The Definitive Guide for PR Snipers
Posted: 2011-02-22 04:24
Yes, I know what you're thinking: "Oh god, another sniper fanboi trying to throw his crappy version of what he thinks a sniper should do at us". But, I looked through the other guides and found a lot of missing advice, so I figured I'd throw together a great guide that covers most of the bases.
I. INTRODUCTION
The primary role of the sniper is reconnaissance. Too many times people grab a sniper kit and head out to see how many kills they can get in a round. That's not the intended use in any capacity.
The sniper is there to provide intel to the rest of the team as to the location of enemy forces and current situations around areas of interest (capture points in this case).
A sniper should be calling in coordinated support of allied forces. Ideally, the sniper should never fire his rifle.
II. BASICS
IIa. Equipment
Every sniper kit comes with the following:
-1 x knife
-1 x pistol/sidearm with 3 magazines (1 already loaded)
-1 x sniper rifle with about 35 shots total (some rifles have more/less)
-2 x signal smoke grenades
-4 x tripflares
-1 x radio
-1 x GTLD/Binoculars
-1 x Field Dressing
IIb. Necessary knowledge
-Your sniper rifle is zeroed in at 600m, greater ranges will require compensation for bullet drop.
-It takes roughly 5 seconds for deviation to settle completely after moving 5 seconds or more (1 second settle time for every second moving under 5 seconds).
-Settle time between shots is roughly 4 seconds.
-The radio is to help you call for support and to help plot out enemy locations for your team.
-The GTLD is for marking targets for CAS/Mortar support. It also has a rangefinder on it to tell you the distance to your target (for taking a shot or for marking the location of an enemy)
III. TACTICS
IIIa. Cover
Too often in PR, snipers can be found in the highest (and most vulnerable) of tactical positions. For instance, on Muttrah, it's a guarantee you'll find a sniper hiding up in the hills on the outskirts of the city. Places like these are the worst places you could pick to do your job from. The enemy typically always checks there, and your silhouette sticks out like a sore thumb.
Instead, you should be trying to set up your nest inside a secure building if it's available. My favorite buildings to shoot out of are the "T" shaped buildings that can be found on a number of maps. They give you a lot of angles to fire from, you can switch rooms, and they're pretty easy to keep secure. Avoid getting on the roof, as once again it's extremely revealing. And with the addition of deployable mortars, being on the roof of anything is typically a death wish.
You want to get inside a room and be as far back as possible with solid cover around you to limit your enemies' ability to see/shoot you. I would advise against going to the highest floor with cover, as it's also a pretty dead give-away because alot of folks tend to look there. Try the floor just below that one to set up at.
Once you establish a good sniper hide, you need to keep yourself as invisible as possible. Stand as far back from the windows as possible when you can, standing close to a window to shoot out of is a sure way to get quickly discovered.
IIIb. Security
Maintaining a secure hide is essential to staying alive as a sniper. Trip-flares are fairly under-used, but can help save your life if properly deployed. Don't set them in obvious places where folks are going to see them and be able to work around them.
Typically I set one at the top of the stairwells, as people typically run up those without looking. It's best to set a trip flare to at least one floor below you, so when it goes off, you have time to react before the enemy is on you. What I typically do is switch to my side-arm and switch to another room, watching the entrance for the enemy to come in. If the building has multiple levels, but is still able to be scaled via a grappling hook, you'll want to set a trip flare for the floor above you as well.
IIIc. Your squad
Ideally, a sniper should never ever EVER be travelling alone. You should be working with at least a spotter to help you in your job of keeping tabs on the enemy. Most modern snipers in urban environments operate with a security team, which is something you should take into consideration on PR.
A full squad isn't necessary, and can typically get you discovered if one person's lagging behind or does something stupid. No more than four people at the most. The squad make-up would be as follows, in order of priority:
Sniper
Specialist
Medic
Officer
Specialists are invaulable to snipers, they can allow them access to areas that might otherwise be out of reach. They're also handy for making a hasty exit of a building. They're ideal for being part of your security team because they have a shotgun, which is extremely useful in CQC.
