*******************
Call of Duty 4
Sniper Guide
******************
Created: March 25, 2008
Updated: April 15, 2008
Written by: .t1|Kodak
Topics Covered:
[1] Author's Note
[2] Selecting Your Rifle
[3] Sidearms
[4] Perks
[5] Quick Tips
[6] Basic Shooting Skills
[7] Speed, Visibility, and Cover
[8] Spotting and Counter Sniping
[9] Communication
[10] Advanced Shots
[11] User-Submitted Tips
[12] Abbreviations
[13] Sources
*******************************
[1] Author's Note/Disclaimer
*******************************
*Quick tip, I have found the following changes to help hit detection, as well as help you
jump higher.
/com_maxfps 125
/cl_maxpackets 100
/cl_packetdup 2
You can also download my configuration file below if you wish to try it out. Just remember
to back yours up before replacing it with mine. I've turned off all the glitz and glamour
so that I run as smooth as possible. Graphics wise, this includes removing depth of field and specular map.
Before I begin discussing rifles, tactics, and techniques I'd like to mention that all of my
tips are based off of a regular server setup - particularly objective game modes. While many
of the techniques may work in hardcore servers, the reader should not expect every technique
discussed to work identically in hardcore servers.
Similarly, not all tips and tricks mentioned in this guide will apply to all play-styles and
game-modes. Notices will be posted in certain areas of this guide to remind the reader that
particular sections are either not recommended for a specific game-type or may provide an
alternative for hardcore servers.
*This guide is meant to educate and inform, not teach. Readers should not expect to learn
how to snipe, simply obtain a better understanding of how to snipe more effectively.
Please do not redistribute this guide without giving due credit to the original author and
sources. At no point in time should this guide be edited by any individual other than the
original author.
Finally, If you have any suggestions, comments, questions, or tips you would like to be
added to this guide, please contact me via email at: tfk4lyfe@yahoo.com
***************************
[2] Selecting Your Rifle
***************************
Choosing your rifle is one of the most important stages in becoming an effective sniper. In
order to use a sniper rifle to its full potential, you must master its reload time, general
accuracy, recoil, and various other statistics specific to that rifle, such as penetration.
Each sniper rifle has a unique feel to it, meaning it takes a lot of practice to feel
completely comfortable with the weapon. While it is worthwile to understand and be able to
use every rifle, it's best to practice with only one to become as effective as possible.
Statistics:
*All numerical statistics taken directly from the Encyclanpedia
M21: Semi Automatic
10 Clip Size
2.75s Reload time
Low Recoil
70 Base Damage
98 Damage w/ SP
Moderate Penetration
M40A3: Bolt Action
5 Clip Size
.43s PR Reload time
Low Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
Dragunov: Semi Automatic
10 Clip Size
2.75s Reload time
High Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
R700: Bolt Action
4 Clip Size
.43 PR Reload time
High Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
Barrett: Semi Automatic
10 Clip Size
4.08s Reload time
Moderate Recoil
70 Base Damage
98 Damage w/ SP
Very High Penetration
*The bullet sizes differ amongst the weapons, being larger in weapons such as the bolt
actions and Barrett and smaller in the M21. These different sizes allow the bullets to
penetrate different amounts of armor, so, while the damages may be the same in the raw
statistics, the semi-automatics (excluding the Barrett) may be stopped by body armor more
often than other rifles.
[Semi-Automatics]
The M21 is most notably the best semi-automatic sniper rifle. It is extremely accurate
even after multiple shots due to the low recoil, allowing the user to put two well-placed
shots down range on the target.
The Dragunov, while more powerful than the M21, has much greater recoil, which detracts
from its semi-automatic capability, leaving the M21 as a better option.
Finally, while the .50 Caliber Barrett may make quite a devastating sound, it is not
properly suited to be a stable semi-automatic rifle. It's clunky and has more recoil than
most rifles, meaning:
1) There are rifles with less recoil that are just as powerful, making the Barrett less
qualified as a semi-automatic.
2) It's semi-automatic capabilities are useless due to the large recoil, making it similar
to the Dragunov, and therefore a worse choice than the M21.
*If you are looking for a semi-automatic rifle, you should be focusing on low-recoil in
order to maintain its effectiveness as a semi-automatic. The .50 Caliber Barrett and the
Dragunov should be treated more as single-shot rifles than semi-automatics.
[Bolt Actions]
The R700 and the M40 are both great rifles, but have slightly different characteristics.
The obvious differences between the two rifles include clip size and recoil. As shown
above, the M40 has a larger clip of 5 rounds and less recoil, while the 4 round R700 packs
a slightly bigger punch yet has greater recoil when compared to the M40A3. With the same
perks, both rifles perform nearly identical in stopping power (generally 1 hit kill to all
targets w/o juggernaut). This means that the M40 is, overall, the better of the two rifles.
