I've been pondering the concerns with Sniper and one solution that hasn't been discussed is Map design
Let's compare Sniper (Long-range Canon) vs LRM (Long-range Mortar).
Sniper:
- Advantage: +7 Range over LRM
- Advantage: 45% crit chance
- Advantage: Ceilings, arches are never an issue
- Advantage; Ridiculously easy to hit
- Disadvantage: Walls, rocks
LRM:
- Advantage: Area damage
- Advantage: Can shoot over rocks/walls
- Disadvantage: Ceilings, arches, doorways block shits
- Disadvantage: Ridiculously easy to dodge
- Disadvantage: Hard to lead and actually hit witj
Those last 2 items in each section are purely about map design.
Wayward Pains is a good example of this where Sniper is not useful everywhere, but neither are Mortars with all the ceilings and high walls.
The Foundry is very Sniper friendly with most of the fighting in the open, while the bridge blocks many mortar shots.
Sub Zero is also very open, and Sniper friendly. The bigger than average waves reduce Sniper effectiveness, but not that much.
Damage Depot very Sniper friendly as most of the fighting is done in the open, and the capture area is easy for Sniping and tough for mortars.
We all could use a little extra thought about map positioning when we find out which weapons are being used against us... most maps have safe areas from mortars and snipers, but obviously some less than others.
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