Atlas wrote:In my opinion, snipers should really not have any scaling potential. Not everything in the game needs to be useful throughout the game. I'm talking 1v1s here but sometimes being able to peak in T1.5, like what snipers allow, is what enables to win you the game by creating an insurmountable advantage that you can carry to a victory.
Not having any scaling potential would mean that the unit is viable in more than just one or two specific situations. If you don't get your advantage, you've got some catching up to do. Without anything to hold the line, the sniper gets one shot before getting jumped or charged, and so they have to either run back or retreat. If you try and double up on snipers, you're left open to a quick walker in T2 as that's 50pow spent, making getting a lascannon on devs, missile launcher on tacs, and thunder and lightning on assaults that much slower, not to mention AV wargear for the commander, if your commander can get any, or getting your own walker. This takes care of itself if the snipers prove effective, but there are many ways of making sure that doesn't happen.
Atlas wrote:This is basically what units like the bloodcrusher and deff dread do as well, but in early T2. Both of those units just don't compare to other vehicles in the same category (though the bloodcrusher is really a unique kind of vehicle atm) but they serve the purpose you want them to.
Since we're talking 1v1, those two vehicles/walkers can easily be useful at any point in the game. If the other guy has AV, then the two can go on a gen burning/crushing spree or wait until after a battle's initiation before going after the AV unit if it's infantry, since both have extreme line-breaking charges. Of course, if there is no AV, then you can do whatever the hell you want.
Atlas wrote:Even then, I still think Snipers can soften up heros and high value targets just fine, allowing you to press that advantage with a quick push forward. There's use to be had imo. Good damage can be just as good as dropping models if it forces the squad to sit in base for a minute healing up.
That is true, however you have to do enough damage to give the guy an incentive to healing them up, else they'll keep the unit in play and your snipers will get chased unless the situation deems that impossible, in which case the unit's already retreating for a completely different reason.
Tbh I was expecting a rebuke by this point at my stubbornness. I'm surprised.