Medics are self-explanatory, they keep you alive in the unfortunate incident you're discovered.
Officers can help by setting down rally-points, and helping mark enemy locations without the sniper needing to switch to his radio and fumble through all the procedures there.
Having these others with you can help increase your survivability and mobility. You can typically have the other member(s) of your entourage go in and help clear a building before you go in to set up shop.
IIId. Taking the shot(s)
As stated before, ideally a sniper should never fire their weapon. However, in the event you need to, you need to follow this motto:
"Don't make shots, take them."
What that means, is to let a shot present itself to you, don't go too far out of your way to try and kill somebody. If you try to make up a shot, you could miss, and compromise your position. Let the enemy wander into a shot where you can effectively eliminate them with the first round.
If you miss, or your target survives the first shot, you can attempt a second follow-up shot at your own discretion. However, if the second shot fails, it's best you don't try another one, as any further shots are going to help give you away if the enemy hasn't already pinpointed your location.
When you take a shot, successful or not, it's best advised you duck down to avoid immediate detection. If the enemy does start to hone in on your location, it's best you go ahead and vacate your hide as quickly and safely as possible.
IIId-1. Hitting a moving target
There are two methods that come in to play when shooting a moving target: Ambush sniping and lead sniping.
Ambush sniping is where you predict your target's movement and place your sights ahead of him. From there you wait for him to wander into the shot, and squeeze the trigger. In my opinion, it is the easiest and more preferred method of sniping. Ambush sniping is also ideal for locking down enemy movement across choke points like alleyways or between any multiple points of cover. This method of sniping is essential when utilizing a marksman rifle, because when you move your sights, it adds a small bit of deviation.
Lead sniping is as it would sound, you get your crosshairs infont of your target and continue to keep them ahead of them as they move.
Hitting a moving target requires you to have a good feel for the bullet travel time between you and your victim. The best way to get a feel for it, is to practice. Launch a solo game and send out rounds until you're comfortable with your shooting.
IV. END
Hopefully this guide has helped teach some of you something about how to more effectively utilize the sniper kit. If there's any questions or concerns, feel free to post them here and I will gladly help address them in any way I can.
Good hunting to you all!
I. INTRODUCTION
The primary role of the sniper is reconnaissance. Too many times people grab a sniper kit and head out to see how many kills they can get in a round. That's not the intended use in any capacity.
The sniper is there to provide intel to the rest of the team as to the location of enemy forces and current situations around areas of interest (capture points in this case).
A sniper should be calling in coordinated support of allied forces. Ideally, the sniper should never fire his rifle.
II. BASICS
IIa. Equipment
Every sniper kit comes with the following:
-1 x knife
-1 x pistol/sidearm with 3 magazines (1 already loaded)
-1 x sniper rifle with about 35 shots total (some rifles have more/less)
-2 x signal smoke grenades
-4 x tripflares
-1 x radio
-1 x GTLD/Binoculars
-1 x Field Dressing
IIb. Necessary knowledge
-Your sniper rifle is zeroed in at 600m, greater ranges will require compensation for bullet drop.
-It takes roughly 5 seconds for deviation to settle completely after moving 5 seconds or more (1 second settle time for every second moving under 5 seconds).
-Settle time between shots is roughly 4 seconds.
-The radio is to help you call for support and to help plot out enemy locations for your team.
-The GTLD is for marking targets for CAS/Mortar support. It also has a rangefinder on it to tell you the distance to your target (for taking a shot or for marking the location of an enemy)
III. TACTICS
IIIa. Cover
Too often in PR, snipers can be found in the highest (and most vulnerable) of tactical positions. For instance, on Muttrah, it's a guarantee you'll find a sniper hiding up in the hills on the outskirts of the city. Places like these are the worst places you could pick to do your job from. The enemy typically always checks there, and your silhouette sticks out like a sore thumb.
