Guide to Sniper

OiSkout
Posts: 1294
Joined: 2006-05-14 02:39

Guide to Sniper

Post by OiSkout »

Recently Added:
NOTHING

Contents
1. Squad Layout
2. Shooting Location
3. General Camouflauge
4. Movement and the Stalk
5. Evasion
6. Overall Battle Map
7. Counter-Sniping

Preface
Few things to note. I am not going to teach marksmanship, either you have it or you don't. And if you don't, you can learn to shoot by simply playing the game. Also hard to type exactly where to shoot, how much to lead, etc. Good news is there's no wind, heat, or humidity levels. Only you yourself can account for distance, your computer specs, and ping. What this guide will present to you is mainly centered around terrain usage and movement. This guide is also made for two-man teams. You can have 3 if you wish, but it isn't exactly effective. Some very similar principles will be used in this guide in comparison with the Insurgent Tactics guide.

Also, I will be presenting simple contour maps to show how stuff is done. I'm also going to assume some of you have no idea how they work so here's a link to a picture: http://www.uml.edu/tsongas/activities/i ... opomap.gif

[1] Squad Layout:
The Shooter
It is not necessary to have a sniper kit, but I'll be damned if you don't. You can use a marksman kit if you wish. I have done the work using both weapons quite successfully.

The Spotter
Ideally, your spotter should be using the marksman kit, but you also don't want to tie up your teams kit resources. Thus the rifleman kit will suffice with it's scope, binoculars, extra ammo, and smoke. It is also possible for your spotter to be a medic. However, neither of you should be taking any serious damage nor should there be enough death around you for the spotter to need it. Having a SOFLAM would be nice to measure range, but you will have to scrounge for that.

It would also be very beneficial for the spotter to be the SL. The basic logic behind this is the Q-Spotting mechanism does not always work and the relative ease of using the marker. Being the SL allows the spotter to place a marker down on the enemy position who's result is two fold. First, is the shooter knows exactly which direction it is in. Second, depending on the actual distance and draw distance, you can measure the range.

The downside to the spotter being the SL is that the spotter is supposed to present some amount of security for the bolt-action hero, and if the spotter dies, he cannot respawn on the sniper. In contrast again, the shooter and spotter are going to be within a very close proximity to each other. The suprise by an enemy is very likely to kill both.

[2] Shooting Location
Field of Vision
There are two schools of thought when your team is in the general area of the hunt. The first school is to attain a large field of vision, which enables the most time to shoot as well as most chances of sighting an enemy. The second school is to have a small, but efficient field of vision. A large field of vision is beneficial, however, as there is no true camo as well as drawing distance issues, you will be sighted easily. With so much location to cover, your team might not see the enemy. This fact is also compounded by many kits having binoculars and the insane zoom of armor. In contrast, a more narrow field of vision protects the team more. Generally, only the area your team can see, can the enemy see back. However, a narrow field of vision generally requires quicker shots and less sighting of enemies. Most importantly is to choose which field of vision you want for each specific location. For instance, utilizing a narrow field of vision which watches a common avenue of approach, that would be optimal.

Location, Location, Location
I feel these MS paint pictures shall describe better.

Image
Figure 1. X represents bad locations, Arrows point toward good locations. For this photo imagine you are the enemy facing the sniper

Depending on how the hills look from a map view, the team could hide more inset into the hills to limit their field of vision and being seen. If a large field of vision is necessary, I would advise on being on the military crest(slightly below topographical crest) of the hill and to the side. That is to say, when shooting, do not be infront of the crest(full exposure to target) and do not be behind it(this will mean you are on the topographical crest), due to drawing of seeing the team more easily. Utilize the left or right military crest points. This has a similar premise to figure 2, in which the team is protected towards at least one other direction, yet providing a decent field of vision.

Image
Figure 2. Bird's eye view, shooting towards the green line. Blue O represents a good shooting location, Red X represents a bad location. Giant black square can be a building. The red and blue lines represent angles that the team may be attacked from.

The Blue O has the greatest amount of security in such situation. If the enemy along the green line returns fire upon Blue O, Blue O can run south and pop off another shot or simply relocate. In contrast, Red X has to either run perpendicular or parallel to the gunfire. This exposes Red X for a longer duration to the gunfire, and an enemy shooting upon Red X will have a better idea of where he is going.

[3] General Camouflage
As stated before, the camouflage system in BF2 is pretty horrible. However, it is important to use it as much possible in picking a shooting location. On a game of Daqing Oilfields(I think it was that, USMC vs PLA), I was spotting for a friend and had advanced to flush out the enemy while my friend, who was the shooter, remained at his location. After I dealt with the enemy, I went to return to the shooter. However, this was when I realized I could not find him! I look on my minimap and it appeared that I was looking DIRECTLY at him. But I still could not find him. Thus I took out my binoculars and took a brief scan and still could not find him. Eventually I found him. Note that it was not the doing of his ghillie suit, but the generic infantryman's uniform(the one where it is drawn at a distance without a weapon and additional gear). It camouflaged him VERY well.

