This will be a long post...
I want to point out something here that the OP wrote:
The thing is, heroes are not snipers. The design is not Sniper class that got add stuff and go renamed. It's a versatile class with various abilities/weapons that also got the sniper rifle.
Why I write it is because being sniper specifies the role of the class, however the class was never designed to be sniper. It is a possibility to play like that but it's not the only way.
Also, by all means it completely makes no sense for sniper to have mines and whatnot. The idea of sniper role is that he is powerful ranged damager, with no defense. What mines would achieve is that they would get rid of that weakness. More so, it would just encourage players to "make a mine fort" and camp the whole round in one place.
That being said, if you guys want to remove sniper rifle from hero, because the "package" is too OP, then you may as well remove red style damage reduction, as siths can easily tank a PR's shot, fix the still happening insta-swings, prevent mandas from suicide Jihad rocket heroes, remove hitscan ruptor, grip & push/pull whoring, super lightning, etc. etc.
So yea, heroes are strong when talking about the whole package, but it seems to me that people forget that there are a lot of other random factors that go against them (like the list I wrote above). There is always something OP and something unfair. That makes the game so cool, because it's not guaranteed that you will be the best just because you are vet from B16.
Now to the whole problem written by the op.
The op considered that the package - Dash, Dodge and Heal in conjuction with Projectile Rifle (PR) is OP, hence it should be fixed. I partially agree here, but removing PR is not the good choice IMO. Rebels have no other class that can survive long enough and have only one life.
The idea that it would be given to elite trooper class seems nice at the start, but the bad thing about it is that you either have no survivability or you end up being reckless.
There are two options for implementing sniper role for ET:
a) The PR will cost too much so that you end up
with only 1 life and PR or two lifes and no PR
b) The PR will cost enough so that you can still end up
with 2 lifes and PR
add a)
This would make no sense. The PR would have to either cost 51+ points so that you don't have 30 points left for another life. I think everyone will agree that such idea is ridiculous.
Another option is to divide the point cost of the PR - still leave it at 51+ point cost, but for example leave it at two levels. This option solves nothing - PR is powerful enough, but balanced for the 20 point cost.
To make any reasonable change to it you're either left with the option to make it even more powerful for level 2, which would be ridiculous idea (I mean, what exactly needs boosting there?) or the other option is nerfing the weapon for level 1 so level 2 is current PR - but you end up with weapon which is worth sh*t unless you buy its level 2. The situation didn't change and you end up in the same situation as in the first option above (1 level for 51+ point cost), solved nothing and only did it in more complicated fashion.
Other option is to limit their class build - like it is for ARC's M5 upgrades, so once you buy reinfocements, you cannot buy PR or vice-versa. That idea seems more acceptable. But at the end of the day, what did you end up with? Just exactly the same class as current hero, with the exception that you are far weaker:
- Classes: Hero vs ET
- health and full armor: 100/60 vs 80/40
- movement speed: fast vs medium
- lives: 1 vs 1
- survival skills: 3 (not counting QT) vs 1 (not counting rally)
- nades: 10pt/frag vs 15pt/frag or 10pt/sonic
So what you ended up with is a weaker version of current hero. That may seem fine - the thead here is, after all, to nerf them. However when you have such weaker class, what does it promote? Only camping. This is not Battlefront, Battlefield, or other games where you get killed, wait 5 seconds and spawn at your base. Once you die in this game, you have to wait until the whole round ends, which takes mostly about 3-4 minutes per round on populated servers. That means you consider your life more precious if you want to enjoy and play the game. So you end up just camping. It's bad now when heroes don't do much but act like pu**ies standing back all the time when they have the power to actually move the whole team forward. But moving that logic onto someone even weaker (= making ETs snipers) just makes it worse. People will always be allured by PR, as it is relatively easy weapon with high damage so they will end up switching from heroes to ETs for the PR.
Thus this begs the question: Would this get rid of snipers or lesser their amount? Maybe by a tiny fraction (some people may end up enjoying the faster movement of heroes in the end, who knows), but it hugely increases the amount of camping people. They will camp even more than now, since they would have no means of escape like heroes do.
add b)
This is the exact opposite of option a). Here, since you have two lifes, you end up being daring. As an example of being daring, you can see even today how heroes "shotgun" siths - or at least attempt to do that. They get really close, aim, shoot. The FP drain is huge enough to pierce through sith's defense and kill him (unless he uses red for the dmg reduction). The thing is at the moment that since you have one life, but high moveability, the more experienced players see this as a 50:50 ratio of being successful, not to mention the coolness earned by being successful. So they end up trying to shotgun siths. But if you miss you're dead most of the time. Inexperienced players end up dead, there's not much else to say about that, so they're not trying that at all, until they are a lot more experienced.
But what will happen once you have two lifes? The scale increases in your favor, since you can attempt to shotgun an enemy and if you fu*k up, you have another life, so who gives a damn right? And once you are back down to one life? You end up like in add a) - a weak version of a hero. You either will go and say "fu*k it" and try to shotgun again, or you end up camping to prolong your last life.
So what would this give the game? Same thing as option a), but with the add negative factor of PR being misused.
Also, can you imagine the endless hordes of snipers?! Gosh. No thanks.
Conclusion to ET getting PR:
As you can see, both options don't really do you much good. You just move the problem from once place to another - but at the end of the day, you still have a problem and solved nothing.
Now back to the package of heroes three abilities: Dash, Dodge and Heal... and the PR.
Considering the stupid idea that you would actually buy all three abilities and PR, what do you end up with? Actually a weak hero.
