Aside from the fact that snipers in PS2 get a cloaking shield they can toggle on and off between attacks (it's not perfect stealth, and players can't fire while stealthed, but it's a useful tool for staying out of sight while on the move and whatnot), you can't see the snipers (or almost anybody really, except for most folks in Max suits) in several places in this game because distant enemies tend to blend right into the background in most situations (exceptions made for anybody standing in red rock or the plains of course). There is no kill cam when you die (meaning the game doesn't show you where the enemy was that shot you, all you get is a stat screen so you can see what types of weapons were used to kill you), so if the sniper has put even a few certs into suppression it becomes even more difficult for survivors to follow any tracers or noise back to its source (and the dead don't have much more to share). Adding to the frustration that it's extremely difficult for targets/victims to locate these guys in most bases is the fact that most classes are capable of being 1-2 shot (most default sniper weapons allow 2 shots to be fired in extremely rapid succession, usually before victims have a chance to figure out where to duck to even hide). Now, a sniper won't be taking out Max units as easily, but even if they don't manage to wipe out an entire squad, the fact is that right now snipers are capable of killing relentlessly without too much in the way of threat to themselves. There are tools like IRNV (infra red night vision) scopes players can get for their weapons (if they spend dozens of certs to ever unlock one) which pretty much work as advertised, but the range on these things has been getting nerfed, and last I checked the range is shorter than the range of a sniper's rifle, plus they don't see cloaked players anyway. Another problem with using an IRNV scope is that now you're at a huge disadvantage in anything but mid range combat, because you won't be able to very quickly focus your fire as easily as you would with a reflex sight, and because almost every weapon in this game will kill you in one second at close range, you're giving up a lot just to equip an object that has a very good chance of never being useful for finding snipers in the first place. IRNV are wonderful sniper tools though, because they want to stay out of close range combat anyway -- even though the joke is that currently even the default sniper rifles are more effective (speed/dmg wise) at killing at close range (with hip shots nonetheless) than most of the other default weapons given to other classes. So snipers aren't bad at close combat at all, while still maintaining long range superiority (with current available weapons). Also, there are other tools like Recon detect devices, but the world is much too big to expect some random cloaked sniper to just happen to walk right through that miniscule little area you just freaking tagged and are monitoring. Okay, with all that said, I don't think snipers are the biggest problem this game suffers from, they're just a symptom of a bigger problem. And they're just one example. One of the bigger problems, for me, is the fact that individual fire fights rely less on player skill and equipment (equipment only being important because this is supposed to be partially a gear & upgrade based game after all), and more on having fast enough reflexes to pull the trigger first (or even more important, the ability to get the drop on your enemy, because surprise is the #1 rule of this game, given how freaking difficult it is to defend yourself if anybody sees you mere milliseconds before you see them). Certs have the potential to slow things down a bit, by giving players a little breathing room (with better armor) from the instagibs so prevalent in the game (especially the early game) at the moment, but they aren't meeting that potential just yet. PS2 feels less like an action based strategic/tactical shooter and more like whack-a-mole. He who reacts first wins, because there's absolutely nothing you can do to even try to save yourself in close combat unless the guy misses (you could always forgo even bothering to shoot him to death and just drop a grenade at your feet before you're dead to at least take him with you though). Regen & Shield consumables also have the potential to help, but at the moment everything just happens too quickly for any of that stuff to be any good (assuming it isn't just two shitty players with a 30% hit rate, actually living long enough to reload and fire again). As it sits, the game (especially the early game) is 97% running around looking for a fight/or steamrolling (their semi-hourly hotspot drop system is all but worthless the majority of the time), 1% engaging the enemy, 2% loading screens. Sure, sometimes you happen across a stalemate, where players are busy reenacting Hamburger Hill (another inevitability that happens almost every time more then a few players even end up engaged in combat), but those times are unrewarding and the excitement fleeting (unless your sole purpose is to play Quake in the wrong freaking game). End up in a solid squad and you'll steamroll 95% of wherever you go, because there won't be anybody there to stop you from taking an objective (so much fun). Steamrolling objective after objective gets boring (for life) after about an hour. Take that squad to where the heavy fighting (aka stalemating) is taking place, and you'll only be so much more useless fodder. And by this point it's may the biggest zerg win.