Heavy Sniper discussion |
Heavy Sniper discussion |
21 Jun 2015, 14:13
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#1
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
First I would like to say that Heavy Sniper is useful as an infantry, but I feel it is ineffective against vehicles (even against light vehicles), which apparently according to its description should be one of its strengths.
Considering that is the most expensive sniper in the game and unlocking T2 along with your hero is to be expected an infantry of greater potential within the arsenal of the faction. I do not understand why the Heavy Sniper need to take distance to make the shot; which is strange and prevents becomes effective against fast units in defensive situations as a Techinical rush for exemple. So I'd say a slight increase in its damage would be interesting. It could also be interesting that the Heavy Sniper have two attack options: one dedicated for attacks against other vehicles (not attack infantry in this mode) and against infantry (not attack vehicles in this mode), as the ECA tends to have units with selective shooting modes (Grenadier, Leopard, etc.), with selectable multi-role capabilities. I would like to hear opinions on this subject. -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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21 Jun 2015, 14:18
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#2
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
I kinda think they are abit niche to be honest. I usually only feild them against buggies.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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21 Jun 2015, 14:40
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#3
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
there good for dealing with buggies and technicals, when they decide not to go point blank to shoot them that is
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21 Jun 2015, 15:08
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#4
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
Now if only they could garrison
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21 Jun 2015, 15:45
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#5
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Platoon 7, Gallian militia Group: Members Posts: 389 Joined: 22 October 2014 Member No.: 10697 never go full tumblr |
I think one of the biggest issues is the delay before firing. From what I recall during my time experimenting with them, it can give Buggies enough time to fire their salvo and be off again without a scratch. Insufficient damage to one-shot them is also a bit problematic, especially if Junk Repair has been researched. I personally find myself relying more on Tigers and the like to counter them, rather than Snipers.
However, I haven't had many chances to use them against infantry, so I can't say how well they perform in that department. -------------------- |
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21 Jun 2015, 17:00
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#6
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Group: Members Posts: 565 Joined: 6 February 2014 From: USA Member No.: 10285 |
First I would like to say that Heavy Sniper is useful as an infantry, but I feel it is ineffective against vehicles (even against light vehicles), which apparently according to its description should be one of its strengths. Considering that is the most expensive sniper in the game and unlocking T2 along with your hero is to be expected an infantry of greater potential within the arsenal of the faction. I do not understand why the Heavy Sniper need to take distance to make the shot; which is strange and prevents becomes effective against fast units in defensive situations as a Techinical rush for exemple. So I'd say a slight increase in its damage would be interesting. It could also be interesting that the Heavy Sniper have two attack options: one dedicated for attacks against other vehicles (not attack infantry in this mode) and against infantry (not attack vehicles in this mode), as the ECA tends to have units with selective shooting modes (Grenadier, Leopard, etc.), with selectable multi-role capabilities. I would like to hear opinions on this subject. Yeah, they do seem a little too niche at the moment for a $700 infantry unit. They have long range and one-shot almost any infantry (Shock Troopers are problematic there), but suffer against anything else. There are a few different things that could address this: - No minimum range - Able to garrison - Uncrushable when deployed - Slightly more damage - Some kind of extra ability (maybe explosive Raufoss rounds? Or they could have a laser designator and the Howitzer Targeting ability that the Bloodhound has) - Snipe infantry out of garrisons like Jaegar - Shorter/no delay before firing IDK, something to make them more viable. They almost cost twice as much as Pathfinders, with their only real advantage over them being a very long range and slight anti-vehicle capability. |
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21 Jun 2015, 19:25
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#7
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Group: Dev. Team Posts: 616 Joined: 24 February 2015 From: Latvia Member No.: 10884 |
I once had eight of them get crushed by a single Humvee. :T
-------------------- "don't live, hanfield"
"i swear to god, if this was a room full of you people i'd be taking off my gloves and slapping hanfield every 5 minutes" - bruce 2016 |
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21 Jun 2015, 19:40
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#8
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Group: Members Posts: 163 Joined: 9 May 2014 From: Malaysia Member No.: 10451 |
slight damage buff would be good
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22 Jun 2015, 9:01
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#9
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Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
The issue the Heavy sniper has atm is its really good vs gla... And thats it.