Instead, you should be trying to set up your nest inside a secure building if it's available. My favorite buildings to shoot out of are the "T" shaped buildings that can be found on a number of maps. They give you a lot of angles to fire from, you can switch rooms, and they're pretty easy to keep secure. Avoid getting on the roof, as once again it's extremely revealing. And with the addition of deployable mortars, being on the roof of anything is typically a death wish.
You want to get inside a room and be as far back as possible with solid cover around you to limit your enemies' ability to see/shoot you. I would advise against going to the highest floor with cover, as it's also a pretty dead give-away because alot of folks tend to look there. Try the floor just below that one to set up at.
Once you establish a good sniper hide, you need to keep yourself as invisible as possible. Stand as far back from the windows as possible when you can, standing close to a window to shoot out of is a sure way to get quickly discovered.
IIIb. Security
Maintaining a secure hide is essential to staying alive as a sniper. Trip-flares are fairly under-used, but can help save your life if properly deployed. Don't set them in obvious places where folks are going to see them and be able to work around them.
Typically I set one at the top of the stairwells, as people typically run up those without looking. It's best to set a trip flare to at least one floor below you, so when it goes off, you have time to react before the enemy is on you. What I typically do is switch to my side-arm and switch to another room, watching the entrance for the enemy to come in. If the building has multiple levels, but is still able to be scaled via a grappling hook, you'll want to set a trip flare for the floor above you as well.
IIIc. Your squad
Ideally, a sniper should never ever EVER be travelling alone. You should be working with at least a spotter to help you in your job of keeping tabs on the enemy. Most modern snipers in urban environments operate with a security team, which is something you should take into consideration on PR.
A full squad isn't necessary, and can typically get you discovered if one person's lagging behind or does something stupid. No more than four people at the most. The squad make-up would be as follows, in order of priority:
Sniper
Specialist
Medic
Officer
Specialists are invaulable to snipers, they can allow them access to areas that might otherwise be out of reach. They're also handy for making a hasty exit of a building. They're ideal for being part of your security team because they have a shotgun, which is extremely useful in CQC.
Medics are self-explanatory, they keep you alive in the unfortunate incident you're discovered.
Officers can help by setting down rally-points, and helping mark enemy locations without the sniper needing to switch to his radio and fumble through all the procedures there.
Having these others with you can help increase your survivability and mobility. You can typically have the other member(s) of your entourage go in and help clear a building before you go in to set up shop.
IIId. Taking the shot(s)
As stated before, ideally a sniper should never fire their weapon. However, in the event you need to, you need to follow this motto:
"Don't make shots, take them."
What that means, is to let a shot present itself to you, don't go too far out of your way to try and kill somebody. If you try to make up a shot, you could miss, and compromise your position. Let the enemy wander into a shot where you can effectively eliminate them with the first round.
If you miss, or your target survives the first shot, you can attempt a second follow-up shot at your own discretion. However, if the second shot fails, it's best you don't try another one, as any further shots are going to help give you away if the enemy hasn't already pinpointed your location.
When you take a shot, successful or not, it's best advised you duck down to avoid immediate detection. If the enemy does start to hone in on your location, it's best you go ahead and vacate your hide as quickly and safely as possible.
IIId-1. Hitting a moving target
There are two methods that come in to play when shooting a moving target: Ambush sniping and lead sniping.
Ambush sniping is where you predict your target's movement and place your sights ahead of him. From there you wait for him to wander into the shot, and squeeze the trigger. In my opinion, it is the easiest and more preferred method of sniping. Ambush sniping is also ideal for locking down enemy movement across choke points like alleyways or between any multiple points of cover. This method of sniping is essential when utilizing a marksman rifle, because when you move your sights, it adds a small bit of deviation.
Lead sniping is as it would sound, you get your crosshairs infont of your target and continue to keep them ahead of them as they move.
Hitting a moving target requires you to have a good feel for the bullet travel time between you and your victim. The best way to get a feel for it, is to practice. Launch a solo game and send out rounds until you're comfortable with your shooting.
IV. END
Hopefully this guide has helped teach some of you something about how to more effectively utilize the sniper kit. If there's any questions or concerns, feel free to post them here and I will gladly help address them in any way I can.
Good hunting to you all!