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Author Topic: The Terror of Starlingrade should not be an upgrade  (Read 14656 times)
0 Members and 26 Guests are viewing this topic.
winisez Offline
EIR Veteran
Posts: 400


« on: June 07, 2010, 01:54:36 am »

The terror of starlingrade is an upgrade atm, that costs an additional 50 munitions on top of the regular sniper costs. However I think it would be better, and cooler if it was a separate unit, like the AB marksman, give it a cost of 250 munitions, and the same MP cost as a sniper, but jsut make it a separate unit. What are the reasons for this? to allow it to better perform its role this would facilitate a series of small changes to it, much like the ones that the AB sniper got.

The changes

He is a silent killer, should take more time over his shots, weapon cooldown increased by 15%.

His vet tables should be different to those of a regular sniper, partly to show he is different ( comes from the eastern front) and to allow him the fulfill his role of a dedicated stealthy sniper, rather than the mix of sniper/marksmen axis snipers usually are.

vet 1: 0.035 regeneration replaced by +15% accuracy ( he is a pro right?)
vet 2: +25% accuracy replaced with  +10% accuracy and +5 range
Vet3: 0.7 cooldown replaced with+5 range + 15% chance to headshot


These changes will Make the TOSG sniper operate very well from long range, but he will suffer quite badly at what would normally be medium range for other snipers. as that would become his short range, meaning he would suffer a 25% penalty to accuracy.

thoughts?
« Last Edit: June 07, 2010, 02:32:08 am by winisez » Logged
BigDick
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« Reply #1 on: June 07, 2010, 02:04:48 am »

i don't even get what a marksmen shot upgrade on a sniper will give you, can someone explain me?
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winisez Offline
EIR Veteran
Posts: 400


« Reply #2 on: June 07, 2010, 02:07:53 am »

Its not, the marksman part is for grenadiers, the terror of starlingrade part is for the sniper. Makes his rifle silent, and means he only headshots 1/2 the time.
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Unkn0wn Offline
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« Reply #3 on: June 07, 2010, 05:05:15 am »

I like this idea. Maybe we can make him a powerful but balancedseperate unit and cut out the grenadier marksman thing too.
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BigDick
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« Reply #4 on: June 07, 2010, 05:10:12 am »

why would some get that T3 just for a pisky sniper have to shoot hoards of cheap 6 men squads?


i would get that only for marksmenshot on grenadier even that is less powerfull than on recon tommies since they get mine detection (completely bullcrap imho) more sight, more uncloak range and have to shoot mostly more expensive units with less squadsize
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Demon767 Offline
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« Reply #5 on: June 07, 2010, 05:14:36 am »

they dont have mine detection anymore foo
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Silverstone Offline
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Posts: 132


« Reply #6 on: June 07, 2010, 05:35:39 am »

Semi-unrelatedquestion: I fought some terror company with a sniper and didn't get any "unit sniped" warning thing and though "fair enough, its the stalingrad thing" But now I don't get red unit sniped box ever. Does anyone else have this problem? Also the stupid snipers give me nervous breakdowns Sad
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Unkn0wn Offline
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« Reply #7 on: June 07, 2010, 05:36:45 am »

You don't get any notifications of being sniped, that's the entire point :p
He still uncloaks though.
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Silverstone Offline
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Posts: 132


« Reply #8 on: June 07, 2010, 05:46:31 am »

Yes, but i mean from people who are not even terror or isn't lvl whateveryouneed. or axis Sad
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skaffa Offline
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The very best player of one of the four factions.

« Reply #9 on: June 07, 2010, 05:54:52 am »

For a pro Stalingrad sniper a cool idea would be that he re-recloaks faster in cover.
As that city was full of ruins and rubble providing excellent cover, which was one of the keys things that made snipers so usefull there.

Another idea is to make him stealthy inside buildings. Remove the Sniper icon above the house when he's inside.
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Mysthalin Offline
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« Reply #10 on: June 07, 2010, 06:21:28 am »

For a pro Stalingrad sniper a cool idea would be that he re-recloaks faster in cover.
As that city was full of ruins and rubble providing excellent cover, which was one of the keys things that made snipers so usefull there.

