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Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.22 15:25:00 -
[1] - Quote
I originally posted this article on the DUST University forums, but thought I would post it hear as well to benefit the wider community. I will take any good advice or feedback you give me and use it to improve or add to my original article. |
Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.22 15:26:00 -
[2] - Quote
************* The Sniper ************* A Sniper that knows their role and concentrates on covering and protecting their team can have a pivotal impact on the outcome of a battle, gaining the appreciation of their team and their corp, while instilling fear and uncertainty in the hearts of the enemy.
Someone who picks up a sniper riffle in order to get kills while trying to avoid risk, in order to stack their K/D ratio, will be as much of an annoyance to their team as they are to the enemy. If they have a positive impact on the battle it will be purely accidental.
Your role: - You are the eyes for your team. You can see more of the battlefield than they can. Tell them what is happening. Warn them what they are up against. Tell them if they are being flanked.
- You soften up your squadGÇÖs objectives. If the rest of your squad are heading to Bravo, and there are 4 reds defending Bravo, your squad will have a better chance if you can reduce those odds by picking off one or two just before your squad strikes, or making their heavy take cover as your squad runs across open ground.
- You are backup on high. One of your squad is separated from the rest and a Red has found him. If you can hit the Red even once you can turn the odds in your teammateGÇÖs favour. Even a near miss may cause the Red to start thinking about cover rather than thinking about their aim.
- You are your teamGÇÖs best defence against other snipers. This may be your most important role. If you can take out the enemy snipers, or at least make them keep their heads down, then your team can move freely and arrive at their objectives at full strength, rather than having to constantly stick to cover and always arriving a man down. I have had matches where a good sniper prevented me from doing my job for most of the battle, and other games were I have been the better sniper and kept several enemy snipers cowering in their fox holes while also covering my squad.
Positioning: Find a place with a field of fire which includes several objectives or strategic targets. Make sure you have cover that you can easily duck into. Crouch down to avoid rifle sway, and try to expose no more of your body than you have to in order to see the area you are covering. Be mindful of enemy snipers. Frequently scan other potential sniper spots. Drop the scope and look around you once in a while to make sure no one is sneaking up on you.
Try to select a position that will give a field of fire on at least one objective so you can take out hackers. If you hack an objective, go find a hiding spot where you would have a field of fire on any counter hackers, and stay there until the hack has been successful.
For anti sniper work, sometimes a poor position is the best position. If you have been sniped and have respawned, find a position that has cover and gives you a vantage point on the enemy sniperGÇÖs position, but does not give a good view of the battlefield. A good sniper will know all the good sniper spots and scan them regularly, but if you are not in a good spot, they may not look your way. You want to clear the enemy snipers before you go back to sniping the battlefield.
Another positioning option, particularly in urban areas with restricted fields of fire, is to run with your squad. It is best to advance slightly behind the rest of your squad making full use of cover. The enemy will generally shoot at the closest threat, giving you the opportunity to line up your shots.
Sniping alone does not win the battle: Skirmish matches are won by frontline troops taking objectives. Sometimes, particularly on Manus Peak (the open 3 objective map), there are too many snipers and not enough frontline troops. Sometimes for the good of the team, you need to swap your sniper riffle for a submachine gun and head in to hack an objective.
Sometimes there is an enemy sniper in the prime sniping position you want to use. Time to swap to your submachine gun and take them out.
Sometimes a frontline solder or a shotgun scout will sneak up on your position. Time to swap out to your submachine gun and start dancing and shooting.
I think you can see by this point why I am dumping skill points into Submachine Gun specialisation. Since I ware an Assault suit, I hope that skilling into Submachine Gun will let me go toe to toe with any other Assault suit at close range, particularly if I dance around while firing to make myself harder to hit. If you favour a Scout suit, that just means more dancing. |
Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.22 15:26:00 -
[3] - Quote
Dropsuit: The choiceof suit for a sniper is a matter of style and preference. They each have strengths and weaknesses. One is not better than the other, but one may be better for you, and your style.
