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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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Finn Kempers
BetaMax.
222
|
Posted - 2013.02.22 16:55:00 -
[5] - Quote
Seems legit, I mostly as a sniper soften enemy teams for the rest of my squad and stuff, helping them capture points being my favourite as well as spotting of enemies and telling their locations. Also you forgot they can stop enemies hacking points by shooting them before they get there, or having the perfect angle to shoot hackers. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.22 16:58:00 -
[6] - Quote
You forgot that a sniper can also run with his team.
-----_____-----
plus there's more than two dropsuits. |
SIeepy Zan
Edimmu Warfighters Gallente Federation
34
|
Posted - 2013.02.22 17:03:00 -
[7] - Quote
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 actually works very well also if you can deal without a sidearm. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.22 17:12:00 -
[8] - Quote
SIeepy Zan wrote:Logi actually works very well also if you can deal without a sidearm.
shhh don't tell them! D: |
ZiwZih
Tritan-Industries Legacy Rising
54
|
Posted - 2013.02.22 18:23:00 -
[9] - Quote
And when you feel social and wanna come down the hills...
sir ravenwing wrote:close range snipers: snipers on the frontlines or hidden a few yards away from an objective saving objectives from an enemy hack used to the heat of battle showing no hesitation to kill on sight does not waste bullets and master close range snipers are extremely rare like ghosts they kill and kill and kill without error |
Fox Gaden
DUST University Ivy League
163
|
Posted - 2013.02.25 13:01:00 -
[10] - 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. |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.25 15:46:00 -
[11] - Quote
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.
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. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.25 15:48:00 -
[12] - Quote
In MMOs you have to "adapt" to the environment that the devs have created. In multi-player FPS games you vie for control of the environment, attempting to be one step ahead of other real people. |
Fox Gaden
DUST University Ivy League
165
|
Posted - 2013.02.25 19:36:00 -
[13] - 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. |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.26 07:47:00 -
[14] - Quote
i snipe form letter to letter. cuz when the team gets going, only one or two get by. a pistol makes |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.26 13:07:00 -
[15] - Quote
Yeah +1000. I have decided that snipers need to consistently get 30+ kills a game to be effective and worth it for their team. Your point about them not contributing to the frontlines of skirmish is really important. The only time they could compensate for this is if they are a good communicator, relaying intel and lighting up the other team. |
ladwar
Dead Six Initiative
1
|
Posted - 2013.02.27 02:19:00 -
[16] - Quote
i have seen some heavies try and snipe. the idea of tanking rounds not bad for counter snipering, but with theres is two main weapons snipes chose. either the charged rifle or the tactical, only a very few go with the normal sniper rifle. the big problem with tanking the charged rifle is the sniper using it will go for the head shot and that will take you out of the fight for long time if not kill you outright. the other tactical deals much less and easy to tank with a heavy but snipers are people, not npcs so they are not going to forget you are there and usually takes awhile for one of you to kill the other so be ready for a long sniper duel.
the best suites i think for snipers are scouts and assualts. logi can snipe but the lack of sidearm makes it hard if someone come up to bug you. i have gone only a 4 full match without someone trying to bum rush me so yea chances are real good if ur not redline your going to have someone attack you with ARs. the thing i can says is know the map, know wheres every ladder is and where it leads to. on easiers games go and check out where you can get to, even jump on a dropship and see what the buildings and mountains look like and how you can see them.
i have nothing wrong with heavy snipers but just know you are easy to find even assaults could find you on a pearch without really looking. |
Koric McLangous
Sanmatar Kelkoons Minmatar Republic
1
|
Posted - 2013.02.27 05:35:00 -
[17] - Quote
You should add: Paying Attention to Edges This is two fold. First, people instinctively run to edges to crouch and snipe from and you need to pay attention to where this edge is in relation to you and how it exposes you. Second, you need to pay attention to all the other horizontal edges of the map.
Your Edge: Since you are playing the most vulnerable character out there, there is a great need to retreat when reloading, whether with your rifle or other gun. Yes, moving will generally get attention; but if you just sit in one spot, you become an easier target that an anti-sniper can lineup a head shot on. Constantly coming out of your scope, moving back from the edge, and surveying at least a 180 of the field, will keep you alive longer than a squat sniper. This is doubly true if you are sniping in urban environments, where a high level AR or laser can have the range to reach you while reloading. Furthermore, by the perks of being a sniper, you normally are far enough away that the slight movement would go unnoticed by most players and greatest of all no one looks up. So moving while crouched away from the edge makes you a peak -a-boo sniper, something that is entirely different from a squat sniper.
Other Edges: First, other snipers are going to be on these edges. If nothing is going on currently in your view, scan the far mountain ridges and building tops. Look at places you would snipe from. Seriously, you just shot some dude who WILL come back as a sniper just to shoot you, it's a vendetta thing I think. Also, people come running over edges. So watching hills lines for movement might give you the time to catch someone before they dip down again. Wait for people to come out, and if they don't appear in time, most likely they are flanking you right now and you should move. Last, everyone comes to edges to look out, whether a heavy or a sniper, and this is a weak moment. They are busy and distracted for a second or two, so at least leave them a parting shot to make them think twice about looking out that way again. Doorways and tunnels are also in my list with edges.
