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[1.30] Sniper team

Red Army Suggestions

#59395

[1.30] Sniper team

I don't know if its volitional that the watcher of the sniper team shoot at tanks and run out of cover while attacking enemies.

The tank hunters act perfect. They only shoot at infantery if they get attacked by them and when they shoot at tanks, they always stay in cover. Sniper watcher should do same against inf.

So 1st suggestion: Stop watcher shooting at tanks

2nd: Stop watcher moving independent when the team is in watching mode

3rd: It would be cool if the watcher could be upgraded with one of three abilities.


3a) Watcher is able to lay down mines against infantery (cost 40 munition for every use but he will do it very fast) with a cool down of 60 sec.

3b) Watcher gets weaponed with an AT rifle for defense against armoured units

3c) Sniper team is able to cloak for the next moving. This ability should cost munition for every use (maybe 15) and should have a cool down time of maybe 60 sec.

At all i love the soviet infantery and like to play against AI without building any vehicles or tanks =D

Maybe its another idea for urban tree. Disable some tanks and boost infantery ;P Like tanks hunters gets heroic armor and their costs increase comparatively.
#59397

Re: [1.30] Sniper team

michael wrote:
3rd: It would be cool if the watcher could be upgraded with one of three abilities.


3a) Watcher is able to lay down mines against infantery (cost 40 munition for every use but he will do it very fast) with a cool down of 60 sec.

3b) Watcher gets weaponed with an AT rifle for defense against armoured units

3c) Sniper team is able to cloak for the next moving. This ability should cost munition for every use (maybe 15) and should have a cool down time of maybe 60 sec.

At all i love the soviet infantery and like to play against AI without building any vehicles or tanks =D

Maybe its another idea for urban tree. Disable some tanks and boost infantery ;P Like tanks hunters gets heroic armor and their costs increase comparatively.


Russian Sharpshooter Team is already OP without all these new abilities. :P

PS Playin' against people is mooooooooooore fun than AI. ;)
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#59399

Re: [1.30] Sniper team

1. No comment
2. No comment
3. Sniper's abilities / attributes are fine (Arty strike) and does'nt need anymore otherwise it will be OP owait it already is.
3 (Cont). As for the camoflauge one of the snipers weaknesses is that he cannot freely camo (mearly in cover) that is how it should remain beit muni based or not.

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#59412

Re: [1.30] Sniper team

Well, it`s true that they are already good enough. Maybe I like them too much  ;D

And playing against other player is too stressfull for me  :-\ I need to stop a game when i want to
#59414

Re: [1.30] Sniper team

Moonwalker wrote:
michael wrote:
3rd: It would be cool if the watcher could be upgraded with one of three abilities.


3a) Watcher is able to lay down mines against infantery (cost 40 munition for every use but he will do it very fast) with a cool down of 60 sec.

3b) Watcher gets weaponed with an AT rifle for defense against armoured units

3c) Sniper team is able to cloak for the next moving. This ability should cost munition for every use (maybe 15) and should have a cool down time of maybe 60 sec.

At all i love the soviet infantery and like to play against AI without building any vehicles or tanks =D

Maybe its another idea for urban tree. Disable some tanks and boost infantery ;P Like tanks hunters gets heroic armor and their costs increase comparatively.


Russian Sharpshooter Team is already OP without all these new abilities. :P

PS Playin' against people is mooooooooooore fun than AI. ;)


yea, especially when you are newbie and get owned. what a fun. Shame that people want only to win and often they don't have fun. That's why I hate PvP.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#59416

Re: [1.30] Sniper team

cephalos wrote:
Moonwalker wrote:
michael wrote:
3rd: It would be cool if the watcher could be upgraded with one of three abilities.


3a) Watcher is able to lay down mines against infantery (cost 40 munition for every use but he will do it very fast) with a cool down of 60 sec.

3b) Watcher gets weaponed with an AT rifle for defense against armoured units

3c) Sniper team is able to cloak for the next moving. This ability should cost munition for every use (maybe 15) and should have a cool down time of maybe 60 sec.

At all i love the soviet infantery and like to play against AI without building any vehicles or tanks =D

Maybe its another idea for urban tree. Disable some tanks and boost infantery ;P Like tanks hunters gets heroic armor and their costs increase comparatively.


