Scout Snipers
Posted: Sat 06 Aug, 2016 3:49 pm
I was wondering, why are Scout Snipers a thing?
SM already have ASM, Infiltration + melee, and grenades to handle set up teams (and Shield, if playing FC). If all of these options don't suit you, then you can tech to 2 and grab P Devs, which counter all SUT for the low low cost of no power. It seems like SM have the ability to counter set up teams fairly well without them. So, that's the big question, why do SM have access to Scout Snipers?
The reason I have this topic in Balance is, specifically in 3v3s, scout snipers seem overly powerful. The ability to drop larger amount of resources into specializing without penalty tends to make multiple scout snipers a little silly.
117 damage per shot to heavy infantry, 3hp/sec regen between shots, access to a grenade which can be spiked against melee squads, the speed to walk away from fights, only to re-engage when the enemy stops chasing, and the range to pick off set up teams, all add up to an incredible anti-infantry build. And, with the most recent patch and a little luck, grenades on rear armor are an effective counter to early vehicles.
While you are heavily investing in anti infantry specifically, if your teammate is willing to carry a bit of anti-armor for you, you can effective float between engagements, bleed the enemy from stealth, and fade away to hit some other infantry group. Paige of the Changing Names does this very well, but he uses shotguns, which allows some counter play (set up teams and detection).
What would happen if the sniper upgrade was removed from scouts? Does that badly unbalance the game? Thanks for your insight!
SM already have ASM, Infiltration + melee, and grenades to handle set up teams (and Shield, if playing FC). If all of these options don't suit you, then you can tech to 2 and grab P Devs, which counter all SUT for the low low cost of no power. It seems like SM have the ability to counter set up teams fairly well without them. So, that's the big question, why do SM have access to Scout Snipers?
The reason I have this topic in Balance is, specifically in 3v3s, scout snipers seem overly powerful. The ability to drop larger amount of resources into specializing without penalty tends to make multiple scout snipers a little silly.
117 damage per shot to heavy infantry, 3hp/sec regen between shots, access to a grenade which can be spiked against melee squads, the speed to walk away from fights, only to re-engage when the enemy stops chasing, and the range to pick off set up teams, all add up to an incredible anti-infantry build. And, with the most recent patch and a little luck, grenades on rear armor are an effective counter to early vehicles.
While you are heavily investing in anti infantry specifically, if your teammate is willing to carry a bit of anti-armor for you, you can effective float between engagements, bleed the enemy from stealth, and fade away to hit some other infantry group. Paige of the Changing Names does this very well, but he uses shotguns, which allows some counter play (set up teams and detection).
What would happen if the sniper upgrade was removed from scouts? Does that badly unbalance the game? Thanks for your insight!
T2 SM can indeed force off squads like that. Hell, ASM's with Viel of Time and For The Emperor can wipe setup teams in T2 easily. Their dps is too low in T1 though and they can't do it then.