P.S. The best reason for a sniper is watching a red and a blueberry dance behind a building, see the blue fall, and have the red swiftly dealt with as he limbs back into view. |
Fox Gaden
DUST University Ivy League
171
|
Posted - 2013.02.28 18:18:00 -
[18] - 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. |
Evane Sa'edi
Celtic Anarchy
62
|
Posted - 2013.03.01 00:22:00 -
[19] - Quote
The Heavy Sniper fit is only useful for counter shooting from a prepared position - when you need the extra armour and shields to deflect rounds from your target - you also need to max out the light weapon sharpshooter skill for extra range and weapons skill for extra damage |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
133
|
Posted - 2013.03.01 04:31:00 -
[20] - Quote
No equipment slot on heavy... meh |
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Koric McLangous
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.03.01 07:17:00 -
[21] - Quote
Make an alternate fit to spawn into for those cases of sniper duels. You should already have a uplink somewhere close, so you can return quickly with the heavy sniper. If the other sniper is your average person, you can take the damage while lining up the kill. |
Chojine Dentetsu
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2013.03.09 17:09:00 -
[22] - Quote
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. |
Matticus Monk
Ordus Trismegistus
4
|
Posted - 2013.03.13 17:35:00 -
[23] - Quote
Hmmm... nice tactic. I'm suprised that you don't take more hits/deaths on the ground when clearing the path for objectives. I am challenged when sniping targets at closer range twofold:
1.) scoping is more difficult due to their higher movement speed relative to my scope field of view 2.) It seems those pesky AR guys always come after me in droves if they are clustered around an objective (or being more in the open I'll get sniped from an enemy sniper)
Kudos to you for being able to make it work so effectively. Any tips? I would imagine the key is just getting to good cover, and taking them out as quickly as possible. Do you use the TAC SR? |
Beta Anarchaeis
Killshot Corp
2
|
Posted - 2013.03.13 18:52:00 -
[24] - Quote
This is a pretty decent guide and speaks to my own experience playing mostly Ambush. My first inclination sniping was to keep searching for a nice, juicy firing lane while redlining. When I realized that this usually didn't work, I just had to start paying attention to where the battle was happening and constantly follow my team at a distance; I sometimes also run with my team and this works as well, even with entry-level equipment, but I think I need an assault suit and better sniper/SMG skills for this to work well for me.
Usually when I get the best k/d ratio and contribute to my team's push, it is when I have found some spot that offers me access to wherever the battle is happening but this is not necessarily where my teammates are; I like to hang out on the flanks or extreme rear of battle most of the time, whichever angle gives me the clearest firing lane. When I see lots of reds a long way off, I'm happy. The disadvantage of being alone while sniping is that you eventually get rushed by the clones of angry dead people lol. |
Chojine Dentetsu
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2013.03.13 20:17:00 -
[25] - Quote
Matticus Monk wrote:Hmmm... nice tactic. I'm suprised that you don't take more hits/deaths on the ground when clearing the path for objectives. I am challenged when sniping targets at closer range twofold:
1.) scoping is more difficult due to their higher movement speed relative to my scope field of view 2.) It seems those pesky AR guys always come after me in droves if they are clustered around an objective (or being more in the open I'll get sniped from an enemy sniper)
Kudos to you for being able to make it work so effectively. Any tips? I would imagine the key is just getting to good cover, and taking them out as quickly as possible. Do you use the TAC SR?
If you come up against an organised squad my tactic can become difficult to maintain, but in those circumstances I fall back to a blaster installation and highlight the enemy to my team mates / lay down covering fire whenever they pop their heads out.
As for traversing the maps, I stick close to walls and scope up before I turn a corner, and make sure I'm already crouched.
I also pay close attention to my radar display, this has saved me a heap of times.
As for close combat, I just mellee, it's amazing how many people are like WTF when a scout runs at them with the butt of his rifle :P!
I also find that if you're going to hack an enemy held objective, waiting a few seconds to see if they hack one is a good indicator of whether the bulk of the enemy force is near by. |
Matticus Monk
Ordus Trismegistus
4
|
Posted - 2013.03.13 21:00:00 -
[26] - Quote
Chojine Dentetsu wrote: If you come up against an organised squad my tactic can become difficult to maintain, but in those circumstances I fall back to a blaster installation and highlight the enemy to my team mates / lay down covering fire whenever they pop their heads out.
As for traversing the maps, I stick close to walls and scope up before I turn a corner, and make sure I'm already crouched.
I also pay close attention to my radar display, this has saved me a heap of times.
As for close combat, I just mellee, it's amazing how many people are like WTF when a scout runs at them with the butt of his rifle :P!
I also find that if you're going to hack an enemy held objective, waiting a few seconds to see if they hack one is a good indicator of whether the bulk of the enemy force is near by.
Also yeah I use the Tactical sniper rifle, complex profile dampeners and an enhanced light weapon damage module.
Good info, thanks. As for the melee.... I'll have to give that a try! ;)
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Severance Pay
Planetary Response Organisation Test Friends Please Ignore
13
|
Posted - 2013.03.13 22:45:00 -
[27] - Quote
Dont forget snipers make the best squad leaders. Being able to see everthing is what you need to call orbitals and installations and setting objectives. You have time to think and make informed decisions better than your fellow boots on the ground. Snipers are the squad leaders, even team leaders. |
Whiisper
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2013.03.15 01:06:00 -
[28] - Quote
The best tools in a snipers arsenal is flexibility and unpredictability.
My favorite tactic is sniping form places nobody would ever expect me to be. As a rule I never stay in one spot more than a hand full of kills. This keeps you from being targeted my other snipers and in keeps you from being easily rushed or even taken by surprise by those pesky shotgun scouts. High ground is great but everyone is looking for you in those places. Use every inch of real-estate on the map, from redline to redline.
Be flexible. I have no problem running ridge lines to hack something. If you see your team getting cornered, by all means call in a LAV and roll in on those cherries like a boss. Feel free to switch up to your Sub and join your team, especially if your using an Assault suit.
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Rei Shepard
Spectre II
87
|
Posted - 2013.03.15 12:26:00 -
[29] - Quote
Quote: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.
Somehow, when i as an assault run trough fire from 6 snipers in a nest on a building and get out of sight = the moment they all collectivly forget about me, then you can just kill all 6 ducks in a row on a single clip.