Uniform Camo
For those of you who "missed" part of the story, I shall turn away from the story and spell it out. When you are playing, it is important to remember what your team's basic skin/uniform looks like. With this, you can hide along areas which have similar color and shading. For instance, USMC on Daqing Oilfields is amazing in places with shadow.

Stillness
Another way to prevent detection is to move LESS. Yes, I said less. Unless you already have been spotted and compromised, moving is one of the last things you want to do if you are well hidden. The human eye detects movement very well(such is the eye of the hunter!). If you're constantly moving, swinging your binoculars or rifle around, the enemy has a better chance of noticing you. In most cases, moving would be beneficial due to terrain drawing issues at longer distances and will be seen easily. But if you apply the uniform camo or have found an object to hide against(such as ramps on rooftops), not moving comes into play. Sometimes being still is good, most of the time it is not. Imagine being an infantryman and walking down the killzone to figure out your plan. And then imagine an infantryman walking perpendicular to the first guy and if he will spot you or not.

[4] Movement/Stalking
This is where most people get the idea of a sniper wrong. They think the sniper plainly sits around in one spot shooting at people hundreds of yards away. While this is true in some regards. Another very important element to the sniper is his ability to move. During the Vietnam War, one of the men responsible for bringing the sniper back into the field again, Carlos Hathcock, slowly inched through hundreds of yards, covered by only high grass to kill an enemy general in his own back yard.

Basic Stalking
We in PR however, do not have the luxury of camouflage. Thus our main ally will be the total blocking of sight. To be successful, one must be able to not only predict the enemy's movement, but move relative to the movement and act upon it. For instance, assume a standoff battle. Both you and your opponent are equally situated, behind a small hill that stretches parallel to each other. There are also small hills between to provide some level of cover. It is very likely that one could kill the enemy target with a quick shot. However, if the enemy is reinforced, a head on battle will not work.

Without such long range equipment, the enemy squad will send its troops forward to engage. An even smarter one will engage and send flanking troops. As you are less inclined to close range combat and do not have the luxury of more than a squad, you must either not engage instantly and take advantage of surprise(if you haven't shot yet). Remember, fire discipline is very important. Even if you bag a couple enemies, your death will certainly hold the team back. Especially if you are capable. But I digress. In this case, you must stalk your opponent, shoot when it is beneficial. You must also predict the enemy's approach. If it is a head on assault or simple trek, the sniper team can follow their own hill line in either direction to a new shooting location. This is very important as the enemy CANNOT see you nor harm you with direct fire(stray or not). The shooter can pull off a few shots until the enemy recognizes the teams location. In this, the team can simply back off again behind the cover of the hills and move in a direction parallel to the hills and repeat.

[Picture when I get off my lazy ***]

[5] Evasion
When people hear the distinct sound of a sniper or marksman's rifle, they will react in two fashions. The first is to take cover and hide. The second is to pinpoint the location of the shooter, and kill him. The team's friend is camouflage and distance. As stated before however, camouflage only works so well.

But now that you've been spotted(confirmed by returning fire or not), you have to leave your hide, unless you're baiting into a trap. As stated in the movement section, your best ally will be to not be seen by the enemy. It is up to the team if they should relocate to defeat the oncoming enemy or to simply run to another area on the field of battle. Either way, if the enemy cannot see you, they cannot chase you. One popular tactic is to use a smokescreen. However, the downside to this is the enemy can more easily predict your movement, so throwing it in the opposite direction(feigning) works very well. The best possible action in my opinion is to drop the smoke between you and the enemy(or nearly on top, but not exactly on top). This tactic blocks a lot of more of the enemy's view and actually forces them to change location to see you.

In tighter areas such as being trapped in an urban setting, the spotter will prove much more worth. A good way to retreat without being over run and shot in the back would be to leap frog. Who should move first, depends on varying situations. If the shooter moves first, he can be mowed down and possibly the loss of the kit for your team. If the spotter moves first, the shooter cannot provide adequate covering fire, especially at block to block combat. If the team is closer to the enemy, but there are none to be seen, it is best to send the shooter first. The greater the distance, the better the chance the shooter has to survive.

This usually occurs when the team is moving perpendicular to the frontlines. If the team engaged stationary and had to evade the enemy, the team theoretically could move left and/or right before retreating to the rear.

