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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 07-02-2007, 01:21 AM   #76 (permalink)
 
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Re: Recon Kit Guide

I have never exploded anything with the zellar, just to my lazyness.
I tend to use the stock sniper rifles when it is a close-in urban map, like Berlin. However I like to use the Zellar for long-distance sniping, since it seems to be more accurate at longer ranges then the stock (like Port Bavaria, my favorite sniping map)


A few things to keep in mind when considering stock vs. Zellar:

1. Clip size. The zellar has only 3 shots and a longer reload time, so you will be spending more time reloading then shooting.
2. Tracer line. The zellar, which I myself have seen many times, has a feint tracer line. This has helped me spot out snipers.
3. The zellar is much louder then the stock rifles.
4. Time between bullets. The stock rifles are far more semi-auto then the zellar.
5. However, the Zellar can take out those explosives.
6. The Zellar is a bit more accurate.
7. The zellar does have more hit damage, but both the stock and the zellar kill a player in 2 shots (so why does it matter? Sure I guess it helps...).
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Old 07-08-2007, 12:50 PM   #77 (permalink)
 
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Re: Sniper + Squad

I suppose I'm somewhat of a middling sniper so I stay away from the kit unless there are mines and deployables that need to be taken from the field.

The most effective weapon in a sniper's arsenal is not the bullets in their rifle, but the 'meat missiles' on the ground. Scope, spot, and watch the 5 members of your squad fire a rain of bullets/rockets on your target. Sure, you won't get any points for that, but you're playing a RECON kit, not a sniper kit.

Now if you're an EXCEPTIONAL sniper (and like many here I can count those people on one hand and have fingers left over) then the 20m range will be just your thing because you can pop off heads in mid-long ranged combat.

If you're a MODERATE sniper then I suggest attaching yourself to the support member of your squad and get used to how a pistol handles. Odds are you won't be quick enough to get a headshot off in CQC-Mid range and your long ranged skills will just give heal/revives to the enemy. A pistol will win against a sniper rifle in CQC simply because you can sight and pop off 3 shots in the head with the pistol before your rifle loads its 2nd round.

Now if your support is walking around with the shotgun then...well...you're screwed. Just switch things around and stick with your SL instead. However if your support is holding the Ganz then they will probably also be holding back to provide suppression and overwatch. Ganz + Sniper rifle is a great combination because both of you require a bit of distance to be truely effective. The Ganz will spray a lot of bullets in the air and your rifle will give that rain of lead a precision that is sorely missed in suppression fire. Then again if they think their Ganz is an oversized gattling gun then you're also screwed because they're more likely to rush in and get killed. Good news, being near someone as useful as the SL or support means you're more likely to get a revive as well.

If you're a POOR sniper then put down that rifle and pick another kit. I'm sorry, but if the recon kit is a neccessary evil in experienced hands then a recon kit and sniper rifle with someone who can't hit the broad side of a goliath at 10 yards fully scoped and prone is just a waste of space. Either start pubbing or load up that single player and get some practice time in before you even think about touching your shiney rifle with the telescopic sights.

There are, however, a few situations where a sniper is needed. In Titan play (which I sorely miss on our servers since I can never attend those events) a Zeller in the vents or on the deck can keep APMs clear of entry points. Watching for mines on a heavily camped roadway is also a great use of a Zeller for clearing if your CO doesn't have a EMP strike ready. Contray to popular belief, if you're clearing a path for a FAV rush then target the EMP MINES first and then clear a path through Motion mines in the center of the road or along the path of travel. FAVs can outrun Motion mines unless the driver drives right over it without using the boost, but an EMP mine will stop that FAV in its tracks and make is fodder for those motion mines. Furthermore, I don't believe EMP mines explode when shot so the engineer in the area is less likely to notice than if he was hearing his motion mines go boom.

I think missing from the list of 'unrevivable' kills is kills on ladders. If you've got a good line of fire on a heavy traffic ladder then it might be worthwild to pick off people as they're climbing. Can't revive someone if their kit is stuck on the rungs and their corpse is on the ground.
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Old 07-08-2007, 03:00 PM   #78 (permalink)
 
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Re: Sniper + Squad

One thing I forgot to mention is several guys getting wasted by a sentry, because every time you pop up and try to get a few rounds into a sentry, you get nailed for 50%-75% health. A good sniper will pop up, snap off a shot, boom! sentry, and not get hit at medium range. At close range the most health I'll lose will be around 40%.
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Old 07-11-2007, 01:03 PM   #79 (permalink)
 
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Re: Sniper + Squad

Tunis Harbor seems the best place to be a squad sniper, as there are plenty of areas where, instead of going behind your squad, you can move to the side of them or in front. For instance, at the (is this the name of the outpost nearest the EU base) trash dump, you can get up on the building to the south fairly unnoticed, especially with the ghost, and see most infantry on the catwalk and in the broken containers. Also, to the east is an excellent spot to help a squad advance to the middle outpost from the trash dump. You can see on the crane, on both buildings, and in some of the cap area. I have less sniping experience at the outpost closest to the PAC base, though the building near trash dump and the catwalks serve me fairly well.
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Old 07-11-2007, 05:32 PM   #80 (permalink)
 
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Re: Sniper + Squad

Even if you can't get a shot off, the advanced scope on any sniper rifle is great for spotting distant enemies, putting them on the mini-map and on the HUD.
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Old 07-28-2007, 09:13 AM   #81 (permalink)
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Re: Sniper + Squad

My 2c worth...