To get each ability to level 3 you have to pay 15 points. That means all 3 abilities cost a total of 45 points. Add PR to that - another 20 points. So out of the 80 points you have relatively high survivability, but you are left with only 15 points for assault. That won't even get you E11 or pistol on level 3 (not to mention the ammo and armor shortage). All three abilities on their own - or even together - don't make you invulnerable or immortal.
Looking at the abilities, they don't actually do much:
- Dodge - the ability itself doesn't do much (contrary to what it did in previous version). It just dodges sniper weapons. Considering you pay 15 points for it, which is about 18,75% of your total points (thus no small amount), you can temporarily gain advantage against 3 weapons on the imp side, while the total amount of weapons imp side has is 21 (and I'm not even counting force powers). So that's not much of an advantage here.
- Dash - a bit on the "need to think this through" side. It increases heroe's survivability by great amount, as you can create a good distance between sith or dash away from rocket (if you time it right). There is a whole thread dedicated to "fixing" it, etc. But that is not relevant here. What is relevant here is that it does not really make you a better sniper. It enables you to quickly pop up to surprise enemies or get back to cover. That's about all. Is it bad and makes a hero with PR really OP? Not really.
- Heal - the most controversial of heroe's abilities. It doesn't make you invulnerable, but it is controversial because level 1 is as useful as level 3 or sometimes even more useful. I'll explain it more below.
Since heal is the only controversial ability that can be as useful (or even more) on level 1 as on level 3, there's no need to buy level 3 right? Congratulations, you just saved yourself 10 points! Now you have enough points (25 --> 15 you had + 10 you just saved) to also buy pistol 3 or e11 lvl 3 and ammo/armor to it. Now that makes you a lot more of a challenge!
Some of you may think that heal is fine, but I wrote that level 1 is as useful as level 3, so what gives, right? Just for understanding the problem you need to understand the ability itself, so let's take a look:
- Level 1 heals you to 20/40/60/80/100 hp,
- Level 2 heals you to 25/50/75/100 hp,
- Level 3 heals you to 33/66/100 hp.
The idea of heal is that you heal to specified treshold. So if you have level 1 and your hp is somewhere between 20 and 40 (excluding 20), you heal to 40 hp.
You have no control over damage you take, but what happens when you are shot to for example 25 hp? If you have
- heal level 1, you heal to 40, thus you healed 15 hp.
- heal level 2, you are at the treshold, so you end up healing nothing.
- heal level 3 you heal to 33 hp, so you healed 8 hp.
Do you see that? A 15 points ability healed you for 8 hp, a 10 point ability for 0 hp and a 5 point ability for 15 hp.
If it were the other way around all the time then it would be fine, but since you have no control over damage you take and level 1 can heal you better than level 2 or 3, then there is no need to buy those levels at all. They all are same in terms of healing power. That is what's controversial and ridiculous about it. On the old forums I already made a thread about fixing the "Heal" ability itself with the idea that you heal a certain amount of HP after some time with time prolonging and the effectiveness decreasing the more often the ability is fired/triggered and you can never heal more than the amount of damage you took on last hit.
And finally - the projectile rifle.
People here are annoyed of heroes because those 3 abilities give them high survivability. Well as I already pointed out - dodge does not, dash does not, and last but not least, heal does, but due to how controversial it is, it's sometimes more of a bother than anything and in a weird way it actually balances itself out in this matter.
However it seems to me that people completely go around and ignore the fact that
you can run with your PR and still shoot accurately. You run, see an enemy, scope, stop holding the movement button, immediately press button to shoot and start running again. The total time you "stopped" (but actually just slowed down due to how the game works) is about .1 second?
The fact that you can
pop out of corner, shoot and immediately run back is fine? That you can be crouching behind cover, scope, NOW WHILE SCOPING stand, shoot and crouch again (thus pop sniping) is fine?
You all seem very fine and accepting of the fact that you can do all this stuff with the PR like with any regular weapon (e.g. e11, pistol, etc.) and
that is actual the problem. Instead from the role of "camping player who attack on long range" you have a "moving player who attacks on long/mid/close range using long-range weapon".
The projectile rifle's role changes from "sniping weapon" to "regular weapon with high damage, faster shots and ability scope" because the mechanics are for it completely the same! You misuse the weapon! And why would anyone use weak weapon when he can have powerful weapon?!
The problem
is not that heroes have dodge/dash/heal, but that heroes can
pop out of cover for 0.1 - 0.25 second to shoot at you accurately with powerful weapon and hide back. You may argue all you want, but at the end of the day,
a wall or other obstacle gives you always a better survivability than dodge, heal and dash together when sniping.
As I tried to point out in this exceedingly long post, the actual problem is in:
- controversial heal - because there is no need to buy level 3, you get same survivability with just level 1 and save 10 points for something else
- projectile rifle mechanics - not the weapon itself, but the idea that you can run around with it and do stuff that doesn't make sense - like pop sniping.
What I propose for sniper rifle is for devs to try and add the breathing effect (e.g. your aim is never steady while scoping) with the idea of the aim getting gradually more accurate the longer you remain in scope (and at the start let it be really unsteady). Allow you to shoot from PR after at least 1 second passed since you stopped moving. You can shoot while crouching, you can shoot while standing, but you have to crouch or stand for at least 1 second. Changing from crouching to standing or vice-versa should be considered moving. This allows you to still surprise enemies, but it will disable the ability to just pop out of cover shoot and get back in.
Just try it. See what happens.
Thanks for reading.
Have fun and losta love <3