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keno trader
Resheph Interstellar Strategy Gallente Federation
83
|
Posted - 2014.04.23 05:08:00 -
[1] - Quote
==== I am in no ways the ultimate authority on this issue, I just wanted to throw a few tips out there for beginners (dedicated to my friend who is now starting Dust 514) ====
The most important things for a beginner sniper (or any sniper for that matter):
*****PART 1: SNIPER TECHNIQUE*****
a) Learn how to quick scan the horizon. Quick scanning is so easy, but few people seem to remember to use it (especially if they just switched to sniping after getting stompped). Simply zoom in and swing the sight across the screen, paying close attention to "scanning" mountain ranges for possible enemy snipers. You will visually spot enemies that you won't see otherwise. Many make the mistake of assuming no one is there because their minimap/passives don't show anything.
Most of the time on fishbowl maps this in and of itself will yield around 2-3 kills. The quick scan will reveal nooby redliners who think they can't be seen on the mountains. Quick scan also works in any other situation, and is an excellent tool to have especially when you are running an expensive sniper and don't want to be counter sniped.
b) Avoid tunnel vision and keep moving. It's really easy to get tunnel visioned in dust. Especially since the snipers kinda suck. But always check your back after firing off 1-2 rounds just to make sure a tank or LAV isn't slowly sneaking up on you. You'll be surprised at what you can see sometimes. I once realized that in attempting to get an enemy heavy the entire battle had shifted around a 100 meters away from me.
Checking is not enough. Haul a** and make sure you move after getting 2-3 kills. This is especially true if the enemy is desperate, or if you were just using the almighty THALE'S SNIPER RIFLE. Keep moving, but don't do it recklessly (or for the sake of "moving"). This is why you need to know map geography well.
c). Nanohives. Under no circumstances should you EVER place a nanohive next to yourself. You're literally lighting yourself up and saying: "Forge gun me!" This is a common beginner mistake, and is easily fixed. Treat setting nanohives up like going to the restroom. Hide it far away in a corner and make sure no one can see it.
d). Headshots. Unless your team is pressuring the enemy successfully, never take pot shots at enemies for the simple reason that if they are still alive after your shot, they will see a damage indicator that pretty much gives away your position.
So headshots. 'Nuff said.
e) Find your sniping spots. Make sure you know the map well before pulling out an expensive build. Know which hills/speed bumps will give you visibility with little risk of exposing your entire profile. Plan escape routes, ALWAYS. And always have a good submachine gun just in case things go wrong.
*****PART 2: SNIPER ETIQUETTE*****
a) Heavy Sniping. No, no, no. This is wrong on so many levels and if you want to be regarded as a semi decent sniper, don't do this. Also, it gives your position away big time. So just a heads up if you decided that this is going to be your "route" of choice.
b) Logi Snipers. If you are a logi sniper, DO NOT throw nanohives next to a friendly sniper. You're giving his position away in return for getting a few cheap points from him/her. This is honestly so impolite and should be avoided at all costs.
c) Redliners. On small maps, this is sort of forgivable (SORT OF). But on big maps, this is arguably one of the most inconsiderate things you can do. Try to support your team by loading up on a tactical sniper rifle and finding good spots to support your team at an engagement distance of anywhere from 100 (dangerous) - 300/400 meters (safe side). Also, if you get protostomped, just give up and switch to militia fit.
a) Sniping together. NEVER snipe right next to someone else. It puts both of you in risk and unless the other guy agrees to this, it is considered extremely rude by most experienced snipers.
