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@  twentyONE : (20 May 2013 - 08:32 PM) I am ALIVE!  Had to take shelter and thankfully I was out of harm's way.  It's not good.  Deadly Tornadoes are a way of life here...it's tragic.  People almost get immune to them because they're so common, but then every few years we get a BIG one and its a terrible reminder.
@  schism1861 : (20 May 2013 - 07:51 PM) im on now!
@  THE RED DRAGON : (20 May 2013 - 07:27 PM) I'll be on later fo sho - - might be like an hr and half or 2 hrs - - cookin chicken
@  TheBMT : (20 May 2013 - 07:07 PM) mmm its been like 38 days since i have shot real bitches in the face.  Depends if I pass out in the next hour or not
@  schism1861 : (20 May 2013 - 07:06 PM) not meaning to interrupt talk of real world events......but do any of my xbox brethren feel like shooting some bitches in the face tonight? i will be joining the Jedi Wombat in one hour. others are welcome! (i'm looking at you Red)
@  THE RED DRAGON : (20 May 2013 - 06:54 PM) I saw where it just completely leveled one town - - so sad - - Tornados are scary as hell
@  TheBMT : (20 May 2013 - 06:54 PM) extreme weather only shows how little we really are in this world
@  Myelencephalous : (20 May 2013 - 05:54 PM) Live feed of the rubble in OKC; literally pulling people out of the debris, and more storms are coming.  Stay safe OK!  http://www.news9.com...ementary-school
@  Second Jack : (20 May 2013 - 12:45 PM) Thank you@Holmboy
@  Holmboy : (20 May 2013 - 11:08 AM) Can't freaking wait for the PS4!
@  DBMgamer : (20 May 2013 - 10:41 AM) teaser trailer for PS4, you can see some of the console though you feel like you need a sqaud cover perk once your done:  http://youtu.be/CxWwxbVGbpg
@  Mister Maf : (19 May 2013 - 03:36 PM) Amazon has a discount on Infinite for Sunday only if you haven't picked it up yet - $40 physical copy or $35 digital PC download http://www.amazon.co...NSAZ96P6NC3PXYV
@  Acerdavidii : (18 May 2013 - 05:13 PM) I enjoyed Star Trek but apparently the nouveaux-geeks are having a hard time with it. Talk about over analyzing something. Pshaw! I say.
@  TheBMT : (18 May 2013 - 03:40 PM) im hearing star trek was pretty good
@  THE RED DRAGON : (18 May 2013 - 12:25 PM) im hearing different things about star trek
@  THE RED DRAGON : (18 May 2013 - 12:25 PM) superman did look pretty good
@  twentyONE : (18 May 2013 - 09:48 AM) Star Trek, Superman and Pacific Rim are the only movies I'm really pumped to see this summer.
@  Acerdavidii : (17 May 2013 - 09:00 PM) Watch in HDhttp://youtu.be/5guMumPFBag
@  Acerdavidii : (17 May 2013 - 08:54 PM) I read the book Joe and while the movie seems to be a big departure I'll still go see it. Of course the movie I'm really waiting for is Pacific Rim.
@  Grumpy Joe : (17 May 2013 - 08:44 PM) Preview of World War Z looked interesting also.
@  Grumpy Joe : (17 May 2013 - 08:21 PM) @ Acer. At least we can agree about something.
@  twentyONE : (17 May 2013 - 05:53 PM) Acer-- I'm going to see it in IMAX next week....I'm pumped!
@  Michrulejj : (17 May 2013 - 04:45 PM) BS FRIDAY NIGHTS!!! PS3 time!
@  Acerdavidii : (17 May 2013 - 02:34 PM) Star Trek: Into Darkness = AWESOME!! (That's all I'm saying)
@  twentyONE : (17 May 2013 - 02:16 PM) Holmboy, I would have joined you long ago if I didn't hate the PS3 controller for shooters.  I like the design of the PS4 pad but curious to see how it "feels" because I am leaning that way. Although it looks like it still doesn't have proper triggers .. sadface
@  Holmboy : (17 May 2013 - 01:33 PM) I'l be playing in a couple hours...on PS3. Why? Because it's BattleStrats Friday Night, you ain't got no job, and you ain't got crap to do!
@  twentyONE : (17 May 2013 - 01:27 PM) Anyone down for some Friday night BF3 action?
@  TheBMT : (17 May 2013 - 12:25 PM) pacific rim does look pretty badass. keeps getting better trailers too
@  twentyONE : (17 May 2013 - 10:12 AM) DAMN!! That new Pacific Rim trailer is BADASS!  That movie looks sick and I'm a big Del Torro fan!
@  Holmboy : (17 May 2013 - 09:07 AM) The first one, I have the Ripper Mod Blueprints if you want them.
@  Balay : (17 May 2013 - 07:23 AM) With Riptide or the first one? I'm up for some, if my internet cooperates. LOL
@  Holmboy : (17 May 2013 - 07:11 AM) Yeah Dead Island is great, still need to find someone to play Co-op with on PS3. Anyone?
@  Balay : (17 May 2013 - 07:02 AM) I did the same thing for Dead Island. For me, Dead Island is one of the best zombie games ever made. But Riptide is a little crap. Lots of bugs, and annoying enemies.
@  Holmboy : (17 May 2013 - 06:57 AM) Yeah, if you pay shipping Balay :P I did the same thing, put it down for over a year. I can't wait to play it again so I can change the story and try to get all of the trophies.
@  Balay : (17 May 2013 - 06:25 AM) I've played Heavy Rain, but I didn't finish it, can I borrow? :D
@  Holmboy : (17 May 2013 - 06:10 AM) That was funny, I had to Google it.
@  Balay : (17 May 2013 - 06:03 AM) LOL "Press X to Jason"
@  Whinterfell : (16 May 2013 - 09:39 PM) God if I hear that name one more time I will kill something.  Not sure what yet but seriously I will.
@  TheBMT : (16 May 2013 - 07:44 PM) lol... Destruction 3.0.  Reminds me of their description of Destruction in BF3.  Its more of an "aura" of destruction than actual destruction.
@  DBMgamer : (16 May 2013 - 05:49 PM) Press X to Jason
@  Holmboy : (16 May 2013 - 01:37 PM) Got a PS3 or can borrow one? Do you like gripping, dark storylines similar to movies like Se7en? Then Heavy Rain is must-have, trust me - http://www.battlestr...555-heavy-rain/
@  Acerdavidii : (16 May 2013 - 01:13 PM) Thx Red, yeah Joe's an ugly mug isn't he. (lol) Hey Holmboy!
@  Holmboy : (16 May 2013 - 12:35 PM) Was that Destruction 3.0? Can't wait for that in BF4...
@  THE RED DRAGON : (16 May 2013 - 12:14 PM) I didn't realize Grumpy joe really does look.....grumpy - nice explosions acer lol
@  Holmboy : (16 May 2013 - 12:14 PM) Howdy Acer, what's the haps?
@  Acerdavidii : (16 May 2013 - 11:40 AM) Howdy Folks!
@  Holmboy : (16 May 2013 - 05:51 AM) Here's a link - http://www.ign.com/a...f-online-passes
@  Balay : (15 May 2013 - 09:22 PM) I saw the news at IGN. Dunno 'bout DBM.
@  Oz70NYC : (15 May 2013 - 08:29 PM) @DBMgamer Where'd you hear that at?
@  Balay : (15 May 2013 - 07:16 PM) Wuuuuut? Are you saying that they're going to remove online passes?
@  DBMgamer : (15 May 2013 - 07:15 PM) EA is doing away with its online pass because it is listening to its customers?  The world is about to end Y'all
@  Balay : (15 May 2013 - 06:51 PM) Who's back? :D
@  TheBMT : (15 May 2013 - 12:05 PM) DL'd it, but too busy to play it.  Hopefully this week I will get a crack at it
@  Holmboy : (15 May 2013 - 09:30 AM) Hopefully it'll be good, Insomniac Games has a great track record on PS3 creating Ratchet & Clank and Resistance. This is their first game outside of the PlayStation family.
@  Dbl Incertion : (15 May 2013 - 07:24 AM) Anyone else play the FUSE demo? Seems like it could be some fun as a time passer during lul season
@  JLesinski : (14 May 2013 - 09:29 PM) Welcome Second Jack
@  Holmboy : (14 May 2013 - 03:01 PM) Hey Second Jack, glad you made it to the website!
@  Second Jack : (14 May 2013 - 01:56 PM) Hello !!
@  Holmboy : (14 May 2013 - 09:23 AM) Yeah, we have a great Original 6 matchup with the Rangers. Time to renew the NY-Boston rivalry!
@  JLesinski : (14 May 2013 - 08:10 AM) My Red Wings gave me plenty of excitement during our series with annaheim. I didn't expect us to win that series, much less the next round against Chicago. At least it will be a good Original 6 matchup
@  Holmboy : (14 May 2013 - 06:07 AM) Almost had a heart attack during last night's Bruins game - Game 7, down 4-1 in the 3rd period and they find a way to tie and eventually win in overtime! - http://video.nhl.com...=248470&lang=en
@  DBMgamer : (13 May 2013 - 08:44 PM) oh and the map where you blow the dam and flood the combat area is called "Chulyshman Dam".... check the Battlefield Forums
@  DBMgamer : (13 May 2013 - 04:59 PM) Fake PS4 commercial its pretty good:  http://youtu.be/3trQXK8oBS4
@  DBMgamer : (13 May 2013 - 04:45 PM) minor update for battlelog, its not the full blown 2.0 update :( , should be down tommorow
@  Holmboy : (13 May 2013 - 06:42 AM) He's notorious for gloating about how notorious he is, lol!
@  DBMgamer : (12 May 2013 - 11:27 AM) not really just guess i was tormenting that team, no tanks for you as long as i am in one
@  chocolatemilk95 : (11 May 2013 - 12:49 PM) So, what, you're notorious in the bf3 ps3 community now DBM?
@  DBMgamer : (10 May 2013 - 11:55 PM) one of my group got stuck on the wrong team, round ends, and he hops over and tells me they where RAGIN over there... "that gamer guy again"