Another idea is to make him stealthy inside buildings. Remove the Sniper icon above the house when he's inside.


It'd be fairly obvious to deduct it's a sniper inside the house - because no other unit "hides" in a building ;p.
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winisez Offline
EIR Veteran
Posts: 400


« Reply #11 on: June 07, 2010, 07:26:45 am »

why would some get that T3 just for a pisky sniper have to shoot hoards of cheap 6 men squads?


i would get that only for marksmenshot on grenadier even that is less powerfull than on recon tommies since they get mine detection (completely bullcrap imho) more sight, more uncloak range and have to shoot mostly more expensive units with less squadsize
ill read the rest of the thread later, i would take a t4 for a single sniper, if the sniper was good enough.

I really like Skaffa's idea of giving the unit benefits for using it in heavy cover, thoughts on this? not sure if it's doable.
What are peoples general thoughts on my proposal though, making the Stalingrad sniper a separate unit rather than a ( rather boring imo) upgrade?
« Last Edit: June 07, 2010, 07:39:09 am by winisez » Logged
LeoPhone Offline
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« Reply #12 on: June 07, 2010, 07:42:48 am »

seperate unit sounds a lot cooler yes,
i dont know though if giving more range is good for vet...

basically the entire t3 still looks pretty weak to me.
i know you also get grenadier sniping with it, but that ability is just LAME.

one new unit as t3 is alot better than two separate upgrades.
renember that terror players also have to choose between firestorm and a KT.

i suggest to remove gren sniping from the t3, and instead the sniper gets more range if he's in a building. PLUS it will stay cloaked the 1st shot IF he's in cover.
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Mysthalin Offline
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« Reply #13 on: June 07, 2010, 07:51:44 am »

I like the idea of keeping him cloaked on his first shot if in cover, was gonna suggest it myself.
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winisez Offline
EIR Veteran
Posts: 400


« Reply #14 on: June 07, 2010, 07:57:42 am »

Well together, both the ranged buffs equate to the american sniper vet 3, so I figured it was reasonable. Staying cloaked in cover for the first shot is pretty cool actually. quite the terror kinda thing.

thoughts? gamesguy wana swing by maybe?
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Smokaz Offline
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« Reply #15 on: June 07, 2010, 09:06:01 am »

imo delayed kill time for a wehr sniper against allied infantry REEKS of fail. yeepiee coe aye im killing tommies/rifles/ab/commandos/++ even slower

the no sniper thing was a genious move for sure, but it doesnt justify the nerfed sniper weapon and the 270 munitions
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LeoPhone Offline
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« Reply #16 on: June 07, 2010, 09:13:48 am »

imo delayed kill time for a wehr sniper against allied infantry REEKS of fail. yeepiee coe aye im killing tommies/rifles/ab/commandos/++ even slower

the no sniper thing was a genious move for sure, but it doesnt justify the nerfed sniper weapon and the 270 munitions

I guess they wanted to keep a reason for not getting the upgrade.
but then again.. that makes no sense at all: sherman upgun doesnt nerf anything about it, and this is even a doctrine t3.
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winisez Offline
EIR Veteran
Posts: 400


« Reply #17 on: June 07, 2010, 09:31:59 am »

I guess it was deemed too powerful, and tbh I think I agree, it would be seriously crazy otherwise. The no uncloaking thing is cooler and quite flavorful I thought.


scratch that, upon further discussion with smokaz, I guess for 265 munition ( you need a medkit) justifies that kind of power, however I dont think you could have this and have the sniper not uncloak after each shot, so if its one or the other what do you guys think would be better/cooler?
« Last Edit: June 07, 2010, 09:35:55 am by winisez » Logged
CafeMilani Offline
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« Reply #18 on: June 07, 2010, 09:36:58 am »

nothing justifies OPness, noob
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pandaExpress Offline
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« Reply #19 on: June 07, 2010, 09:41:09 am »

dose the starlingrade sniper gain +33%hp and elite armor for heavy support t4?
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