Dominije Arc
The Unholy Legion of Darkstar DARKSTAR ARMY
0
|
Posted - 2013.05.25 17:48:00 -
[1] - Quote
(Stealing my own post from our Alliance forum because I'm tired of seeing blueberries taking cheap shots out of the MCC)
I may not be at the Proto level with my scout suits, but for the time being, I'll share my tips and what I try to run in a normal match. To start, we'll take a moment to make a note on play style:
Effective snipers are NOT usually found at the far reaches of your team's side of the field. This is where everyone expects you to be, you normally have a limited field of view, and you'll catch TONS of sniper hate from the rest of your team (and believe me, we already get enough). A good sniper should be the first and last defense of any objective claimed by your team, and with most maps, you should be able to have a solid view of at least two of them. As always, Ideal position will depend on the map and buildings, but you should use the scout suit to your advantage. Even with basic profile dampeners, you'll be hard for the enemy to see as long as you stay out of direct combat, and able to outrun anyone who hasn't spec'd into the speed skills/modules. With your increased speed, you should be able to get to set up and into position before the other team has any idea what to expect. Once you find your first nest, retreat back to a place that's visually hidden from most of the map, and drop an uplink (especially useful if you're currently behind the enemy's front line, since this gives the rest of your team an easy way to get around their defense). While you're posted, keep an eye out for enemy movement, and inform your team over voice of where defense may be light or heavy so that they can move accordingly. If they start taking a ton of heat, prioritize threats, help the group take them out. Do NOT waste time lining up a headshot or getting kill greedy. Assist by taking out the shotgunners (sorry CP, you guys are a huge threat to a team) , dropping the shields/armor on Heavies, or thinning the herd of Assaults blocking the way. With you as the group's eyes and ears they should almost always know what to prep for around the next corner.
Now, the part I promised about effective fittings.
1- the "Setup" suit is normally a Militia Logi frame, carrying a sniper rifle, uplinks, nanohives, usually a PG booster (to fit the rifle), grenades, and a profile dampener. This suit normally runs with an adv tactical rifle because I prefer it for clearing a path to my nest. I don't bother equipping any speed mods because if forces you to run from cover to cover, checking for other snipers and enemy positions along the way. The TSR's zoom will help you to see farther, and take out any other snipers you spot along the way more effectively than a midrange weapon. This suit is designed to get you to your base camp, set it up, set up a back door for your team, and them pick an objective to clear the reds out of while your team starts spawning in.
2 - Adv G. Scout suit, Proto SR (type depends on map. Charge for general use or guarding an objective where you can see the console, Tac for long range cover fire/squad support, Standard for counter sniping) This suit generally has a CPU booster, the best profile damp I can fit, a SMG for a sidearm, and damage mods in the Highs. I have versions with either the nanite injector or nanohive for each rifle type. The charge rifle Is great for taking out infantry or kicking through a heavy's shields and into his armor. When they stop at the console on an objective to hack it, They're going to be there long enough to line up head shot 90% of the time. The tac rifle isn't going to net you as many kills, but your squad will love you for your ability to accurately put rounds down range and bust through shields to help them out. The scope on a tac SR is also going to allow for more detail and greater accuracy at range. Standard rifles are a balance between the two. You'll never get as many rounds down range as a TSR, or do as much damage per hit as a CSR, but you will be doing enough damage to take down most other snipers in a single head shot, or two body shots. The larger magazine will allow you to go longer than a tac without reloading, and the lack of charge time will let shoot back more quickly without losing confidence in your ability to do a significant amount of damage.
May be a wall of text, but... just my $0.02. Hope this helps. |
Aramis Madrigal
SVER True Blood Unclaimed.
4
|
Posted - 2013.05.30 17:43:00 -
[3] - Quote
A few things I've learned in my short time in this game:
-Move to (full) cover while reloading -Don't stay in your scope too long -reloading is a good time to check your 6/approaches to your nest -If you are in a spot that offers the enemy some visibility of you, keep moving -even if it is just side to side, you may still take a body shot, but you'll have an opportunity to seek cover instead of getting your head blown off -nano-hives can be nice decoys -set up a nano-hive that looks like its supposed to be hidden at another sniper spot within the same visual field counter snipers will be searching for you within. Their eyes will tend to gravitate towards the shiny glow, giving you opportunities to hit them -Anything that makes the targeting reticle turn red can be a useful backdrop and can make it hard to accurately hit you from range (but only do this if it is already a decent position...free lavs are pretty good for this) -If you notice a sustained fire fight, and you are able to move to a flanking position and deliver rounds, do so. You'll end up having many good targets to shoot at and can still avoid notice because people are less cognizant of the direction fire is coming from when they have a reason to assume that it is the guy in front of them who is shooting them |