[QUOTE=Florisjuh;519774]I respect your opinion about using the sniper in competitive matches. I haven’t had the chance to play the game in a competitive setting so I can’t argue with you on that. However, no matter whether a feature is balanced or not in competition, it also has to make sense in public. Right now, a team with one or two snipers can tear the enemy apart. Take the first stage of Trainyard for example where a defending sniper can take out people crossing the river just after they spawned. Or a map like Chapel, when the ESV is between the bridge and the chapel and attackers have to cross the square. Or the final stage when an attacking sniper can look inside the enemy spawn.
Perhaps the issue is a symptom of the maps not offering enough cover, making it impossible for a team to avoid being torn apart by a sniper. Explosive instagibs either require the enemy to be close (for nader and fragger) or have a large countdown (for arty and skyhammer), so in my experience they feel more fair and/or occur less frequently. Possible solutions for the problem would then be to add more cover on the broken maps (worst offender being chapel) or only have the sniper instagib on scoped headshots on short to medium range. Do you think either of these would work well in competition?[/QUOTE]
I’ve rarely found sniper heavy teams harder to beat, and even the better snipers won’t usually have as much of an impact as something like an assault. The sniper usually contributes towards slowing momentum or get picks before a push. I think people just haven’t yet learned to counter a sniper or use their long jumps for dodging. In most cases a sniper seems strong on a team that is already stronger, or of course if they individually are more skilled overall. Maps are probably the bigger culprit in many cases (battersea is likely the most annoying map against snipers) simply due to lack of cover, overly advantageous positions, and not enough zoning of areas (aka the current tube map design). For the moment I’d suggest limiting the insta-gib to the moa and flex scopes. Explosives are extremely easy, though I don’t mind that they insta-gib, but the fragger nade and nade launcher need some new mechanics to balance out their over-reliability and lack of skill requirement.