like what maps would it do best, and what player should switch off? i see on stalemates a scout normally swaps off but im wondering if it would be better to have your roamer swap off.
Usually, the best to replace is gonna be the roamer, imo, since the roamer generally is the most disposable player that can be replaced with an off class. The only reason that I think scouts are the ones to go sniper/other offclasses is that they might not be the best for holding in that certain situation (usually holding last) or the fact that scouts are generally better snipers than roamers.
S tier:
viaduct
A tier:
process
b tier:
snakewater
gullywash
villa
sunshine
f tier:
clearcut
metalworks
for maps that are fulltime sniper viable in my experience. it honestly really sucks on everything but viaduct and process though. also switching off a roamer > switching off a scout on most maps
source: played a season of etf2l div 2 6s and sniped 80% of the time
viaduct
A tier:
process
b tier:
snakewater
gullywash
villa
sunshine
f tier:
clearcut
metalworks
for maps that are fulltime sniper viable in my experience. it honestly really sucks on everything but viaduct and process though. also switching off a roamer > switching off a scout on most maps
source: played a season of etf2l div 2 6s and sniped 80% of the time
Nathanmaps that are fulltime sniper viable in my experience.
Pretty accurate from my experience, but I really don't think it sucks on everything but Viaduct and Process. I just think that those are the only two maps that running a FULL-TIME sniper is really viable on, but even on Process, I think it's better on most maps to just run a sniper during certain situations when the picks a sniper can get would really make the difference.
Also, even if it may seem extremely obvious, don't ever run a sniper if you don't have someone who is good on Sniper. Even if the situation calls for it, it would be worse than them not switching classes at all if they aren't GOOD at sniper. Not decent or anything close, they should be good.
Pretty accurate from my experience, but I really don't think it sucks on everything but Viaduct and Process. I just think that those are the only two maps that running a FULL-TIME sniper is really viable on, but even on Process, I think it's better on most maps to just run a sniper during certain situations when the picks a sniper can get would really make the difference.
Also, even if it may seem extremely obvious, don't ever run a sniper if you don't have someone who is good on Sniper. Even if the situation calls for it, it would be worse than them not switching classes at all if they aren't GOOD at sniper. Not decent or anything close, they should be good.
the most important thing is making sure you have a team that is fine with you running sniper full-time. as others have said, roamer is more disposable, however the sniper should be good and not switched to just for the fuck of it. gl
Nathan
source: played a season of etf2l div 2 6s and sniped 80% of the time
there is a place for u called jail and hell
source: played a season of etf2l div 2 6s and sniped 80% of the time[/quote]
there is a place for u called jail and hell
tbh everyone saying it should be the soldier switching off is thinking too simplistic. Having 2 soldiers for the midfight is super important on a lot of maps, even if you are running sniper and planning on playing around him.
if you run full time sniper, like 80% of teams won't want to scrim you again
Maktbh everyone saying it should be the soldier switching off is thinking too simplistic. Having 2 soldiers for the midfight is super important on a lot of maps, even if you are running sniper and planning on playing around him.
Not true, if you have a sniper your team NEEDS to play passive on mids since it's basically 5v6 if your team were to meet their team. The best way for a team to kill your sniper (besides counter sniper to mid lul) is gonna be a soldier bomb so you'll want both scouts to deny soldiers. Soldier bombs are good for initiating a teamfight in mids, but you don't want to do that when you're down a real combat class be it a scout or a soldier, especially since you're probably going to lose your bomber if you do try that.
Not true, if you have a sniper your team NEEDS to play passive on mids since it's basically 5v6 if your team were to meet their team. The best way for a team to kill your sniper (besides counter sniper to mid lul) is gonna be a soldier bomb so you'll want both scouts to deny soldiers. Soldier bombs are good for initiating a teamfight in mids, but you don't want to do that when you're down a real combat class be it a scout or a soldier, especially since you're probably going to lose your bomber if you do try that.
illyaif you run full time sniper, like 80% of teams won't want to scrim you again
in 1 season of playing with 2 sniper mains (not fulltiming it outside of product), i got 5 "we are never scrimming you again"s. You seriously need to either drug the enemy team leader or have a deep reserve of opponents to have scrims after the first week.
in 1 season of playing with 2 sniper mains (not fulltiming it outside of product), i got 5 "we are never scrimming you again"s. You seriously need to either drug the enemy team leader or have a deep reserve of opponents to have scrims after the first week.
det-Maktbh everyone saying it should be the soldier switching off is thinking too simplistic. Having 2 soldiers for the midfight is super important on a lot of maps, even if you are running sniper and planning on playing around him.
