Maybe Add Unique Abilities for Sniper Squads?

Content:
In the game, different squad types have their own unique abilities. For example, engineer squads can construct light machine guns, anti-tank guns, and anti-aircraft guns, while communication squads can call in artillery strikes or air support. Even squads without special abilities have some advantages, such as rifle squads being able to accommodate the largest number of combat personnel.

However, sniper squads seem to lack any unique functions or advantages beyond long-range combat, especially in terms of impacting the overall game situation. This has led to instances where an excessive number of players choosing sniper squads can create a disadvantage, causing some players to quit and further affecting the experience of those who continue playing.

Perhaps adding some exclusive special abilities for sniper squads could help them contribute more to the team? For example, in the squad upgrade page, a final ability could be added that allows the use of a flare gun to reveal enemy movements within a certain range. Alternatively, sniper squads could have the ability to reveal enemy positions within their visible range while aiming, until they exit the aiming action.

This suggestion has been translated from another language. Please excuse any unclear expressions.

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you know this is a good idea,and I would love aid you to improve it: if you use that flare for detect units (if they are outside,we donā€™t want x-rays) a small mark would indicate what squad is,like rifleman,medics,etc., it would be like V press but improved

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In the current concept, if we use the flare gun method to reveal enemies within a certain range, enemies inside buildings would not be revealed, and there would be a time limit (possibly until the flare disappears). On the other hand, if we use the aiming method to continuously reveal enemies within the visible range, it would show all visible enemies, regardless of whether theyā€™re in buildings or not. This approach also eliminates the need to design a new flare gun module.

The revealed enemies would appear as red dots on the minimap (similar to how blue dots for allies are displayed), sharing this intelligence with all team players. Armored vehicles would be automatically marked as vehicles (similar to pressing the V key for armored vehicles now). To incentivize players to contribute to the team, the marker would receive assist points when marked enemies are killed by other players. However, to prevent overuse of sniper squads for marking and farming assist points, only the first player to mark an enemy would receive assist points.

In the flare gun scenario, other sniper squad players could re-mark enemies after the flare effect ends. In the aiming scenario, continuous marking would be required for a chance to earn assist points, potentially encouraging players to focus on active engagement rather than just earning assist points.

3 Likes

sniper wont be unique or useful as long as every soldier has german wunderwaffen cyber eyes with 4x magnification

So why do they waste a lot of time hiding behind or their teammatesā€™ patience using sniper rifles?

There is already a marking function
So there is no need for legal see-through plug-ins

my sniper squad is my radio squad :wink:

Thank you for your feedback. I believe there might be a misunderstanding about the proposed ability. Let me clarify:

  1. This ability is not intended to give every soldier a ā€œwallhackā€ or unfair advantage. Itā€™s specifically designed for sniper squads to provide reconnaissance support for their team, helping to mitigate the disadvantage when there are too many sniper squads on a team.

To clarify some details:

  • This ability upgrade would only affect the sniper character controlled by the player in the sniper squad. AI-controlled sniper characters would not automatically mark enemies, regardless of which implementation method is chosen.
  • Other non-sniper squads, even if they include a sniper character controlled by a player, would not gain this marking ability.

The goal is to give sniper squads a unique way to contribute to their teamā€™s situational awareness, not to provide an unfair advantage or replicate illegal cheating methods.

1 Like

Response:
Everyone has different playstyles. Some players maintain an aggressive stance even when using sniper squads, while others might play passively even with assault squads. My idea is that since we canā€™t effectively control these playersā€™ behaviors, we can at least design mechanics that allow them to passively contribute to the team. Meanwhile, players who are willing to study game mechanics and actively contribute to the team can be rewarded with additional score sources.

Regarding the current marking system, I initially agreed that it was sufficient when I first started playing. However, as Iā€™ve gained more experience, Iā€™ve noticed that some players donā€™t have the habit of marking. This is why I hope to introduce a new ability that allows them to passively mark enemies, thereby increasing the win rate for all players.

Furthermore, this more refined marking system (which you referred to as ā€œlegal wallhackā€) could allow communication and mortar squads to inflict more precise and effective damage with their artillery strikes. This could potentially reduce the reliance on game experience (such as map familiarity) for these squads, thereby narrowing the skill gap between veterans and newcomers. This, in turn, could address the issue of new players finding it difficult to stick with the game due to a large disparity in capabilities.

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I think that it would make a good place to introduce flare guns

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I donā€™t want to see any more cockroach farms
When anti-intellectual groups and passive groups can gain points in a low-risk and no-skill-required way, the harm suffered by teammates is worse than when encountering an enemy team.
To a certain extent, their behavior is no different from vehicle parasites whose overall ranking is extremely low.
Itā€™s just that they wonā€™t occupy strategic resources

After I saw that the officials had made so many adjustments and weakenings that undermined the game environment and game fairness in order to protect anti-intellectual groups, they could not change the fact that those anti-intellectual groups would only be massacred, and I understood one thing.
This game is more about the difference between anti-intellectual groups and normal people than the difference between veterans and rookies.
These differences are mainly reflected in thinking ability and coping ability.
Even if they will not be subject to the following threats (including but not limited to)
30m reborn truck
Suicide plane once every 50 seconds
54 rifle grenades with 100% explosive rate
Unattenuated white phosphorus rounds. Impact grenades. Flamethrowers. Mines. Machine gun bunkers.
These anti-intellectual groups can do nothing but continue to be killed by something else.

Almost forgot
Anti-intellectual groups will also cry and smear their enemies to cover up their incompetence.

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Yeah, I build my sniper squads as assault squads with the ability to snipe when need be. So they are all fitted with two semi auto rifles, one sniper and the other with scope detached. In the heat of battle itā€™s nice to be able to be aggressive and still be able to switch to the sniper rifle if needed, and I have found there are a lot of occasions when itā€™s needed when your on the move.

2 Likes

First, I apologize for responding after several days.

Iā€™m sorry to hear about your frustration with certain groups in the current game environment, though perhaps your experience reflects the views of many normal players. While itā€™s true that in some matches, the team with more constructive players tends to have a higher win rate, isnā€™t our discussion here focused on something different than the poor game experience caused by the contrast between regular players and, as you put it, anti-intellectual players? My suggestion focuses more on how sniper squads can contribute to the game and how to better support players who are willing to join and learn the game mechanics in depth.

I believe intelligence advantage would be a positive feature that benefits all players in the game. To ensure that less experienced or newer players can still contribute to the game, adding a passive ability to sniper squads (as one of the basic squad types) that benefits all players could be a solution that provides positive feedback for everyone involved.

The problem lies in the possibility of abuse of the mechanism
The ideal picture of only 1 or 2 people responsible for marking the enemy and other teammates responsible for attacking only exists in fantasy or effectively formed groups.
At least 7 of the 10 games contain 7 to 9 anti-intellectual groups and a few normal players who have become prisoners.
There are only two things these anti-intellectual groups do most often
Move forward and be killed or hide behind and become a deserter
When clairvoyance or special markers come in you will just see more anti-intellectual groups hiding behind as spies or deserters refusing to fight

When you are thinking about a mechanism, you should also consider the possibility of abuse by anti-intellectual groups.
Because this is more terrifying than anything that can effectively massacre anti-intellectual groups.

1 Like