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Maker' Sniper / Recon BF3 Guide

Finally on Battlestrats!

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#1 Maker

Maker

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Posted 06 June 2012 - 02:03 PM

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"The Forgotten"


This Guide brought to you buy Maker of "The Forgotten" Platoon in Battlefield 3 (no were not all snipers) with help from friends and DigitalWarfare24/7 Forum members input and direct assistance.

Disclaimer: This Guide is an Operations based sniper guide meant to assist you in becoming a better Sniper / Recon player in Battlefield 3. All feedback is appreciated. All pictures so far are courtesy of Battlelog and are generated or found there I do not own the rights to these images. Thanks to Dice for the game and the Battlelog system. Without it you couldn't track my pitiful stats and I wouldn't have had any good pictures for this guide to keep your eyes from bleeding to death.

Planned Updates : A more comprehensive tactics based update. Possibly delving into specific operations details. More SOP and possibly again a section for such. This one will take a while to accumulate the information for and write, don't expect it soon. But I will have it available eventually. This ones also going to require a great deal of assistance from some of the usual helpers, so it depends on their time frames as well, not just mine.

Update Section:
07 / 17 / 2012 : "Behind The Trigger" updates to Bi-Pod / Strait Pull Bolt and added JNG-90 vs L96 section with videos and pictures. Added "Team Dope Mechanics" Under Gunnery Basic V: D.O.P.E. And fixed the guide from certain code death again. 24/7 get your site together!

07 / 08 / 2012 : Part 4 of 3 : Repair mode. Fixed the guides bugging out, swapped some pics for video and added small sections all over. Updated pistol selection again and am currently moving through the list of things

07 / 08 / 2012 : Part 3 of 3: Added selecting the right rifle and SV98 vs M40A5 section under rifles with full results. Also added a behind the trigger update on several rifles and the Strait Pull Bolt. Updated Negative space with short vid. Updated scopes with pictures of cross hairs.

06 / 20 / 2012 : Part 2 of 3: Added updates to the new DLC rifles.

06 / 06 / 2012 : Part 1 of 3 : DLC Guns added to list with explanations and details to come... And thanks to Symthic, accuracy ratings for each gun while ADS. The lower the better.

04 / 30 / 2012 : Part A : Added extended rifle and scope reviews (Rifle section and Ballistic section) + Fixed Minor Spelling / Edited some descriptions.