However, once one is mastered, the two can be used interchangeably without much noticable
difference other than the recoil.
*From personal experience, I've encountered more problems with the hit detection on a
target when using the R700, and have therefore stuck to using the M40. However, that was
prior to patch 1.3 where there were more hit detection problems.
***************
[3] Sidearms
***************
Until you manage to pick up a weapon from a fallen soldier, you must rely on your pistol
to combat enemies in up-close situations. Just like the sniper rifles, each pistol has a
unique feel to it. In my experience, I have only seen three of the four pistols used
effectively.
M9 w/ silencer - I've only seen this used once by an experienced player (a fellow clanmate).
The reasoning behind using this pistol was that, if fired fast enough, it sounds similar
to a skorpion. In theory, it fools an enemy into believing you have an SMG and, therefore
may make them keep a greater distance.
USP w/ silencer - This pistol, while lacking in damage, is very easy to fire accurately and
quickly due to its low recoil. This allows the user to accurately aim down the sights and
place a high volume of fire accurately down range. The downside to this pistol is that it
does take 4 rounds on average to down a target, and a minimum of 2 headshots (to a full-
health target) to kill.
Desert Eagle - Also known as the Deagle, this is my recommendation for a sidearm, mainly
because it's powerful. Unlike other sidearms, this pistol can take a target down in an
average of 2 to 3 shots anywhere on the body, and still has controllable recoil. Remember,
the main reason behind equipping a sidearm is for last-resort/backup scenarios. In the
majority of situations, you will be facing a target with a more powerful weapon that has a
higher rate of fire - not the time to be stealthy. if you want to win, you have to
be able to take that target down in the least amount of shots as possible - and the desert
eagle allows just that.
*I've become accustomed to using the USP w/ silencer due to its stealthy advantage in
tactical games. However, I would still recommend the Desert Eagle to most players who are
doubting their skills with a sidearm.
************
[4] Perks
************
Best
Stopping Power - This perk is by far the most valuable to a sniper. Even for snipers who
aim only for headshots, there will be times where you hit a target somewhere below the head.
The unmodified (w/o Perks) damage caused by a rifle bullet in regular is not enough to down
a target in one body shot. Stopping Power increases this damage to allow the bullet to take
down a target in one shot approximately 95% of the time.
*There are certain areas on a soldier that will prevent a one-shot-kill even with stopping
power (discussed later in the guide).
Deep Impact - Another highly valuable perk to any sniper. There will be times when
an enemy will manage to get behind cover just as you get your shot off, or an unexpected
obstacle may interfere with your bullets path. Rather than wasting a shot, deep impact
will allow the bullet to travel through the obstacle and deliver that fatal wound to the
target.
*This perk is also valuable when facing a sniper behind weak cover. Rather than needing to
get a headshot, you can take him out in one shot through the obstacle.
Bandolier - At first thought, a sniper shouldn't need extra ammo, right? Wrong. While you
may be able to take down an enemy with every shot, bandolier can still be of assistance.
For example, when picking up a weapon, bandolier will allow you to pick up more rounds than
without the perk, which can be exceptionally helpful when confronted with multiple enemies
in CQC.
Moderate
UAV Jammer - Just as the name says, this perk removes your signature (red blip) from UAV
scans, but not when firing. It may be useful for sneaking around, but because there is a
map that shows where shots are fired from there is little use for this perk in combat. UAV
Jammer also takes up the slot for stopping power, meaning no more one-shot body kills. This,
combined with the regenerative health system, may lead to more assists than actual kills.
Dead Silence - Another stealthy perk, Dead Silence allows you to travel almost silently.
Similar to UAV Jammer, this perk appeals mostly to the stealthy sniper, but is it worth it?
Well, without the perk, you are able to crouch or prone and make just as little noise. After
serious thought, it would be contradictory to select a perk that decreases running/walking
sounds because if you were trying to be stealthy you wouldn't be running! Crouching is a
good habit to get into, not only because it makes less noise, but because it also decreases
your size as a target.
C4 - I recommend using C4 much more than clays for the simple fact that it can both stick to
walls. C4 is also very useful for guarding key areas, such as being placed under the bomb
site in SD. Unlike claymores, the only sign a pack of C4 gives of its presence is a small
red light, which is hardly noticeable. It can also be thrown great distances, allowing you
to use it as a backup for hand grenades.
Overkill - This perk is useful if you expect to quickly engage in CQ battles. Allowing
you to select two main guns (the second replacing your sidearm) - for example a sniper rifle
and an AR/SMG can be equipped as a backup. In general, this perk is not recommended because
with enough practice you can effectively combat targets with a pistol or manage to pick up a
fallen soldier's weapon.
