Well tubad if they complained the sniper was good alternative to fighting big gunners.
I have to disagree. Big gunners being strong is much better than having snipers - that rely on luck - to dominate. Besides, in tc and pvp in general snipers see most action. They get most targets to shoot and thus we could say they "have most fun" because they are aware of what's going on. Big gunners just have to wait in formations with their shitty perception and participate in rushes. That was very common in last session. Now big gunners have more action and actually have people to shoot at instead of being the final nail in the coffin like in last session.
Now there is too many defenses agiasnt them and its a big gunner session.
True, it was requested. Some players just don't want to be victims to knockdowns, I think it's fair to spend some perks and use some gear to defend yourself against them. It's not surprising that bgs choose anti-crit perks because nobody want's to be knocked out. It's because there's nothing you can do about it. Against normal fire you just take cover and eat stims and shoot back, you can affect your chances. But when lucky crit hits, you can't help it. Good players don't like it that they can't help their situation, they want to minimize randomness.
What is the advantage to a sniper exactly you go in with 20 snipers vs 20 big gunners and maybe 5 big gunners well die by focus fire maybe some get knocked out and well get back up eat stims there needs to be something more interesting and tactical to the sniper, like being able to kill big gunners at long range but if big gunner gets close sniper dies its pretty balanced without making them complete shit useless relying on luck to do a 20 damage knock out here and there.
Interesting and tactical exactly. But not random and luck-based. Tactical means situational, that's good because results depend on how the player uses the tactical tools in each situation.
For example shooting a running gay in the leg should have increased chance to cause knockdown.
But first there needs to be something valuable that snipers need to risk. Possible solution is to add crit-penalties to mundane guns and ammo. Then add a bonus for quality weapons and add quality ammo types that can only be crafted or bought with caps. Quality ammo would have crit-table and chance bonus.
In very simple way it'd be like this: crafted, glowlooted or purchased 100/100% plasma rifle has +10% crit chance. Same with laser rifle. But farmed 40/40% laser can't have this bonus no matter what.