Part B : Will be conducting a test with the M40A5 and SV-98 using the 12x Scope and a Bipod over the next month or so. Recording progress and results. This will be held on a discussion topic and anyone is welcome to give info or intel.
M40A5 vs SV-98

01 / 27 / 2012 : Updated PKS-07 and 8x Riflescope under gunnery advanced and added one of my regular sniper rigs to the list.
01 / 02 / 2012 : Removed guestimated ballistics charts from Advanced Ballistics scopes, added an apology there under and modified my opinion of scopes as some have changed. Added attachment "Flash Hider"
12 / 20 / 2011 : Updated Rifle section with velocity / range number. Updated Field Notes. Fixed some spelling errors.
12 / 19 / 2011 : Added Recoil Dependency under Gunnery Basic / DOPE shots. Added recoil type to each rifle after rifle name.
12 / 16 / 2011 : Added QBU-88 and L-96 AI sections and Updated most Non Optic Rifle Attachments.
12 / 10 / 2011 : Updated Field Notes with full ballstic chart found on google and a cheatsheet for fast field work.
12 / 01 / 2011 : Updates to Tactical Flashlight, Laser Sight, and preferences for PKS-07 / 1911 Suppressed.
11 / 24 / 2011 : Because I do work on thanksgiving. Pics, and a few minor changes. Field Notes officially added. Officially Version 1.2

Key:

Spoiler

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A: Introduction
If you don't know by now I am a huge fan of what works and what is practical. I've spent so many years sniping in various videogame shooters that it even transcends genre. When I picked up the first person shooter at eleven this was no different. Precision wins.
That said I have learned a lot over the years as a gamer, gun guy, and a human being. All of these have assisted me in building this guide. With the help of many forum goers who will diservingly get credited we will shortly begin.

This guide is meant to give you what I call a "Fighting Sniper Guide" and is based very much on the operations therein rather than the statistics you will see posted on internet websites giving you the games basic functions. I will teach you how to apply these tools you are given in the best manner I am able to describe. If any of this is mistyped or difficult to comprehend please say, so that i may fix or make the learning process easier. I teach how to make fire, not douse you with fossil fuels.
 


B: Long Rnage Optics
--I : 8x Rifle Scope
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This is the basic Rifle Scope you get with any standard American sniper rifle issued in Battlefield 3. It has the standard mildot system and is to be used thusly. It offers excellent target aquisition speed and a farmiliar system for anyone who is used to the dots and crosshair. Four mildots in each direction from the center create a grid of coordination in which you can measure elevation and movement.

--II : 12x Ballistic Scope
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The scope to use when you have to be spot on from very far away. The ballistic scope is similar to the 8x Rifle Scope in that its reticule is very farmiliar. It is more of a mix of ballistic and TREMoR style scopes but it does its job well and the added lines and dots to help with aquiring a moving target that far away when needed. This is the scope to use if your that good at making shots, Shooting at stationairy targets, or have a very big need to see a small spot in great detail. Counter snipers prefer it as well.

--III : 7x PKS-07
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The "Upside down Chevron" recticule everyone I know personally hates. It is both simple yet baffling until you learn the system behind it. (look for the gunnery section) This scope offers you the widest field of view in the entire range of scopes available and should be used for that reason. its slightly lower magnification allows you to use more of your active vision to engage targets and can lead to better situational awareness even if it is a very minor advantage. In my opinion the reticule is the reason to use this scope. You can see your bullet "Drop and stop" so you are left with an absolutely pinpoint bullet travel path simply because the recticule does not get in the way.


C: Rifles
As a rule I didn't intend to add statistics to this guide However the need has facilitated itself. I'll list the shots to kill during core. Bolt guns in hardcore will one shot kill anything up close in Hardcore and 2 shots is all you will ever need no matter the rifle. For core Bolts are headshots always and Semi's are headshots with multiple body shots. The SKS is the deal breaker as at extended range it is not able to OHK headshot currently. I will keep an eye on this and update the guide as needed.

Update : 06 / 06 / 2012 : Accuracy Ratings while ads courtesy of Symthic Advanced Gamestats.

07 / 08 / 2012 : "Behind The Trigger" Updates : Added this section to help with specific things I've noticed while operating the rifles in question. Some will be skipped as I just didn't use them enough to get enough feel behind them. I never intended to write "memories of a virtual sniper" but that's essentially what you should take these sections as. Time spent behind a weapon system employed in one way or another. What I've done with each one and situations that arose because of them. Both the good and bad and will be an alternative take on the standard methods I've done so far. I will update them over time without time stamps however as they are an ongoing process.


--I : MK11 Mod 0 :
Recoil : Light
Accuracy rating : 0.0167
Muzzle Velocity : 550m/s
Max Distance : 2750m
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Once unlocked for both sides unless you have a severe issue with this gun I sugest it for all CQC / Medium range sniping opportunities. Rate of fire and reload of the semi automatic and the versatility of using any attachments you want on it seem to be proper for the ranges it does well in. It also has the lowest visual presence onscreen when running so you have a far more clear picture of what you are dealing with. Suggested Kit, 4x Acog, Bi-pod, Suppressor

04 / 30 / 2012 Update: This gun has served me well as a DMR using it as the suggested Kit. It has also served semi reliably as a sniper suppression system running it with a ballistic scope and laser. While I still prefer it over most other semi auto rifles It still has all its usual goodies.

07 / 08 / 2012 "Behind The Trigger" : Several deployments on urban maps shoved me into using this over the Dragunov due to its faster reload and accurate ability to put fire down on many incoming targets. This gun is in my opinion one of the superior semi auto rifles in the game followed closely by the EMR and QBU-88. This gun has been with me through hell in Op Metro and other such areas I had no business taking a sniper rifle. Suppressed and suited well to that sort of combat with an acog and bi-pod the gun shines. It has saved me from multiple deaths in CQC with hip fire before switching to a pistol and has given me the ability to do that then immediately move from cover and fire on an enemy far past the reach of my squadmates who were packing AR's or LMG's. Alternative Behind the Trigger suggested rig doesn't change...


--II : SVD (Dragunov) :
Recoil : Light
Accuracy rating : 0.0167
Muzzle Velocity : 530m/s
Max Distance : 2650m
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In many ways it is the sister of the Mk11 so many of the same things apply here. However the Daagunov's profile is somewhat more ambiguious. Suppressing it or using other attachments only make its strange profile stranger. It by itself is difficult to spot whereas the Mk11's streamline design is an eye catcher. Suggested Rig, 3.4-8x Optic, Grip, Tac light.

04 / 30 / 2012 Update: No update on a Russian gun from the guy who usually uses them would be horrible blasphamey right? Sure thing. This unlovely weapon has given me a bit of hard earned practice. Not a lot but i did manage to pick up a RDS'd Dragunov in a very open map and proceeded to make decent shots out to around 300 yards. Worked my ass off getting them there but it worked none the less. It wound up working so well I tried a similar variant of my suggested rig and went on to make great strides in mid range combat. Shows what the semi's are capable of.