Poor
Extreme Conditioning - Improves the stamina of your character, allowing you to run increased
distances. In general, I find that while this perk may be useful every once-in-a-while, such
as when outrunning a grenade or sprinting across open areas, there are much more valuable
perks available (such as bandolier).
Claymores - These nasty little things allow you to place them around key entrances/doorways
to guard from enemy attacks. This perk is good if you plan on staying in one spot for a long
period of time, but isn't recommended for a mobile sniper. There are also a few flaws with
the claymore, including:
1) It projects long red lines, which the enemy may see and either choose to avoid entering,
or destroy the claymore and proceed to eliminate you.
2) The sound made when planting a claymore is very loud and can easily give away your
position.
3) If friendly fire is on, including explosives, you or your teammates may trigger the
claymore, resulting in devastating friendly fire.
Irong Lungs - Increases the amount of time your character can hold his breath. This allows
you more time to line up your shot with steady crosshairs. The major downside to this perk
is that it promotes tunnel vision - staying in the scope for a long period of time. Tunnel
vision decreases your situational awareness, and may leave you easily exposed from the flanks.
*Many players will use iron lungs to help them spot and take out distant enemies while only
exposing themselves once. However, with practice, this same tactic can be applied without
the perk selected.
*****************
[5] Quick Tips
*****************
Communicate - Work as a team! It's best to communicate enemy positions to your
teammates (and vice-versa) as this will give you better situational awareness and more
often than not the edge needed to take out the enemy.
Practice - Exactly as it says, practice! While playing in a 30 man TDM match may be
an entertaining frenzy, it won't necessarily help you improve your skills. Joining a smaller
server, especially one with more experienced players, will help you in three main aspects:
1) Spotting Targets - there won't be an easily visible target everywhere you look, so it
will improve your spotting abilities.
2) Comfort Level - Practicing on smaller servers will help increase how comfortable you feel
when confronted with more experienced players. Being uncomfortable and 'scared' to combat
targets is the downfall of any player.
3) Shooting Skill - When faced with enemies who aim to specifically take you out, gunplay
becomes much faster and you learn to eliminate targets much more quickly.
Stay Out of Scope - Staying in your scope greatly limits your field of view, and leaves
you exposed to flanking targets. The majority of the time you should be spotting targets out
of scope, only zooming in to take them out.
Pick Up Weapons - As a sniper you are at a disadvantage against enemies carrying stronger,
more powerful weapons. Picking up weapons will aid you in clearing rooms and advancing
through areas not suitable for sniper rifles.
*If you are comfortable with your pistol, I recommend using it. It has a faster draw time
than larger weapons, allowing you to more quickly combat enemies that present themselves as
a sudden threat.
****************************
[6] Basic Shooting Skills
****************************
The ability to shoot with precision and speed is a trademark skill of any good sniper. This
skill takes time to master, but will improve with practice. However, there are a few
universal tips to be told.
Always hold your breath when you bring up your scope. This will allow you to take an
accurate shot almost immediately. Whenever you are in scope you should be ready to take a
shot. Also, holding your breath before you emerge from cover is a very good habit to get
into,
Don't wait for your clip to run out before reloading, especially with bolt action rifles.
It takes much longer to reload 5 rounds than 1 or 2, so if you find yourself with some extra
time, reload.
A habit I've become accustomed to is that if I can't spot a target by the time I take my
first breath I unscope and immediately get behind cover, this allows me to stay exposed for
as little time as possible. Also, don't use all your breath at once. Your initial breath
(without iron lungs) lasts about 5 seconds, means you are also exposed for 5 seconds. If you
use up all your breath it takes much longer to get your breathing pattern back to normal and
allow you to take another breath.
One of the best skills a sniper can have is the ability to know where his crosshair is, even
when not focusing on it. *Crosshair is referring to the inscope crosshair. Similar to
knowing where the center of your screen is, this skill takes time to learn, but is
invaluable in combat. By knowing where your crosshair is, and being able to accurately aim
it without directly looking at it, you can track targets and instinctively adjust your aim to
eliminate him. This knowledge of where your crosshair is located is a basic skill required
for more advanced shots discussed later in the tutorial.
Also, by understanding where your crosshair is, the amount of time it takes to line up
a shot decreases enormously and you become a much quicker, more effective sniper.
Shooting should become instinctive, you shouldn't need to literally 'aim' at your target.
Finally, remember that you can shoot through objects! If an enemy is bairly visible over
the top of a fence, don't always focus on getting a headshot. With deep impact your shot
will easily slice through the wall and eliminate your opponent.
**********************************
[7] Speed, Visiblity, and Cover
**********************************
When exposing yourself to take a shot, it's best to know exactly where you will be exposed from.
