Problem:
Snipers scale like other weapons by increasing damage, noise, recoil, and sometimes ammo per reload. While other weapons benefit quite a lot from increased damage, for snipers this is not really important since you are one-shotting most enemies anyways. This is because the sniper skill tree provides many nodes that increase crit chance, stealth crit chance, and tech, with the idea of raising crit % to high enough levels to be reliable. For example, guaranteed killing a low HP, no armor target with Skullshot to get +25% crit chance for the rest of your turn. My current build has around 70% base crit chance which increases to 95%+ after killing someone with skullshot (more because of kill streak).
There is a threshold damage that a sniper needs to be useful to one-shot at base, and then anything over becomes less useful. Instead, the auxillary stats such as lower noise, better optimal range, more ammo per reload, and less recoil become much more important to the usability of a sniper. Snipers actually become worse in these areas at higher levels.
For example, the level 5 legendary sniper rifle has 30 recoil, more noise, and fewer reload size in compensation for higher damage and longer range vs the level 3 sniper. It's pretty rare that you get a map where you can engage an enemy from that far away due to obstacles, and the super high recoil means you can't hit multiple enemies a turn such as with Skullshot -> Skullshot -> Regular Shot -> Rapid Ready -> Deathwatch.
Compare this to Assault Rifles, which seems to be the best weapon type with high damage, full auto, good range, and pure damage on some blueprints like the dragonroar
Solution ideas:
- introduce nodes in the Sniper skill tree (as separate from the crit path as possible) that decreases noise and recoil
- skewer shot: make each sniper shot an arc shot with a very small arc such that overkill damage is carried through to the one after