The Scout suit is stealthy and aware. They have a small signature so that the enemy will not see you on their radar, and even if they look straight at you, the red chevron and health bar probably will not show up if you are far enough away. So they will have to rely on their own eyeballs to locate you. Your scanner strength is also higher than other suits, so your radar is more likely to show the red dot of someone sneaking up on you, and when you scan the horizon your suit can identify and flag enemy suits at a greater distance, making enemy snipers easier to locate.
The down side for the Scout suit is the lack of tank, so if an enemy sniper does get a bead on you, there is a good chance that their first shot will kill you, if it hits. If it misses, your greater speed should allow you to take cover before they get another shot off.
The Assault suit is not stealthy like the Scout suit. If you are sniping in an Assault suit you may want to put some points into Dropsuit Command, and Profile Dampening to reduce your signature. You donGÇÖt want an enemy sniperGÇÖs suit flagging you with a red chevron and health bar when they are scanning the horizon. You probably will be flagged by their suit if they have their scope on you, but their scope has a small field of view, so if you are not where they expect you to be there is a good change they will not point their scope your way.
The strength of the Assault suit for a sniper is its tank. Unless they get a perfect head shot an Assault suit is likely to survive the first round from a sniper. The time it takes for them to load the next bullet into the chamber is usually enough time for you to duck behind cover. If you have equipped an armour repair module, then you can wait to regain full health, and then put your head back up and try to find that sniper. If they get you again you just repeat the process.
SIeepy Zan wrote:Just to let everyone know, go assault suit when sniping in this manner. Scout suit only has a 5 point difference when it comes to their scanning and their signature so they really aren't stealthier. Assaults also have vastly superior hp, cpu, and more slot options for versatility and making up for any possible advantage the scout suit has. Logi suits have the advantage of having at least two equipment slots. They work as snipers, although their lack of a secondary weapon can become a problem if someone sneaks up on you. I like to start the match in a Logi suit and setup Drop Uplinks and Nano hives close to my prime sniper positions. Then if I die or happen by a Supply Depot, I will switch to Assault.
I canGÇÖt say much about Heavy suits for sniping. However, I have seen a heavy up on a scaffold sniping with a Forge Gun. I hit him three times before he took cover. A Forge Gun is not a sniper riffle, but it has some rang, and I would gladly accept any Forge Gun Sniper into the fraternity of Snipers.
Redline Snipers (Why Snipers have a bad name): The true Redline Sniper is the guy who snipes from near the initial spawn point. They are hated by the Enemy because only another sniper or a rail gun can reach them. They are hated by their own team because their poor positioning means they do not contribute much to the teamGÇÖs success. Their field of fire does not cover many of the strategic objectives and at that distance they are only going to get the occasional kill when a Red stops to tie their shoe half way between objectives.
If I spawn behind the Redline I may stop and take a shot if I see one on my way out, but I will not linger there. If the other team has taken all the objectives and has redlined us, then I have no qualms about sniping from the Redline. In that situation I may be able to thin the line enough for some of our Frontline troops to slip through.
I donGÇÖt have a problem with people sniping from just inside the Redline when they have a good field of fire. If you are close enough for a Red to take you out with an assault riffle, then there is nothing cowardly about your position. If you have a field of fire that covers several objectives and gives you a view of much of the battlefield, then your team has nothing to complain about either. One example of such a position on the Manus Peak map is a saddle dip in the ridge line below one of the MCCGÇÖs. It and the road behind it are in the Red Zone, but by doing a little rock climbing I was able to take out a sniper from that spot by getting close with an assault riffle. Another example from Manus Peak is on the opposite side of the map, one of the rocky spikes is on a low angle and you can climb to the top for a good vantage point. I think it is just in the Red Zone, but I have had Reds show up and take me out with assault riffles, so I feel there is nothing unsporting about using that spot.