[6] Overall Battle Map
The sniper, while not very popular amongst your average GI, is a very useful addition to the commander's arsenal. When used properly, the only problem for snipers would be armor and aircraft. However, the problem only occurs in engaging such opponents by the team. In such situations, the sniper team's other role comes into play; the scout. In a good situation, the team can pass along information to the commander who can redirect troops, armor, or aircraft. As most kits in PR now have binoculars, the sniper team's scout role is less glorified, though very useful.

A properly placed team can essentially hold off entire squads flanking with ease, requiring a change in the enemy's battle plan. Take EJOD Desert as an example. The east and west side of the map provide very good locations for the sniper. Especially the east side. While the city itself is also sniper-friendly with it's high rise buildings and long perpendicular streets, a majority of the objectives lie within the city. During an assault on the city from both sides, more tactically adept squads will realize the necessity to flank from the east or west to gain an upper hand. But, this is where the sniper team comes into play. Without having to commit, at minimum, another full squad, a mere party of two can be committed to hold off the enemy. Upon succeeding, the results can be two or even three fold.

1. The enemy is forced to simply lose their tickets until they overrun the team's position, or must provide additional support to obtain the area(which is not essential to capturing the objectives, but helps).

2. The enemy withdraws totally. In this situation, the team can turn their attention toward the city and take advantage of what is essentially a shooting gallery(when placed on the east side of EJOD Desert). But do not forget to relocate once in a while! The enemy will still be aware of your position and will send troops your way.

3. You now hold a position which is beneficial, though not essential, to the progression of the game. A smart commander or squad leader will set up rally points and be able to launch assaults on multiple flags from such position.

(Also note that EJOD Desert's east side has many elevation changes, so it is very good for stalking and evasion. Which also means the enemy can sneak up on you)

The sniper kit is an asset to the team. In a public game, once the sniper dies and the spotter cannot pick up the kit, it is very possible an inexperienced or unintelligent sniper will come along(as in requesting the kit). It is like losing a tank or aircraft, although the detriment will not be noticed by man. I'm not positive, but I think it takes 30 seconds for a kit to return to the quartermaster after it disappears from the field.

As I have stated multiple times, communication is most important. Even if there is no commander, using the boat to spot enemy rallies as well as simply typing in team chat the movements of the enemy is greatly beneficial. Not only do you kill the surprise of the enemy, it allows your team to possible set up an ambush or obtain AT kits to annihilate armor.

Sniper Woes
No matter how good you are, there will always be problems. Even if you perform your movement and stalking skills to the finest, it doesn't mean you're going to have much to do if your team is incompetent in any aspect of combat. It is very important to see the sniper team as a force multiplier, NOT a small elite squad that can take out a vastly numerically superior enemy(although quite possible, just not in this game).

One of the best tactics is to move your team behind the enemy and shoot them. This is efficient a majority of the time. The biggest problem of a sniper is armor. Armor has much more zoom, a powerful cannon, and a machine gun that is quite accurate. All these can kill the team. In contrast, the team can do nothing in response, except call for support.

Now the problem is if your team cannot provide armor support. If that is the case, there is absolutely NOTHING you can do in response except hide and evade. However, this is pretty hard in almost all situations. The only good news is that one can tie up the tanks.

Another problem can be teamwork or coordination. Even if your squad is mainly doing recon, an unresponsive team in the form of air support is a problem if the air support cannot respond quickly enough to take out the threat.

[7] Counter-sniping
Another thing the team should pay attention to when not enforcing death on their location is enemy snipers. Speak/type to the team that if they think they know where a sniper is or need counter-sniping to ask for your help. Or if a sniper-spotted call appears. If it isn't very far, make your way towards the enemy sniper's location. Also be very wary that they have a very long killing distance, such as your team(longer if you only have a marksman kit). Imagine your team is up against a sniper threat as great as you and your shooter/spotter. Thus one must predict the enemy's kill zone, their escape plan, and if they have any other support. A very important task is to find your perfect shooting location. Also note on certain maps, in long distances, hills and mountains are not drawn exactly as they are(depending on the player's rig). So you may think you're hiding behind some terrain, while the enemy sees you as exposed. If the enemy shoots, it will hit the terrain, but your position is already compromised.

When possible(if someone can traverse the distance within 20-30 seconds), it is always fun to have the spotter make a mad dash for the enemy's rifle. Not only is it a great trophy, it takes away one more rifle from the enemy AND your team is now a larger threat. If one of the snipers with the enemy's sniper rifle dies(in a close enough distance), the other player should be advised to take the enemy's rifle. This way, the enemy will still be short the sniper rifle, and your partner(or any other player) can requisition the rifle that was just relinquished. However, note that it is almost NEVER worth your life to attempt a pickup.

In a similar situation, if your partner is dead and there is no more threat from the enemy(and you are the SL), you can simply have your partner spawn on you. I don't know how long this will work for, but you can continue to change kits to hold BOTH items. If SL spawn is removed or changed(such as requiring an officer's kit to be spawned on), then this tactic won't work anymore.