Some snipers |
Rebel3010
Lost-Legion
21
|
Posted - 2013.03.15 19:58:00 -
[30] - Quote
as a Assault Sniper i can cntribute to the Assault section. my suit usually has 2 Complex damage mods, Armor plating, and armor regen. sometimes its best to position yourself in out of the way places where you still have a deent feild of view, but also limited. maxing your sniper skill reduces the inital sway when scoping in croutching. assault suits do lack profile dampining so upping DS Command and Profile Dampening gives a large advantage(50% dampening). the main reasons i choose a assault sniper is High CPU/PG output(not as high as heavies, but is more reliable than heavies) Use of a secondary weapon(SMG prefered, personaly speaking) Equipment slot(Snipers have very limited ammo if your not carefull, youll run dry fast, so i keep a Gauged Nanohive for on-site ammo replenish, Gauged because i carry +1 the regular ammount) More modual slots, A-series has 3 high powered slots, allowing a added LDE or a sheild extender granted you can fit it in. using 2 Complex LDEs gives a +.21 to your damage |
|
mollerz
s1ck3r Corp
84
|
Posted - 2013.03.15 22:29:00 -
[31] - Quote
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. |
Fox Gaden
DUST University Ivy League
236
|
Posted - 2013.03.26 17:16:00 -
[32] - Quote
Updated the guide. Added bits on Skills, Stance and Vehicles. |
Tien TheSecond
Subdreddit Test Alliance Please Ignore
294
|
Posted - 2013.03.27 11:16:00 -
[33] - 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, sir, make the assumption that I am going to return to the same uplink. Remember, logi snipers have all sorts of options when it comes to what goes in those equipment slots. With that in mind, there's nothing that I love more the popping the jerk camping my uplink when I spawn from the next one, and returning to my original spot unimpeded.
A word on infantry trying to prevent you from doing your job: the charge sniper rifle is an amazing deterrent, especially after you've hip fired a few of the flies away. You are an effective force multiplier when unhindered; you are a devastating morale bruiser if you have the air of omnipotence.
I need plenty of ammo, and fit a bpo armor repairer, so compact nanohives are useless to me as they expend too quickly. |
Fox Gaden
DUST University Ivy League
243
|
Posted - 2013.03.27 14:47:00 -
[34] - 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 |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
162
|
Posted - 2013.03.27 15:20:00 -
[35] - Quote
Just call the sniper who rolls with his team, provides cover, counter snipes, and is an all around bad-ass a sniper.
Everyone else is just a wanna-be |
Fox Gaden
DUST University Ivy League
243
|
Posted - 2013.03.27 17:45:00 -
[36] - 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. |
Daedric Lothar
Onslaught Inc
35
|
Posted - 2013.03.27 18:03:00 -
[37] - Quote
This is a great guide. +1 to you sir.
Personally I would also recommend snipers to cross train into Laser Rifle as its a good medium range sniper rifle for those times when you need to drump the rifle and get into battle. |
Fox Gaden
DUST University Ivy League
244
|
Posted - 2013.03.27 18:15:00 -
[38] - 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. |
Chojine Dentetsu
Academy Inferno
3
|
Posted - 2013.03.27 21:42:00 -
[39] - Quote
Fox Gaden wrote: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 wore an Assault suit you would be a Marksman. I am still trying to come up with a good name for the Scout Suit version that you run. Any suggestions? Either way, I normally recommend people train their sidearm skills for when they go in close to hack. (I like SMG, but if you are quick and accurate you may prefer the Scrambler Pistil.) Since you are good at melee this might not be as important for you. Read my Marksman Guide
Thank you for your feedback :)
Very good advice regarding the sidearm, but as you mention I prefer melee :)
As for a name for the scout version I run, i'd lean towards the name 'Saboteur', as I effectively sabotage the enemies installations and locations throughout the match :)
Again thank you for the feedback :)
|
Scheneighnay McBob
Bojo's School of the Trades
1140
|
Posted - 2013.03.27 23:41:00 -
[40] - Quote
I've been playing around with new sniper tactics. I've found that actually staying on the move (but still keeping at at least laser rifle range away from the enemy clump) is EXTREMELY effective for the more kill-oriented sniping. My current record with that strategy is 17-3 |
|
Severance Pay
Planetary Response Organisation Test Friends Please Ignore
59
|
Posted - 2013.03.28 16:42:00 -
[41] - Quote
Things I think deserve merit to a sniper
1. Ability to prioritize. An enemy that is engaging a friendly is higher priority than one that is in transit. An enemy hacking an objective or cru is also of high priority.
2. Always make sure you are contributing. There is always something to do, spot and take out uplinks/nanohives. Make sure you are contributing as much as you can.
3. Kills. Kills are great, but it is of common concesus that sniper is a support role and not front line. So while you are lining up that head shot the enemy is doing something, he might be calling LAV, orbital, engaging a friendly, staring into space, whatever he is doing YOU are letting him get away with it while you line up that headshot. Help friendlies by weakening the enemy, not by getting kills. I use this prace as forge gunner and it has served my team well, I use splash to weaken entire groups of enemies before my team engages. The enemy is forced to face a fully equipped squad with 1/2 armor and no shields. Sux to be them.
4. DOUBLETAP. Destroy that clone, make suremthe can't ress or count that clone. In planetary conquest the name of the game is kill clones. Destroying MCC is a fast roundabout way to do it, but the goal overall is to destroy clones. So when an enemy goes down, make sure he can't get up. |
Matticus Monk
Ordus Trismegistus
8
|
Posted - 2013.03.28 17:32:00 -
[42] - Quote
Severance Pay wrote:
3. Kills. Kills are great, but it is of common concesus that sniper is a support role and not front line. So while you are lining up that head shot the enemy is doing something, he might be calling LAV, orbital, engaging a friendly, staring into space, whatever he is doing YOU are letting him get away with it while you line up that headshot. Help friendlies by weakening the enemy, not by getting kills. I use this prace as forge gunner and it has served my team well, I use splash to weaken entire groups of enemies before my team engages. The enemy is forced to face a fully equipped squad with 1/2 armor and no shields. Sux to be them.