One common mistake snipers make is standing right next to a wall and leaning out. There are
two main problems with this strategy. 1) Often times, while you may appear to be directly
behind cover, part of your body may still be exposed. 2) If you lean back in, the enemy has
a good idea of where you are behind the wall and may try to shoot you through it. Also, when
you do expose yourself, do it quickly. Never slowly emerge from cover, as it will allow the
enemy to see you before you can see him, creating a deadly situation for you.
After taking a shot it's best to duck back behind cover while you chamber your next round.
What you want to avoid is standing out in the open taking consecutive shots, as this will
not only leave you exposed, but it will give the enemy an easy target. Instead, what you
should do is either reload or chamber your next round as you get behind cover, and emerge
just as you finish the process. This technique will allow you to stay exposed only when you
are able to return fire, and behind cover when reloading. Also, with enough practice and
correct timing, this technique can be accomplished with extraordinary speed and devastating
results.
For taking quick shots, remember that you can always shoot while crouching back behind
cover. If you are behind a ledge, you can tap the prone key twice, making your character
stand up then get right back behind cover, and take a shot while you are going behind cover.
*I used the example of going from prone -> standing -> prone. However, any combination
of stances, such as prone -> crouch -> prone can be used just as effectively.
Grass is not your friend! While laying in the grass may provide you temporary cover from
nearby enemies, it often leaves you exposed from distant enemies. Even with field of view
off, grass can easily obstruct your view just enough to block an enemy, yet leave you
visible to them. The only time I would recommend using a grassy area as a sniper spot is
when you sit right behind the edge of a hill, which helps to minimize your silhoutte size.
If you are being shot at while behind cover, make random movements (such as going prone and
leaning) to avoid getting hit. NEVER simply prone and stay still, and never keep moving
at an even pace. Experienced players will almost always continue to fire at you through a
wall, so you have to be ready to dodge the shots. If possible, trying turning around to face
the opposite direction of your enemy to avoid getting shot in the head.
***********************************
[8] Spotting and Counter Sniping
***********************************
When looking for targets (out of scope) it is best to sidestep, lean, or make similar random
movements. This is done because it makes it much harder for an enemy, specifically a sniper,
to hit you. Never stay still (when exposed) for more than a few seconds.
Also, try to spot targets while out of scope. Look for subtle movements in key areas, such
as alley ways, windows, etc. When you expose yourself to spot targets, make sure you are
constantly checking all possibles angles. Finally, just because you can't see a target
doesn't mean they aren't there. Never expose yourself for an extended period of time even
if you don't see an enemy - they may just have found a very good spot.
If you find yourself being shot at and don't know where the shooter is located, don't pop
right back out of cover to look for them. Wait a few seconds, as this will make the enemy
either 1) Think you are going somewhere else, or 2) It will waste the remaining breath of
the enemy if he's using a sniper rifle.
When facing an opposing sniper, never emerge from the same place twice. For example, if you
are behind a car, either stand up behind the middle of it, crouch and lean along the sides,
or prone by the wheels. This will give you an advantage over the other sniper as you not
only have an idea as to where he is, but he doesn't know from which side you'll emerge -
giving you that extra second to eliminate him.
If you cannot find an opposing sniper, do your best to change positions. They will most
likely be in a window/doorway, or on the edge of a corner. If you still can't manage to
locate them, try to draw their fire by quickly leaning around a corner. Most snipers will
try to take a shot at you and most likely miss, giving you a better idea of their location.
Finally, be quick. The worst thing you can do is give the opposing sniper enough time to get
an accurate shot off. It's best to fire, miss, and get back behind cover than wait for the
perfect shot while standing in the open.
*********************
[9] Communication
*********************
My final suggestion, and probably one of the most important tips, is to communicate with
your team. Even if nobody has a microphone, use the ingame chat to communicate enemy
positions and allow your team to flank them.
Communication is invaluable, and not only because it helps spot targets. With cooperation,
your team will be much more effective than the enemy. I currently use Ventrilo and Teamspeak
with my team, and it's extremely helpful as they can provide backup when I get tangled up in
a close quarters situation.
**********************
[10] Advanced Shots
**********************
Video/Tips coming soon!
***************************
[11] User-Submitted Tips
***************************
Alpha1.1 - I'd also put steady aim in the best category - makes the deagle lethal, no-scopes a tad more reliable!, and is obviously very handy if you pick up a weapon
Feel free to submit tips! I will be posting user-submitted content/tips in this section as
I receive them. Either email, post, or PM me.