*****PART 3: MISCELLANEOUS TIPS:*****
a) Get your basic skills. Good job on getting proto. Now work on getting your proficiency, ammo capcity, and reload speeds up. This will help make your sniper rifle adv --> proto and proto --> beyond. Also applies to getting core skills like PG and CPU.
b) Get good on a regular sniper rifle. There's those of you who will beeline to charge/tactical. But seriously get good on the basic sniper type (Ishukone, etc.) It will train your accuracy and force you to make smart tactical decisions (including not being trigger happy/ wasteful with your ammo). Charge is somewhat easy mode, so it won't really make you a good "sniper" per se.
c) SMG/Cloak. If you can fit these, this will help you evade that one heavy on an LAV charging at you. Great in bad situations.
d) Damage MODS. Don't rely on these. Train your skills.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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freed bird
Storm Wind Strikeforce Caldari State
8
|
Posted - 2014.04.23 05:18:00 -
[2] - Quote
Yay! |
PARKOUR PRACTIONER
R 0 N 1 N
1201
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Posted - 2014.04.23 05:21:00 -
[3] - Quote
Bump, take my like. Unfortunately I can only give you one.
Sidearm and Light Weapon Scout, I use 'em all.
SCP and IP user, watch out for that +60
951k SP and counting
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Awry Barux
Ametat Security Amarr Empire
2075
|
Posted - 2014.04.23 05:23:00 -
[4] - Quote
Wow, okay, lots of this is bad advice.
In no particular order:
First, you should beeline to the charge, it requires practice to master the fully charged -> half charged double tap, and there's no reason not to practice with the only sniper rifle actually worth a damn. It also requires lots of practice to get used to firing on trigger release, not trigger pull- it feels very different and takes quite a bit of getting used to when doing precision work from 400m away on a moving target that's smaller than your reticle.
Second, damage mods are your bread and butter. Always rely on the damage mods. What else were you going to stick in your high slots?
Third, heavy sniping is not unequivocally wrong. It's for counter sniping, or counter-counter sniping when you have a perch with a sight line that is too good to give up. It's very possible to just big-dog enemy snipers down- soak a shot or two, put one through their head. Most enemies will give up after you do this once or twice. This works best if you've set up with rep and ammo hives with a logi suit in advance.
Fourth, and this goes hand in hand with my third point, you don't always have to keep moving. If you've found the perfect sightline to shut down or seriously harass the enemy force, don't abandon it until forced to.
Fifth, taking potshots can be justified if the enemy is in a firefight with a blue. If, for example, the red ducks behind cover, tag him quickly- he'll freak out and move, and the blue will gun him down.
To add few tips of my own: Always, always shoot the drop uplinks first. The blues on the ground can deal with the infantry, but they're going to have a hard time getting to the drop uplinks. Nanohives too, especially the repping kind. Sniping equipment is a very useful, very valid role.
Learn to pilot a dropship. I cannot stress this part enough It will take you places and give you sightlines that other snipers can only dream of, as well as protecting you from roaming scouts. However, if you take the obvious perches like the tops of towers, be prepared to sacrifice a fitting in exchange for having such a powerful position- it may be worth it, especially if it means you get a few key kills against hackers and the like.
Nerdier than thou
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keno trader
Resheph Interstellar Strategy Gallente Federation
84
|
Posted - 2014.04.23 05:23:00 -
[5] - Quote
PARKOUR PRACTIONER wrote:Bump, take my like. Unfortunately I can only give you one. Ty, ty. I try to make NPE better, something that I've come to appreciate ever since my friend started playing.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
keno trader
Resheph Interstellar Strategy Gallente Federation
84
|
Posted - 2014.04.23 05:28:00 -
[6] - Quote
Awry Barux wrote:Wow, okay, lots of this is bad advice.
In no particular order:
First, you should beeline to the charge, it requires practice to master the fully charged -> half charged double tap, and there's no reason not to practice with the only sniper rifle actually worth a damn. It also requires lots of practice to get used to firing on trigger release, not trigger pull- it feels very different and takes quite a bit of getting used to when doing precision work from 400m away on a moving target that's smaller than your reticle.
Second, damage mods are your bread and butter. Always rely on the damage mods. What else were you going to stick in your high slots?
Third, heavy sniping is not unequivocally wrong. It's for counter sniping, or counter-counter sniping when you have a perch with a sight line that is too good to give up. It's very possible to just big-dog enemy snipers down- soak a shot or two, put one through their head. Most enemies will give up after you do this once or twice. This works best if you've set up with rep and ammo hives with a logi suit in advance.
