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

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Old 06-29-2007, 07:57 PM   #31 (permalink)
 
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Re: Sniper in a Squad

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Originally Posted by Bagheera View Post
What are your thoughts as to a sniper Sniper in an active squad role? Especially a squad that is always on the move?
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
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Old 06-29-2007, 08:06 PM   #32 (permalink)
 
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Re: Sniper in a Squad

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Originally Posted by Virigoth View Post
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.
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.
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Old 06-29-2007, 08:44 PM   #33 (permalink)
 
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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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Old 06-29-2007, 11:53 PM   #34 (permalink)
 
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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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Old 06-30-2007, 01:07 AM   #35 (permalink)

 
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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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Old 07-01-2007, 12:05 PM   #36 (permalink)
 
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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.
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Old 07-08-2007, 12:50 PM   #37 (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   #38 (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   #39 (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   #40 (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   #41 (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   #42 (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   #43 (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   #44 (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   #45 (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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