Soon to come:
-General additions to already posted ideas
-Squad sniping
-PICTURES
-more organization
Last edited by OiSkout on 2008-08-29 17:14, edited 1 time in total.
Reason: Edited 9/25
Hardtman
Posts: 535
Joined: 2007-05-04 18:11

Post by Hardtman »

Hi,

I just wanted to mention that we also have a Guide to the sniper class in the wiki, and it would be great if you could put some of your knowledge in it :smile:

Link: http://guide.realitymod.com/index.php?t ... iper_Guide
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

A good tip is to NEVER EVER allow your enemies to come close enough to you to kill you and take your kit.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Post by Ace42 »

What range are the SRs zerod on? I remember reading assaults are 300m, and I thought the semis were something like 500m, not sure about the baltis.
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El_Vikingo
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Post by El_Vikingo »

Carbines - 100m
Rifles - 300
Sniper rifles - 600m
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Post by Ace42 »

El_Vikingo wrote:Carbines - 100m
Rifles - 300
Sniper rifles - 600m
Cheers. Hate to be a nuissance, but I don't suppose you know the bullet travel-time value for the SRs, so I can compare them to the BF2 stats and work out how different the relative lead times should be at different ranges?
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DeePsix
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Post by DeePsix »

Would the DMR fall into the "rifles" category? From what I can tell, it seems to be zeroed in at about 300-400 meters.
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Outlawz7
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Post by Outlawz7 »

For spotter, you could apply for a commander at the start or middle of the round, quickly grab Officer kit and Resign...
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OiSkout
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Post by OiSkout »

Man, recently I was doing some sniper team action, my partner had the sniper kit and I had marksman on Kashan. However, I didn't lock the squad and eventually it filled up, and we ended up with 3 sniper/marksman kits. And boy were we damn successful. Aside from the fact that I'm taking my sweet time with updating this guide, I'm going to have to add the sniper squad conception.

Essentially, it has the same philosophy as a squad consisting of 4/5 troops + tank/apc or A-10. Meaning that the tank/apc or A-10 is attached to a 4/5 man infantry squad.

So fucking efficient.
DeePsix
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Post by DeePsix »

Does anyone know if the marksman rifle is zeroed at 300m? It seems to be...
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Metis-M
Posts: 107
Joined: 2007-01-25 23:58

Post by Metis-M »

Someone know how to shoot at kashan on long distances?
Maybe ake a little picture about that, because i often miss there, but on other maps no problm, maybe because of longer distance on kashan.
JDFryer
Posts: 47
Joined: 2007-03-21 22:00

Post by JDFryer »

Possibly. The trick is to know the range to target or at least learn to guess it a little bit. The Sniper Rifles are zeroed at 600m. That means that if you put the crosshairs over someone's head at 600m and pull the trigger thats where it will go. The view distance on Kashan is extended up to 1000m I think so you just need to factor in the bullet drop at ranges over 600m.

I just use the scoped G3 instead of the Sniper Rifles as I still get kills at 600-800m and its a bit more useful but thats my personal opinion.

Just get some practise and if possible learn by using the SLs move marker/SOFLAM to give you a range to target while you learn. Should help you guess the distance when you are on your own or the SL is busy.

Range < 600m: Aim slightly low as the bullet will actually hit above the crosshairs.
Range = 600m: Aim using the centre of the scope crosshair
Range > 600m: Aim above your target slightly as the bullet will hit below the crosshair on the scope
Jaymz
Retired PR Developer
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Post by Jaymz »

@ the guy who wa asking what DMRs are zeroed at. It's 600m but keep reading as I will explain what "zeroing" mean in terms of the BF2 engine.

JDFryer wrote: Range < 600m: Aim slightly low as the bullet will actually hit above the crosshairs.
Range = 600m: Aim using the centre of the scope crosshair
Range > 600m: Aim above your target slightly as the bullet will hit below the crosshair on the scope
Actually, that would be the case in RL but unfortunately the BF2 engine doesn't allow us to alter the travel path of bullets. It only allows us to change the linear angle at which it drops. So in PR you will hit dead-on up until your zero point, then you will have to start aiming above to compensate.

It's unfortunate because we can't have simulation level bullet travel paths but it at least allows us to have a calibration point and enables us to make carbines CQB only and give a realistic limit to the range of standard rifles.

ps: On a funny side note, whie I embarkd on calibrating all the rifles in PR I found out that every single weapon had the same zero point :lol: which I worked out to be 100m :-P . So just imagine playing on Kashan with every single AR, Sniper Rifle, DMR all being the way they were before 0.6. Hillarity would ensue....
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
DeePsix
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Joined: 2007-07-29 19:22

Post by DeePsix »

Wow, interesting. So even back in Vanilla, the weapons were all "zeroed" to about 100m? Thanks for clearing that up Jaymz. Too bad the engine limits what you guys can do with ballistics, I'd really like to see what you guys could do windage, humidity, bullets ricocheting off armor and walls.