Fourth, and this goes hand in hand with my third point, you don't always have to keep moving. If you've found the perfect sightline to shut down or seriously harass the enemy force, don't abandon it until forced to.
Fifth, taking potshots can be justified if the enemy is in a firefight with a blue. If, for example, the red ducks behind cover, tag him quickly- he'll freak out and move, and the blue will gun him down.
To add few tips of my own: Always, always shoot the drop uplinks first. The blues on the ground can deal with the infantry, but they're going to have a hard time getting to the drop uplinks. Nanohives too, especially the repping kind. Sniping equipment is a very useful, very valid role.
Learn to pilot a dropship. I cannot stress this part enough It will take you places and give you sightlines that other snipers can only dream of, as well as protecting you from roaming scouts. However, if you take the obvious perches like the tops of towers, be prepared to sacrifice a fitting in exchange for having such a powerful position- it may be worth it, especially if it means you get a few key kills against hackers and the like.
Thanks for replying. Let's break this down 1 by 1.
POINT 1: Beeline to charge. Great. You're relying on the fact that charge has the ability to OHK more enemies than the other snipers. However, for beginners, this helps to bypass the basic skill you should have gained working with regular sniper rifles. Like cloaks, it compensates for many, many shoddy plays.
POINT 2: You might want to consider precision enhancers with all the cloaked scouts running about nowadays. In addition, throwing on damage mods is a poor excuse for not training skills.
POINT 3: Heavy sniping is wrong. It encourages poor play and clumsy positioning. I suppose it is good for countersniping though.
POINT 4: I've just countersniped you. What a bad piece of advice on your part.
POINT 5: I've addressed this. If your team is pressuring the enemy, then by all means go ahead. But generally speaking this is a bad idea
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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keno trader
Resheph Interstellar Strategy Gallente Federation
87
|
Posted - 2014.04.23 05:29:00 -
[7] - Quote
Sorry for this triple post. I hit a button on accident.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
619
|
Posted - 2014.04.23 05:37:00 -
[8] - Quote
keno trader wrote:Awry Barux wrote:Wow, okay, lots of this is bad advice.
In no particular order:
First, you should beeline to the charge, it requires practice to master the fully charged -> half charged double tap, and there's no reason not to practice with the only sniper rifle actually worth a damn. It also requires lots of practice to get used to firing on trigger release, not trigger pull- it feels very different and takes quite a bit of getting used to when doing precision work from 400m away on a moving target that's smaller than your reticle.
Second, damage mods are your bread and butter. Always rely on the damage mods. What else were you going to stick in your high slots?
Third, heavy sniping is not unequivocally wrong. It's for counter sniping, or counter-counter sniping when you have a perch with a sight line that is too good to give up. It's very possible to just big-dog enemy snipers down- soak a shot or two, put one through their head. Most enemies will give up after you do this once or twice. This works best if you've set up with rep and ammo hives with a logi suit in advance.
Fourth, and this goes hand in hand with my third point, you don't always have to keep moving. If you've found the perfect sightline to shut down or seriously harass the enemy force, don't abandon it until forced to.
Fifth, taking potshots can be justified if the enemy is in a firefight with a blue. If, for example, the red ducks behind cover, tag him quickly- he'll freak out and move, and the blue will gun him down.
To add few tips of my own: Always, always shoot the drop uplinks first. The blues on the ground can deal with the infantry, but they're going to have a hard time getting to the drop uplinks. Nanohives too, especially the repping kind. Sniping equipment is a very useful, very valid role.