--III : SV98 :
Recoil : Medium
Accuracy rating : 0.0
Muzzle Velocity : 520m/s
Max Distance : 2600m
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The slower version of the M40A5, theres not much to say about this gun outside its the first bolt action and is slightly slower between shots and reloads than the M40. While both do identical damage it is again in my opinion this gun is strictly for the Russian fans or the people wanting less profile on the screen as the M40 seems to have more (but not by a great deal). May have but is unconfirmed to be fastest to deploy the bi-pod. The SV98's claim to fame over the M40A5 is only slightly less bullet drop over range and its slightly superior bullet speed. Suggested rig. Bi-pod, PKS-07, Tac light

04 / 30 / 2012 Update: In this world no news is bad news and that spells extra for my previously favorite rifle. The SV-98 has seen almost no love from me recently and has only aided me when picked up from randoms. I still enjoy smirking realizing its slightly more ballisticly superior to the M40. However expect this section to be updated soon as I am holding a comp of sorts between this and the M40 over the next month.

07 / 08 / 2012 : "Behind The Trigger" : Look who got some love. The SV98 has recently been brought to the front of my questioning again as a big "why?" gun. Well lets get down to tacs on it. Supposedly it has better hipfire than any other bolt gun by a slim margin. This means it gets to be stupid good at very very specific things. Now you guys who know me know I got a thing for gimmicks when they are consistent. This also means at close range running a nice laser sight is now a good thing. After five staring my M40A5 its time to go back to basics on the old girl and see what shes made of. Expect more. layla's not dead yet.


--IV: M40A5 :
Recoil : Medium
Accuracy rating : 0.0
Muzzle Velocity : 490m/s
Max Distance : 2450m
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This is my personal workhorse (terrified yet?). This is a total upset coming from the guy who usually prefers Russian guns. But the fact I can mount it with the PKS-07 makes it ok. Its faster to reload than the SV98 and its faster to cycle the bolt. Thats more shots downrage faster and slightly faster target acquisition. Its preference most of the time but these are the facts. The slower bullet speed should not deter your use if you prefer the "faster" alternative. Same accuracy, faster reload, faster cycle rate. Suggested Rig, 4x-8x, Bi-pod and Tac light.

04 / 30 / 2012 Update: Still ridiculously favored at 420 kills since I wrote in the guide last I have not touched this beast. I did however change a few preferences and will now be operating both this and the SV-98 with a ballistic scope for a future test. May the best rifle win. Keep an eye out for that update.

07 / 08 / 2012 "Behind The Trigger" : If this gun could talk it would tell you that its been there through thick and thin. My go to rifle even now with the JNG-90 available this is still my professional killers choice. Ive handled CQC opponent after opponent, switched to pistol only to go on to remove entire squads from buildings. It has saved me on occasions where being run upon by two guys were immediately reduced to zero. It is now my go to when teaming with my ressurected squad and we use the 8x unless the 12 is mandatory. What I never achieved with any other rifle I have done with the M40A5, sometimes at a severe disadvantage. Firing up hill while suppressed using an acog for example, vs a 12x M98 user. I attribute its success to its rate of fire, which seems perfect.

My best memory of this was a game where I threw off my bipod in favor of a strait pull bolt and stayed mobile. 20+ kills later and I don't know how many objectives retaken. I lived through a great deal of our assaults just by going around the peremiter of a base popping people who ran out and then entering behind our point with the M93R drawn. The M40 is the only rifle i also feel comfortable suppressing and still sniping at distance with. Op Firestorm +900 yard / meter shot with 8x / Bi-pod / Suppressor on a stationary enemy sniper. I was shooing into the fat part of the lines on the scope and was still able to hit him for a kill within a mag. Alternative Behind The Trigger suggested rig, 8x / Strait Pull Bolt / Tac light (or suppressor, situational)


--V : M98B (Barrett) :
Recoil : Heavy
Accuracy rating : 0.0
Muzzle Velocity : 650m/s
Max Distance : 3250m
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Ah the "Sniper rifle with training wheels". Atleast thats how i feel about a vastly superior weapon with a really crappy cycle rate and reload. Where the SV98 is the middle of the road bolt, and the M40 its faster brother the "Barrett" is as usual the powerhouse. Unconfirmed faster bullet trave, combined with less of a drop over range make this the most useful gun at range at a glance. I have however failed on every attempt to headshot anyone past 500 yards with this weapon. At one time I believed it to be less accurate. It was in fact poor observation on my part that the 12x Ballistic scope with this guns high recoil was making me believe my bullets landed in one place on my scope when in fact they landed a good deal higher. Take note of this on any high recoil sniper rifle and watch closely as your scope resets when shooting from a bipod. Suggested Rig, Long range optic of your choice (12x is all we have as of now), Bipod, Tac light.

04 / 30 / 2012 Update: I owe the M98B so many apologies by now that its disgusting, my best sniping game on Op Firestorm, my best sniper score and now sadly my longest head shot in the 900 yard range somewhere now all belong to this slow rifle. I would like to say its superior marksmanship that did the job and it could have been but until I get out there and re-prove my worth as a sniper this gun is now my top firearm. I hate to say it but it really does look like its shaping up nicely to steal the M40's job.

07 / 08 / 2012 "Behind The Trigger" : What spurred me back to action after i realized id been lax in my sniping. The M98B punched me in the face like no other when my record longshot was taken with this at 12x + bi-pod. I Immediately set out to prove it wasn't the gun I was doomed to use and did so with both the SV-98 and M40A5 shortly afterward. If anything this gun has been a big help in developing this guide and I regret no time lost behind it. An excellent counter-sniper tool this gun should be used when you have to make those shots fast and follow ups aren't an issue. I doubt i would have ever bothered with the guide had this gun not pushed me to do so. Behind The Trigger suggested loadout... no change.


--VI: EMR :
Recoil : Light
Accuracy rating : 0.0167
Muzzle Velocity : 570m/s
Max Distance : 2850m
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This gun makes the Dragunov and Mk11 look like remedial students. Its kick is only slightly more than either of them but when gripped or bipods are deployed it is the same or negated entirely. If your in the thick of fighting and didn't bring the Mk11 or Dragunov, this is what I hope your carrying. Possible future balancing aside however it largely does the same job as the Mk11 and Dragunov with the farmiliar swaps of reload time, rate of fire, armed reload etc: Treat it like the other semi auto's and you'll do fine. Suggested Rig, Mid range optic 3.4-7x, Bipod, Suppressor.

04 / 30 / 2012 Update: Gone fishing never to return. I spent some time in some CQC maps just doing basic op work I could have done with the Mk11. Later dealing with a lot of rushing moments where thanks to its kick even with the bipod deployed I was very annoyed with the result. Im giong to reconstitute this as one of the more mobile gun options as it does work well when gripped and used with acogs. Can be a good long range weapon as well due to its high velocity but i feel its still better suited to CQC.


