Strictly talking about 6s & HL, but mainly HL
The sniper balancing discussion is the deadest of horses at this point, but I still wanted to get my thoughts out there.
I don't support banning sniper out right in any format. Even when this was tried with HL a while back, it was pretty uneventful and didn't add much gameplay. Though I think rebalancing the class somewhat, would still be beneficial.
I'm proposing a spawn-delay mechanic when a sniper is killed by anything that isn't an enemy sniper.
Obviously, the SvS is the primary way teams deal with the threat in HL and occasionally in 6s. Still, a large enough portion of a snipers deaths, on most logs, are from other classes. Sac's onto snipers are common if the opportunity comes up, or simply from bad positioning.
TF2 is not a mil-sim by any stretch, but lessons can be learned from that genre. Dying as a sniper in those games often means a lengthy runback to the same position. The risk-reward balance is preserved by eliminating a key position for a long enough time to push advantage meaningfully.
The delayed spawn mechanic would work by having the respawning sniper delayed by 1 full spawn wave only if an enemy sniper is NOT the one who earned the kill. Meaning a player must go through the current spawn wave and then the next before spawning again. Assist kills wouldn't have an impact.
Arguments I've considered against this change:
Why not include deaths from enemy snipers?*
* To avoid dominate snipers gaining even more advantage
* Decentralizing the SvS
* Rewarding other classes similar to dropping/forcing a medic
Spawn/tele camping would become too effective*
* Yes it would
* Esscorting your sniper would be even more necessary, but this debatable on if it's beneficial for the game
The "retry" exploit could be abused*
* It could and will be
* Moderation should be able to easily handle this
Sniper would become unfun to play*
* Aggressive/poor positioning should carry more risk as the only long range insta kill class
The SvS would devolve into wounding the other sniper and calling for another class to finish them off with chip damage (i.e. spy's revolver, bleed or afterburn)*
* It would still incentivize more team work from both sides
cp\_steel and alike, would have a theoretical 40+ second respawn time on defense*
* Creating a specific config that turns off this command/plugin could be used
* However, this would create more clutter and confusion for sever operators and leagues
Defense would become too strong. Attacking snipers die more often to other classes than defending snipers, nerfing flank plays on maps like koth\_ashville and buffing RED on stopwatch*
* Rarely does dying to other classes as sniper on attack happen during even ubers or downtime, without meaningful consequence for the defending team
* Even in the chaos of an uber or point transition, an attacking sniper dying still has a quick enough respawn to not be debilitating. However, delaying a cap on KOTH for your sniper will lead to much more gained cap time for the defenders than before
6s snipers can still classswap without penalty*
* You still forfeit opportunity cost overall of being on sniper in this format
* A key pick or med drop can break stalemates or lead to a force a round reset, which is much more healthy for the game as a whole
Offlcassing sniper in 6s outside of last or forward spawns wont happen anymore*
* Beyond stalemates, sniper is only seen on a handful of maps, not at all the meta on any of them (koth\_product, cp\_process 2nd, koth\_clearcut, etc.)
* It could be a buff/nerf to hard-defensive pla, but this point whole is highly debatable based on what you value
Thoughts?