Learn to pilot a dropship. I cannot stress this part enough It will take you places and give you sightlines that other snipers can only dream of, as well as protecting you from roaming scouts. However, if you take the obvious perches like the tops of towers, be prepared to sacrifice a fitting in exchange for having such a powerful position- it may be worth it, especially if it means you get a few key kills against hackers and the like. Thanks for replying. Let's break this down 1 by 1. POINT 1: Beeline to charge. Great. You're relying on the fact that charge has the ability to OHK more enemies than the other snipers. However, for beginners, this helps to bypass the basic skill you should have gained working with regular sniper rifles. Like cloaks, it compensates for many, many shoddy plays. POINT 2: You might want to consider precision enhancers with all the cloaked scouts running about nowadays. In addition, throwing on damage mods is a poor excuse for not training skills. POINT 3: Heavy sniping is wrong. It encourages poor play and clumsy positioning. I suppose it is good for countersniping though. POINT 4: I've just countersniped you. What a bad piece of advice on your part. POINT 5: I've addressed this. If your team is pressuring the enemy, then by all means go ahead. But generally speaking this is a bad idea I can agree with a lot of what both of you have to say so I see no bad advice here just good advice mixed with personal preferences . +1 to both of you .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Awry Barux
Ametat Security Amarr Empire
2078
|
Posted - 2014.04.23 05:42:00 -
[9] - Quote
keno trader wrote: Thanks for replying. Let's break this down 1 by 1.
POINT 1: Beeline to charge. Great. You're relying on the fact that charge has the ability to OHK more enemies than the other snipers. However, for beginners, this helps to bypass the basic skill you should have gained working with regular sniper rifles. Like cloaks, it compensates for many, many shoddy plays.
POINT 2: You might want to consider precision enhancers with all the cloaked scouts running about nowadays. In addition, throwing on damage mods is a poor excuse for not training skills.
POINT 3: Heavy sniping is wrong. It encourages poor play and clumsy positioning. I suppose it is good for countersniping though.
POINT 4: I've just countersniped you. What a bad piece of advice on your part.
POINT 5: I've addressed this. If your team is pressuring the enemy, then by all means go ahead. But generally speaking this is a bad idea
1. As I said- the main reason to beeline to the charge is that it takes a lot of practice to get a feel for firing on release. I suppose for absolute beginners to sniping, it might be good to start with other things, but otherwise, I disagree completely. Plus, the long time between shots teaches you not to miss, since every missed shot costs you much more time/damage.
2. Damage mods and skills are not mutually exclusive. As a sniper, you want every ounce of damage you can get. Both, use both! There's no reason to have to choose between the two.
3 and 4: When you're in the sniping "hot seat", those obvious spots that yield amazing sightlines, the heavy suit can be the best choice. For example, there are maps where you can clearly see the null cannon hacking console, but only from the tops of towers or very exposed roofs or ridgelines. While you will almost certainly eventually get pushed out of this position and counter sniped, if you can deny just a single hack, it will have been worth it, because you will have influenced the outcome of the match much, much more than most snipers. In this situation, you already have the most useful position a sniper can possibly be in- your sole goal is to hold it and shut down the enemy for as long as possible despite enemy counter-snipers.
Nerdier than thou
|
keno trader
Resheph Interstellar Strategy Gallente Federation
90
|
Posted - 2014.04.23 05:43:00 -
[10] - Quote
Awry Barux wrote:keno trader wrote: Thanks for replying. Let's break this down 1 by 1.
POINT 1: Beeline to charge. Great. You're relying on the fact that charge has the ability to OHK more enemies than the other snipers. However, for beginners, this helps to bypass the basic skill you should have gained working with regular sniper rifles. Like cloaks, it compensates for many, many shoddy plays.
POINT 2: You might want to consider precision enhancers with all the cloaked scouts running about nowadays. In addition, throwing on damage mods is a poor excuse for not training skills.
POINT 3: Heavy sniping is wrong. It encourages poor play and clumsy positioning. I suppose it is good for countersniping though.
POINT 4: I've just countersniped you. What a bad piece of advice on your part.
