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Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 19:52
by Zoddom
Mikemonster wrote:You actually use the sniper kit to halt the movement of entire squads?
the discussion reached the level of dumbness.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 22:28
by Nebsif
Few days ago I had a sniper in my inf SQ using his hit like a MM, taking out enemy snipers among other stuff, he killed 'bout 32++ guys (Beirut), spotted stuff for the sq and covered us.. except for providing epic support its as if he alone captured 2 flags.
For me sniper rifles just add some variety to the game, I take one of those when the MM rifle of X faction is inferior and use em mostly to kill people and relax, being just as good with MM.
Kill 7 guys = kill a tank + crew, die and u will cost ur team only 2 tickets, better than 5 squad members dying, getting revived and killing 9 enemies in the process.
If some1 installed PR after seeing a 200 player thread on BC2/BF3 forums, and wants to do leet 1 man army spec ops stuff, lack of sniper kit wont make that person join a squad and follow orders, he will just look for something else.
If ur worried about people picking u off with little effort and no teamwork, that can be done just with any kit. Its not the tool, its how people use it, people notice snipor noobs more often than SAW kit rambos simply because there can only be 2 per team. Kill 3 SAW rambos and 1 sniper nab wandering the city, who will u remember?
I'd understand all the QQ if people could still go around with enemy sniper kits, but that thread is just stupid.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 22:48
by rushn
snipers are great for spotting and artillery positions especially if they have a spotter
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 22:59
by Pronck
It is all about how you use it, what your objective is and if you support the team with it. Since Insurgents have to make the BLUFOR bleed, they can be more kill-orientated. Though this doesn't allow them to go 1337 Sn1p3z. You must use your radio, spot targets, call in mortars. They can support the defending of the caches by holding enemy squads up, calling re?nforcements and kill important people.
Lets explain it further for the new guys; You can hold up an squad by killing these 3 people: The Officer, Medic or their AR (Or any other heavy-kit). They will always stop moving forward, they will revive the guy , giving you a chance to kill more of them or calling reinforcements. This are important enemies (HVT= High Value Target); Enemy Snipers, Vehicle Crews, .50 cal gunners, Engineers, deployable-asset crews. This will blind them (No intel), give them less firepower (since the vehicles will always fall back) or you will get more kills.
Because when you shoot an HVT , (This can be infantry though) you will be able to let them bleed out. Shoot a random guy near a squad, wait for the medic to come, and kill him. Then the other squadmembers will probably jump on the medic kit , you shoot him and this goes on and on. In the end you will kill a whole squad or they will fall back.
Try to stay on a position for a long time, when you see that they start searching for your position, replace , get a view on your old position, when the enemy reaches your old position, kill them. Now it is time to pull back out of the area and replace yourself in an other side of the perimiter.
B.Pronk(NL)'s sniper lesson part 1.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 23:16
by L4gi
High value target=Anyone that dies when you pop him in the head. They all cost 1 ticket to wound, and another one if they give up/you shoot em again. Doesnt matter if its a (s)crewman, officer, medic or basic rifleman. The more you drain, the better you're doing. If Officers(for example) would be worth more tickets, then there might be some reason to not shoot everything that moves.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 23:17
by rushn
how would you distinguish officers?
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-06 23:20
by SnipeHunt
L4gi wrote:. If Officers(for example) would be worth more tickets, then there might be some reason to not shoot everything that moves.
oooh, nice suggestion, errr I mean idea!

Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 00:15
by goguapsy
L4gi wrote:High value target=Anyone that dies when you pop him in the head. They all cost 1 ticket to wound, and another one if they give up/you shoot em again. Doesnt matter if its a (s)crewman, officer, medic or basic rifleman. The more you drain, the better you're doing. If Officers(for example) would be worth more tickets, then there might be some reason to not shoot everything that moves.
If you get an Officer dead-dead, and there is no leadership in the rest of the squad, you have just accomplished a pretty annoying thing to the enemy team
rushn wrote:how would you distinguish officers?
Antenna/Stands on the Front normally.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 07:34
by Truism
Rico wrote:I've done that before. In an elevated position you can really pin a whole squad down as they become afraid to pop their heads up for fear of geting hit.
Have been on the other end of it on Muttrah too. We became totally ineffective for a few minutes until we could completely avoid the snipers arc by backing off.
Or you man the fuck up and sprint from cover to cover. That also happens.
I have never been tagged by a sniper in PR when sprinting in any direction other than directly towards/away from him.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 16:40
by Zoddom
Truism wrote:Or you man the fuck up and sprint from cover to cover. That also happens.