*********************
[12] Abbreviations
*********************
AR - Assault Rifle
CQ - Close Quarters
CQC - Close Quarters Combat
Deagle - Desert Eagle
OPFOR - Opposing Forces
PR - Per Round
SD - Search and Destroy
SMG - Submachine gun
SP - Stopping Power
[b]VoIP[/b[ - Voice over IP
W/ - With
W/o - Without
**************
[13] Sources
**************
- Encyclanpedia
- http://blandname.com/2007/11/12/call...-descriptions/
Call of Duty 4
Sniper Guide
******************
Created: March 25, 2008
Updated: April 15, 2008
Written by: .t1|Kodak
Topics Covered:
[1] Author's Note
[2] Selecting Your Rifle
[3] Sidearms
[4] Perks
[5] Quick Tips
[6] Basic Shooting Skills
[7] Speed, Visibility, and Cover
[8] Spotting and Counter Sniping
[9] Communication
[10] Advanced Shots
[11] User-Submitted Tips
[12] Abbreviations
[13] Sources
*******************************
[1] Author's Note/Disclaimer
*******************************
*Quick tip, I have found the following changes to help hit detection, as well as help you
jump higher.
/com_maxfps 125
/cl_maxpackets 100
/cl_packetdup 2
You can also download my configuration file below if you wish to try it out. Just remember
to back yours up before replacing it with mine. I've turned off all the glitz and glamour
so that I run as smooth as possible. Graphics wise, this includes removing depth of field and specular map.
Before I begin discussing rifles, tactics, and techniques I'd like to mention that all of my
tips are based off of a regular server setup - particularly objective game modes. While many
of the techniques may work in hardcore servers, the reader should not expect every technique
discussed to work identically in hardcore servers.
Similarly, not all tips and tricks mentioned in this guide will apply to all play-styles and
game-modes. Notices will be posted in certain areas of this guide to remind the reader that
particular sections are either not recommended for a specific game-type or may provide an
alternative for hardcore servers.
*This guide is meant to educate and inform, not teach. Readers should not expect to learn
how to snipe, simply obtain a better understanding of how to snipe more effectively.
Please do not redistribute this guide without giving due credit to the original author and
sources. At no point in time should this guide be edited by any individual other than the
original author.
Finally, If you have any suggestions, comments, questions, or tips you would like to be
added to this guide, please contact me via email at: tfk4lyfe@yahoo.com
***************************
[2] Selecting Your Rifle
***************************
Choosing your rifle is one of the most important stages in becoming an effective sniper. In
order to use a sniper rifle to its full potential, you must master its reload time, general
accuracy, recoil, and various other statistics specific to that rifle, such as penetration.
Each sniper rifle has a unique feel to it, meaning it takes a lot of practice to feel
completely comfortable with the weapon. While it is worthwile to understand and be able to
use every rifle, it's best to practice with only one to become as effective as possible.
Statistics:
*All numerical statistics taken directly from the Encyclanpedia
M21: Semi Automatic
10 Clip Size
2.75s Reload time
Low Recoil
70 Base Damage
98 Damage w/ SP
Moderate Penetration
M40A3: Bolt Action
5 Clip Size
.43s PR Reload time
Low Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
Dragunov: Semi Automatic
10 Clip Size
2.75s Reload time
High Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
R700: Bolt Action
4 Clip Size
.43 PR Reload time
High Recoil
70 Base Damage
98 Damage w/ SP
High Penetration
Barrett: Semi Automatic
10 Clip Size
4.08s Reload time
Moderate Recoil
70 Base Damage
98 Damage w/ SP
Very High Penetration
*The bullet sizes differ amongst the weapons, being larger in weapons such as the bolt
actions and Barrett and smaller in the M21. These different sizes allow the bullets to
penetrate different amounts of armor, so, while the damages may be the same in the raw
statistics, the semi-automatics (excluding the Barrett) may be stopped by body armor more
often than other rifles.
[Semi-Automatics]
The M21 is most notably the best semi-automatic sniper rifle. It is extremely accurate
even after multiple shots due to the low recoil, allowing the user to put two well-placed
shots down range on the target.
The Dragunov, while more powerful than the M21, has much greater recoil, which detracts
from its semi-automatic capability, leaving the M21 as a better option.
Finally, while the .50 Caliber Barrett may make quite a devastating sound, it is not
properly suited to be a stable semi-automatic rifle. It's clunky and has more recoil than
most rifles, meaning:
1) There are rifles with less recoil that are just as powerful, making the Barrett less
qualified as a semi-automatic.
2) It's semi-automatic capabilities are useless due to the large recoil, making it similar
to the Dragunov, and therefore a worse choice than the M21.
*If you are looking for a semi-automatic rifle, you should be focusing on low-recoil in
order to maintain its effectiveness as a semi-automatic. The .50 Caliber Barrett and the
Dragunov should be treated more as single-shot rifles than semi-automatics.
[Bolt Actions]
The R700 and the M40 are both great rifles, but have slightly different characteristics.
The obvious differences between the two rifles include clip size and recoil. As shown
above, the M40 has a larger clip of 5 rounds and less recoil, while the 4 round R700 packs
a slightly bigger punch yet has greater recoil when compared to the M40A3. With the same
perks, both rifles perform nearly identical in stopping power (generally 1 hit kill to all
targets w/o juggernaut). This means that the M40 is, overall, the better of the two rifles.