Good comments and good thread overall. One addition I'll submit for #3:
Yeah, in general I agree it's best to just hit the target anywhere and get them focused on finding cover instead of finishing their business. The only time I think it can be worthwhile to spend the time to line up the headshot is for enemy snipers in hard to reach locations. Sometimes annoying them just results in them finding cover, healing up and then a few minutes later they come out of hiding; by then I've scoped off to other targets and they have continued to harass the team in the mean time (or they are lining up on me as I've moved my scope elsewhere). I don't like to waste my time focusing on them waiting for them to re-emerge from their hole. Sometimes it pays to just get them off the field...... |
Hunter Junko
Bojo's School of the Trades
57
|
Posted - 2013.03.29 06:22:00 -
[43] - Quote
i'd like to make a contribution:
always change locations whenever your sniping. i'd say 4 kills then move on to another hide. if by any reason your position is compromised, it would be best to have a backup nest from which you can snipe from. it might take some to travel, but you be able to make effective counterattacks towards your enemy.
CQC marksmanship
when confronted with close range maps like the tall structure one, i cant remember the name but it would be good to run with a Tac rifle, the scope allows you to put direct fire onto an unsuspecting enemy, thus fulfilling the support role as a "Designated marksman." for the squad. also , upgrade your sharpshooter skill and you'll be able to go toe to toe with a sniper rifle in terms of distance. |
Michael Arck
Commando Perkone Caldari State
2
|
Posted - 2013.03.30 04:51:00 -
[44] - Quote
Great thread. I'm not a sniper but with everything you posted, I agree with. So good to be part of an FPS that actually has some structure/strategy to it. I am rather soured by snipers from other FPS games. Everybody wants to be a sniper but not everybody is a good sniper. If its about your K/D ratio, you're doing it wrong. |
Sgt Buttscratch
G I A N T
7
|
Posted - 2013.04.03 16:30:00 -
[45] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1163
|
Posted - 2013.04.03 23:41:00 -
[46] - 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. 1. Yes, but not how you're thinking. Proxy mines only explode on vehicles. However, if you're a sniper who likes to cover objectives, REs are a perfect way to cover the parts of an installation your fire can't reach.
2. I prefer the SMG, but that's simply because I roll a scout. When people get too close (or I move too close to people), I turn into a strafing, hopping, SMG spammer. |
Sgt Buttscratch
G I A N T
9
|
Posted - 2013.04.04 00:54:00 -
[47] - Quote
Scheneighnay McBob wrote: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. 1. Yes, but not how you're thinking. Proxy mines only explode on vehicles. However, if you're a sniper who likes to cover objectives, REs are a perfect way to cover the parts of an installation your fire can't reach. 2. I prefer the SMG, but that's simply because I roll a scout. When people get too close (or I move too close to people), I turn into a strafing, hopping, SMG spammer.
Thanks |
Fox Gaden
DUST University Ivy League
258
|
Posted - 2013.04.05 15:53:00 -
[48] - 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. |
Yani Nabari
One-Armed Bandits Atrocitas
9
|
Posted - 2013.04.05 16:39:00 -
[49] - Quote
Hunter Junko wrote: always change locations whenever your sniping. i'd say 4 kills then move on to another hide. if by any reason your position is compromised, it would be best to have a backup nest from which you can snipe from. it might take some to travel, but you be able to make effective counterattacks towards your enemy.
IMO don't move unless you're aware of a threat. Pick your nest for it's provided cover, it's field of view, and then availability of targets. You should also know where your enemies are likely to attack from and always take a moment to look for them. I don't move unless the enemy knows full well where I am and are actively trying to get at me (and I have no way of actually getting rid of them).
Short of HAV "sniping" my spot or someone sending a special PS delivery, or mass moving of enemy lines leaving FoV, I don't leave my perch.
But really, learn what places make good nests. Then learn how best to remove someone from that nest. A rooftop isn't always a good place, and the hills sometimes go higher than you originally thought. |
MisterCheddy
We Who Walk Alone
0
|
Posted - 2013.04.19 17:23:00 -
[50] - Quote
Really good points all around for the most part.
I ,however, like to play up the stealthiness of my Scout suit. With my dropsuit skill high and a couple scan resolution droppers, I have had reds run right in front of my face, while I am shooting people, and not notice me. I then let them get a decent distance and pop their melons right off their shoulders. I also have pretty much a free run of the map and no one sees me most of the time(Dropsuit 3{working on 5}, and two scan res mods @15%{yes then penalty applies}). The thing that works best for me is find places with little or no traffic, or where no one would ever expect me to be as a sniper, and just start killing. Find a place you can drop a nanohive that is out of sight, or that is a fair distance from you so it distracts enemy snipers to look at it, and not you, and think nothing is there and move on.
Maybe that makes me one of the snipers you don't like, but I also usually have a great field of view. If you can pop a red before they even return to battle, then you are doing your team a favor. Having been in actual battle(yes, in real life) I can tell you without a doubt that killing any enemies is better than letting them run around. Maybe you can't directly support your comerades, but keeping a red out of the fight for that much longer is just as valuable.
