Snipers/sera mobile shields need a rebalance

Give them an pack / unpack sequence that forces them to stand still, like the artillery. This allows units to easily catch up to them, such as titans and loyalists.

Or, from another angle: reduce their movement speed if they are trying to fire at a target. That makes sense for a sniper. And it would allow for micro to occur - if you want to run away you can disable their attack.

edit: both these solutions are about two lines of code, so it wouldn't be difficult to implement either 🙂

A work of art is never finished, merely abandoned

1st one is too much like t3 mobile arty and would spoil the feel of the unit

the second one sounds really fitting tho - give the unit a 'cool up' instead of a cool down to allow more counter play

Code accuracy while standing still, miss more while kiting

A nerf that involves changing an existing stat (eg mass cost increase; damage change) has the advantage of not changing how the unit fundamentally works vs the original fa/steam implementation. Something like randomness while moving or a deployment time would be a significant departure and in the case of inaccuracy while moving wouldn't be obvious to a new player.

I think just reducing the movement speed while aiming is sufficient for a nerf, making it a lot more vulnerable to fast units.

A work of art is never finished, merely abandoned

Titan is already really good against snipers it doesn’t need to be buffed. Problem is that snipers just immediately hard counter percies and bricks in a way that harb/othuum doesn’t hard counter titan making percy vs titan a false choice which in turn ruins a lot of the potential variety you could see in t3 stage.

nerfing sniper speed can also have the opposite effect vs percies. Currently snipers are significantly faster, so if kite on max range and move them back they will get out of range and you have to move them back in. nerfing sniper speed down do percy speed might make kiting vs percies (and also bicks for that regard) even easier and stonger since the snipers will never get out of range (considering their massive range advantagethere will still be enough time to react.
So I would expect that to main affect sniper vs hard/othuum

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While snipers are kinda busted, nerf would make no difference in almost all cases since u shouldn't be attacking in a tg anyway.

Yes is this proposed rebalance for team games (tg) on flat maps? Is that how FAF is balanced nowadays? Obviously long range direct fire units when they reach a critical mass are going to be powerful on such maps. But 1v1..? Also can you TML the shields?