I am really hoping that CCP is carful not to create any really prime sniper positions deep in the Red Zone when doing their map layouts. They seem to be so far. I donGÇÖt want to be forced to choose between my sense of fair play and using a prime tactical position. |
Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.22 15:26:00 -
[4] - Quote
Quoted techniques from other Snipers:
trollsroyce wrote:I snipe exclusively on logistics and heavy. 1) set up camp with log because it can carry all the camping gear 2) if killed spawn as heavy in uplink and lol at feeble tickling from other snipers
Ability to shrug off most sniper shots is the best thing for a sniper. It keeps you killing stuff instead of spawning. Log can tank well, too. At proto level its all about logistics with 4 damage mods or thale +2
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Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.25 13:01:00 -
[5] - Quote
Thank you 0 Tyr Harder for mentioning running with the team. I find this to be effective, particularly on the 5 objective maps. I will have to add something about that.
Sleepy Zan, I may just quote you on your assessment of the Scout Suit vs Assault Suit in my guide. I have not looked closely enough at the numbers to speak credibly on that myself.
After your mention of the Logi suit I made a Militia Logi fit with Drop Uplink and Nano Hive which I now use as my first suit of the match and try to get that equipment strategically placed before I expose myself to getting shot at. Makes for quick and effective setup.
ZiwZih, I like the quote. I have done some short range sniping. It can be very effective. My rule of thumb on that is this: If I am surprised at short range I would rather be carrying my Submachine Gun . If I am surprising someone else at short range I would rather do it with my Sniper Riffle. |
Fox Gaden
DUST University Ivy League
165
|
Posted - 2013.02.25 19:36:00 -
[6] - Quote
0 Try Harder wrote:I really like having a sniper who runs around with his team. He can be a great counter sniper, but the best part is that he can cover his team exactly where they are at. Many sniper positions may have to cover a larger part of the field, may not be able to hit a certain area, and most likely cannot provide optimal protection for his squad. If the sniper is with his squad, then he can protect them better than another sniper who is stationary, or has limited mobility.
The other benefit to using an assault suit and moving with his squad is that he can have a CQC weapon like a SMG or pistol. He'll also be able to quickly switch to an assault-type with an AR or other light weapon if a sniper another assault class benefits the squad more than a sniper. That's not to say that sniping from close range is bad, but it's all situational.
Sniping from a fixed location is not always bad too. There are some advantages to having the high ground, or an optimal position. I agree with what you have posted here. I am not sure that I can add very much to my guide to explain this style of play, other than to note that it is effective. If a Sniper is running with their squad, what they should do should be fairly self explanatory. Do what they can to stay alive, and do what they can to keep their squad alive. Other than range capability, a Sniper running with their squad is basically just another Assault or Logi as far as play style is concerned.
0 Try Harder wrote:The important point is that people who adapt always lose. They are always one step behind their opponents. Don't be the one who has to find a way to work in the environment your opponents have created, be the one who controls the situation and forces your opponents to counter your moves. Within the context that you have provided, I will agree with your statement. |
Fox Gaden
DUST University Ivy League
171
|
Posted - 2013.02.28 18:18:00 -
[7] - Quote
I tried sniping as a Heavy with a Sniper riffle. Both times someone came up behind me, I saw them coming, but I could not turn fast enough to track them and they killed me. This might relate to my inexpedience with the heavy suit, but so far I have not had much luck as a Heavy Sniper. |
Fox Gaden
DUST University Ivy League
236
|
Posted - 2013.03.26 17:16:00 -
[8] - Quote
Updated the guide. Added bits on Skills, Stance and Vehicles. |
Fox Gaden
DUST University Ivy League
243
|
Posted - 2013.03.27 14:47:00 -
[9] - Quote
Chojine Dentetsu wrote:I'm relatively new to Dust, and hate most other FPS games. That said, I love Dust and really enjoy playing as a sniper.
I have tested different methods of play and have come up with one that while may not give the best KDR, helps my team and nets me big points in the process.