Funny enough, most of these spots have a good FOV on two or more objectives. Pick off the enemy, or even set up at an angle that you can headshot reds who come in and start hacking. Be innovative, try new things, you will be amazed at what you can come up with. |
|
DarkPrometheus
Dark Force Katana
112
|
Posted - 2013.04.20 21:54:00 -
[51] - Quote
question what the best sniper rifle to use? Because im getting ready to enter the proto snipers. |
Yani Nabari
One-Armed Bandits Atrocitas
41
|
Posted - 2013.04.20 22:52:00 -
[52] - Quote
Depends on preference really. Do you like higher rate of fire or a single powerful blast? I tend to prefer higher RoF so finish off stragglers and the people who just barely survive the first shot.
Though the best sniper rifle to use atm is Thale.... it's got like an extra 100 damage over the next best option, but it's not realistic for most people to reliably use right now.
|
ladwar
Dead Six Initiative
182
|
Posted - 2013.04.21 00:02:00 -
[53] - Quote
charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. |
Scheneighnay McBob
Bojo's School of the Trades
1262
|
Posted - 2013.04.21 01:39:00 -
[54] - Quote
ladwar wrote:charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. I prefer regular to tactical. Clip size makes all the difference. |
Tyjus Vacca
Valor Coalition RISE of LEGION
16
|
Posted - 2013.04.22 00:07:00 -
[55] - Quote
Fox Gaden wrote: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
Brofus if all you can do for your team is snipe from a perch with a thales while armor/shield tanking hard, your worse than the rail HAV's in the back of the map chilling just waiting for an orbital ......... smh i know thales are rare but heavy sniping just means your bad at sniping your more of an annoyance than and actual threat 2 well placed shots and your out bro ....... |
ladwar
Dead Six Initiative
187
|
Posted - 2013.04.22 00:15:00 -
[56] - Quote
Scheneighnay McBob wrote:ladwar wrote:charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. I prefer regular to tactical. Clip size makes all the difference. then why not the charged? it has 5 rounds per mag |
Tyjus Vacca
Valor Coalition RISE of LEGION
16
|
Posted - 2013.04.22 00:26:00 -
[57] - Quote
ladwar wrote:Scheneighnay McBob wrote:ladwar wrote:charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. I prefer regular to tactical. Clip size makes all the difference. then why not the charged? it has 5 rounds per mag
Harder to quickscope with charged ;D
|
Yani Nabari
One-Armed Bandits Atrocitas
41
|
Posted - 2013.04.22 05:16:00 -
[58] - Quote
ladwar wrote:Scheneighnay McBob wrote:ladwar wrote:charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. I prefer regular to tactical. Clip size makes all the difference. then why not the charged? it has 5 rounds per mag
Cause people hate the charge part. For it to do it's full damage, a regular sniper can pop off two shots and a tactical can empty it's clip. |
Hunter Junko
Bojo's School of the Trades
75
|
Posted - 2013.04.25 16:05:00 -
[59] - Quote
Yani Nabari wrote:ladwar wrote:Scheneighnay McBob wrote:ladwar wrote:charged is beaten in DPS terms easily by proto TSR so yea go for it if you don't die much, if cost is an issue, charged it up. thales is the best and rare so use if you want/can. I prefer regular to tactical. Clip size makes all the difference. then why not the charged? it has 5 rounds per mag Cause people hate the charge part. For it to do it's full damage, a regular sniper can pop off two shots and a tactical can empty it's clip.
or a well placed shot to the head :D
|
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
270
|
Posted - 2013.04.25 22:29:00 -
[60] - Quote
Scheneighnay McBob wrote:size makes all the difference. The tac sniper rifle is fine if you know how to use it. Confidence helps too.
|
|
Otoky
DIOS EX.
10
|
Posted - 2013.04.28 09:51:00 -
[61] - Quote
0 Try Harder wrote:Scheneighnay McBob wrote:size makes all the difference. The tac sniper rifle is fine if you know how to use it. Confidence helps too. Totally agree. Charge is very useful in rare situations, for example when you don't want to do a massacre just to kill some important enemy player (laser rifle from above with high shield and armor...etc). In any other case I prefer Tactical because thats a beast when you can aim rapidly (specially on ambush maps). I use 2 high damage modifier and usually 1 headshot/kill. My usual stat is 14/1 when I fight against normal enemy with some heavy SP load (above 8mill). When I fight against my lvl (3mill SP) than my stat is around 25-30/1 or 0.