Again, thanks for clearing that up Jaymz.
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Jaymz
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Post by Jaymz »

Ballistics wise it's actually better than it's made out to be. It allows us to set values as to what distance a projectile will begin to lose damage at and, like I said, allows us to change the drop angle but I don't think ricochets or windage can be done.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Drakenberg
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Post by Drakenberg »

When i have the luxary to have a spotter or when i am one myself, the spotter is normaly a marksman (long ranges) Rifleman (mid ranges) Specpos (urban, or short ranges) The spotter is a squad leader... his or my task is to give target locations to the shooter by giving him orders... to be efective look at your map at all times when someone spots a soldier, apc, tank or whatever give it an attackorder so the sniper knows... This also means you are resposable for tks since the sniper cant allways tell if its a friend or a foe. so if you see someone far away look at you map and check if its a enemy or not...

There should also be a distance between you and the sniper AND your task is not to shoot, standing up or whatever. you need to be just as steathly as the sniper and you should only shoot if someone comes up close of if the sniper tells you to engage enemys... mostley in situations where he cant take all the shots himself.

If you act as a sniper you will tell the enemy "hey, im here look there are 2 sniper kits layiung here waiting for ya Go get them"

As for the sniper, dont shoot unless you will hit... Dont stress if you miss DO NOT shoot right away, wait atleast half a minute, or more before taking a shot again... if not being engaged ofcourse... If you shoot to often the enemy can easily tell where you are and then you are no more.

If you act as a lone wolf sniper be a squadleader in a locked squad... It might sound dumb and maybe you think these arent teamplayers, but they are why do you lock the squad? It isnt fun when a rifleman spawns at you and starts to shoot alot. Why should i be a squadleader? To tell the ranges, and if you se a spotting on the map just give it an order and you knwo where they are... The commandmap is your friend.

If you get an enemy sniper and you are able to get his kit, take the chance.. Me and alot of other players can tell witch weapon is being shot, if i am a usmc soldier and i hear a m40 go of i think "Thats one of our snipers". Why this is great is because you can get up behind the enemy lines and take the out one by one BUT be carefull, just take shots once they reach out their heads or doing anything that could have meant a shot from an enemy sniper in this case they think an enemy sniper shot him... Most wont think, hey that shot came from behind and i died at the same time. Well maybe after i wrote it (sry all snipers)

About camoflage, as said before the more you see the bigger the chances are that your´re being spotted. If however you want a big visual area it is advisable to have something behind you this should be a rock or a hill, just make sure its the same color as yourself, if you se a tank just run, or stalk away.

Sorry for my bad spelling, i might have forgot alot of stuff to.

// Carl Johannes Drakenberg Aka SwVoip.Drakenberg
fuzzhead
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Post by fuzzhead »

Sniper Tactics by Hardtman


The '''Sniper''' is a limited kit in Project Reality. He is usually equipped with a long-range and high-power bolt-action rifle. Because he has no means to directly support other people and cannot be used in short-distance fights, he appears to not be very teamplay-compatible and therefore rarely used correctly in PR.

In the following guide we will go through the tactics of how to survive as a sniper, obtain kills with him and above all, be of significant use to your team.

==The Basics==
I think it should be clear for you how to request special kits. Since the Sniper plays a specialised role, he is also quite rare. There is one sniper kit available for a team with 16 players and another one if the team has 32 players.

==Equipment==
1) Knife
2) Pistol (2+1 magazines)
3) Sniper Rifle (40 rounds)
4) Smoke Grenade x 1
7) Binoculars
8. Field Dressing x 1

As one can easily see, the focus of his equipment lies on his main weapon. Though the pistol is a weapon not to be underestimated, it serves only as a backup weapon. The Smoke grenade will be needed when you have been spotted and need to retreat and relocate and the binoculars serve for the acquiring of targets.

==Positioning==
No matter what your task is, you will always need a good position. Since you have a high range, you have a wider choice of places to go to, but still there are some basic rules:

==Concealment==
Because a Sniper does not have a medium/short range fast-firing weapon, he does not fare well in an open fight. Usually your aim is not to be hit, but as a Sniper it is not to be fired upon. To aid you with this problem you are outfitted with the practical ghillie suit which is basically an overall covered with artificial grass to help you to vanish in the right surroundings.