POINT 5: I've addressed this. If your team is pressuring the enemy, then by all means go ahead. But generally speaking this is a bad idea
1. As I said- the main reason to beeline to the charge is that it takes a lot of practice to get a feel for firing on release. I suppose for absolute beginners to sniping, it might be good to start with other things, but otherwise, I disagree completely. Plus, the long time between shots teaches you not to miss, since every missed shot costs you much more time/damage. 2. Damage mods and skills are not mutually exclusive. As a sniper, you want every ounce of damage you can get. Both, use both! There's no reason to have to choose between the two. 3 and 4: When you're in the sniping "hot seat", those obvious spots that yield amazing sightlines, the heavy suit can be the best choice. For example, there are maps where you can clearly see the null cannon hacking console, but only from the tops of towers or very exposed roofs or ridgelines. While you will almost certainly eventually get pushed out of this position and counter sniped, if you can deny just a single hac, it will have been worth it, because you will have influenced the outcome of the match much, much more than most snipers. In this situation, you already have the most useful position a sniper can possibly be in- your sole goal is to hold it and shut down the enemy for as long as possible despite enemy counter-snipers. This makes the heavy suit the obvious best choice.
I suppose our philosophies are a little different Awry. +1 to your method, and you know what, I'd love to meet you on the battlefield. Showdown on the battlefield.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
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Awry Barux
Ametat Security Amarr Empire
2078
|
Posted - 2014.04.23 05:47:00 -
[11] - Quote
keno trader wrote:Awry Barux wrote:keno trader wrote: Thanks for replying. Let's break this down 1 by 1.
POINT 1: Beeline to charge. Great. You're relying on the fact that charge has the ability to OHK more enemies than the other snipers. However, for beginners, this helps to bypass the basic skill you should have gained working with regular sniper rifles. Like cloaks, it compensates for many, many shoddy plays.
POINT 2: You might want to consider precision enhancers with all the cloaked scouts running about nowadays. In addition, throwing on damage mods is a poor excuse for not training skills.
POINT 3: Heavy sniping is wrong. It encourages poor play and clumsy positioning. I suppose it is good for countersniping though.
POINT 4: I've just countersniped you. What a bad piece of advice on your part.
POINT 5: I've addressed this. If your team is pressuring the enemy, then by all means go ahead. But generally speaking this is a bad idea
1. As I said- the main reason to beeline to the charge is that it takes a lot of practice to get a feel for firing on release. I suppose for absolute beginners to sniping, it might be good to start with other things, but otherwise, I disagree completely. Plus, the long time between shots teaches you not to miss, since every missed shot costs you much more time/damage. 2. Damage mods and skills are not mutually exclusive. As a sniper, you want every ounce of damage you can get. Both, use both! There's no reason to have to choose between the two. 3 and 4: When you're in the sniping "hot seat", those obvious spots that yield amazing sightlines, the heavy suit can be the best choice. For example, there are maps where you can clearly see the null cannon hacking console, but only from the tops of towers or very exposed roofs or ridgelines. While you will almost certainly eventually get pushed out of this position and counter sniped, if you can deny just a single hac, it will have been worth it, because you will have influenced the outcome of the match much, much more than most snipers. In this situation, you already have the most useful position a sniper can possibly be in- your sole goal is to hold it and shut down the enemy for as long as possible despite enemy counter-snipers. This makes the heavy suit the obvious best choice. I suppose our philosophies are a little different Awry. +1 to your method, and you know what, I'd love to meet you on the battlefield. Showdown on the battlefield. I don't snipe much any more, but if I see you I'll be sure to pull out my rifle bring it on.
Nerdier than thou
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Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
159
|
Posted - 2014.04.23 05:50:00 -
[12] - Quote
Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping. |
keno trader
Resheph Interstellar Strategy Gallente Federation
91
|
Posted - 2014.04.23 05:54:00 -
[13] - Quote
Henrietta Unknown wrote:Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping.
As Awry said. it is good for situations and heavy intensity fighting. But, sigh, it does make you a fat target for scouts, and man will the countersnipers have a field day if they get clear lines of sight on you.