However, once one is mastered, the two can be used interchangeably without much noticable
difference other than the recoil.
*From personal experience, I've encountered more problems with the hit detection on a
target when using the R700, and have therefore stuck to using the M40. However, that was
prior to patch 1.3 where there were more hit detection problems.
***************
[3] Sidearms
***************
Until you manage to pick up a weapon from a fallen soldier, you must rely on your pistol
to combat enemies in up-close situations. Just like the sniper rifles, each pistol has a
unique feel to it. In my experience, I have only seen three of the four pistols used
effectively.
M9 w/ silencer - I've only seen this used once by an experienced player (a fellow clanmate).
The reasoning behind using this pistol was that, if fired fast enough, it sounds similar
to a skorpion. In theory, it fools an enemy into believing you have an SMG and, therefore
may make them keep a greater distance.
USP w/ silencer - This pistol, while lacking in damage, is very easy to fire accurately and
quickly due to its low recoil. This allows the user to accurately aim down the sights and
place a high volume of fire accurately down range. The downside to this pistol is that it
does take 4 rounds on average to down a target, and a minimum of 2 headshots (to a full-
health target) to kill.
Desert Eagle - Also known as the Deagle, this is my recommendation for a sidearm, mainly
because it's powerful. Unlike other sidearms, this pistol can take a target down in an
average of 2 to 3 shots anywhere on the body, and still has controllable recoil. Remember,
the main reason behind equipping a sidearm is for last-resort/backup scenarios. In the
majority of situations, you will be facing a target with a more powerful weapon that has a
higher rate of fire - not the time to be stealthy. if you want to win, you have to
be able to take that target down in the least amount of shots as possible - and the desert
eagle allows just that.
*I've become accustomed to using the USP w/ silencer due to its stealthy advantage in
tactical games. However, I would still recommend the Desert Eagle to most players who are
doubting their skills with a sidearm.
************
[4] Perks
************
Best
Stopping Power - This perk is by far the most valuable to a sniper. Even for snipers who
aim only for headshots, there will be times where you hit a target somewhere below the head.
The unmodified (w/o Perks) damage caused by a rifle bullet in regular is not enough to down
a target in one body shot. Stopping Power increases this damage to allow the bullet to take
down a target in one shot approximately 95% of the time.
*There are certain areas on a soldier that will prevent a one-shot-kill even with stopping
power (discussed later in the guide).
Deep Impact - Another highly valuable perk to any sniper. There will be times when
an enemy will manage to get behind cover just as you get your shot off, or an unexpected
obstacle may interfere with your bullets path. Rather than wasting a shot, deep impact
will allow the bullet to travel through the obstacle and deliver that fatal wound to the
target.
*This perk is also valuable when facing a sniper behind weak cover. Rather than needing to
get a headshot, you can take him out in one shot through the obstacle.
Bandolier - At first thought, a sniper shouldn't need extra ammo, right? Wrong. While you
may be able to take down an enemy with every shot, bandolier can still be of assistance.
For example, when picking up a weapon, bandolier will allow you to pick up more rounds than
without the perk, which can be exceptionally helpful when confronted with multiple enemies
in CQC.
Moderate
UAV Jammer - Just as the name says, this perk removes your signature (red blip) from UAV
scans, but not when firing. It may be useful for sneaking around, but because there is a
map that shows where shots are fired from there is little use for this perk in combat. UAV
Jammer also takes up the slot for stopping power, meaning no more one-shot body kills. This,
combined with the regenerative health system, may lead to more assists than actual kills.
Dead Silence - Another stealthy perk, Dead Silence allows you to travel almost silently.
Similar to UAV Jammer, this perk appeals mostly to the stealthy sniper, but is it worth it?
Well, without the perk, you are able to crouch or prone and make just as little noise. After
serious thought, it would be contradictory to select a perk that decreases running/walking
sounds because if you were trying to be stealthy you wouldn't be running! Crouching is a
good habit to get into, not only because it makes less noise, but because it also decreases
your size as a target.
C4 - I recommend using C4 much more than clays for the simple fact that it can both stick to
walls. C4 is also very useful for guarding key areas, such as being placed under the bomb
site in SD. Unlike claymores, the only sign a pack of C4 gives of its presence is a small
red light, which is hardly noticeable. It can also be thrown great distances, allowing you
to use it as a backup for hand grenades.
Overkill - This perk is useful if you expect to quickly engage in CQ battles. Allowing
you to select two main guns (the second replacing your sidearm) - for example a sniper rifle
and an AR/SMG can be equipped as a backup. In general, this perk is not recommended because
with enough practice you can effectively combat targets with a pistol or manage to pick up a
fallen soldier's weapon.