I spawn at match start, and head for a rail gun installation, hack it. Enter rail gun installation and take out enemy installations.
I then load the map and locate the enemy supply depot and choose an angle of approach. I then use my sniper rifle to clear enemies at the depot, then hack it.
If I can't hack it, I use a rail gun installation to destroy it, 50 points to me, 1 less spawn point to the enemy.
I continue to bunny hop round the map hacking clone reanimation units and installations, clearing the path with my sniper rifle before hand.
If the enemy deploys a vehicle, I run to an installation and rail gun it to death.
Like I said, this method gets me quite a few deaths, but on average about 1000-1200 points a match, which is not amazing but for a newb is pretty good imo.
It also makes me feel as though I am contributing, if even in a small way to the match, instead of just sitting on a hill. You have gone beyond just being a Sniper. If you use an Assault suit you are a Marksman. If you use a Scout suit, well I am still trying to come up with a good name fore that. Any suggestions? Either way, train your sidearm skills for when you go in close to hack. (I like SMG, but if you are quick and accurate you may prefer the Scrambler Pistil.)
Read my Marksman Guide |
Fox Gaden
DUST University Ivy League
243
|
Posted - 2013.03.27 17:45:00 -
[10] - Quote
mollerz wrote:I disagree with using drop uplinks as a sniper. If you get killed, then it's safe to say your perch is compromised. And truth be told, I love when snipers repeatedly spawn in and get insta-sniped as I sit there with my lined up shot.
I switched to the charged sniper rifle a week ago, and i haven't looked back. It uses a lot less CPU/PG than the other sniper rifles with a base 266 damage. The lack of a follow up shot is more than made up for tanking that one shot with complex dam mods. I one shot assaults lots of the time and if i don't kill them outright you can almost see the hershey squirts as they are brought down to their underwear left scrambling for any cover they can find. It is also the counter sniping weapon of choice because you can line up head shots on opposing snipers to great effect.
With practice, I've gotten good enough to hit a running target twice. Another issue it solves is firing into crowds. With a tactical you need two shots. Hitting the same person twice in a crowd further jumbled by their full names and health telemetry is pretty impossible. With the charged you can just fire into the crowd and usually any hit will net you a +50.
Also, I like to carry compact nanos. 10CPU/2PG is very light weight, plus it will heal armor which is good in a pinch.
FWIW, a logi sniper can make up for the lack of a sidearm with the right nades (if he's good at throwing them)... because they can also hole up on their nanohive and spam nades at the enemy if it came down to it. You make some good points.
I place my Drop Uplink about 20m behind my sniper position. Usually hidden out of the way. If I get taken out by a Shotgun Scout I spawn again, switch to SMG and hunt them down. If I was taken out by a sniper I usually pick a non standard position to counter-snipe the guy that got me.
I usually use Shield mods rather than Damage modes, but I can see where using multiple Damage mods instead would be preferable with the Charge Sniper Rifle so you get the one shot kills. I have not used the Charge Sniper Rifle myself, but I think I am going to put together a fit as you describe and give it a try.
Good tip about a Logi Sniper standing on his Nano Hive and chucking grenades. I actually did that a lot this morning, although I was warring an assault suit. |
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Fox Gaden
DUST University Ivy League
244
|
Posted - 2013.03.27 18:15:00 -
[11] - Quote
I donGÇÖt think any cross training is necessary at the moment. Last I heard Laser Riffle Operation does not do anything yet. I expect this to be fixed in the next build though on May 6th.
Funny thing is, the range on a Laser Rifle seems really short when you are used to playing as a sniper. It is a very effective mid to long(ish) rang weapon though. People should try it now while there is no skill requirements. See if they like it. |
Fox Gaden
DUST University Ivy League
258
|
Posted - 2013.04.05 15:53:00 -
[12] - Quote
Sgt Buttscratch wrote:Question:1 Is it worth beefing up on demolitions for a sniper build? The reason I ask, is that sometime I feel a few Prox mines might help you from the guys who like to sneak up.
