Bomber and sniper squads underperform

For bomber squads, relative to engineer squads

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For sniper squads, relative to radio squads


From a meta perspective, what purpose does a sniper and bomber squad have over their respective same-number counterparts?

For the bomber squad:

  • Is there any merit to having an additional bomber? Standard 7-man squads already have the ability to take a bomber as an option. There is redundancy, but the squad itself is only a 6-men strong, and having multiple tank hunters just weighs them down (Especially in Moscow, where they need to lug around AT rifles)

  • The arguably comparable squad to a bomber squad is the engineer squad. They’re both 6-man and can take multiple bombers. It’s 3 handheld AT weapons vs 2 handheld AT weapons, and the ability to make an emplaced AT weapon and more.

  • The bomber squad can technically be equipped with up to 3 automatic weapons, but it lacks the firepower of conventional 7-man squads, and the utility of an engineer squad. So, as a squad, its performance is somewhere in between, all for the sake of carrying around additional tank hunters.

  • Considering the limited squad slots an average player has, and the fact that 7-man squads can already introduce bombers into their own squad, bomber squads are unpopular, as people often cycle between trooper, assaulter, gunner and engineer squads. This also means that the Bomber II squads are ignored. Both due to their very late unlock time, and the grind needed to make them comparable to the I variant, which is already unpopular.

  • Well, they do get different, sometimes cooler uniforms, though. But that’s just an aesthetic issue.

For the sniper squad:

  • Why need more snipers? The average 7-man squad can already be supplemented by 1 marksman. Redundancy? Bots with sniper rifles don’t actively spot and kill enemies at long distances. So in most cases, it’s just the player firing at long-range targets.

  • For redundancy, it would imply that you have an entire squad outside the battlefield. It would mean that, to offset your lack of battlefield presence, it would require your squad to kill or suppress enough enemies to pull your own weight.

  • That leads to the next issue. A radio squad with a sniper attached can call artillery barrages every minute, as well as pick off stragglers. To prevent being detection, the sniper can simply be treated like a pair of scoped eyes, and opportunistically pick off enemies that avoid or aren’t worth a barrage.

  • One can say “Well, a sniper squad can also get a radioman”, the issue is, that radioman doesn’t call artillery frequently enough to make a difference, and comes at the choice of replacing the engineer, your prime source of ammo.

  • From a firepower perspective, it’s effectively 3 scoped rifles, 1 rifle and 1 more rifle, or an SMG vs 1 scoped rifle, 2 rifles, and either 2 more rifles, or 2 automatics.

  • From a progression perspective, you can phase out sniper squads, and move the soldiers you leveled up into squads with a sniper slot, with the radio squad completely taking over the sniper squad’s role.

  • For the most part, it means that Sniper II and Sniper III squads are largely pointless to have unless the player has dedicated their entire playstyle to being passive- Which doesn’t exactly win games.

My proposals:

  • Introduce a fixed trooper slot to bomber squads to make them on-par with 7-man squads. This will be similar to how a gunner squad has a fixed trooper slot. Increasing the bomber squad to 7 men. This also distinguishes them from engineer squads, who usually take over their role as a utility squad, and promotes their use as a standard combat squad that trades automatic firepower for tank-hunting ability.

  • I can’t think up of something exclusive to the sniper squad itself to make them competent, given how most other squads can have a marksman of their own.

  • Perhaps the sniper squad can have a special perk that automatically marks individual soldiers for your team automatically if you hover over them with your scope? Painting them as targets for planes and arty.

  • Perhaps kills from snipers in the sniper squad have no killcam and have less pronounced tracers? I’m all up for ideas.

6 Likes

I think they only serve to unlock a certain type of soldier then it’s up to you to understand with which of these soldiers you are more efficient, for example an f2p that is comfortable with the sniper will use the snip team instead of that of the troopers, who instead prefers the lmg instead of smg will use gunners instead of assaulters and so on the system works even if it is a bit messed up.

1 Like

At the end of the day, most of the time squad numbers are irrelevant as they’ll quickly all die, leaving you with maybe one or two survivors.
I tend to find the smaller squads are better to control and play with, as the larger Trooper or MGs squads get wiped out quicker. Certainly in Berlin the Bomber squad is one of the best, as the terrain suits them, while the engineers and the fixed at gun has its notable restrictions.

The only squad I never use is the sniper one, as I don’t really like sniping. My compromise is usually removing the scope from the rifle and using it as a smaller trooper squad.

You can remove the scope? O_o
Totally missed that one ^^

Yeah, I also use it that way.

You get a harder hitting Kar98 that way.

Only downside is that you can’t reload it with stripper clips, only one round at a time. Totally retarded I know, but it is also totally retarded that sniper Kar hits harder than the regular one.

How do you remove the scope?

Visit your soldier. You see the weapon and on the left the scope.
You can click the scope and remove it, like everythin in its slot.

Same for grenade launcher.

1 Like

Thanks.

Yes, if you click on the rifle and then the scope attachment, you can just remove it completely.
It’s a bit of a nerf as it will still only reload one round as if the scope was there.

Sniper squad should get the ability for their spotting to track soldiers as well, all snipers get this ability, while the sniper squad if you spot track something it should stay spotted a long time if not forever.

Frankly, I’d prefer it that it be stuck exclusively to the sniper squad.

Since other squads have their own marksmen, this would still render sniper squads an unpopular choice. The idea is to make the squad itself usable.

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Hopefully, they do something by the next major update.

I wouldn’t remove the kar98 scope, the FG42 II however is great for this purpose.

The funny bit is that the II variant has a different sfx while the regular variant is suppressed for whatever reason