Let's start with the easy question, where not to hide: do not hide anywhere you would ''expect'' a Sniper, because these are the positions where people usually look for Snipers while passing by. This includes Towers, Hilltops or Chimneys. These positions have another disadvantage: You form a silhouette. This means that the shape of your body is seen in front of a background with a differing color/brightness. If you're on a hilltop you might be lucky and the enemy mistakes you for a bush or something against the horizon, but on a rooftop you can easily be seen from afar.

Of course if something solid is between you and the enemy he can't see you, so it will come in handy if you have a stone or something ready to hide behind. While bushes and grass might seem like good concealment, keep in mind the fact that undergrowth (bushes, shrubs, grass, etc.) does not render at longer distances. Therefore, the bush that might seem like perfect concealment from where you're sitting might be worth nothing when the enemy is sufficiently far away from you.

So the basic rules are:
* Make sure the ground you are hiding on has roughly the same color/brightness as you.
* If this is not possible try to get into some bushes.
* Never, ever, position yourself so that the sky is behind you.
* If possible, stay near something solid to rule out that the enemy spots you when you hide behind it.

==Line of Sight/Fire==
As a Sniper one of your tasks is, surprisingly, to actually shoot stuff. A higher position is useful most of the time, since you can look (and shoot) over low objects such as sandwalls and such which would block out a quite big chunk of your FoV if you are prone at the same height as they are. In a normal round,enemy forces often have a usual route where they come through frequently. This of course requires possible targets pass through your area of effective fire as long as possible. If you are guarding a crossroads it is of no use if you can only see half of it, i.e. You only have about 1 second to identify a target, line up the shot and fire. The first shot will possibly need more than one second since you don't want to give your position away for a mere footsoldier and alert his squad, but more of this in the combat section.
Also think of the Line of Fire/Sight of your enemy. Even at high range, it is usually not desirable to have the enemy moving directly towards you, as you may be easily located by the first shot you fire or even before that.
When you're positioned at a 90° position to the enemy route you are more or less safe as long as you don't shoot.
The most desirable position for a good shot is directly behind an enemy, but this requires most of the time that the forces are running right over you. This is still possible if their route takes a 90° turn somewhere, e.g. at a crossroads. Then you can position yourself at the opposing side and have an excellent Line of Fire.

==Combat==
Here we will go through the means of a sniper when he is doing what he can do best: shooting things,but also how you should react if you are fired upon or if yuo are in other combat situations.

==Using the main rifle==
So, lets have a look at your sniper rifle: It is bolt action, which means you can only use single shot since you have to use the handle after each. It has also awesome accuracy; a shot will nearly always hit where you aimed, not taking bullet drop into consideration. Also, it has a hell of a blast. A head shot is lethal, no wonder, and a body hit can kill instantly if the target does not wear body armor, or in the long run if the target has body armor, but the bleeding caused by the bullet is not tended to. The .50 cal anti-material rifles always kill with just one hit.
One basic rule as a sniper is: '''Every shot counts!''' When you are not near your own troops, which may happen if you have a special assignment, is that you will quickly run out out bullets if you do not maintain firing discipline. Even when ruling out the ammo count, any shot fired will bring the enemy closer to discovering your position and you do not want that. This brings us right to another rule:

'''Important''' : Sniper Rifles in Project Reality are "zeroed" at 600m. With the BF2 engine this means that you will only have to compensate for the bullets trajectory at distances greater than this.

'''Only shoot if you are sure to hit''' What applies to the usual grunt also apply to the sniper. Do not fall into "fire fever". If a nice target crosses your firing range but you have not the full time to line up the shot, because you just reloaded or whatever, then let the target pass rather than fire a too hasty shot. The same applies if you have missed your target. Do not shoot again immediately as it will be hurried. If the shot did land close by your target, he'll know that someone is shooting at him and may wait for another shot to determine the position of the attacker.
But enough of the basic rules, let's do some shooting. The easiest targets are stationary ones, followed by those who are moving directly towards or away from you. The hardest ones are when the enemy is moving in a 90° angle to you.
A shot is not just achieved by putting the cross hair over the enemy and pulling the trigger, you have to take two things into account: Your bullet needs some time to reach the target, so you will need to lead it if it's moving in an angle to you.
Also, your bullet drops over distance so you will need to aim above the target.
Alas, although some scopes may give you an impression, there is no way to exactly know how far you have to aim above and lead than experience. You cannot really teach somebody how to aim, you must learn it by first-hand experience. But if you are staying at one position for a longer time, you can at least range yourself in on the usual distance the enemy passes you.
When shooting at moving targets there are mainly two methods to achieve a hit. I have seen both be successful, which to use is mainly a personal preference.
The first of these methods is to predict the route of the target, align the sights to hit a point it is likely to pass and wait until it crosses the point, then shoot. This works well if you are good at predicting movements and have fast reflexes.
The other one is to move your aim with your target. While your target is on the way, move your sights with about the same speed while making small adjustments until your shot is likely to land. When you have achieved this, move on with your aim a little bit longer, then shoot. DO NOT stop to move with the target when you fire. The whole process of shooting should be one fluid movement with the shot just an event somewhere in it.
But remember always, assault rifles are quite accurate too. This means that the enemy can shoot -and kill- at the same range you can shoot him(assuming you ar not operationg at extreme distances like 800+ meters or so).This means: '''Change Position''' ASAP after a shot. You do not have to go to the other side of the map, but you should put at least hundred meters between you and your former position. Experienced Snipers can give two or even more shots between moving, but for now stick to ''One Shot - One Move''.
So,to sum this up:
*Indentify your targets
*Choose your target(more of priority in the Teamplay part)
*Aim carefully
*Shoot
*Get away