Q.2: For a secondary weapon, what do you think is the best? Currently I run with just a scrambler pistol, which I can usually kill or hurt the average player with. A squad mate once setup proximity mines around my position. Five minutes later a two Reds in a LAV tried to run me down. The results were very satisfying. However, I normally use my equipment slots for Nano Hives or Drop Uplinks.
If you are able to consistently shoot people in the head in CQC, then stick with the Scrambler Pistil. If not, skill up the SMG. With SMG Operation 5 you can go head to head with an Assault Rifle at close range. It also has a longer overall range than the Scrambler Pistil, but is not as accurate. |
Fox Gaden
DUST University Ivy League
296
|
Posted - 2013.05.07 19:34:00 -
[13] - Quote
If you see anything that is now out of date in my guide as of Uprising, please note it. I will be looking it over in a few days to make sure it is still up to date, but I have not been sniping as much recently and may miss stuff. |
Fox Gaden
DUST University Ivy League
298
|
Posted - 2013.05.08 19:07:00 -
[14] - Quote
When I first wrote the guild I did not realise that you could hip fire with the sniper riffle, but there is supposedly a faint little dot you can use to aim.
Is the skill that unlocks access to armour tanking (and gives the 5% max armour bonus) still called Field Mechanics? Are there any other skills that increase damage now that Weaponry does not?
Did I miss anything when updating for Uprising? Is there anything in my guide which you do not feel is correct?
I should note that visual scanning, passive scanning, and active scanning are different things. The scan radius nerf effects scan radius on passive scanning. In the guide I talk about visual scanning which is seeing someone through your scope. If you see their health bars, then your teammates close to your target will see your target on their radar. |
Fox Gaden
DUST University Ivy League
329
|
Posted - 2013.05.23 14:49:00 -
[15] - Quote
Start with the Militia Sniper rifle in the Assault Sniper Starter suit. The suit is free and has what you need to get started. Once you have increased your fitting skills (Electronics & Engineering) enough, fit a Nano Hive to it so you can replenish your ammo.
Using the free starter fit will allow you to use all your ISK on buying skill books as you get started, and will allow you to start sniping right away. For a while you will want to just crouch (triangle) to reduce sway, and put your skill points into core skills.
Once you have purchased most of the skill books you need, you can start spending your ISK on some basic equipment. Once you start levelling Sniper Riffle Operation you will be able to buy the Basic Sniper Rifle which gives you 5 rounds per clip instead of only 3 for the starter militia Sniper Rifle.
As to the other variations on the Sniper Riffle, the Tactical Sniper Rifle does not do as much damage, but has a higher rate of fire. If you are good at tracking your target and can hit consistently even after they start running for cover, then you might like the Tactical Sniper Rifle. The Charged Sniper Rifle does more damage if you charge it by holding the button down. People who use the Charged Sniper Rifle stack damage mods and try to one shot people. If the first shot does not kill them, hopefully their health will be low enough that a low damage quick shot without charge will be enough to finish them off. The Charged Sniper Rifle is a Prototype level weapon though, so you canGÇÖt get it until you level Sniper Rifle Operation to 5. |
Fox Gaden
DUST University Ivy League
355
|
Posted - 2013.05.27 13:50:00 -
[16] - Quote
I added a some advice from Crow Splat on how not to become a Sniper target yourself. |
Fox Gaden
DUST University Ivy League
672
|
Posted - 2013.07.16 19:00:00 -
[17] - Quote
Operative 1174 Uuali wrote:I've recently been having fun with another build for a great sniper alt role.
I call it my REAL Commando fit as opposed to CCPs definition of a commando.
I skilled up in scout suit and I love it regardless. But then you equip two SMG and go to town with CQC. I equip one regular SMG and one Breach.
Skill up the SMG skills and it rocks! It is fun as hell!