Also, to get anywhere with speed, you'll need an LAV.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
160
|
Posted - 2014.04.23 05:59:00 -
[14] - Quote
keno trader wrote:Henrietta Unknown wrote:Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping. As Awry said. it is good for situations and heavy intensity fighting. But, sigh, it does make you a fat target for scouts, and man will the countersnipers have a field day if they get clear lines of sight on you. Also, to get anywhere with speed, you'll need an LAV. Dun worry, I live on the outskirts. Scouts don't generally waste a match lingering in the most insignificant of places.
And I have BPO LAV's. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
749
|
Posted - 2014.04.23 05:59:00 -
[15] - Quote
tip1: Play battlefield if you want to snipe
tip2: Refer to tip 1 as needed
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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keno trader
Resheph Interstellar Strategy Gallente Federation
92
|
Posted - 2014.04.23 06:01:00 -
[16] - Quote
Auris Lionesse wrote:tip1: Play battlefield if you want to snipe
tip2: Refer to tip 1 as needed
So true. But we all need to dream sometimes.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
keno trader
Resheph Interstellar Strategy Gallente Federation
92
|
Posted - 2014.04.23 06:02:00 -
[17] - Quote
Henrietta Unknown wrote:keno trader wrote:Henrietta Unknown wrote:Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping. As Awry said. it is good for situations and heavy intensity fighting. But, sigh, it does make you a fat target for scouts, and man will the countersnipers have a field day if they get clear lines of sight on you. Also, to get anywhere with speed, you'll need an LAV. Dun worry, I live on the outskirts. Scouts don't generally waste a match lingering in the most insignificant of places. And I have BPO LAV's.
That is, until you meet the lone heavy's worst nightmare. The bricktanked cloaked scout. I use this set up when I is angry.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
BLOOD Ruler
The Lionheart Coalition
79
|
Posted - 2014.04.23 06:08:00 -
[18] - Quote
I agree with this man |
Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
160
|
Posted - 2014.04.23 06:09:00 -
[19] - Quote
keno trader wrote:Henrietta Unknown wrote:keno trader wrote:Henrietta Unknown wrote:Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping. As Awry said. it is good for situations and heavy intensity fighting. But, sigh, it does make you a fat target for scouts, and man will the countersnipers have a field day if they get clear lines of sight on you. Also, to get anywhere with speed, you'll need an LAV. Dun worry, I live on the outskirts. Scouts don't generally waste a match lingering in the most insignificant of places. And I have BPO LAV's. That is, until you meet the lone heavy's worst nightmare. The bricktanked cloaked scout. I use this set up when I is angry.
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Waiyu Ren
Amarr Empire
153
|
Posted - 2014.04.23 06:16:00 -
[20] - Quote
I made an alt specifically for CalSentinal Sniping.... So pure, so focused, so slow.
It did however teach me how to be creative with what counts as a "Nest" (basically anything with a bit of cover, and semi difficult to flank). It can also take up to 6 shots from a standard rifle before grey-out, rather than the auto-die Calscout.
It's borked mate.
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keno trader
Resheph Interstellar Strategy Gallente Federation
94
|
Posted - 2014.04.23 06:16:00 -
[21] - Quote
Henrietta Unknown wrote:keno trader wrote:Henrietta Unknown wrote:keno trader wrote:Henrietta Unknown wrote:Most points I can agree with, even though I'm looking forward to the Charged Rifle due to countless deaths by it.
However, can I please use the Calmando (heavy variant) and keep a good name? That suit was practically made for and only for sniping. As Awry said. it is good for situations and heavy intensity fighting. But, sigh, it does make you a fat target for scouts, and man will the countersnipers have a field day if they get clear lines of sight on you. Also, to get anywhere with speed, you'll need an LAV. Dun worry, I live on the outskirts. Scouts don't generally waste a match lingering in the most insignificant of places. And I have BPO LAV's. That is, until you meet the lone heavy's worst nightmare. The bricktanked cloaked scout. I use this set up when I is angry. Then again, scouts wouldn't be wasting their time for a chance kill if they were brick-tanking; they'd be around the center of battle. My only real concern are the squads that send out their Cal Scouts when they're annoyed. Just wanted to put out, I get my first good sniping streak in ages today, and a third of the front page is littered with sniper threads.
o7 to you fine sir!
