way it is, because of any proposition or any idea (including my own ideas) I don't think it would create better gameplay. In the past their were tests with snipers not killing each other off completely or 100pct countersnipe, it just doesn't feel right.
2 hits to kill in all situations was rejected because it didn't reward countersniping enough, which is the opposite of what you're saying...
RNG is the name of the game, you have it in almost every unit and ability. Howitzer can kill all or hit nothing, same with nebels and stuff. I'm not sure snipers deserve to be any different.
Snipers already ARE different, because it's 1 diceroll and not influenced by player skill.
Everywhere else the dicerolls are at least in the dozens, and that gives you time to adjust if you see you're being screwed by the RNG. Snipers, not so.
The truth is more dicerolls equals less randomness. I don't look at this as removing dicerolls, I'm actually trying to add them. But the end result is less negative RNG.
Why does a countersniper HAVE TO succeed? It's basically this: If you spend 340 manpower you are certain to take away his 340 manpower.
It has to succeed because you outplayed your opponent and deserve to be rewarded.
You're thinking you'll be guaranteed to lose your Sniper because you use them very aggressively. You've said a couple times you don't move your Sniper after every shot, you've mentioned using attack move liberally, and from Tommy's streams that seems to be the case.
Well if you use them so freely, of course your opponent will get an opportunity to countersnipe. That's the risk you take when you're firing at every opportunity.
If someone uses them cautiously, using manual firing, gauging whether they're being baited into a countersnipe, even a 100% countersnipe chance doesn't mean it's a sure deal. Simply because you never let your opponent get an opportunity to take the shot.
That's the kind of skilled play we're trying to reward here in my opinion.