Tactic rifle is the best when you want score some frag (top3) and not just counter snipe. |
Sleepy Zan
Internal Error. Negative-Feedback
2221
|
Posted - 2013.04.28 20:59:00 -
[62] - Quote
Tyjus Vacca wrote:
Harder to quickscope with charged ;D
Actually easier if you keep it charged |
Sleepy Zan
Internal Error. Negative-Feedback
2221
|
Posted - 2013.04.28 21:06:00 -
[63] - Quote
Otoky wrote:0 Try Harder wrote:Scheneighnay McBob wrote:size makes all the difference. The tac sniper rifle is fine if you know how to use it. Confidence helps too. Totally agree. Charge is very useful in rare situations, for example when you don't want to do a massacre just to kill some important enemy player (laser rifle from above with high shield and armor...etc). In any other case I prefer Tactical because thats a beast when you can aim rapidly (specially on ambush maps). I use 2 high damage modifier and usually 1 headshot/kill. My usual stat is 14/1 when I fight against normal enemy with some heavy SP load (above 8mill). When I fight against my lvl (3mill SP) than my stat is around 25-30/1 or 0. Tactic rifle is the best when you want score some frag (top3) and not just counter snipe. With damage mods I have gotten my highest kill counts with the charge sniper (other then the Thale). I can't remember my highest score but I'm talking around 60+ kills. Tactical runs out of ammo too quickly and it seems that constantly reloading after every 1-3 kills puts a damper on my effectiveness. I always saw the tactical as the most effective sniper when it comes to counter sniping since the more intense zoom gives you an advantage against other snipers when it comes to accuracy and the zoom of the charge gives you a wider perspective of the battlefield when zoomed in. |
ladwar
Dead Six Initiative Lokun Listamenn
259
|
Posted - 2013.04.28 21:25:00 -
[64] - Quote
i agree zan. can't wait for the proto charged rifle, that's going to do a lot of damage. |
Tyjus Vacca
Valor Coalition RISE of LEGION
16
|
Posted - 2013.05.05 00:36:00 -
[65] - Quote
Sleepy Zan wrote:Tyjus Vacca wrote:
Harder to quickscope with charged ;D
Actually easier if you keep it charged
Not as easy as the standard sniper and the second shot is a lot harder to pull off unfortunately but i get what your saying
|
ladwar
Dead Six Initiative Lokun Listamenn
291
|
Posted - 2013.05.05 00:43:00 -
[66] - Quote
ladwar wrote:i agree zan. can't wait for the proto charged rifle, that's going to do a lot of damage. now I feel bad for this statement. |
Sleepy Zan
Internal Error. Negative-Feedback
2238
|
Posted - 2013.05.06 14:06:00 -
[67] - Quote
Tyjus Vacca wrote:Sleepy Zan wrote:Tyjus Vacca wrote:
Harder to quickscope with charged ;D
Actually easier if you keep it charged Not as easy as the standard sniper and the second shot is a lot harder to pull off unfortunately but i get what your saying Yes standard variants are more practical overall and recommended, good to see more people dabbling in QS |
Fox Gaden
DUST University Ivy League
296
|
Posted - 2013.05.07 19:34:00 -
[68] - 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. |
VLIGHT5
Dead Six Initiative Lokun Listamenn
42
|
Posted - 2013.05.08 00:28:00 -
[69] - Quote
Full health, sneak up on Sniper with my Shotgun, he spins around, noscopes just before I can fire, instantly kills me.
HURRRR |
Fox Gaden
DUST University Ivy League
298
|
Posted - 2013.05.08 19:07:00 -
[70] - 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. |
|
Xavius Bane
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2013.05.23 11:17:00 -
[71] - Quote
I am reading all of this on my Droid at work so it takes a while but I am almost dome with the first page. This information is excellent!! Great work to all contributors. I am going to officially be entering the game for the first time tonight and I have already decided I want to be a sniper. I think after reading several different opinions I am going to create an Assault Sniper. Anyone aspiring to be a sniper that doesn't take the time to read this is a fool pure and simple. |
Fox Gaden
DUST University Ivy League
329
|
Posted - 2013.05.23 14:49:00 -
[72] - 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. |
Xavius Bane
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2013.05.23 15:10:00 -
[73] - Quote
More great info. That's great Ill do that starting out and get a feel for the maps. Being able to look at them now will give me a better idea of what the map looks like initially. Hopefully that'll help me get acquainted with them as I actually begin to play on the. The next step is finding some good perches. |
Fox Gaden
DUST University Ivy League
355
|
Posted - 2013.05.27 13:50:00 -
[74] - Quote
I added a some advice from Crow Splat on how not to become a Sniper target yourself. |
Cpl Foster USMC
Headshots Inc.
0
|
Posted - 2013.05.29 01:30:00 -
[75] - Quote
New to the game (1 week)
Growing my Sniper with baby steps...
But what Fox Gaden said in the 1st post is RIGHT FROM THE BOOK......
Well Done...
the other info is also going to be of great help to me...
Well Done and Thanks.... |
Poison Prey
In Exile. Imperial Outlaws.
34
|
Posted - 2013.05.29 02:13:00 -
[76] - Quote
Fox Gaden wrote: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.
I love the Charge Sniper rifle if the Internet Connection is solid. Other wise I am a huge fan of the Ishukone Sniper Rifle, as it allows me to adjust for lag, or poor frame rate...
The Charge Sniper Rifle is however one of the ultimate anti-sniper tools available in the right hands. As most sniper are easy stationary targets once spotted. Which is another reason I hate that rifle |
Travis Snyders
Circle of Huskarl Minmatar Republic
4
|
Posted - 2013.06.18 01:23:00 -
[77] - Quote
New Players Please Watch |
Operative 1174 Uuali
D3LTA ACADEMY Inver Brass
43
|
Posted - 2013.07.16 07:35:00 -
[78] - Quote
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. |
Fox Gaden
DUST University Ivy League
672
|
Posted - 2013.07.16 19:00:00 -
[79] - 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. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
18
|
Posted - 2013.07.17 08:49:00 -
[80] - Quote
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? |
|
Fox Gaden
DUST University Ivy League
676
|
Posted - 2013.07.17 12:39:00 -
[81] - 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. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
21
|
Posted - 2013.07.18 06:35:00 -
[82] - Quote
Ah, thanks, Fox. |
Crow Splat
DUST University Ivy League
71
|
Posted - 2013.07.25 15:19:00 -
[83] - 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?
Tac Rifle has higher rate of fire, lower recoil, and smaller magazine capacity.
The rate of fire is fast enough that you can score two hits before many people can react. And your crossover goes back to its original position so two quick trigger pulls will down anything that's standing still in less than half a second.
The recoil is helpful because you don't lose sight of what you're shooting at every time you shoot. This makes it harder for people to disappear on you when you're firing into a group so that you can provide better intel for your squad.
The magazine capacity is a bit of an annoyance. Especially when you are going after a group or just an individual with a lot of hp. Basically you just need to be more conscious about reading often.
I haven't noticed but then again I don't usually switch between tac and other variants, but the tac supposedly has a better zoom as well. Again I can not confirm but that may just be because I have gotten so used to the tac zoom. |
Quil Evrything
U.N.S.C. secter V
0
|
Posted - 2013.08.15 18:55:00 -
[84] - Quote
Fox Gaden wrote:
- You are backup on high. ...
