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