Sniper Camo Modification
- Walderschmidt
- Posts: 1266
- Joined: 27 Sep 2017, 12:42
Sniper Camo Modification
What if we removed crawl camo from snipers until they get vet 1 or 2?
That way, at least, a player has to use them with some some sort of skill before he turns into a master of camo. I mean, any idiot can hide behind a fence or hedge, but it takes someone who is experienced and savvy to move undetected in open terrain.
I think this change, more than anything, would make snipers more challenging to use properly, without making them astronomically hard to use.
I also think that veterancy is an under-used mechanic for rewarding players. Hell, I'd want to gate off any rewarding mechanics that are easy to use but tough to counter behind veterancy, like camo for units.
What do you guys think about this idea?
Wald
That way, at least, a player has to use them with some some sort of skill before he turns into a master of camo. I mean, any idiot can hide behind a fence or hedge, but it takes someone who is experienced and savvy to move undetected in open terrain.
I think this change, more than anything, would make snipers more challenging to use properly, without making them astronomically hard to use.
I also think that veterancy is an under-used mechanic for rewarding players. Hell, I'd want to gate off any rewarding mechanics that are easy to use but tough to counter behind veterancy, like camo for units.
What do you guys think about this idea?
Wald
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Re: Sniper Camo Modification
Like this
- Walderschmidt
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- Joined: 27 Sep 2017, 12:42
Re: Sniper Camo Modification
That makes two of us.
How do other people feel about this?
Wald
How do other people feel about this?
Wald
Kwok is an allied fanboy!
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AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL
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Re: Sniper Camo Modification
Mh it might work as intended. But since this would be a straight up nerf, what do you suppose to counter the change? A slight price reduction?
Also regarding this:
Also regarding this:
I like the design of the new Fallschirm HQ squad, unlocking a strong ability at vet 3 (2nd Stuka) feels incredibly rewarding and powerful. But its fairly difficult since the 3-man squad is a bit squishy.Walderschmidt wrote: ↑19 Nov 2020, 22:07I also think that veterancy is an under-used mechanic for rewarding players. Hell, I'd want to gate off any rewarding mechanics that are easy to use but tough to counter behind veterancy, like camo for units.
- Walderschmidt
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Re: Sniper Camo Modification
I would start off with making them between 270-300 manpower. That way they're not so dear a cost to lose, but not so cheap that everyone wants to spam them.Diablo wrote: ↑22 Nov 2020, 18:45Mh it might work as intended. But since this would be a straight up nerf, what do you suppose to counter the change? A slight price reduction?
Also regarding this:I like the design of the new Fallschirm HQ squad, unlocking a strong ability at vet 3 (2nd Stuka) feels incredibly rewarding and powerful. But its fairly difficult since the 3-man squad is a bit squishy.Walderschmidt wrote: ↑19 Nov 2020, 22:07I also think that veterancy is an under-used mechanic for rewarding players. Hell, I'd want to gate off any rewarding mechanics that are easy to use but tough to counter behind veterancy, like camo for units.
Initially, I thought of making them 300 mp, and then after a certain tech level unlock (T3/T4) making them 270mp.
What do you think about that?
For Wehrmacht and Americans, this would be a nerf, but for British and PE, it would be a straight up buff.
Wald
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- Warhawks97
- Posts: 5395
- Joined: 23 Nov 2014, 21:45
- Location: Germany
Re: Sniper Camo Modification
why not. i dont mind. Its not really changing the way i use snipers, so... And getting them to vet 1 isnt that hard.
Thats actually something that could be tested out further with other units as well. Instead of having doc unlocks that drops cost, cost changes would be linked with the tecing system.Walderschmidt wrote: ↑22 Nov 2020, 18:55Initially, I thought of making them 300 mp, and then after a certain tech level unlock (T3/T4) making them 270mp.
It is working with M16, Greyhound a few other units already.
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- Walderschmidt
- Posts: 1266
- Joined: 27 Sep 2017, 12:42
Re: Sniper Camo Modification
It'd either be vet 1 or vet 2. It's not about taking the ability out of the game (because let's face it, who takes all that time to level up a sniper to vet 4 or 5 when not doing sniper spam?). It's about using a little bit of veterancy to make it so that an easy use, convenient ability is earned, not just given. And this makes one have to earn it for each unit, not just unlock a CP ability.Warhawks97 wrote: ↑22 Nov 2020, 19:10why not. i dont mind. Its not really changing the way i use snipers, so... And getting them to vet 1 isnt that hard.
This is something I'd like to do with support weapons like MGs, mortars, snipers, AT guns, and small howitzers to make them more viable late game. Kind of like how in AoE 2, games that take long enough end in trash wars, with occasional strong units being made and used carefully to help tip the balance. I want to avoid something like tanks only...similar to how Supreme Commander can get late game or with too many mods (it turns into T4 experimentals only).Warhawks97 wrote: ↑22 Nov 2020, 19:10Thats actually something that could be tested out further with other units as well. Instead of having doc unlocks that drops cost, cost changes would be linked with the tecing system.Walderschmidt wrote: ↑22 Nov 2020, 18:55Initially, I thought of making them 300 mp, and then after a certain tech level unlock (T3/T4) making them 270mp.
It is working with M16, Greyhound a few other units already.
Wald
Kwok is an allied fanboy!
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AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL
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- Warhawks97
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- Location: Germany
Re: Sniper Camo Modification
Walderschmidt wrote: ↑22 Nov 2020, 20:19
This is something I'd like to do with support weapons like MGs, mortars, snipers, AT guns, and small howitzers to make them more viable late game. Kind of like how in AoE 2, games that take long enough end in trash wars, with occasional strong units being made and used carefully to help tip the balance. I want to avoid something like tanks only...similar to how Supreme Commander can get late game or with too many mods (it turns into T4 experimentals only).
Wald
Yeah, kind of the fundamental basics get cheaper a bit in long trash games to keep them usefull and worth to build. I mean, why should anyone ever build an HMG again when he gets a tank or multirole elite combat unit for the same price.
You should make a topic about that.
For WH such things could easily be added for each HQ upgrade, for US such things can be linked to supply yard and its upgrades. CW and PE will be a more difficult to implement but should somehow be possible as well.
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Re: Sniper Camo Modification
I'd love this change, snipers are a headache and I've gotten to the point that I play PE 90% of the time just so I have the stupid SS squad to counter them, and even that isn't a great solution if there are multiple.
Re: Sniper Camo Modification
Snipers are a pain in the ass, I feel like if you take away their camo ability, it would be nice to give them something in exchange, maybe a little a little more health?