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How "consistent" should counterplay be? I mean, sniper weapons are fundamentally point-and-click. Should a skilled player be able to consistently nullify an attempt to click on them? Personally I like focusing on suppression/pre-firing/predicting because it's all based on being aware of the sniper's existence, and it all just discourages that sniper rather than nullifying them. I like the notion that snipers are at their best position when the enemy is either not yet aware of them, it encourages making the most of your first shot and repositioning. This also makes sniper very strong when the enemy is too pressured to suppress the sniper (like if a saberist is advancing on them), which I like because it keeps sniper as "support."
many maps, though, don't allow for very much "repositioning" aside from outright switching routes.
in short, i guess i like the idea of sniper being good for surprise or support but being consistently bad in a head-to-head. 2x damage while scoped (combined with the existing no-quickscoping mechanic) would strongly discourage using sniping in a 1 on 1 (aside from surprise attacks), but it wouldn't outright ruin it. A good sniper would land consistent mid-close-range shots once the scope wait time is over, but a good gunner would already have landed some massive damage headshots after the sniper scoped (slowing them down).
regarding the existing counterplay of sniping (of "predicting"), I don't know how much at the highest level snipers are capable of completely over-riding timing mixups with pure reflex. By which I mean, from how challenging I personally find sniping, I feel like legitimately good ("unpredictable") evasive movement combined with suppressive spray already makes sniping very hard. Especially if the gunner notes when the sniper scopes and changes direction right before the earliest moment that the sniper can fire.
i also just wonder if sniper really isn't that overpowered at all if people just used more rally soldier squads as the core of their team, but with CC2 gone, soldiers are also one of the easiest classes to click on. But they still have multiple lives and a lot of suppressive power.
many maps, though, don't allow for very much "repositioning" aside from outright switching routes.
in short, i guess i like the idea of sniper being good for surprise or support but being consistently bad in a head-to-head. 2x damage while scoped (combined with the existing no-quickscoping mechanic) would strongly discourage using sniping in a 1 on 1 (aside from surprise attacks), but it wouldn't outright ruin it. A good sniper would land consistent mid-close-range shots once the scope wait time is over, but a good gunner would already have landed some massive damage headshots after the sniper scoped (slowing them down).
regarding the existing counterplay of sniping (of "predicting"), I don't know how much at the highest level snipers are capable of completely over-riding timing mixups with pure reflex. By which I mean, from how challenging I personally find sniping, I feel like legitimately good ("unpredictable") evasive movement combined with suppressive spray already makes sniping very hard. Especially if the gunner notes when the sniper scopes and changes direction right before the earliest moment that the sniper can fire.
i also just wonder if sniper really isn't that overpowered at all if people just used more rally soldier squads as the core of their team, but with CC2 gone, soldiers are also one of the easiest classes to click on. But they still have multiple lives and a lot of suppressive power.