Poor
Extreme Conditioning - Improves the stamina of your character, allowing you to run increased
distances. In general, I find that while this perk may be useful every once-in-a-while, such
as when outrunning a grenade or sprinting across open areas, there are much more valuable
perks available (such as bandolier).
Claymores - These nasty little things allow you to place them around key entrances/doorways
to guard from enemy attacks. This perk is good if you plan on staying in one spot for a long
period of time, but isn't recommended for a mobile sniper. There are also a few flaws with
the claymore, including:
1) It projects long red lines, which the enemy may see and either choose to avoid entering,
or destroy the claymore and proceed to eliminate you.
2) The sound made when planting a claymore is very loud and can easily give away your
position.
3) If friendly fire is on, including explosives, you or your teammates may trigger the
claymore, resulting in devastating friendly fire.
Irong Lungs - Increases the amount of time your character can hold his breath. This allows
you more time to line up your shot with steady crosshairs. The major downside to this perk
is that it promotes tunnel vision - staying in the scope for a long period of time. Tunnel
vision decreases your situational awareness, and may leave you easily exposed from the flanks.
*Many players will use iron lungs to help them spot and take out distant enemies while only
exposing themselves once. However, with practice, this same tactic can be applied without
the perk selected.
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[5] Quick Tips
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Communicate - Work as a team! It's best to communicate enemy positions to your
teammates (and vice-versa) as this will give you better situational awareness and more
often than not the edge needed to take out the enemy.
Practice - Exactly as it says, practice! While playing in a 30 man TDM match may be
an entertaining frenzy, it won't necessarily help you improve your skills. Joining a smaller
server, especially one with more experienced players, will help you in three main aspects:
1) Spotting Targets - there won't be an easily visible target everywhere you look, so it
will improve your spotting abilities.
2) Comfort Level - Practicing on smaller servers will help increase how comfortable you feel
when confronted with more experienced players. Being uncomfortable and 'scared' to combat
targets is the downfall of any player.
3) Shooting Skill - When faced with enemies who aim to specifically take you out, gunplay
becomes much faster and you learn to eliminate targets much more quickly.
Stay Out of Scope - Staying in your scope greatly limits your field of view, and leaves
you exposed to flanking targets. The majority of the time you should be spotting targets out
of scope, only zooming in to take them out.
Pick Up Weapons - As a sniper you are at a disadvantage against enemies carrying stronger,
more powerful weapons. Picking up weapons will aid you in clearing rooms and advancing
through areas not suitable for sniper rifles.
*If you are comfortable with your pistol, I recommend using it. It has a faster draw time
than larger weapons, allowing you to more quickly combat enemies that present themselves as
a sudden threat.
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[6] Basic Shooting Skills
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The ability to shoot with precision and speed is a trademark skill of any good sniper. This
skill takes time to master, but will improve with practice. However, there are a few
universal tips to be told.
Always hold your breath when you bring up your scope. This will allow you to take an
accurate shot almost immediately. Whenever you are in scope you should be ready to take a
shot. Also, holding your breath before you emerge from cover is a very good habit to get
into,
Don't wait for your clip to run out before reloading, especially with bolt action rifles.
It takes much longer to reload 5 rounds than 1 or 2, so if you find yourself with some extra
time, reload.
A habit I've become accustomed to is that if I can't spot a target by the time I take my
first breath I unscope and immediately get behind cover, this allows me to stay exposed for
as little time as possible. Also, don't use all your breath at once. Your initial breath
(without iron lungs) lasts about 5 seconds, means you are also exposed for 5 seconds. If you
use up all your breath it takes much longer to get your breathing pattern back to normal and
allow you to take another breath.
One of the best skills a sniper can have is the ability to know where his crosshair is, even
when not focusing on it. *Crosshair is referring to the inscope crosshair. Similar to
knowing where the center of your screen is, this skill takes time to learn, but is
invaluable in combat. By knowing where your crosshair is, and being able to accurately aim
it without directly looking at it, you can track targets and instinctively adjust your aim to
eliminate him. This knowledge of where your crosshair is located is a basic skill required
for more advanced shots discussed later in the tutorial.
Also, by understanding where your crosshair is, the amount of time it takes to line up
a shot decreases enormously and you become a much quicker, more effective sniper.
Shooting should become instinctive, you shouldn't need to literally 'aim' at your target.
Finally, remember that you can shoot through objects! If an enemy is bairly visible over
the top of a fence, don't always focus on getting a headshot. With deep impact your shot
will easily slice through the wall and eliminate your opponent.
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[7] Speed, Visiblity, and Cover
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When exposing yourself to take a shot, it's best to know exactly where you will be exposed from.