--VII: SKS
Recoil : Light
Accuracy rating : 0.1
Muzzle Velocity : 440m/s
Max Distance : 2200m
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The SKS is the CQB Rifle of choice for the Recon class, it lacks any real ability to do work at its maximum range in core and even hardcore game types but it is excellent in mid range fights where precision is needed. It stacks up about as well as the rest of the semi autos here the only qualifier is i would not depend on it for extended ranges even in the same fashion you could with the EMR, Mk 11, SVD, or QBU. Suggested Rig, Holographic - 4x zoom, Grip, suppressor / Suppressor.

04 / 30 / 2012 Update: What are you doing in my guide pseudo sniper rifle? I thought seriously about removing this gun as a whole then realized I might as well leave it. Its still what you'd expect however in sight of changes I have to change my recommended rigging to suppressors.


--VII : QBU-88 :
Recoil : Light
Accuracy rating : 0.0167
Muzzle Velocity : 550m/s
Max Distance : 2750m
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The QBU shares a great deal of its statistics with the already farmiliar semi auto rifles, good rate of fire, decent accuracy and a penchant for getting you out of tight places if your lucky. Its damage is on par with the other rifles and it comes with a flash hider for no particular reason. Again its a semi auto with farmiliar ballistics and issues here and there. Reload times and fire rates are about the same tradeoffs you would expect. As the only bullpup designed sniper rifle it does give you better urban profile. You won't have to worry as much about getting closer to windows and corners and giving your position away. It also causes it to have a slower reload than most of its siblings, take note. Suggested Rig, Mid range optic 3.4-8x, Bipod, Suppressor.

04 / 30 / 2012 Update: Without its flash hider this gun just falls back into place as a suppressed profile eliminator. Good gun though. Not nearly as likely to run it as I was before the flash hider removal. For anyone interested in actually sniping with it i changed my rigging suggestion from 3.4-7x to 3.4-8x seeing as the 8x will perform better with a suppressor.


07 / 08 / 2012 "Behind The Trigger" : If you brought something to CQC and it wasn't this you lost. Best hipfire of any sniper rifle in the game + laser sight, and this thing gets stupid fast. Saved me more times than i can even remember in close and still has the accuracy to punch peoples faces at range. excellent when equipped with the PSO-1 PKS-07 or 8x Rifle scope. this Tool kept me from death and has been the savior of many squad mates in close as well. Any map where mid range sniping and CQC have been an issue this gun has followed me there. Do not be afraid to diversify into different tools, they are fun to use and there for a reason. Bring what you need. Behind The Trigger suggested load-out no change.



--VIII : L-96 AI :
Recoil : Heavy
Accuracy rating : 0.0
Muzzle Velocity : 540m/s
Max Distance : 2700m
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Candidate for sniper rifle of the year / game goes too... Obviously im overstating this but it is from what I can tell so far "the other Barrett" Its ballistics seem to fall somewhere between the M98B and the other guns in the lineup with none seeming to measure up to the L-96's ballistics. Unlike the M98B I feel this gun is very accurate and capable of making 500m headshots on moving targets using the 12x Ballistic Scope. It cycles faster and reloads faster than the M98B as well making it my go to long range gun. Suggested Rig, 12x Ballistic scope, Bipod, optional.
 
04 / 30 / 2012 Update: After the flash hider loss I began to find other weapons that were more suited to my needs. Sadly the M98B's power and superior ballistics destroyed my beloved L96's reign as my go to Magnum gun. However it has spurred me to interesting changes and I hope new and brutal results will come of it. This change facilitated the SV-98 vs M40 you will see soon. She's still the long range work horse though, make no mistake. Though sadly its taking more work than I'd prefer to keep her there.

07 / 08 / 2012 "Behind The Trigger" : A great deal of my sniping with this recently has taken place onn Gulf of Oman and has been nothing but pruning other snipers. Realizing this was a mix of the M98B an M40A5 I attempted to replace both with one rifle getting decent results. If you want ONE gun, that will pass for both, the L96 is it. I personally would take the M40A5 over it but that's me. The reasons are all there in the numbers, the L96 is just a slower M40A5 with better ballistics, a "Magnum" if you will. While i'll always like this gun, it has never given me the safety, reach, or flexibility of the QBU-88, M98B, or M40A5. Behind The Trigger suggested loadout, no change.



--X : M417 :
Recoil : Feather
Accuracy rating : 0.5
Muzzle Velocity : 450m/s
Max Distance : 2250m
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I give you... Magic. Im kidding of course but this gun is stupid good. Twenty one rounds and a 0.5 accuracy rating make it a step between the SKS and the Mk11. But that makes it the real Designated Marksman Rifle of the game. Capable of head-shots cross map if your lucky / up to it. This gun has what every fighting sniper wants. Power, ammo, and acceptable accuracy. If your in medium or close range and chose another gun, im sorry, you chose wrong. My preferred rig with this gun is very similar to the Mk11 but I'm going to separate this into two sections so the details are explained exactly as needed.

Mk11 vs M417; With a slower muzzle velocity by 100 than the Mk11 the 417 is directed at the DMR audience especially considering its accuracy rating. Which again falls short of the standard. What is interesting however is that this gun makes up for that by having the twenty one round magazine and decent all round stats all be it in the sacrifice of its true sniper level accuracy. With longer arms, OHK headshots and basic superiority to the SKS I have to say this gun shines. Now for its falls. Vs the MK11 its almost undecided between people which is better if your using it as an actual sniper rifle. Now we get the kits together.

This gun has become my CQC sniper rifle of choice Bipod, Suppressor, Acog because it can still reach out with ballistic performance but your not kidding yourself with the 12x or8x scope. Whereas the Mk11 can be a substantial threat way off in the horizon. This gun also performs VERY well with the laser sight attachment. When running with your team in close nothing beats that assisted hip fire you may have to spam to stay alive. Suggested Rig, Bipod / Laser / Acog or 3.4 with ballistic markings.

07 / 08 / 2012 "Behind The Trigger" : This is the second best CQC rifle i can think of for a sniper. If your DMRing it up however this might just be your new SKS. Capable of head shots crossmap and still fast and accurate enough from the hip to take out any foe you run into consider gripping this beast with a laser sight and Acog at most then go to town. Saved my life countless times as it has my squad mates. A particular favorite of mine for pruning engineers / support players who try to prune my tanks with drills or c4. Its forgiving enough for anyone to use and learn to snipe yet its also good enough to be a Semi auto CQC tool. Don't get rushed by SMG's and you shoould be just fine. A fine addition to the CQC DLC no matter how much i hate the maps. Behind The Trigger Suggested loadout, no change.


