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06-28-2007, 12:14 AM #61
Re: Recon Kit Guide
I forgot to mention, an engineer or recon who likes to lay down explosives, then camp a silo or flag with armor is susceptible to their own explosives when parked close to them, if you detonate them with a Zeller. Good times.
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06-28-2007, 01:16 AM #62
Re: Recon Kit Guide
this is a useful site. http://stupidjuice.net/bf2142/bf2142...re_weapons.htm
it appears that the zeller is really inaccurate when you are standing and not scoped.Reapator, overlord of ponies

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06-28-2007, 03:42 AM #63
Re: Recon Kit Guide
Yup, definatly.My number one favorite, though I don't get to use it all that often, is to shoot motion mines with the Zeller, WHILE THEY ARE BEING PLANTED. This usually takes out the engineer who is laying them down, since he is in the blast radius of his own motion mines.
RDX wont explode when you shoot it unless it is on armor or asset, and I rarely find snipers relaxing on the business end of their own APMs.The same goes for an enemy recon who is relaxing near his own APMs and RDX's.
Good call, I'd consider laying down the zeller for the infantry type maps...the anti-mine benifit is lost to the smaller clips when there are little or no mines to shoot.Since I like to be versatile, typical equipment consists of Zeller/RDX/Camo, or Zeller/RDX/APM.
Always scope...put the target in the center, scope and shoot (almost at the same time). It works. And if you want to win...shoot for the face.Although, I've noticed that even though the enemy is dead center in the middle of my screen, my Zeller doesn't always register a hit if it's not scoped. Is this an artificial miss modifier that 2142 adds to sniper rifles if they're not scoped?Shhhh I'm being made






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06-28-2007, 09:04 AM #64
Re: Recon Kit Guide
"Hit 'em in the face, thats their weak spot!"

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06-28-2007, 02:20 PM #65
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06-28-2007, 02:31 PM #66
Re: Recon Kit Guide
This is where it becomes a toss-up between Zeller, regular sniper rifle, and Lambert. On the one hand, a single body shot from a Zeller turns a remote/close enemy into an easy kill for myself, or any of my squad mates. However, the regular sniper rifles (Park and Moretti) can lay down better sniper covering fire, but don't do as much damage. The Lambert is great for when the action is nothing but close-in fighting, but pretty much useless when there's a guy with a Baur or sniper rifle firing from a distance. Since everyone else in my squad has submachine guns, I like to be the guy taking out distant threats to my team (such as long distance rocket spammers - head pops up, down they go.)
In Titan offense/defense I do very well in the tight confines with a Zeller or Park/Moretti, but the action is slower paced than for example, Gibraltar.
What are your thoughts on this?
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06-29-2007, 06:05 PM #67
Sniper in a Squad
Okay, so we're not talking Recon with a Lambert, we're talking Recon with a sniper rifle, the real deal. Although I know it's not too popular, I'm really starting to enjoy being a squad member who picks off the wounded who run out of (normal) gun range, or being the guy that softens up the incoming squad so that my guys mow them down easily. Also, when capping flags, I'll run AWAY from the flag, and take up a defensive position (including having placed RDX in vehicle paths) to watch for spawns/incoming threats while my guys are doing their thing, and spotting/sniping as they come in.
What are your thoughts as to a sniper Sniper in an active squad role? Especially a squad that is always on the move?
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06-29-2007, 06:35 PM #68
Re: Sniper in a Squad
hmmm... i dont realy like snipers in my team But an recon with carbine and AC is always wellcome... but i think im going to try that Sniper rifel sniper thing in my squads
when every thing seems rotten, there someting you have forgotten ;)
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06-29-2007, 07:28 PM #69
Re: Sniper in a Squad
Stay 20m behind the squad and head shot anyone who kneels to shoot at your guys. Supports and sentry guns setup in prone position are choice targets. If there is more then one enemy target and it's starting to look like a hairball, zeller shots to the body mean your guys always win.
They key to be a squad helpful sniper I find is to let your other team mates be the tanks while you supply force multiplier shots from the rear.
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06-29-2007, 07:57 PM #70
Re: Sniper in a Squad
Its really hard. I'm constantly questioning my worth as a SM and have put considerable effort and creativity in to making the most out of the sniper role. I do honestly think that a TEAM should have a few snipers...less than one per squad. 2142 maps are not sniper maps, the best tactic is to be a "run and gun" sniper. However, in order to be the effective, you need to engage targets at range, which usually means you need to be seperate from your squad. Because of 2142 map design, its impossible to watch over your squad as they move from a safe distance...so this forces the sniper in to a very awkward situation as you need to run side by side and engage targets with the assualt guys. If you're like me (read: stubborn)...this probably wont stop you from trying, despite being a bit irrational.
I consider myself a good sniper, especially compared against the large number of noob players who frequent the kit. HOWEVER! most of those who have played against me...if you ask them their opinion they will simply say "annoying." I havent worked my way up to "effective"...yet. But, on the path there some of the things I've done to move forward:
-Always gun for the head unless it is not exposed
-Engage all targets, indiscriminate toward the difficulty of the shot
-Engage targets you don't think your squadmates can hit
For awhile now I've been forming my own 2-3 man sniper squads in the conquest server so I can get some practice. I then spend the entire round only shooting moving targets in the head. Literally ignoring stationary targets, and silently competing with snipers I know where taking body shots and shooting the stationary targets I left behind. For awhile this turned my score to rubbish, but recently I've started being able to keep up...and its payed off in a big way. Turns out the hardest and most common target for assaults are the mid-long range movers. Rockets are slow, their guns arent accurate enough...if you can hit those difficult shots consistantly, I think you could make a real difference. Well, thats my theory.
PS: body shots at range against any sort of squad wont do anything but generate heal points on the TG server, also...if you are simply killing the wounded for your squad. You are basically saving just saving them a few bullets, and you'd be better off as an assault healing and reviving...Remember, as an assault you can still shoot the wounded and steal their kills
Shhhh I'm being made