Russian Sharpshooter Team is already OP without all these new abilities. :P

PS Playin' against people is mooooooooooore fun than AI. ;)


yea, especially when you are newbie and get owned. what a fun. Shame that people want only to win and often they don't have fun. That's why I hate PvP.


OT: Ok, you're right...but if you never play PvP you'll remain always newbie.
When I started to play CoH I used skirmishes for learn to know units, now I play only PvP...I like competition and I have more satisfaction to win against another human player. ;) 8)

But of course, this is my opinion...everyone can always play in the way who prefer. ;)
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Last edited February 28, 2011 at 6:32 PM by Moonwalker

#59428

Re: [1.30] Sniper team

Moonwalker wrote:
When I start to play CoH I used skirmishes for learn to know units, now I play only PvP...I like competition and I have more satisfaction to win against another human player. ;) 8)

+1
Hate playing vs AI. Hordes of cheap infantry allways trying to outcap you, but they dont even know how to flank an MG nest.
Trying to guess what the enemy will do next and countering it with limited resources is the fun part.
#59429

Re: [1.30] Sniper team

Yep. Quite right, Paciat.

From what i have read on this forum, the Soviet Snipers need more of a nerf than a buff...
#61784

Re: [1.30] Sniper team

I too like the Sharpshooter Squad. It is one of the few Squads in the TO&E is worth the effort of micromanagement. Granted that the spotter acts chaotically at times I would prefer to see the spotter disarmed to correct the problem (much like the Kettengrad  LW doctrine ability), rather than buffed to provide further ubermench powers. Sadly the sniper function is the raison d'etre for this squad and as a gamer I will certainly exploit that ability every way I can. The real beauty of this squad is the spotter function extending sight distance. I will hazard a  quess that this squad earns more CPs and veterancy from artillery strikes and indirect fire call-in damage than it does as a sniper. The stealth feature and two part, "and a friend" nature of this squad's abilities is a masterpiece; for which the designer deserves an I award. I grant him or her the Stan Lee No Prize.

BUT... every Unit needs a counter. The rock, paper, scissors nature of this principle drives the AI tech development and the more complex, (and satisfying) MP game. I understand the Sharpshooter Squad is about the most prioritized target in the game. Continual nerfing of this squad will ultimately ruin it. I suggest increasing its cost/benefit ratio. Add a mp cost for  each artillery strike call-in, say the same as PE's ATHT costs. Increase the mp maintenance cost for the squad, (not for the sniper rifle for the artillery shells). Incrementally increase the mp/tick cost for each additional Sharpshooter Squad beyond the first to slow down spamming. Increase the scatter effect of the Artillery Strike Call-in ability, (this might actually be an AI buff/MP nerf).

If all else fails replace the Sharpshooter Squad with a vanilla sniper and add a two man artillery OP stealth squad with rifles but no sniper benefits, to either T2 long range combat support or as a Propaganda doctrinal unit for the Artillery tree. It might even make "God of War" a viable slot, (with a lot of work).

IMO Relic should add some form of 2 man Artillery Spotter aka Sharpshooter Squad to the TO&E of every faction.

I vote for a reward unit replacement option for Female Sniper Ace. The aesthetics are good and the prospect of increasing the size of the EF community dramatic.   
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#61786

Re: [1.30] Sniper team

Again with the female soldiers? ::) How realistic do you think it is to have a female unit with a male voice?
#61787

Re: [1.30] Sniper team

pariah wrote:
Again with the female soldiers? ::) How realistic do you think it is to have a female unit with a male voice?


IJoe got a mother who wanna do some voice acting? lol *JOKE*

I was thinking adding some sort of "slays RGO edits" style thing to the soviet sniper team, when building a soviet sniperteam you would randomly get either female or male squards. don't know if this is possible? and im sure the devs got alot of better stuff to do atm.
Soviet sniper is OP, it really needs a HP nerf not a insane price increase.
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Last edited March 27, 2011 at 7:43 PM by Snug

#67624

Re: [1.30] Sniper team

Snug wrote:
pariah wrote:
Again with the female soldiers? ::) How realistic do you think it is to have a female unit with a male voice?

when building a soviet sniperteam you would randomly get either female or male squards.


You refering to the crossdressing soviet soldiers?

Ha ha, seriously though, about the suggestion made at the start, apart from perhaps the observer wandering alone, nothing is wrong with the sniper squad! Its great, it pawns and its worth its price! If you can't take advantage of that then there is no reason to improve it any further just because one person  doesn't think so.
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