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.
Some snipers-in-training seem to think that this sort of general advice makes the top of those uber-tall towers, "B3st Spot 3vaR!"
After all: - it's high - people can't sneak up on you, since it takes a dropship to get up there
And the observation mentioned elsewhere, that people never look up.
Except for the small problem that apparently, other snipers, are not "people"
Really silly examples I've seen of this, are people getting dropped off up there, then putting down a respawn and/or nanohive... on the incline. Which makes for a REALLY NICE glowey "hi, I'm up here!" beacon. You just have to have a little elevation to see it, rather than be up on their level.
Plus, they start sniping on the edge of the incline, then "back up" for cover. That makes them safe, right, 'cause after all they cant see who they''ve just been shooting at....
Lulz.
In summary: the ubertall towers can be a fun game if you're going up against a team of complete newbs. However, it's a deathtrap if there's even a marginally competant sniper on the other team.
In one match, there was a group of snipers up there. One guy obviously knew what's what, and did a para-bail off the tower after my first shot. The others just stayed up there.. and kept giving me WP...
|
Fox Gaden
DUST University Ivy League
829
|
Posted - 2013.08.15 19:15:00 -
[85] - 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. |
ADP Silenced
Kang Lo Directorate Gallente Federation
22
|
Posted - 2013.08.16 23:33:00 -
[86] - Quote
Quil Evrything wrote:Fox Gaden wrote:
- You are backup on high. ...
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.
Some snipers-in-training seem to think that this sort of general advice makes the top of those uber-tall towers, "B3st Spot 3vaR!" After all: - it's high - people can't sneak up on you, since it takes a dropship to get up there And the observation mentioned elsewhere, that people never look up. Except for the small problem that apparently, other snipers, are not "people" Really silly examples I've seen of this, are people getting dropped off up there, then putting down a respawn and/or nanohive... on the incline. Which makes for a REALLY NICE glowey "hi, I'm up here!" beacon. You just have to have a little elevation to see it, rather than be up on their level. Plus, they start sniping on the edge of the incline, then "back up" for cover. That makes them safe, right, 'cause after all they cant see who they''ve just been shooting at.... Lulz. In summary: the ubertall towers can be a fun game if you're going up against a team of complete newbs. However, it's a deathtrap if there's even a marginally competant sniper on the other team. In one match, there was a group of snipers up there. One guy obviously knew what's what, and did a para-bail off the tower after my first shot. The others just stayed up there.. and kept giving me WP...
^^^^ lol thats a good one...I can tell you for sure where the "people" and even snipers never look up..the noobs in the Battle Academy...and Im talking about oblivious to any sort of incoming fire above them...hilarious stuff
|
Erasmus Excelsior
DUST University Ivy League
1
|
Posted - 2013.08.17 01:40:00 -
[87] - Quote
Fox Gaden wrote: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.
The funny part about this is that even when you kill them several times, they still think that they'll be able to snipe at the same spot. Learning is key in Sniping and once you have been sniped on your first spot, you have to move to a different spot.
Sad thing is, most Snipers keep going back to their same spot even thiugh they have been caught multiple times. |
Reav Hannari
Red Rock Outriders
1282
|
Posted - 2013.09.15 16:24:00 -
[88] - Quote
With Uprising 1.4 I'm finding that profile dampening has become effective to hide from hill climbing hunters with active scanners. I was using my cheaper scanner to find a sniper and ended up missing two of them right above me. Unless I missed it you might want to include a section on dampening and reacting when you have been scanned. I've killed a fair number of snipers at point blank high in the hills after using a scanner. They never reacted. |
Awry Barux
Shining Flame Amarr Empire
192
|
Posted - 2013.11.02 14:35:00 -
[89] - Quote
Hey Foxy, you should add something to the guide about the value of sniping equipment now. +5 WP is non-negligible, and killing a crucial drop uplink is often a better use of your time than shooting the people spawning at it. With a little practice, it's very easy to learn where on the big red drop uplink icon to shoot to hit the actual uplink, and a charge sniper destroys them in one hit. This is particularly effective from the skyscrapers and other rooftops, but manageable from any high ground. |
Fox Gaden
Immortal Guides
1488
|
Posted - 2013.11.04 17:36:00 -
[90] - 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.
|
|
Quil Evrything
DUST University Ivy League
343
|
Posted - 2013.11.04 19:01:00 -
[91] - Quote
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....
|
Awry Barux
Shining Flame Amarr Empire
235
|
Posted - 2013.11.04 19:39:00 -
[92] - Quote
Quil Evrything wrote: One of these days, I'm going to go run around with a tac using hipfire....
It's really fun to go sniper hunting in the hills with TSR, and just running up behind them so that your hipfire will hit their head, then dropping them. Killed by a Tactical Sniper Rifle at 1M = |
Fox Gaden
Immortal Guides
1488
|
Posted - 2013.11.04 20:15:00 -
[93] - 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.
|
Quil Evrything
DUST University Ivy League
343
|
Posted - 2013.11.04 21:07:00 -
[94] - Quote
Fox Gaden wrote: 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.
Beginning snipers may not have a sidearm anyway, because they might be using all available cpu/pg for shields, etc.
Or a flux scanner, even. redline counter-sniping, anyone? The 150m range helps there.
|
Fox Gaden
Immortal Guides
2035
|
Posted - 2014.01.06 17:18:00 -
[95] - 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.
|
Larry The L0BSTER
Living Like Larry Schwag
0
|
Posted - 2014.01.07 23:55:00 -
[96] - Quote
Fox Gaden wrote: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 rifle 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 have dumped skill points into Submachine Gun skills. With Submachine Gun Operation 5 and a couple levels of Proficiency you will win in a 1v1 with an equally skilled Assault Riffle at close range. This will allow you to be a Marksman and run with your squad on the front line using your SMG in close quarters and your Sniper Rifle as opportunities present themselves. At this point you become deadly at any range, and versatile without having to change fittings. 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 think these two spots mostly survived the landscaping that came with Uprising.) 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.
