Snipers need a better damage class, instead of just doing global massive damage, they need a more specific purpose.
When a 2 Sniper team can wash away any defense you have, and just about any heavy unit (say vehicles for example) it makes them very hard to dispose of, especially when they're guarded by a few Cqb units like MAVS or even lower level Infantry Kbots.
I don't think its Overpowered to have as much range or even the ability to remain hidden so well with the cloak, its the massive damage they can inflict on any given target.
IIRC, they got a big damage boost that allowed a sniper to kill a commander in 2 hits.. thats 3000 damage? and maybe a bit more for overkill...
After all in technical terms, Snipers are mobile Annihilators that can cloak.
With that kind of range and damage, and add in cloaking and stealth you're bound to have problems from the start.
Maybe a good idea would be to give them a Minimum LOS(or a LOS reduction even further), so they have to be aided for sight always, instead of being standalone units.
I know thats how they work already, but make it even more pronounced, so that Snipers can not operate effectively by them selves at any given time.
After all, a real sniper team such as in the marines always travel in 2's.
1 as spotter and 1 as the Operator.
What are the stats on m & e & bt and weapon #'s so far in BA?
Snipers
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
tbh I think snipers are fine, if you are playing agressively then your opponent will never be able to use snipers against you properly anyway, and when you do suspect snipers just spam cheap crap and gunships into the area.
this is much like the gunship thing... its a counter to playing unagressively and teching/porcing, so nobody likes it. I think once they cost E to fire meaning they cant be used without a good economy, they will be fine. nerfing them further is fail.
this is much like the gunship thing... its a counter to playing unagressively and teching/porcing, so nobody likes it. I think once they cost E to fire meaning they cant be used without a good economy, they will be fine. nerfing them further is fail.
It needs to be a substancial Energy burn then per shot.
What we need to find is an average Energy income between about 5-10 good players. and what their average Energy income is during the time when snipers would be built/deployed..
Average the incomes and then you have a good rough estimate on how heavy to make the energy drain per shot by 1 sniper.
Does that make sense to anyone besides me?
If that sounds like a bad idea, a small Damage nerf would be good as another alternative.
Or bring cloaking costs up?
What we need to find is an average Energy income between about 5-10 good players. and what their average Energy income is during the time when snipers would be built/deployed..
Average the incomes and then you have a good rough estimate on how heavy to make the energy drain per shot by 1 sniper.
Does that make sense to anyone besides me?
If that sounds like a bad idea, a small Damage nerf would be good as another alternative.
Or bring cloaking costs up?
Get to work then!MR.D wrote:It needs to be a substancial Energy burn then per shot.
What we need to find is an average Energy income between about 5-10 good players. and what their average Energy income is during the time when snipers would be built/deployed..
Average the incomes and then you have a good rough estimate on how heavy to make the energy drain per shot by 1 sniper.