Not true, if you have a sniper your team NEEDS to play passive on mids since it's basically 5v6 if your team were to meet their team. The best way for a team to kill your sniper (besides counter sniper to mid lul) is gonna be a soldier bomb so you'll want both scouts to deny soldiers. Soldier bombs are good for initiating a teamfight in mids, but you don't want to do that when you're down a real combat class be it a scout or a soldier, especially since you're probably going to lose your bomber if you do try that.
Don't need to play passive. Just need to wait for sniper to hit a shot. If he hits a shot, you still need to be able to kill the guy he did damage to. Which means you still need to be ready to be aggressive. In general, the people dealing with that and finishing off frags won't be the scout, but will be the sollies, so having two to be able to actually get onto a dude who has taken damage is more valuable.
Playing passive implies you are playing reactionary, and aren't going to be ready to flip the switch very fast. Usually you do this to counter over-aggression from an enemy as then they just feed into you as their bombers can't cover enough space to actually get on the enemy.
When you play with a full time sniper, you need to be ready to flip the switch near instantly, especially on mids. Soldiers are best for doing that as they can cover the most ground the fastest.
Mostly it just depends on the map. Product, full time viable since the angles are so far, the sniper doesn't need anyone to finish his damage since he can usually take two shots on the same person. Process, you can use a scout to be aggressive since they can dominate most of the map. Gullywash however, you would want two soldiers if you had a sniper over two scouts, since soldiers can win the mids solo on that map.
Gullywash is also pretty good for full time sniper. Not as good as product, but the same as process. A mix of scout being weak on the map, every point is good for a sniper to be somewhere during a fight (barring defending last), and every point is good for a sniper in a stalemate.
Not true, if you have a sniper your team NEEDS to play passive on mids since it's basically 5v6 if your team were to meet their team. The best way for a team to kill your sniper (besides counter sniper to mid lul) is gonna be a soldier bomb so you'll want both scouts to deny soldiers. Soldier bombs are good for initiating a teamfight in mids, but you don't want to do that when you're down a real combat class be it a scout or a soldier, especially since you're probably going to lose your bomber if you do try that.[/quote]
Don't need to play passive. Just need to wait for sniper to hit a shot. If he hits a shot, you still need to be able to kill the guy he did damage to. Which means you still need to be ready to be aggressive. In general, the people dealing with that and finishing off frags won't be the scout, but will be the sollies, so having two to be able to actually get onto a dude who has taken damage is more valuable.
Playing passive implies you are playing reactionary, and aren't going to be ready to flip the switch very fast. Usually you do this to counter over-aggression from an enemy as then they just feed into you as their bombers can't cover enough space to actually get on the enemy.
When you play with a full time sniper, you need to be ready to flip the switch near instantly, especially on mids. Soldiers are best for doing that as they can cover the most ground the fastest.
Mostly it just depends on the map. Product, full time viable since the angles are so far, the sniper doesn't need anyone to finish his damage since he can usually take two shots on the same person. Process, you can use a scout to be aggressive since they can dominate most of the map. Gullywash however, you would want two soldiers if you had a sniper over two scouts, since soldiers can win the mids solo on that map.
Gullywash is also pretty good for full time sniper. Not as good as product, but the same as process. A mix of scout being weak on the map, every point is good for a sniper to be somewhere during a fight (barring defending last), and every point is good for a sniper in a stalemate.
dbkillyaif you run full time sniper, like 80% of teams won't want to scrim you againin 1 season of playing with 2 sniper mains (not fulltiming it outside of product), i got 5 "we are never scrimming you again"s. You seriously need to either drug the enemy team leader or have a deep reserve of opponents to have scrims after the first week.
in my first season of IM it was pretty common for me to be playing like 8 minutes of sniper a half, mostly breaking last holds. i stopped doing this the next season not because i thought it was a bad strategy but because i liked having scrims
in 1 season of playing with 2 sniper mains (not fulltiming it outside of product), i got 5 "we are never scrimming you again"s. You seriously need to either drug the enemy team leader or have a deep reserve of opponents to have scrims after the first week.[/quote]
in my first season of IM it was pretty common for me to be playing like 8 minutes of sniper a half, mostly breaking last holds. i stopped doing this the next season not because i thought it was a bad strategy but because i liked having scrims
no map or which class is the one offclassing matters if the sniper hits every shot
Most of the time full time sniper will only help you beat teams you were better than anyways. Against even competition it can be such a hindrance. Miss one shot and all of a sudden there's a scout and soldier on top of you. It's already said, but it's only really viable on Product and maybe process. Outside of that, the weaknesses of the class can be exploited extremely easily (corner spam, quickly bombing into them, small areas, etc). It definitely is better to treat sniper like a stalemate breaker as opposed to a one size fits all replacement for another class.
yaigano map or which class is the one offclassing matters if the sniper hits every shot
this just in: a team would win if they had an aimbotter on their team
this just in: a team would win if they had an aimbotter on their team