Posted: 03 Jul 2006, 13:11
snipers require a LOT of micro and getting snipers with AA and support should be rewarded, snipers could have a 10% MAX increase in reloadtime maybe. but snipers aren't insane IMO
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
It's really bad, having to quote myself, but you obviously didn't read it the first time. There are cost-effective aggressive counters - those I listed are only the ones I came up with on the top of my head.The balancing factor is that the unit uncloaks while firing, requiring excessive micro. This micro, while not pointless, detracts from a player's ability to do other things (Generally lowering his ability to defend, for example) and the unit may still be taken down by a number of ways...
1. Gunships. Speed and relative cost make this a great idea.
2. Hovercraft. They react exceedingly fast on flat terrain and can catch Snipers before they cloak once more. And yes, I know, I probably like them too much.
3. Troop Transports. Pick them up, and have them for breakfast!
4. Stunners. Well - no explanation needed.
5. EMP missiles. What else are you planning on using them for?
Over anything else.10% MAX increase in reload time
Somone else reported to this to me as well. I'm not sure it's caydr's fault, most likely a bug in the engine that only his mod can exploit because of the way it's set up. I'm nearly positive it didn't used to be that ways anyways.Cabbage wrote:Just been testing some stuff qith squeegeez and wasp - and we've found a pretty evul exploit, which i won't detail here, none the less, it involves the word "invincible"
Caydr, make sure you check your PM's please
Problem is that snipers + support will eat those alive. Especially since (IIRC) sniper shots go through units, so they can take out multiple units with a single shot.Molloy wrote:I just throw a load of peewees/storms/lv1 tanks at snipers. They move rather slowly and have long reloads so if you run a few fast units at them they can't deal with it at all.
if you use alot of em they'll hurt eachother more than the goliathsEgarwaen wrote: As for TM's comments... 20+ Recluses VS 3 Goliaths. I somehow think that works out in the Core's favour. Aren't Recluses only really good if they have hills to retreat into? I've found them to be too fragile on flat ground to really use in mass quantities.
Then add support that's strong against the enemy support. If he has units for every possible problem, well, you'll have to use superior numbers but it would be an uninteresting war if every well-balanced force still had a single unit that could tear it up easily.Egarwaen wrote:Problem is that snipers + support will eat those alive. Especially since (IIRC) sniper shots go through units, so they can take out multiple units with a single shot.Molloy wrote:I just throw a load of peewees/storms/lv1 tanks at snipers. They move rather slowly and have long reloads so if you run a few fast units at them they can't deal with it at all.
I think the appropriate solution is giving the Dominator a range boost to match the sniper. It feels really odd that Arm has the ultimate seige weapon and a longer-range BLoD, while the Core artillery KBot has a range that's so bad it's useless. And maybe give the DDM a slight range boost, so it can't be safely attacked by unsupported Snipers? (It's still outranged by any static plasma cannon, so you've got plenty of counters)
As for TM's comments... 20+ Recluses VS 3 Goliaths. I somehow think that works out in the Core's favour. Aren't Recluses only really good if they have hills to retreat into? I've found them to be too fragile on flat ground to really use in mass quantities.
AgreedErom wrote:You keep using snipers "with support!" as a magic bullet against any counter we throw out. Look, if someone manages to pull of,
A) a couple of snipers AND
B) scouts AND
C) enough AA cover that air attack won't work AND
D) enough ground support that they are protected anti-swarm AND
E) STILL having enough resources to match you in a L2 tank war
then they deserve to win. Look, they can't protect the snipers against everything. So they built some anti-swarm support and some AA support. That means you can out-build them with heavy land units. Unless you are losing economically, they have to counter multiple threats, so their resources are spread thinner.
Great. Except the Sniper range advantage means that they can usually use their own static defences as "support". The common tactic that I've seen is to have one to three snipers slip out from their defences and start blowing up yours. Then, as soon as your units move out to take them on, the snipers slip back behind their defences, which you must then assault while under fire from the snipers. As others have pointed out, sufficient air defences are pretty cheap, as are anti-swarm defences, so those counters don't work. This means you need heavy assault units, which snipers counter.Erom wrote:You keep using snipers "with support!" as a magic bullet against any counter we throw out. Look, if someone manages to pull of,
A) a couple of snipers AND
B) scouts AND
C) enough AA cover that air attack won't work AND
D) enough ground support that they are protected anti-swarm AND
E) STILL having enough resources to match you in a L2 tank war
then they deserve to win. Look, they can't protect the snipers against everything. So they built some anti-swarm support and some AA support. That means you can out-build them with heavy land units. Unless you are losing economically, they have to counter multiple threats, so their resources are spread thinner.