==When the enemy engages you==
Sooner or later the enemy ''will'' learn your position. If you have a position which is hard to reach without crossing your field of fire he will be forced to engage you at some range.
So, how to react now? If it is just one enemy and he has not yet hit you, keep calm, zoom in, align your shot and down him, then '''Immediately''' change position.
if there are more enemies and/or he/they are likely to hit you/already hit you, then your best chance is to run away. There is no shame in that, see it as an assault into the backward area ;) .
First, use your smoke-grenade. If the enemy is close enough then put it close to him, if not, near to yourself. If you can afford it, wait some time until the smoke builds up, then get on your feet and move away. Do not try to find cover with the intent to fight back, a good squad will easily down you in open combat. If available, get to friendly forces nearby. Try to get out of their line of sight sooner than to make for distance. The longer they can't see you the longer you have time to get another position to hide and wait until they go away again.

==Fighting at short distances==

Every once in a while you will happen to meet an enemy at a short distance and won't be able to hide yourself quickly enough. This may happen when you are changing positions or are engaged by an enemy who has discovered you or just stumbled upon you. If it is a squad you'll most likely be dead in seconds. But if it somebody alone (maybe a scout, somebody hanging back or just some never-learning lone-wolfer), you have a fighting chance to survive this.
I'm talking now about a situation where you are roughly looking at each other and there is not much cover available, so it is all about speed.
First, if you have it ready, fire your rifle. Don't bother using the scope, just try to be as accurate as possible from the hip. This will put the enemy into a state of haste and stress, and this is when humans make mistakes and put them at a strong disadvantage. Do not wait for another shot with the rifle; immediately pull out your pistol. Start firing while you bring up the iron sights, not so much to hit but more for the psychological impact. As soon as you can make accurate shots, take some time to aim and shoot carefully. This might sound contrary to the aspect of speed, but look at it this way:
The enemy is stressed. He is like: ''Oh ****, if I do not kill this guy ASAP I will be dead meat''. So send as much lead in his general direction at possible, and he will most likely miss with most of it. This is the time to stay calm while he near panics. The importance of this psychological aspect is higher than one might think, because the enemy has superior weaponry for this range and probably body armour while you might have none (depending on what kit you spawned with).

==Teamplay==
Soooo.....now for the premium part of this guide. I have told you something about how to survive and how to kill, but how to put these skills to good use? After all, PR is still a team game, and a class who is based on staying away from the battle (but not too far) surely is no help for anyone?
Wrong.
It definitely is possible to help your team not only to survive, but even to win the game as a whole.

==Teamplay Basics==
Okay, usually you make a squad just for yourself and for your spotter. Wait, spotter? What's that?
A spotter is somebody who basically watches your back and checks for new targets. In 0.5 the Spec-ops made a great spotter. In 0.6 this will be somewhat diminished since the Spec Ops lose their SOFLAM and now "only" have normal binoculars. But a Spec Ops is still a good choice. So, what should he do? First, he provides good CQC capabilities with his carbine if you happen to come against an enemy at close range. Secondly, he watches your back while you focus on targets. Third, he spots targets for you. The spotter should be positioned somewhat away from you, so he can see people sneaking up on you and has another angle of view on targets. He provides you with further information of possible targets via the binoculars and tells you which target you should shoot first.

Another option (in 0.6) is to use a Rifleman as your spotter. The Rifleman is issued the same binoculars as the Spec Ops. Only the U.S. Rifleman doesn't have a fully automatic rifle, and unlike the Spec Ops, the Rifleman also has an ammo bag for resupplying both the sniper and himself with ammo. The other major difference between the Spec Ops and the Rifleman is that the Rifleman has a 4x scope mounted on his rifle, for longer range engagements. The choice of spotter kit will thus vary with the situation. If you find yourself in an urban scenario where there are many possibilities for resupplying ammo (cars, APCs, etc.), you might want to choose the Spec Ops, especially if you play as U.S. and want the full auto capability. On the other hand, if you are in a desert, where engagements are bound to take place at long ranges and there is far between the ammo resupplies, you'll probably be better off having a Rifleman as your spotter.