Watch as your enemies reload their AR and you simply swap SMG and continue.
Keep jumping and you will keep the enemy from keeping up with you as they turn so you can shoot them down before they can get enough shots on you.
Otherwise, skilling up the SMG allows you to not only run the sniper rifle and still be closer to an assault guy for damage with the SMG but you can also be a vehicle sniper and run a swarm launcher too for heavy vehicle traffic matches. I have been doing this sine late in Chromosome build. Only difference is that with Uprising I switched from the Scout suit to the Minmitar Assault suit. As you have discovered it is a highly versatile style.
I too felt the Commando suit was designed for what I (we) was (were) already doing, but I believe in many ways it is inferior. It gives up too much speed and agility for the marginal advantage of having double the range with an Assault Rifle instead of an SMG.
I have used SMG/Sniper, SMG/Swarm, and SMG/SMG extensively. I did SMG/Lazer back in Chromosome. I experimented with SMG/Plasma Cannon, but my aim is not good enough to be effective with the Plasma Cannnon.
Another one I suggest you try is SMG/Shotgun. If they see you have a Shotgun they will keep their distance, but they usually run right up to someone with an SMG. Weapon change is nearly instant now. So always have the SMG out until you are shooting them in the chest from close range, then tap R2 to switch weapons and finish them in one shot from the Shotgun. All the aiming is done with the SMG which has a high tracking speed. Use the spray like a laser sight. Only switch to Shotgun as a finishing move. I only have level 1 Shotgun skill and mostly use a militia shotgun, but I have had great success with this. It can be very satisfying.
I have to try the Breach SMG. I have used the Toxic SMG blueprint almost exclusively. (I am cheap.)
Have you checked out my other guides?
Guides By Fox Gaden, Director of Education, DUST University: The Role of the Sniper Marksman, Taking Sniper to the next level Unleashing the Swarm, a guide to being effective with the Swarm Launcher SMG, Unlocking Versatility Remote Explosives: Unleash the Mad Bomber
By the way, in my guides I refer to the Assault suit version as a Marksman and the Scout suit version as an Assassin. This was before CCP came out with the Commando suit. |
Fox Gaden
DUST University Ivy League
676
|
Posted - 2013.07.17 12:39:00 -
[18] - Quote
Blake Kingston wrote:What's good about a tactical sniper rifle compared to a regular sniper rifle? I only have a couple of skill points IIRC in it, so just the basic versions?
I can't tell what advantage tactical is supposed to give? As I understand it the Tactical Sniper Riffle allows you to fire more rapidly. (Less delay between shots.) Since it does less damage per shot you would have to be good at tracking your target to get kills, particularly since they will be dodging and weaving after the first hit. It is probably best suited for assisting a squad on the ground where you are just trying to weaken them so the squad on the ground can take them out.
I have encountered Snipers who like the Tactical Sniper Rifle, but there are not many of them. I prefer the regular Sniper Rifle, even for squad support. |
Fox Gaden
DUST University Ivy League
829
|
Posted - 2013.08.15 19:15:00 -
[19] - Quote
Yeah, the GÇ£tree cancerGÇ¥ bit farther on about how easy it is to see the bump of a head on a straight edge, covers roof tops fairly well.
When I am running on the front line and I see tower campers I switch to my Marksman fit and defend/assault objectives with my SMG and then switch to my Sniper Rifle every once in a while to get a few free kills off the roof. It is amazingly easy to get head-shots on snipers peaking over the edge of tall towers. I can one shot them even with a standard Sniper Rifle.
