this post was submitted on 08 Feb 2024
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What counters a sniper in the end is good map design. Basically, no matter where the sniper is, there has to be route that allows reaching him without him seeing you before you get into close enough to shoot him.
I feel like "just design the rest of the game around it, dude!" is as much a condemnation as it is a solution. Imagine if chess needed a big wall halfway through to block the queen.
Chess needed several things basically like that, though. It's why you can castle, move pawns once or twice on their opening move, and en passant.