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
keno trader
Resheph Interstellar Strategy Gallente Federation
94
|
Posted - 2014.04.23 06:18:00 -
[22] - Quote
Waiyu Ren wrote:I made an alt specifically for CalSentinal Sniping.... So pure, so focused, so slow. It did however teach me how to be creative with what counts as a "Nest" (basically anything with a bit of cover, and semi difficult to flank). It can also take up to 6 shots from a standard rifle before grey-out, rather than the auto-die Calscout.
o7 to the survivalist. Personally I like to play a bit more aggressively. Each of my fits is well into 150k + range, and you know what, I'm willing to waste some ISK just to push back the enemy team (if I'm not broke lol).
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
|
freed bird
Storm Wind Strikeforce Caldari State
9
|
Posted - 2014.04.23 08:23:00 -
[23] - Quote
Tweedle bump
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Regis Blackbird
DUST University Ivy League
165
|
Posted - 2014.04.23 09:12:00 -
[24] - Quote
Interesting read. I initially focused on sniping (and still do it on occasion), but have switched to a more multi role.
One question: do you know if the reload bonus CalAssault applies to sniper rifles? (It should, but I have not tried it) With maxed skill the reload times are insane with a RR, and I can imagine it would be very useful while sniping.
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keno trader
Resheph Interstellar Strategy Gallente Federation
98
|
Posted - 2014.04.23 09:18:00 -
[25] - Quote
@Regis,
I would suppose it would (I personally haven't tried it out either :P)! One can only marvel at that RR + a tactical sniper....
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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shaman oga
Nexus Balusa Horizon
1902
|
Posted - 2014.04.23 09:28:00 -
[26] - Quote
Fun times, the other week we set up a sniping squad, 4 snipers,1 heavy and 1 scout in a domination match, the one with the bridge. Heavy and scout on the bridge, the rest sniping, it was like hearing a burst rail rifle (i know it still do not exist), RABABAM!!!! Kill!!! LOL
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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keno trader
Resheph Interstellar Strategy Gallente Federation
98
|
Posted - 2014.04.23 09:29:00 -
[27] - Quote
shaman oga wrote:Fun times, the other week we sat up a sniping squad, 4 snipers,1 heavy and 1 scout in a domination match, the one with the bridge. Heavy and scout on the bridge, the rest sniping, it was like hearing a burst rail rifle (i know it still do not exist), RABABAM!!!! Kill!!! LOL
Great work. Coordinated snipers...devestating. Really good to hear that y'all made it work!
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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freed bird
Storm Wind Strikeforce Caldari State
10
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Posted - 2014.04.24 00:54:00 -
[28] - Quote
shaman oga wrote:Fun times, the other week we set up a sniping squad, 4 snipers,1 heavy and 1 scout in a domination match, the one with the bridge. Heavy and scout on the bridge, the rest sniping, it was like hearing a burst rail rifle (i know it still do not exist), RABABAM!!!! Kill!!! LOL Just saw this in a game. Such impress. Very amaze. |
LT SHANKS
Amarr Templars Amarr Empire
1907
|
Posted - 2014.04.24 01:00:00 -
[29] - Quote
No Heavy sniping?
I thought the CalCommando utilizes the SR the best, though? |
keno trader
Resheph Interstellar Strategy Gallente Federation
105
|
Posted - 2014.04.24 01:07:00 -
[30] - Quote
LT SHANKS wrote:No Heavy sniping?
I thought the CalCommando utilizes the SR the best, though? Well, like Awry has said,
CalCommando/heavy suits are really, really good for dense combat. Their ability to shrug of hits is indeed very impressive, but the drawback is that:
a) You're going to be slow. That's a given. b) You may not be able to support your all teams too well (because of mobility) unless you are occupying the "hot seat". c) Fat target for everyone else. d) Scouts like myself will find you.
and also......
It will train many beginners to make questionable and poorly executed plays.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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