So yes, i like the ideas of giving it an anti vehicle ammo swap and reducing the min range. the Snipe infantry out of garrisons idea may work seeing that grenadiers lost the ability, so it would be nice. Plus given how line of sight works in this game on really urban maps i cant think of any where it would be truly op on a dense urban map. The idea to make them Uncrushable when deployed is a must. Seriously, they just get ran over more often than when they get shot down and because they cost $700 its not only economically shit, but gameplay wise it just feels really REALLY bad. If we do all that, then i think we should remove the stealth. Ive never liked the idea of them stealthing tbh because it just feels exactly like the pathfinder, and i personally don't like the idea of clone units. -------------------- Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock! Join our Discord Server for a great community and plenty of games and memes! Also, check out our ROTR - Fan group on Facebook. |
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22 Jun 2015, 9:44
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#10
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A Legendary Fox Group: Members Posts: 839 Joined: 14 February 2015 From: Santiago Chile Member No.: 10865 a man who play videogames, What are you waiting for me? |
Yeah, they do seem a little too niche at the moment for a $700 infantry unit. They have long range and one-shot almost any infantry (Shock Troopers are problematic there), but suffer against anything else. There are a few different things that could address this: - No minimum range - Able to garrison - Uncrushable when deployed - Slightly more damage - Some kind of extra ability (maybe explosive Raufoss rounds? Or they could have a laser designator and the Howitzer Targeting ability that the Bloodhound has) - Snipe infantry out of garrisons like Jaegar - Shorter/no delay before firing IDK, something to make them more viable. They almost cost twice as much as Pathfinders, with their only real advantage over them being a very long range and slight anti-vehicle capability. agree with you |
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22 Jun 2015, 10:00
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#11
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Group: Members Posts: 143 Joined: 28 May 2015 Member No.: 11489 |
I would definitely not mind trading off its stealth for a smaller delay before firing and being uncrushable.
I believe this unit has the potential to snipe off artillery units unreachable by normal defences. In games vs. AI, I use heavy snipers to take out Buratinos or that other artillery unit they have before they either get close enough or destroy one of my defences. This post has been edited by Sanguivorant: 22 Jun 2015, 10:01 |
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22 Jun 2015, 10:27
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#12
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Group: Members Posts: 91 Joined: 25 April 2015 From: Germany Member No.: 11192 |
The issue the Heavy sniper has atm is its really good vs gla... And thats it. So yes, i like the ideas of giving it an anti vehicle ammo swap and reducing the min range. the Snipe infantry out of garrisons idea may work seeing that grenadiers lost the ability, so it would be nice. Plus given how line of sight works in this game on really urban maps i cant think of any where it would be truly op on a dense urban map. The idea to make them Uncrushable when deployed is a must. Seriously, they just get ran over more often than when they get shot down and because they cost $700 its not only economically shit, but gameplay wise it just feels really REALLY bad. If we do all that, then i think we should remove the stealth. Ive never liked the idea of them stealthing tbh because it just feels exactly like the pathfinder, and i personally don't like the idea of clone units. Agreed. -------------------- Greetings, Vinrock
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22 Jun 2015, 11:09
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#13
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Arena maker Group: Tester Posts: 803 Joined: 24 November 2013 From: In front of da screen Member No.: 10203 |
let me tell you a cool story:
it's a 2.0 unit that got added ONLY because of buggies. That's the only reason you see them and can use them right now in 1.85. So it's not surprising that you find them a bit lacking but their purpose is to kill buggies, and they do that really well esp. in pandurs. I'm sure they will stay the way they are so.. yeah. Keep this in mind and read my post before you go further with your ideas. -------------------- XAttus
-game anyone? The Hunter - Nobody wants to play bombtruck simulator with you |
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22 Jun 2015, 11:45
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#14
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
it's a 2.0 unit that got added ONLY because of buggies. Perhaps this is the problem; so to solve this impasse could be added in your description: "produces to deal EXCLUSIVELY with Buggys." The idea of a unit designed solely to deter other unit is something weired and would be the first time in an RTS that I see something like this. -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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22 Jun 2015, 13:01
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#15
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BANNED Group: Members Posts: 728 Joined: 7 June 2009 From: Spain Member No.: 48 |
it's a 2.0 unit that got added ONLY because of buggies. That's the only reason you see them and can use them right now in 1.85. Lets be honest, this is horrible design, specially since i dont feel they are very good in they only role, hell i actually find them pretty mediocre at it -------------------- |
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22 Jun 2015, 13:05
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#16
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 Armageddon is here.............. |
Crazy ideas:
-Anti-air sniper. Should be balanced by increasing the cost. Can only shoot at helicopters, useless against jets. -Self-destruct upon being crushed by enemy vehicles. -Suppressing volley fire with over 10 shots continuously, with a 30 seconds cool down. Will not hit the target everytime, though. This post has been edited by X1Destroy: 22 Jun 2015, 13:06 -------------------- We Die Standing.