I have never been tagged by a sniper in PR when sprinting in any direction other than directly towards/away from him.
then youve not met me yet.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 20:39
by L4gi
Truism wrote:I have never been tagged by a sniper in PR when sprinting in any direction other than directly towards/away from him.
Guess you barely play PR...
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 21:39
by 7eveN
I often snipe with a friend of mine acting as a spotter, mostly in muttrah. I tell the team where the huey is approaching from, where its landing, how many people jumped out, where they are moving etc, and if done well it can contribute hugely to the round. It shouldn't be eliminated from the mod because they contribute positively if used well, like any other kits.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-07 22:37
by Pronck
Zoddom wrote:then youve not met me yet.
Well most snipers (like me) don't shoot at moving targets, because when you miss, you will give away your position. I would rather let them pass and report them, than give away my position.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-08 00:42
by Zoddom
ghost-recon wrote:Well most snipers (like me) don't shoot at moving targets, because when you miss, you will give away your position. I would rather let them pass and report them, than give away my position.
well, I also only shoot when Im sure to hit the target

Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-08 04:02
by stealth420
basically it comes down to this
Snipers with skill : Reporting contacts and achieving amazing KD ratios get praised.
Snipers with no skill : Take a vehicle for them selves abandon it and end up losing kit get hated on / flamed.
Personally and from exp i think snipers are very good and add a certain realism to the battle.
please leave them in game
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-08 11:51
by Mongolian_dude
Last night on NWA server, a PLA sniper had my squad and I immobilised on the supply fort flag, Barracuda. We could not find him and he must have achieved 12 conformed kills. Our reduced numbers were easily over run by an inferior force. He was also spotting mortars onto our position, keeping us supressed, wounded and smoked.
We never worked out where he was exactly...
...mongol...
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-08 13:35
by killonsight95
Last night on PRTA i took the sniper kit and lonewolfed it down towards the fort on fool's road with the birtish sniper kit, the flag was going to be cappable within the next few mins so i started to move up there, i came accross an FOB half way there and took it out. Once i reached my position i saw they had built an FOB and marked it on the map, we had no mortar's so i couldn't destroy it. I spotted two men on the arty guns, out apc SQ was approaching the hill so i announced that the guns were manned to allow for the apc's to halt their advance, i then took out both guns which allowed the apc's to advance. Unluckly though our defending flag got taken out so the apc's retreated.
Although we didn't acctually attack the flag, i thought the kit was useful to be able to mark targets on the map and be able to spot them and take out high value targets. It's use is however limited to just that! I think that there should be incendaries in the kit though to enable them to enter buildings with locked doors.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-08 13:46
by Spec
Fools Road as a map is a very good example btw. I remember being the medic of one of two squads who were pinned down for quite a while by a single sniper (who only killed two or so!) while defending a flag, allowing the enemy to sneak up to us when we were trying to figure out where the sniper was. We were all too afraid to leave the buildings. Sure, he wouldn't have shot us all, but the psychological effect of a sniper watching your area can't very easily be ignored in a game as immersive as PR.
Re: Sniper Kit Discussion - Removal?
Posted: 2011-05-09 12:04
by Truism
L4gi wrote:Guess you barely play PR...
Not recently, but when I did, I played a lot. Without going into any specifics, a lot a lot.
As long as you remain congiscent of the sniper threat, maintain a good idea of where they probably are and avoid open spaces you are virtually immune to them.
Edit:
T.A.Sharps wrote:
Interesting.
Are you issuing a challenge to all of us PR-Snipers?
I'm sure we would entertain it, you could name a server and a time to "meet".
I'm not, for starters because I get ping kicked from even local servers at the moment. I maintain that with BF2 netcode and even moderately intelligent use of cover and movement, a sniper can't kill you without substantial luck unless you make a mistake.
All of my "big hauls" as a sniper have come from positioning somewhere where I could hit enemies behind supposed cover and firing to give a misleading impression about where the shot came from (ie. shooting only when they present themselves to another firelane).
You could argue that if people are shaping their tactics to counter snipers, they are less effective against everything else, and the sniper has already achieved a valuable effect, but in practice it's quite easy to maintain effectiveness against conventional threats while almost completely negating the effect of snipers. (With some specific caveats, like weapon crews).
It all comes down to the settle time on sniper rifles and some of the specific deviation penalties. There isn't a better system available at the moment, but it's far from ideal.
I should caveat what I've said, because it was an unintentional lie - I have died to snipers while moving perpendicular to them, but it was only when I was doing something monumentally stupid, like chat-autorunning accross Al Kufrah failfields when I knew there was a sniper threat and a direction, or standing on a building in Muttrah and randomly running in different directions to get snipers to shoot (mostly at) me.