Now I agree with 99% of what you said, but your wrong at one point. No mater how well you do your job bad squad mates will never know what you did for them cause, I don't call out I just killed half the defenders in a heavy rush in I say clear...but they dont get exactly what I've done for them....I will snipe a drop uplink or a remote explosive right before a mate is about to hack so that he doesn't get K'O'd but squad mates dont appreciate it, I have my own corp and we do our own things and ironically they say "Ruunt please snipe" when ever where losing cause they get it...but often or not Im running with my corp or good players from good corps cause noobs dont get our importance so when im sniping im soloing in pubs or friends....what im saying is random and blueberries dont get how helpful snipers are I don't blame redline snipers hell when ever my team --> The blueberries tell me to help more its me pulling out a thale in a heavy suit with 1 complex and redlining and they dont say good job till i go 45-0.....To be honest snipers get downplayed 'EVERYONE as a whole will never appreciate the effort a good sniper puts in" So please don't downplay redliners...some are they just to get kills but alot of the time there only doing it cause of the squadmates im never on my sniper but i'm always seeing one squad forced a squad mate to thale/charge from the redline with 15+ Kills requirements or they will kick him im usally on my scout or heavy,
"They called me crazy when I made a scout.....Who laughing now! oh...Wait they are stll?!"
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Fox Gaden
Immortal Guides
2084
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Posted - 2014.01.08 13:28:00 -
[97] - 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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Larry The L0BSTER
Living Like Larry Schwag
2
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Posted - 2014.01.08 14:03:00 -
[98] - Quote
Fox Gaden wrote: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.
I get you now, yeah your definately a fearsome sniper to feirce I enjoyed our session with mixed feelings I didn't to get to oblierate the other team...but I did get a challange and yeah now I agreee with you 100% lol.
"They called me crazy when I made a scout.....Who laughing now! oh...Wait they are stll?!"
World of Tanks : Dust 514
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Fox Gaden
Immortal Guides
2870
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Posted - 2014.04.07 14:54:00 -
[99] - 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 -
[100] - 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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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
180
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Posted - 2014.05.28 04:06:00 -
[101] - Quote
It takes too many shots to get a kill now, even with proto. I put 5 rounds into a heavy with a thale and he still didn't fall. I wish I could get back the SP I spent on thales. I gave it up in earnest a while ago. Ineffective + far from action = boring. I do miss the head shots though.
AKA - StarVenger
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Fox Gaden
Immortal Guides
4022
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Posted - 2014.05.28 13:52:00 -
[102] - 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 -
[103] - 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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Deathonswift
Kartharax
20
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Posted - 2014.08.10 19:46:00 -
[104] - Quote
Just thought I'd mention that when it's required that I run with my squad, sniping in close quarters, I find that the Tactical Sniper Rifles are a bit more effective. They may have a lesser damage count, and a lower bullet count, but for me the shot speed is ideal. With a well lined shot, it was simple to unload two rounds into someone before they realised I was there. Coupled with even a basic damage mod, the Tac varient becomes deadly. So like it was mentioned earlier, running up close with a SMG and a Tactical Sniper Rifle on a Basic Caldari C/I-Series, I was able to pull off an 12/2 k/d for that match. Not bragging, just trying to explain that it's an effective method. (Plus I had dependable squadmates, so I can't take much credit.)
Darkness shrouds as Fire purges. I am the Wraith.
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steve0809
GRIM MARCH
29
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Posted - 2014.08.11 14:32:00 -
[105] - Quote
Fox Gaden wrote: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?
I have been sniping since I started DUST, about two years now I think , and have found that it is much harder these days. I only use a Charge these days and even then I have to carefully pick targets or I am just wasting ammo. What it has done is make me go for headshots every time and I am more careful with my targets, I have been picking heavies when I can see them just about to engage with a team mate and stripping away shields so the other guy can take the kill. Lots of Kill assists but thats ok. I have also been picking off equipment a lot more, 1.8 is harder but most definitely still viable for snipers, you just have to be a lot more patient and picky with your shots. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
376
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Posted - 2014.08.30 13:45:00 -
[106] - Quote
Great guide Fox,
you should include about the calmando though due to it's inbuilt 10%damage bonus when you reach level 5. it also allows you to take an extra light weapon for running on the ground.
Fighting for position: Some positions are worth a little fight for if they provide you with the best tactical placing- .if you can force the enemy sniper to move position even slightly whilst watching them then you will be the sniper who is ready. .Sometimes the enemy sniper will give up and return to run & gun, it's not always a good sniper that you are up against .Most importantly if you are fighting for a position- a, Are you now returning to said position? if you are then you will be at a disadvantage it may cost you a death b, if you have held the position but are pinned down can your squad help? c,Never return to the same position more than once following a death, and only then if you want to engage in a fight for that spot.
And Never fight for position when against a superior or equal sniper, even if you win they will be back for you and your spot is already compromised.
my other advice would be don't be too afraid to die, as a sniper you find that less people will try to kill you until you become a nuisance to them.
Playing fair is nice, but they will still hate you for being a sniper..
And if you really want a challenge something that makes you go back to your normal playstyle with relief, not for the faint hearted..
Calmando, 3 damage mods, profile dampener, tac sniper rifle, plasma cannon, nanohive of choice.
you will die alot, but every single kill will feel like a divine gift.
(Not to be tried for serious gaming)
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Fox Gaden
Immortal Guides
4359
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Posted - 2014.09.25 17:08:00 -
[107] - 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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