One common mistake snipers make is standing right next to a wall and leaning out. There are
two main problems with this strategy. 1) Often times, while you may appear to be directly
behind cover, part of your body may still be exposed. 2) If you lean back in, the enemy has
a good idea of where you are behind the wall and may try to shoot you through it. Also, when
you do expose yourself, do it quickly. Never slowly emerge from cover, as it will allow the
enemy to see you before you can see him, creating a deadly situation for you.
After taking a shot it's best to duck back behind cover while you chamber your next round.
What you want to avoid is standing out in the open taking consecutive shots, as this will
not only leave you exposed, but it will give the enemy an easy target. Instead, what you
should do is either reload or chamber your next round as you get behind cover, and emerge
just as you finish the process. This technique will allow you to stay exposed only when you
are able to return fire, and behind cover when reloading. Also, with enough practice and
correct timing, this technique can be accomplished with extraordinary speed and devastating
results.
For taking quick shots, remember that you can always shoot while crouching back behind
cover. If you are behind a ledge, you can tap the prone key twice, making your character
stand up then get right back behind cover, and take a shot while you are going behind cover.
*I used the example of going from prone -> standing -> prone. However, any combination
of stances, such as prone -> crouch -> prone can be used just as effectively.
Grass is not your friend! While laying in the grass may provide you temporary cover from
nearby enemies, it often leaves you exposed from distant enemies. Even with field of view
off, grass can easily obstruct your view just enough to block an enemy, yet leave you
visible to them. The only time I would recommend using a grassy area as a sniper spot is
when you sit right behind the edge of a hill, which helps to minimize your silhoutte size.
If you are being shot at while behind cover, make random movements (such as going prone and
leaning) to avoid getting hit. NEVER simply prone and stay still, and never keep moving
at an even pace. Experienced players will almost always continue to fire at you through a
wall, so you have to be ready to dodge the shots. If possible, trying turning around to face
the opposite direction of your enemy to avoid getting shot in the head.
***********************************
[8] Spotting and Counter Sniping
***********************************
When looking for targets (out of scope) it is best to sidestep, lean, or make similar random
movements. This is done because it makes it much harder for an enemy, specifically a sniper,
to hit you. Never stay still (when exposed) for more than a few seconds.
Also, try to spot targets while out of scope. Look for subtle movements in key areas, such
as alley ways, windows, etc. When you expose yourself to spot targets, make sure you are
constantly checking all possibles angles. Finally, just because you can't see a target
doesn't mean they aren't there. Never expose yourself for an extended period of time even
if you don't see an enemy - they may just have found a very good spot.
If you find yourself being shot at and don't know where the shooter is located, don't pop
right back out of cover to look for them. Wait a few seconds, as this will make the enemy
either 1) Think you are going somewhere else, or 2) It will waste the remaining breath of
the enemy if he's using a sniper rifle.
When facing an opposing sniper, never emerge from the same place twice. For example, if you
are behind a car, either stand up behind the middle of it, crouch and lean along the sides,
or prone by the wheels. This will give you an advantage over the other sniper as you not
only have an idea as to where he is, but he doesn't know from which side you'll emerge -
giving you that extra second to eliminate him.
If you cannot find an opposing sniper, do your best to change positions. They will most
likely be in a window/doorway, or on the edge of a corner. If you still can't manage to
locate them, try to draw their fire by quickly leaning around a corner. Most snipers will
try to take a shot at you and most likely miss, giving you a better idea of their location.
Finally, be quick. The worst thing you can do is give the opposing sniper enough time to get
an accurate shot off. It's best to fire, miss, and get back behind cover than wait for the
perfect shot while standing in the open.
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[9] Communication
*********************
My final suggestion, and probably one of the most important tips, is to communicate with
your team. Even if nobody has a microphone, use the ingame chat to communicate enemy
positions and allow your team to flank them.
Communication is invaluable, and not only because it helps spot targets. With cooperation,
your team will be much more effective than the enemy. I currently use Ventrilo and Teamspeak
with my team, and it's extremely helpful as they can provide backup when I get tangled up in
a close quarters situation.
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[10] Advanced Shots
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Video/Tips coming soon!
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[11] User-Submitted Tips
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Alpha1.1 - I'd also put steady aim in the best category - makes the deagle lethal, no-scopes a tad more reliable!, and is obviously very handy if you pick up a weapon
Feel free to submit tips! I will be posting user-submitted content/tips in this section as
I receive them. Either email, post, or PM me.
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[12] Abbreviations
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AR - Assault Rifle
CQ - Close Quarters
CQC - Close Quarters Combat
Deagle - Desert Eagle
OPFOR - Opposing Forces
PR - Per Round
SD - Search and Destroy
SMG - Submachine gun
SP - Stopping Power
[b]VoIP[/b[ - Voice over IP
W/ - With
W/o - Without
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[13] Sources
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- Encyclanpedia
- http://blandname.com/2007/11/12/call...-descriptions/
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