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22 Jun 2015, 13:34
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#17
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
Lets be honest, this is horrible design, specially since i dont feel they are very good in they only role, hell i actually find them pretty mediocre at it Might as well try to persuade SWRTeam to cut them off from 1.85 release, then. ECA doesn't currently need a Sniper that is equal to pathfinder in their sniping role, balance-wise. Also, why isn't this thread in 1.851 forum section? Heavy Snipers were changed in 1.851, their discussion should belong in there, imho. This post has been edited by Knjaz.: 22 Jun 2015, 13:36 |
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22 Jun 2015, 13:39
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#18
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
Also, why isn't this thread in 1.851 forum section? Heavy Snipers were changed in 1.851, their discussion should belong in there, imho. I do not remember to see any topic dealing with Heavy Sniper there, anyway this topic can be moved. -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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22 Jun 2015, 13:51
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#19
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Group: Members Posts: 565 Joined: 6 February 2014 From: USA Member No.: 10285 |
let me tell you a cool story: it's a 2.0 unit that got added ONLY because of buggies. That's the only reason you see them and can use them right now in 1.85. So it's not surprising that you find them a bit lacking but their purpose is to kill buggies, and they do that really well esp. in pandurs. I'm sure they will stay the way they are so.. yeah. Keep this in mind and read my post before you go further with your ideas. Keeping that in mind, I'm trying to suggest things that are only slight buffs, and not going to completely imbalance everything. Personally, I think the Howitzer designate ability and/or anti-garrison snipe would be enough to make it viable and have a distinct role besides Buggy zapping. But honestly, I still sometimes use them as extra long-range support for my defensive lines anyways. |
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22 Jun 2015, 18:27
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#20
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
I'd prefer if they werent crushable by Viechles.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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24 Jun 2015, 14:59
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#21
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Group: Members Posts: 650 Joined: 1 March 2014 Member No.: 10319 |
-Self-destruct upon being crushed by enemy vehicles. YEEEEEEEESSSSS! -------------------- And then...
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24 Jun 2015, 16:03
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#22
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Group: Members Posts: 311 Joined: 23 September 2014 From: Pearl of the Orient Sea Member No.: 10658 Yo buddy... Still Alive? |
Yeah, they do seem a little too niche at the moment for a $700 infantry unit. They have long range and one-shot almost any infantry (Shock Troopers are problematic there), but suffer against anything else. There are a few different things that could address this: - No minimum range - Able to garrison - Uncrushable when deployed - Slightly more damage - Some kind of extra ability (maybe explosive Raufoss rounds? Or they could have a laser designator and the Howitzer Targeting ability that the Bloodhound has) - Snipe infantry out of garrisons like Jaegar - Shorter/no delay before firing IDK, something to make them more viable. They almost cost twice as much as Pathfinders, with their only real advantage over them being a very long range and slight anti-vehicle capability. Some comments on yours - It has a minimum range (very low to low) - code wise that would be impossible, (see the grenadiers/1.851 Pioneers reason why it can't enter structures) - this might actually useful - I thought 1.851 Heavy Sniper's deployed stealth was it's special ability? - point taken but Jager can now engage both ground vehicles, structures and clear infantry in garrisons - or make the first shot upon seeing a target (or just faster deploy rate would be good if we choose the venom protocol If you want to make them very useful, make three of them reach heroic and deploy them at choke points or to defend derricks/tech buildings (1.851) Btw is there any benefits these guys receive when we choose venom protocol (except the move speed bonus) PS this thread needs to be moved to the public beta testing thread (just sayin') |
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24 Jun 2015, 23:01
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#23
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Group: Dev. Team Posts: 416 Joined: 7 June 2009 Member No.: 52 |
Since they are a non-garrison, deploy to fire, uncrushable would be great. Additionally, it would be nice to have a spotter guy with the main sniper.
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24 Jun 2015, 23:37
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#24
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The Forums American Hotshot Flyboy Group: Tester Posts: 2860 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
Since they are a non-garrison, deploy to fire, uncrushable would be great. Additionally, it would be nice to have a spotter guy with the main sniper. This would make them unable to switch places in a pandur with a felin....and it would make it unable to enter a lynx.The second part is key for me atleast I love to assault and ambush buggys who think they got the upper hand agaisnt me. -------------------- |
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25 Jun 2015, 2:59
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#25
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Group: Dev. Team Posts: 416 Joined: 7 June 2009 Member No.: 52 |
This would make them unable to switch places in a pandur with a felin....and it would make it unable to enter a lynx.The second part is key for me atleast I love to assault and ambush buggys who think they got the upper hand agaisnt me. Oh my glob I completely forgot about this. Nevermind then, hah! |
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