--XI : JNG-90 :
Recoil : Special
Accuracy rating : 0.0
Muzzle Velocity : 560m/s
Max Distance : 2800m
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This Turkish bolt gun has one hell of a good shot pattern. Better than that its slightly faster than the L96 and it has more ammo for absolutely no drawback in my opinion. It has however a very special recoil. This gun doesn't jostle the scope around randomly and resets before your breath can give out. That means it is very much like the M40 with a strait pull bolt. If your a sniper on the go this could very well be your "magnum" choice. Its is easily working its way into my main long range bolt gun scenario as well.

Given the chance to work with this on OP Firestorm and some other maps (even some cq maps) i will place this between the M40 and the M98B squarely and its just as special as both of them. This gun really doesn't have much going for it than its special recoil shenanigans and its faster bullet speed, and thus more range, than the L96 however if i wrote to you about stats all day you could check any other guide. The JNG-90 brings a lot of pain in the same fashion the M40 and SV98 will, As they have the same OHK range in hardcore and on top of that still perform very well at any suitable range.

A little additional point on the JNG-90 is that I have had very good success using it with a laser sight to improve its "panic fire" when moving with the team. It doesn't help a lot but it does work pretty well when given the chance. Anyway bottom line: Suggested Rig 12x / Bipod

07 / 08 / 2012 "Behind The Trigger" : The JNG-90 is what spurred me into the strait pull bolt world as it started my fascination by being very stable when fired with no bipod. Something i still cannot say for the M40A5. This gun really shines when given the proper time to learn and get the feel for. I've had limited time behind it but it feels much more like a guardian angel style sniper rifle as opposed to a counter sniper. Behind The Trigger suggested rig, PKS-07 / Strait Pull Bolt / Tac Light.

07 / 17 / 2012 "Behind The Trigger" :
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12 x / Bipod / Laser sight today yielded not one but two ridiculous head shots. The longest one featured in the picture, the other still in the 1200+ category. This shot was also duplicated at great expense to my accuracy with the strait pull bolt. This means that the JNG-90 with either an 8x or 12x scope is capable of up to 1300m shots with accuracy if the shooter is up to it, realistically, on consoles. On 8x your simply firing at dust clouds which is very tedious. With 12x your still shooting at dust clouds a lot at that distance but you may catch a one or two millimeter high guy running around from time to time and get enough DOPE info to put one in his noodle.


--XII : Selecting the right Rifle
Don't expect me to gush over this or make overly large analysis. In the end which ever you favor is going to be due to your experiences, not mine. I can only tell you the basics which I will be doing with my "Behind The Trigger" sections above and give you this simple paragraph to chew on. The Idea behind the rifle you choose be it semi or bolt is that it fits the way you play at any given moment. By now we all know what we like to do.



--XIII : SV98 vs M40A5
(Pics Brought to you by Motorola's Droid Razer Maxx) Pictures also taken in Normal mode so the menus can be used for references.

Lets go comparison. For this test the rifles will be judged on things that aren't painfully obvious when not putting them side by side. So lets take a look at what they look like running around Caspian Border... shall we? I'll be running an 8x / Strait Pull Bolt / Laser Sight as I've confirmed there is no discernable difference when the bipod is deployed.

So ladies first... and were running.. SV98



M40A5



Statistical analyses (Stats provided by Symthic)

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SV98 vs M40A5

For reference: SV98 / M40A5
Recoil : Medium / Medium
Accuracy rating : 0.0 / 0.0
Muzzle Velocity : 520m/s / 490
Max Distance : 2600m / 2450m

Interesting statistics no (also lol at the 7.62x54mm R being listed as superior to 7.62x51 NATO, I may like russian guns IRL but we all know that's a good laugh.) Anyway on to actual stuff that matters. The stats here speak for themselves when your actively playing though. In core or hardcore the results should be the same. HC you get chest ohko's in core you just get more damage. Seems to work unless my modifiers are off. What im here to talk about however is the fact that there is only a 30 difference in muzzle velocity, very little damage difference at all and a commonly superior handling in the SV98 exchanged for an uncommonly faster bolt cycle rate.

Does this make you choose one gun over the other. Possibly. What you should be looking at here is your operations. The way I've operated in the past I need a faster bolt cycle rate and I need that reliability. Both of these rifles will be reliable for you. I have no doubts of that. Especially given their similarities. Here's a fun fact I didn't know until these tests began. The SV98 and M40A5 are both faster to cycle than their kin bolt guns. Giving both of them a decided edge on the follow up shot vs others. Of the two naturally the M40A5 is faster, but the SV98 has slightly superior ballistics and handling, fair trade.

In this Shoot off it is of my opinion that both guns are equal. I May have favored the M40A5 in the past feeling like the SV98 was inferior but after this test I do not believe it to be the "slow child" I once perceived it as.


--XIV : JNG-90 vs L96

A test I originally had no intention of producing for the simple reason that the JNG-90 seemingly holds all the cards here. But in a spur of the moment request I was asked to visit this possibility and give my opinion. Since "Half way" isn't my way here's the whole thing in a nutshell. As per my "comparison tests" heled in "Behind The Trigger" updates this one will be run with the same 8x / Strait Pull Bolt / Laser Sight

JNG-90 Running profile / Going Prone / Crawling Profile


L96 Running / Going Prone / Crawling Profile


Statistical analyses (Stats provided by Symthic)

JNG-90 vs L96

For reference: L96 / JNG-90
Recoil : Heavy / Special
Accuracy rating : 0.0 / 0.0
Muzzle Velocity : 540m/s / 560m/s
Max Distance : 2700m / 2800m

With the distinct statistic advantage levied on the JNG-90. Many people will easily abandon the L96 thinking it inferior in the beginning. With even identical handling and the two guns being very similar (especially for DLC weapons) I will stick with the JNG-90 myself simply because the L96 never fit in with me well. But it has its advantages that need to be mentioned. Below are direct shots of just standing behind the rifle. The profile changes very little between the two standing, crouching or prone.

Again it is barely noticeable the difference between where the weapons sit on the screen however take a very close look at what you've seen in the running videos and see here above for each rifle. the L96 is consistently more "out of the way" when moving or standing still than the JNG-90 if only by a little bit. This is less negative space when fidgeting or bumbling around. Well since I now have the power to make short videos on the subject. Here are two basic run to prone drills with each gun. They show you similar profiles and an interesting comparison when considering that this course is designed with a mobile sniper in mind using our standard 8x / Strait Pull Bolt / Laser sight actions.

