Snipers

Moderator: pip

Snipers

Postby pip » 30 May 2013, 09:01

The sniper buffs so far:
- masscost = 640 mass (from 800); buildtime = 3600 (from 4800)
- speed = 4 (from 3)
- + 100 HP for Aeon sniper (550 from 450)
- deploy animation removed for Aeon (but not charge delay) and locked turret removed for Sera
- t1 units are removed from their target priority, so that they don't waste shots on t1 units as soon as a t1 unit enters in their firing range, unless manually told to do so

So they recieved several buffs and, they really need to be buffed but I'm not sure all are necessary. For me, the most important one is cost reduction, second most important is the suppression of deploy buggy animation and possibility to shoot on the move by unlocking the turret, so that they can aim, and prepare their shot while moving.

I don't mind the small HP increase considering they still cost a lot of mass that is higher than their total hp, though I don't understand why Sera sniper didn't get any HP buff.

However, I mind the big speed buff of 4 (from 3) because on flat maps where there is lot of space, like Open Palms, it's gonna be really hard to chase them down with anything but air units.
Furthermore, for Sera snipers, they have a second firing mode, that deals huge damage at the cost of speed. They used to be quite slow in this mode (2.25 speed instead of 3). They will be as fast as their previous default speed (3) while on that mode.

It was found out that they ignore t1 radar blips because of the removal of t1 units from their target priority list. I see that it is a problem indeed, so this change can probably be removed (it's a pity though, it's very easy to send a mixed army with t1 units first that will make the snipers waste shots, wether they are in radar range or visual range).

Finally, about their accuracy while shooting on the move. It's not because they can shoot on the move that they always hit. Their shot doesn't home, and if the target moves, and the sniper moves too, there is a good chance that the shot will be wasted at long range. However, if it seems they are too acurate while on the move, there is a function that can be added that adds randomness to their shots on the move ( FiringRandomnessWhileMoving = x,). With a very small inaccuracy while on the move (it has to be really small, like 0.1 or 0.2, because the faster the projectile, the higher inacuracy gets), it'll be harder to kite with them, but they will still be able to shoot in the proper direction and hit shields or big targets for instance.
That being said, I'm really not sure it's necessary. I watched a replay where Lu Xun used snipers, but they didn't seem to be too easy to use nor too powerful (he moved on producing Aeon SCU instead).
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Re: Snipers

Postby Ze_PilOt » 30 May 2013, 09:12

Actually the speed of 4 is a error. It's actually 3 for Aeon (currently), and it will be 3 for sera too.
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Re: Snipers

Postby pip » 30 May 2013, 09:15

Ze_PilOt wrote:Actually the speed of 4 is a error. It's actually 3 for Aeon (currently), and it will be 3 for sera too.


Ah, ok, nice. That explains why I really didn't see that Aeon snipers were too fast in Lu Xun's replay. 3 is a good speed for both snipers.
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Re: Snipers

Postby pip » 30 May 2013, 09:56

Don't forget to normalize the Hp. Aeon snipers used to have 450 HP and Sera 500 HP, now Aeon has 550HP and sera still 500. I don't think it's intended. It looks like you forgot to buff Sera snipers hp too, or to remove the hp buff for Aeon, not sure.
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Re: Snipers

Postby Lu_Xun_17 » 30 May 2013, 10:01

actually aeon snipers now can shoot while moving, which is a too big advantage. withdraw the deploy time, why not but shooting while moving make it unstoppable.

As many other players already said, snipers are supposed to snipe, not to counter a percy spam. The replay you talked about pip was cool only because the 2 acus were used agressivly, which will never be possible again if we have snipers in every game reaching T3.
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Re: Snipers

Postby pip » 30 May 2013, 10:17

Lu_Xun_17 wrote:actually aeon snipers now can shoot while moving, which is a too big advantage. withdraw the deploy time, why not but shooting while moving make it unstoppable.

As many other players already said, snipers are supposed to snipe, not to counter a percy spam. The replay you talked about pip was cool only because the 2 acus were used agressivly, which will never be possible again if we have snipers in every game reaching T3.


You can protect an ACU at t3 with shields, without any problem. Blackheart did it, you didn't kill, you couldn't kill his ACU at any point in the game with your snipers.

What is too strong is that they are as acurate while moving as when not moving. Hence the idea of adding inacuracy while they move, that way, they can still damage shields while moving, but not ACU for instance.
About that, it seems I was wrong : after a quick test, it appears that 0.2 firingrandomness while moving is not enough to make a difference. The value has to be 0.8 or even 1 in order to clearly see a difference between immobile snipers and moving snipers.
Last edited by pip on 30 May 2013, 10:18, edited 1 time in total.
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Re: Snipers

Postby Ze_PilOt » 30 May 2013, 10:17

Lu_Xun_17 wrote:actually aeon snipers now can shoot while moving, which is a too big advantage. withdraw the deploy time, why not but shooting while moving make it unstoppable.


The accuracy nerf should fix that. (and it's actually a big nerf as you waste a shot easily).
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Re: Snipers

Postby pip » 30 May 2013, 10:32

I also noticed something annoying : the snipers have defense structures as highest target priority, which means that if percies and Bricks (or any enemy units) attack you on a map where there are civilians t1 pd (like saltrock colony or many others), the snipers will try to shoot at the civilian t1 pd first.
It makes sense that snipers target defenses, but IMO, they should target t3 units (and probably t4 also) first, then defense structures, then t2 units, and the rest.
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Re: Snipers

Postby Ze_PilOt » 30 May 2013, 10:35

Make sense.
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Re: Snipers

Postby pip » 30 May 2013, 10:57

One more thing about the snipers inacuracy on the move : don't forget that Sera snipers have 2 firing modes, which means you need to add it two times. Especially the "power shot" mode for sera is really strong, if it's super acurate while on the move, it'll probably be too strong.
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