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But they can easily make them useful.
1. Give all Snipers Flares
2. Increase range by 2x
3. Reduce chance to hit to 50% Base Then \ 60 \ 65 \ 70%
4. Give sniper booby trap ( Flare Trap \ Explosive trap )
Now snipers become useful.
If there's one problem with CoH3 snipers, it'd be RA of the unit. At 1.5, this is probably the highest among infantry. But that's it. Everything else is cupcake of problem.
The only time I use them is when fighting against WM only in a team game. There's no early light vehicle to worry about, and combined with pathfinders you can spot mgs and snipe them safely. Just need to prepare for fast scout car which will inevitably come against good players.
lmao
addition to your infantry and a pain to the other faction you are fighting against.
The problem is micro. You need to have eyes on all units, take your attention away for a few seconds, and you have a lost unit.
Overall the sniper is a useful unit, but you need to pick the map for its use and also circumstances.
no more flares please
you cant counter them
flares are the most annoying thing for me in coh2 just after path/scott spam
COH 2 and 3 seem to have a target on them that makes them almost impossible to hide.
A BO I liked, especially during the MG spam meta, was USF airborne
Take pathfinders
WSC -> Sniper -> HMG -> 2nd Pathfinders vs Wehr or
WSC -> Bazooka -> sniper -> HMG -> 2nd pathfinders vs DAK
Pathfinders + sniper will win you any early game infantry engagements. HMG deters rushing. Bazooka screens 250. Pathfinder spotting + sniper will clear out any HMGs with no risk. At 1 CP you can call down airborne to act as mainline.
in general, i cant see a situation where the sniper pays back its cost in any meaningful way since it cant really spot for itself without risking geting shot since its spotting distance is lowr than its firing range by a tiny margin, they cant get an MG to leave a building without being shot at, and what they do manage to pick models off of isnt really costly unless its doctrinal infantry, and that relies o your opponent focusing on that, and you not screwing up at anymoment or else the sniper dies
Those numbers are pretty achievable I think. Snipers also are deceptively cheaper than they look because, unlike a mainline squad or team weapon, they don't suffer bleed. A 260 mp rifleman squad will cost you way, way more than 260 mp over the course of the game (not even counting upkeep) whereas a sniper is only ever 340mp.
Even outside of cost effectiveness, though, a sniper is very oppressive; it forces your opponent to engage on your terms and often pushes them to do something risky. Sure, your sniper is vulnerable to being rushed by a LV, and maybe that leads to your sniper dying...but it also (depending on how well you support it) may lead to the LV dying and the sniper being perfectly fine.