I started out as sniper and found it useless for squadplay - seemed to do nothing that a Assault + rockets couldnt do just as well, and no medic whoring...

However after a spell as medic/support I have revisited the sniper kit for fun lately, as a 'mobile sniper' (admittedly on a pub server)

Few observations that seemed to work for me:
(I'd welcome advice to the contrary - I'm experimenting at the moment)

-Scope in FAST, shoot, scope out. Speed is the key. Crouching/prone just slows you that .01 of a second needed to get Vossed in the face.
-Shoot often. Default rifle = better clip, better choice. (Zeller's anti-APM is not worth smaller clip size, in my observation - see Kit Swap below)
-Shoot at anything, no matter how improbable.
-Stay behind your squad. (Close as possible to squad whilst ensuring several meatshields in front of you)
-Lay APMS on approach to flag to defend, also to defend spawn beacon. At moment, I am tossing up between cloak and RDX. I currently favour the latter for anti-vehicle capability, as stealth is not a priority.
-Heavy armour (unusual for sniper) as I tend to lag behind squad anyway and it gives you extra .01 sec of survival to smack that assault guy in the face.
-If squad assaulting a flag, set up position somewhere you can spot/support. Spot spot spot. Use that fade delay to your advantage
-Kit swap to medic often. Revive. Swap back. You owe it to the guys you're using as shields...
-RDX walkers. Be the hero. This is also the least you can do to repay the squad for the lack of revives/resupply/radar.


In summary:
I did average a 3:1 k/d with 10 or so kill assists per round, and had great fun but the mid-range support could be done arguably equally well with support or assault+rockets with added revive/radar benefits for squad.
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Old 07-28-2007, 11:41 PM   #82 (permalink)
 
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Re: Sniper + Squad

I agree, however I usually go Cloak+RDX, because less than half my APM's get kills, whereas cloak+rdx usually = dead walker. I'm always the first guy to rush a walker when it's heading for my team, because you're right, we do owe it to them.
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Old 07-31-2007, 06:26 PM   #83 (permalink)
 
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Re: Sniper + Squad

I only bring cloak when I'm using the lambert. Unfortunatly, most people around here have the support helmet upgrade, so cloaking/uncloaking = instant diamond. APM mines are much more useful, if only half of yours get kills....place them in better spots
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Old 07-31-2007, 09:22 PM   #84 (permalink)
 
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Re: Sniper + Squad

Good point. So, when sneaking up on enemy armor with RDX (the hardest to sneak up on are the godly walkers thanks to height and fast spinning turret), how useful is the cloaking device vs. running up to enemy armor without the cloaking device? Although I always try to run up from where the turret is NOT, if I'm without a cloaking device I get caught at least half the time.
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Old 08-01-2007, 12:01 AM   #85 (permalink)
 
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Re: Sniper + Squad

In my experience, cloaking doesnt help. You need to uncloak anyway...and when you cloak/uncloak all supports get an instant diamond on you. Personally, I do better just being sneaky and not imprinting myself with a diamond.
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Old 08-01-2007, 05:46 AM   #86 (permalink)
 
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Re: Sniper + Squad

I agree - also the cloaking device takes up a valuable equipment slot that could otherwise be used for APM's or the scope stabiliser, both of which are more sueful than the (IMO) lame cloak. Most people will still see you anyway, cloak or not and it makes you LOUD.

So, advantages: Total noobs may not see you
Disadvantages: 1 Less kit slot, much louder, puts you on netbat a lot more, cant move with a gun drawn.
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Old 08-01-2007, 08:56 AM   #87 (permalink)
 
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Re: Sniper + Squad

New guy over here, sorry if this is a n00by post.

I'm rubbish with a sniper rifle, but on this issue you have been talking about, cloaking, there really is no point to the camo, unless you are trying to take out a vehicle with RDX. Otherwise it takes up a slot, blurs your vision when moving, people will have their weapon out when you get in a firefight, you have to get your weapon out and set it up properly. Its just very impractical, and doesn't work very well, people can still see you, and you make more noise, apart from at distance.
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Old 08-01-2007, 09:20 AM   #88 (permalink)

 
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Re: Sniper + Squad

Its good for recon runs behind enemy lines combined with light armor and the sniper decoy.
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Old 08-01-2007, 11:03 AM   #89 (permalink)
 
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Re: Sniper + Squad

Quote:
Originally Posted by Anospa View Post
Its good for recon runs behind enemy lines combined with light armor and the sniper decoy.
I agree completely. Only time I ever use it.

And I only use the scope stabilizer on large vehicle maps.
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Old 08-01-2007, 11:08 AM   #90 (permalink)
 
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Re: Sniper + Squad

I would never have more then just 2 people in my squad using the rifles in the recon kit. especially for this, where team play is crucial, staying in a tight group, and only breaking when needing to capture things. Snipers aren't great for either situation, however, as a squad leader, I wouldn't mind 1 or 2 hanging back to spot and take out enemies, it would help to have a deadly sniper that the opposition didn't know about, watching over us, and constantly communicating.
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