I would really only recommend roof top sniping for people in Heavy suits. They have enough health to tank a few shots while they back up to safety. Not that I have not taken out my fair share of roof top heavies, but they are definitely harder to take down. |
Fox Gaden
Immortal Guides
1488
|
Posted - 2013.11.04 17:36:00 -
[20] - Quote
The guide has been updated to cover profile dampening and destroying equipment. I had to rearrange it to make enough space. I really should have reserved more posts, but this was my first guide. Lessons learnt.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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Fox Gaden
Immortal Guides
1488
|
Posted - 2013.11.04 20:15:00 -
[21] - Quote
Quil Evrything wrote:Fox Gaden wrote:The guide has been updated to cover profile dampening and destroying equipment. I had to rearrange it to make enough space. I really should have reserved more posts, but this was my first guide. Lessons learnt. Oh hey you missed a spot, on your cleanup :) in post #3, "or allowing you to paint enemies onto your teamGÇÖs tacnet radar using your scope. " needs to be removed as no longer applicable. Also, I suggest you move the bits about hipfire, into their own paragraph, rather than hiding in the logi section. One of these days, I'm going to go run around with a tac using hipfire.... Good catch. I removed a similar reference from post #1, and completely rewrote the Scout suit section. I had gotten some information which put some of what I thought I knew about visual scanning in doubt, so I replaced it with info I was sure of. If you look closely you will see that this section is actually updated for Patch 1.6.
Hip fire is covered in my Marksman guide. It is more advanced. I only cover it in the Logi section because most LogiGÇÖs donGÇÖt have a sidearm to defend themselves with.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 17:18:00 -
[22] - Quote
Updated the link section to add the HMG Heavy guide.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2084
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Posted - 2014.01.08 13:28:00 -
[23] - Quote
Larry:
When I comment about squad mates I am referring to the people you run with on a regular bases. They should get an idea of how good you are after a few days, sooner if they know what to look for.
Your opponents will come to respect you, or hate you, much faster. It only took me 6 minutes to reclassify you from my default sniper risk assessment of GÇ£minor annoyanceGÇ¥ up to GÇ£major problemGÇ¥ the first time I faced you in battle. Having a memorable name helps.
Random Blueberries on your team however base their assessment of you on their past experience with Snipers, and lets face it, the average Sniper has no business being deep in the Red Line. So, yeah, you have to face the blowback from the frustration they experience over constantly dealing with armature Snipers. Much of my advice in this guide is geared toward encouraging inexperienced Snipers to chose a vantage point a bit closer to the action where they can be more effective, and engender less Sniper hate among their teammates.
By the time you are good enough to be effective from deep in the Red line, you are good enough not to need my guidance. As with most things you start by learning the rules, then you come to understand the rules, and with that understanding comes an ability to see when and how it is appropriate to break the rules. That can equate to the Apprentice, Journeyman, Master progression.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2870
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Posted - 2014.04.07 14:54:00 -
[24] - Quote
Went through and updated several sections of the guide for 1.8.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3495
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Posted - 2014.05.27 13:26:00 -
[25] - Quote
I am interested to here feedback on what Sniping is like in 1.8. Are people getting kills with Standard and Militia Sniper rifles? Is anyone using the Tactical Sniper Rifle? Or is everyone using the Charged and Officer variant?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4022
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Posted - 2014.05.28 13:52:00 -
[26] - Quote
Back when I originally wrote this guide you could kill any suit (short of a Heavy) with a maximum of 3 shots from a Militia Sniper Rifle. I suspect that is not the case today, which leads me to think that Sniper Rifles may need a bit of a buff.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4022
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Posted - 2014.08.08 18:11:00 -
[27] - Quote
Video of Symbioticforks sniping in a Caldari Commando suite.
Inspiring!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4359
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Posted - 2014.09.25 17:08:00 -
[28] - Quote
Added Delta Stats.
Sniper Rifle Stats:
Sniper Rifle Range: 450m Damage: M 230, S 230, A 240, P 250 Headshot bonus: 300% Clip size: M 3, S 5, A 5, P 5
Charged Sniper Rifle Range: 400m Damage: 340 Headshot bonus: 350% Clip size: 3
Tactical Sniper Rifle Range: 350m Damage: S 200, A 210, P 221 Headshot bonus: 200% Clip size: 6
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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