Like I said in my other post; I dislike this.
A player should control a squad and not just a single man. For various reasons.
Like I said in my other post; I dislike this.
A player should control a squad and not just a single man. For various reasons.
Sniper class:
Movement speed: Base
LOS: 25% above normal
Sniper mode:
Accuracy: 35-80% (DEPENDING ON TARGET LOCATION)
Reload time: 4-5 seconds
'Aim' time: 3 seconds
When not in sniper mode:
Rifleman stats
Less shots per minute (Its a sniper rifle lol)
The point should be for the sniper to be weak if on the run, or mobile.
And its not unbalanced. A team full of snipers is useless. And it is realistic.
Btw, Im pretty sure we can still stress them if Im not mistaken. So covering fire and a flanking maneuver should help.
Yep, creating stress is possible.
dooiefries wrote:Like I said in my other post; I dislike this.
A player should control a squad and not just a single man. For various reasons.
If you use the soldier class correctly, you will probably inflict the same amount of damage, as another class with more soldiers is capable to do. I think it's a good idea to balance the classes.
Having only 1 soldier is very far removed from the squad-based idea that's a core part of the game.
Sounds well balanced to me.
Keep up the great work, can't wait :)
Snipers in Ag games could be very fun and a great spin to tactics, 1st in AG games the amount of snipers per side should be based on number of players per side( so you wont have the all sniper AG) imo that wouldn't be fun to play vs or as. Also I hope in AG games the room Co's get to pick what classes each player is( other wise you risk conflict ) and the game Co's would better be suited to choose the classes and it goes along with planning.
Will the sniper be able to pick up grenades ?
Classes will be limited per team (varying per game-mode).
As it is now, snipers will not be able to pick up grenades.
I agree 100% with Crom. Same as the CO would assign weapons, he/she should be able to assign classes too. The CO (in theory) is better suited to know his team and where each one performs best i.e. who is good at offense, who in defense, who in open areas and who is good in building fights.
We agree. In game-modes such as AG this will definietely be the case. Its another added dimension to one of the core game mechanics which is... teamwork of course! :)
I understand what you say as the dev thinking that the spotter may make the sniper class unbalanced but I agree with what others have been saying about a class with 1 soldier is not good and I dislike that idea. Maybe it would be worth it to change a thing or two to make it work.
Like they said about the 1 soldier, it takes away from the point of strategy, the sniper class has little to no armor on, reasons being is usually because they are never in the line of fire or on the front line, they hide and sit still only for a moment. The fact that LMG's are a good counter against snipers is because a constant rate of suppresses them down. Without men in the front to take the fire snipers are practically useless, with this said you should debuff the accuracy to 10% if under fire in the open or 20% if in cover and being fired at. Snipers are very weak to flanks.
GameMation wrote:Like they said about the 1 soldier, it takes away from the point of strategy, the sniper class has little to no armor on, reasons being is usually because they are never in the line of fire or on the front line, they hide and sit still only for a moment. The fact that LMG's are a good counter against snipers is because a constant rate of suppresses them down. Without men in the front to take the fire snipers are practically useless, with this said you should debuff the accuracy to 10% if under fire in the open or 20% if in cover and being fired at. Snipers are very weak to flanks.
Which is why I suggest you have one spotter, and 1 or 2 rifle men.
The Sniper Class is something which still causes heavy discussions within the team as well ;)
We aim to make another post about classes at some point, in order to properly discuss this topic again. Its quite elobarate and crucial as many of you seem to realize and are pointing out!
While there were snipers in WW2 and it is a WW2 game... It is still a game and a core part of the game is the RTS element and if you have 1 soldier squads it really takes that away. Micromanaging a squad of soldiers is what makes this game great.
Hello guys!
As you know the development is working hard and making good progress on the first dev steps of the new game. In between the technical progress reports we will continue to shine some light on elements of the new game concept. Today we would like to tell you about the last two classes: the sniper and LMG class.
Sniper
The sniper class is comprised out of one soldier which has an average movement speed. Originally he was accompanied by a 'spotter' but we have decided to remove the spotter due to balancing issues. The sniper carries a sniper rifle, no grenades and is able to go into 'snipermode'. Whilst in this mode he is unable to move and his LOS is increased as well as smaller (less wide). Also in this mode, he has a very long aim time and higher accuracy. When not in snipermode, the aim and accuracy parameters will be the same as those of a riflemen. Because the sniper class consists out of one soldier only, a player is able to micromanage and he therefore must manually select targets while his soldier is in sniper mode.
Light Machine Gunner
This class consists out of two soldiers: one carrying the light machine gun and the other carrying ammo and five grenades. The soldier carrying the gun has a relatively slow movement speed which is in effect for both soldiers when both of them are selected and ordered to move. A light machine gun must be deployed before it is able to fire, which takes a few seconds. When both soldiers are standing next to the gun deploying and reloading it will take place quite a bit faster.
We hope you lilke what you've read!
Stay tuned for a technical progress report at the end of next week.
Salute,
The Development Team