Alright, back to the squad. A squad solely consisting of a sniper and a spotter is better than them being in a larger squad because the commander (assuming he knows how to put a sniper to good use) can more easily bring you where you are needed.
There are situations where you are of better use in an usual infantry squad, most likely in pure defense-situations, but those are rare.
So, now to the actual methods of helping:

==Covering==
Imagine a CP in wide open desert. Some distance away from it, out of the capture area, is a wall surrounding it. Inside this wall is virtually nothing. The wall has 4 openings, one in each direction (north, south, east, west). This isn't an easy place to defend from inside the walls while capturing the flag. The people capturing have to watch 4 places at the same time.
Here is where you come into play: You choose an entrance that the enemy is not too likely to use. You put yourself in a good position to observe it from outside and let the team inside know you are watching it and that they can detach someone from it. You are now responsible for all their lives, so stay sharp. As soon as enemy forces approach the entrance you are covering, alert your buddies inside and start picking off some of the enemy.
I admit, this is an example which you will hardly find in PRM but it's good to explain this. You are basically watching another squads six, three, nine or whatnot, so that they can focus on other things.

==Barring==
A sniper can block something, e.g. a crossroads very thoroughly. Sometimes even better than a tank. If there is a tank on the street then you just have to destroy it or bypass it. But if there is a sniper guarding the street you can't do either because you don't know where he is.
Blocking a crossroads for an extended time can be quite tricky. You need the enemy to know you are present, but not exactly where you are. To let them know you are present you need to shoot them. Here you have to break the routine somewhat. Do not wait for the perfect shot or let targets pass if it doesn't present itself. Shoot at least one member of every group that is passing through. It doesn't have to be lethal, just hit. While they are confused, shoot on. You want to scare them, you want the passing of this crossroads to be a vivid memory so they will think twice before attempting it again.
It pays if you switch your position regularly. Firstly it minimizes the chance you'll get spotted and killed, and secondly you have other angles of shooting, which makes for a nice surprise if an enemy thinks himself out of your line of fire.
If you can pull this off for some time you can really make a difference that influences the battle.

==Supporting==
This just means supporting your comrades while they are in a firefight with other infantry. Pick targets of high priority, e.g. other Snipers, Designated Marksmen, Heavy AT if you have friendly armor in the area, Support, Medics and SL's. The priority of the targets changes, e.g. H-AT is likely the highest priority if a friendly tank or APC is in his range. If there is a firefight with good cover go for medics, then for DM's. If they are retreating, go for the SL to hinder their regrouping.
Because of your high engagement range, you can flank the enemy and engage from another direction, rendering the cover the enemy has useless.
Try to time your shots so that the enemy could also have been hit from your buddies. If you do this well, the enemy will never suspect there is a sniper until it is too late and they are forced to retreat. Then you can freely choose any target and try to inflict the highest possible damage while they are still in sight.

==Conclusion==
All in all the sniper can be a very useful class, but alas most of the time smacktards which only go for the best K/D ratio get this kit, making it look bad in the eyes of most of the other gamers.
Do not let this discourage you to at least try this kit out, you might well be surprised how fun it can be to see your shots counting and feel the pleasure of accomplishing difficult shots while knowing that you also bring your team closer to the goal.
In 0.6, there is enhanced sight range. This can make the sniper a good deal more useful, since he can take most advantage of it with a powerful scoped weapon. But on the other hand, it makes him easier to spot since there is currently no way to enhance the rendering range of grass and the Ghillie suit, making it notably harder to find good cover.
Please excuse my sometimes awkward sentence-structure, since I am not native English-speaker.
Last edited by fuzzhead on 2007-09-08 19:28, edited 1 time in total.
MrD
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Joined: 2006-05-13 16:21

Post by MrD »

Hardtman has made up a huge list of just how incompatible the snipers role is in many, many situations. Luckily the 1 in 16 ratio for sniper rifles is preventing certain gameplay degenerating. Education is the best tool for anything.

Want to topple a dictatorship? educate the people slyly and they will eventually bring in democracy. Want to change a games gameplay? Well, that's a little harder and a total berenger of a job.
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LtSoucy
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Post by LtSoucy »

i will use this guide next time i snipe.
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OiSkout
Posts: 1294
Joined: 2006-05-14 02:39

Post by OiSkout »

Ugh one huge problem I've come up on with sniping these days: the incompetent team. It used to not be a huge issue, but the more I go to snipe on large maps, the bigger the problem. A sniper team is quite useless if the rest of the team cannot step up.

Time to update parts of my guide.
Last edited by OiSkout on 2007-09-25 21:29, edited 1 time in total.
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