As you can see the L96 does take up less space on screen while prone moving and falling to prone from a sprint. This will give some advantages to the older DLC gun if your making a lot of last minute adjustments to position and need to see very clearly whats going on. I wont lie to you though. I feel these "soft" advantages do hold up a great merit but it is not as if the L96's differences in this regard are as drastic as the differences in the SV98 vs M40A5 test were. Does the soft advantages sway you to the L96 with its lower on scree profile and ability to shoot behind cover somewhat better than the JNG-90? Or does the JNG-90's better ballistics and faster bolt cycle rate make it feel better to you despite its slight differenes? In my book the JNG-90 comes away the clear winner of the test. Be it by only a hare. As usual though I'll take this time to remind you, an experienced sniper with the L96 will always beat a rookie with the JNG-90. No excuses guys between these two, I'll throw it up to preference.


D: Non Optic Rifle Attachments
--I : Bipod :
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This attachment is the reason you should be playing recon and be paying attention to cover. If you want the steadiest shot ever this is for you. What this actually aids in however is multiple shot accuracy from a very fixed position. If you fire a shot and know where it goes the bipod will hold that exact spot perfectly even when reloading if you do not touch the sticks. The only real draw back is when deployed you can only look in about a 130 is degree arc. It also tends to cause you problems when prone if you need to ADS quickly and do not care to use the bipod. When in rough terrain it is also very very prone to be difficult to deploy. The elevation difference makes this more buggy than youd think and in some cases it doesn't make a lot of sense. The best idea i can give you is if you think the bipod should work there adjust your side and depth movement to see if you can line up the bipod with its proper placement it will deploy. If you can't get it in the first few tries its probably not going to work without adjustment.

--II : Strait Pull Bolt :
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Cycle the bolt while staying ADS good for those moments when you must take awkward shots or multiple in quick sucession. This actually speeds up the rate at which you can get shots out because you no longer have to wait for ADS speed to be a factor. take it for what it is, it makes you cycle the bolt actions at a higher rate. This is good for mid range snipers who dont venture to the long or extreme ranges. This is extremely useful if you are engaging multiple opponents at any range and especially when shooting with elevation where your bipod may cause you to wait longer between shots.

07 / 11 / 2012 : "Behind The Trigger" : This attachment also started the "Behind The Trigger" Update system. I am now doing a lot more work with it and it has paid of very well. The only advice I have to add at this time is to make sure you have a solid way to dope your rifle shots.

Some rifles will have a naturally easier time doing this out to far ranges. the faster the bullet travels the flatter your trajectory, this means that your gun will be easier to dope but harder to shoot precisely behind cover. However this tool has now found its way into a mainstay of my work. The strait pull is also nice if you work closely with engineers or vehicle crews... think about this as you watch this short video.



--III : Laser Sight :
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Steady aim for your sniper rifle you can turn on or off. Honestly if you play hardcore i think this might be somewhat useful if you get caught with your pants down. Hands down the best tool for "no scoping" in hardcore it has little effect on Core due to damage and other factors. I recomend using it actively on semi autos outfitted for closer range combat. Acog / etc:. Remember this can be toggled on and off with the press of Up on the D Pad.

Apparently during an update the ability for friendlies to see your dot at range has been removed or was tweaked in a patch after I stopped using this tool. You can no longer cross map door point etc: though it does seem to have its uses up close still. Use it as a pointing device in close if they can see your laser sight but honestly since the update its just as good to point with your character models rifle or a suppressed pistol round.

--IV: Tactical Flashlight :
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Same here as it is for every other gun. This is best used on semi autos with low zoom scopes or no optics at all. Best paired with Dragunov / Mk11 / EMR due to their two shot potential at CQC ranges. It can also serve as a signal for friendlies if you have a communication system worked out (don't do morse code, just dont.) This can also be toggled just like the laser sight using Up on the D Pad to do so.

The question has been posed if not morse code how do I use this to signal teammates for whatever reason. I use this attachment to point obviously to something at a short distance or out a dark window so a friendly may find me or know where I am. Sometimes communicating "Im in the third window from your left second story blue buildings" could be condenced to "Look left for flashlight." much simpler and faster all be it not exactly as precice of a comment. Flip the light on during your callout and off after he confirms hes got your location.

--V : Suppressor :
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If i see this on any sniper rifle thats bolt action I will slap you. the M40A5 and SV98 are the exceptions but even then id be seriously worried about your sanity health and over all well being. What it actually does is drop the overall damage, bullet speed, and makes your guns bullets drop faster. That said if you feel it is absolutley necessary this tool can be used to mask your shooting profile from cover very well. Especially if you are in a bush or inside a building. The trade off is not worth it in my opinion. You are still going to be "headshot capable" at any range with this. But making some of the fine tune adjustments to hit at those ranges even at 500 yards can be a serious pain. Obviously you do not show up on the map or radar if firing a suppressed weapon.

Since the Back to Karkand map pack released suppressor use has skyrocketed. With the big changes that came mainly the L-96 popularity and its heightened ballistics over other rifles combined with its faster cycle rate than the M98B it is safe to say that the L-96 is partially to blame for this. I still stand by my statement that the M98B and L-96 are the go to suppressed head shot sniper rifles while the rest are situational or meant for close to mid range conflict.  

--VI: Flash Hider :
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For those with access to these on any sniper rifle. You know that these can be a life saver, not a suppressor and it doesn't really do anything to your accuracy. At least not on any noticeable scale. When mid range sniping this is a life saver like no other, no flash only a bullet, very rare to find a sniper who knows how to hide properly this or a suppressor depending on your skill-set or job description, take that how you will, can give the equipped sniper a very important edge that none of the other third attachments can. Unhindered Stealth. While the Suppressor does this well the Flash hider does it better because you are not sacrificing bullet trajectory or power for silence. Your just covering up that annoying flash that comes out the end of the firearm.

The honest problem here is "does it really affect your accuracy?" From what I've noticed not a great deal. It may but it could also just be me missing shots. When I used this on the Back to Karkand maps I felt like it was just another attachment on the gun that was only beneficial. Know I don't often use suppressors so this attachment is particularly attractive to me because I never tend to be that sneaky unless I'm up close. Then that pistol gets a workout. In my experience I may have lost one of ten shots to the flash hider. It is technically possible.

*Update Ok after the server renting update we've been "balanced" and no longer have access to the flash hider on any sniper rifle in the game. I did not feel the need to delete this section simply because I feel as if they re-balance or re-introduce them I do not want to rewrite this entire section, be aware.