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06-29-2007, 08:06 PM #71
Re: Sniper in a Squad
Tried this, it works is your view of battlefield involves a single definable line of confrontation. Unfortunatly, you're screwed if you get flanked and wont get revived. Your squad is then just a man down.
As I've said before, I really don't think body shots make a big difference. Zeller has 3 bullets and I rarely see snipers with 60%+ accuracy. So do the math guys! You can expect to hurt one...maybe two guys. You're better off throwing a grenade!
Let it be known I once thought the body shots could work...then I tried it for awhile, looked at my teamwork score. Discovered it didnt work.Shhhh I'm being made






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06-29-2007, 08:44 PM #72
Re: Sniper + Squad
As much as I like to chide Guardian about his sniper tendancies, he's a damn fine one and even he admits that it is hard to integrate one fully into a squad.
But, I will say that there are two things a SM sniper can easily do that heavily contribute, but have nothing at all to do with popping melons.
Simply by existing and having the netbat helmet, a sniper will double diamond fade time. That's a really juicy oft overlooked perk.
And, building on that point, since the sniper is usually somewhat removed from the fighting they can contribute to the diamond parade by making good use of the spot command from a covered position before the lead starts to fly. This allows your squadmates to have more accurate information about the forces they are about to face, and more information is a good contributor to squad success.





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06-29-2007, 11:53 PM #73
Re: Sniper + Squad
the way i look at snipers in my squads is this: I'll ask for a recon because of what makes them effective (otus stuff, apms, rdx). whether they go lambert or sniper isn't that important to me as both are poor substitutes for anything an assault, support or even to some degree an engineer can bring to the fight.
i usually prefer them go lambert because it means they'll want to stay with the squad more, but a good sniper is usually okay with me as long as he fills his role.
still, i don't often ask for recons in my squads -- even though i'm a habitual user of the otus.
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06-30-2007, 01:07 AM #74
Re: Sniper + Squad
Yeah, the sniper squads Guardian's been doing have been fairly effective I'd say. Its usually been him, me, and maybe a random other person. If you coordinate well (ie, steal kills), you can stop a squad in its tracks, fearing that they'll get taken down. One thing to be aware of on the other end: if you hear sniper shooting, listen for the shots. Obviously try and locate them, but if not, listen to the number, and if you hear the max in a clip, then is the time to move.
Snipers in a squad are probably the most gray-area thing we could have tactically. They're as useful as they allow themselves to be. If they decide to just setup camp and go to town, they'll probably hurt your squad. If they instead try and keep up with you guys and cover your backs and give the netbat info and spot, they'll incredibly useful; add RDX to the wonderbag and you've got yourself an easily defendable flag.
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07-01-2007, 12:05 PM #75
Re: Sniper + Squad
I usually just call out locations and damage targets for my squadmates. If I see someone in trouble, I try to eliminate the threat, and if that is not possible, warn the potential victim of it.
Await the moment for one, and only one, well aimed shot.

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