E: Sidearm Selection MethodologyPosted Image

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--I : Your needs : This is one of the biggest favor fests you always see with snipers, sidearms. Do I go 1911 do I go G17C, blah blah, Bottom line here is test your gun out in core if you play hardcore and thats where you'll get your best results. The biggest debate tends to be rapid fire vs heavy fire. Rof / Damage if you will. This is always the trade off but hey were smart we know what we can and can't do or handle. The standards here are the 1911, M93R, G17C, and the Rex. These excellent examples show exactly what you can do with a properly selected backup weapon, many snipers prefer the high damage sidearms for their follow up ability if caught out. I personally preferr the Suppressed 1911A1.

My school of thought on pistols has always been what your comfortable with. It can make all the sense in the world with numbers to match but unless it feels right initially you'll make mistakes. Thats not to say you shouldn't roam the pistol market looking for what fits you best. Untill you've picked up all the gear theres no reason to settle on a final choice. Just keep in mind what seems to do better from time to time and how much use you get out of your sidearm.

As a sniper tends to have a buddy working closely with them one thing has always intrigued me though. The Teamshot. Would wonly work with the .44 Magnum and the Rex at close range. But thats 1 shot from two people instantly taking someone down. if your that co-ordinated. I think i just covered any need you have regarding pistol selection.

On my preference with the 1911 Suppressed: I use it for several reasons, it is higher in power than the other semi autos, it fires faster than the magnums and does not give my position away in the process (suppressor). It also allows me to not have to worry about my rifles laser or light when I swap to my sidearm. As I will mention later with the PKS-07 section I tend to move a lot as a sniper and don't just sit in one place. Im often between moving from A to C or actively hunting other snipers. Its very rare to see me chill on a patch of land for more than a minute or two. This means I need to be using the absolute best weapon I can as a sidearm to take down multiple opponents without making a lot of noise. That includes in open face to face firefights. I have a fast trigger finger and am accurate. Thus the higher damage 8-9 round mag of the 1911 Suppressed works well for exactly that application.

The Competetors brought up of the G17C / M9 / MP443 Suppressed variants comes down to a math equasion, The G17C has the highest ammo cap here followed by the MP443 and the M9. I used the G17C a great deal and it can get two bullet kills up close in Hardcore, three in core respectively. But at the range where those guns drop to three the suppressed 1911A1 is still one bullet ahead of them for half their mag. Consider even if I play core. It fires faster than the two shot pistols, its only requirement is that it takes three shots. and its mag holds nine rounds. That gun holds three enemies lives in its mag if your aim is on. While math will tell you the G17 holds ninteen rounds thats four rounds per kill. so It holds at the very least five lives in its magazine. At this point your surely thinking "if your so fast why not go with the G17C its a no brainer!" Ordinarely you'd be right. But the G17C does have one falling point. In order to get that second life ended you have to spend two more bullets. The 1911 requires three per life, 1v2 thats six, the G17C requires four per life 1v2 thats eight.

For this part to make sense you simply have to look at the application in front of you. Which kills faster silently and at what range? In core the 1911 kills faster by one bullet in close. In Hardcore up close both are two bullet kills. 3-4 Lives with little room for error or 5-9 Lives with little room for error? Again it sounds like the G17C has the 1911 beat. A very real concept comes to mind however. Core is the example three is less than four and I will have three out before you have four. Does that fourth bullet matter now? And for all the Hardcore guys, We may share bullet to kill numbers in kissing distance but my arms are longer. Also don't consider the G18 Suppressed in this discussion largely because it is very difficult to aim at any extended range with.

07 / 08 / 2012 "Behind The Trigger" : After the update it seems to me the G18 suppressed is easier to control when ADS. Thus this is the section where the M93R and G18 will be discussed. Generally suited to CQC the G18 Suppressed can make more accurate shots at longer range than the M93R based on its recoil numbers while ads. The suppressor however makes its hip fire worse. Take note that the M93R is still a better hip fire spray gun while the G18 remains a good ADS assassin tool. These three are the guns I've been dealing with now for ages and its not likely to change. M93R for open fights or quick defense. M1911 Suppressed for lone wolf tactics, and G18 Suppressed for everything else. That's my recommendation for now.

--II : Conflicts with other gear : If your running a tac light on your sniper rifle and on your pistol thats sweet. But you might get a conflict of gear if your running something like a laser sight etc:. The "on" setting is pandemic across your weapons. If you grab a sniper rifle with a laser and a pistol with a light, attempt to become sneaky and switch to the handgun, your going to light up the entire area in front of you before you realize to turn that handgun light off. Default position is "On" press up on the D pad to turn it off. this is the way it should remain as rifle user. Unless you need to do something very specific this is a hassle and also why I prefer clean handguns or suppressed ones without a lot of toys on them.

Profound moment in thought can also lead you to equip stuff you wont use or dont intend to use. its not a bad thing if your gun doesn't have something that might otherwise slow you down or get in the way. I run a tac light on my sniper rifle because I've gotten decent use from one. Its not always for show.
 


F: Gadgets
--I : Mobile Spawn Point : The essential tool of recon the MSP allows you to plant your spawn somewhere in which your team will not give away your position if sniping, or better are closer to the objectives than you are. This tool is often misused by snipers who are not playing with their team and are way way off not particularly supporting anyone and it usually results in their death. Sometimes multiple deaths.

07 / 13 / 2012 Update: Early on the MSP was patched to die along with the Recon player using it. Meaning when you spawn again the MSP dies no matter what class you brought. This has been known for some time but I felt the need to add it for the sake of completion.

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--II : T-UGS (Stationairy Motion Tracker) : This little tool which I often refer to as "save my ass radar" tends to be more useful in Core gametypes but I'm a hardcore player here to tell you this things saves lives EVERYWHERE. If you have two of these going no one is sneaking up on you while moving at any rate of speed that will matter in an open gunfight. If you aren't doing MAV recon or working in tandem with engineers for SOFLAM use this is your go to tool.

Interesting things about the T-UGS system is that its range is sometimes larger than you would think, especially vertically. This tool can keep an entire buildings perimeter under careful watch as long as the enemy team isn't croutch or crwaling through a random building. The best part is that someone cannot just lay another T-UGS system near yours without alerting you to their approach, meaning your T-UGS system will not only catch their movement, but you will hear extra beeps. And if they arent careful see red dots on the mini map. Happy hunting.


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--II : SOFLAM (Stationary targeting system) : Oh range finder tool why do you stop at 200yards making my mind twist in the wind and my databook of ranges for scope calculation cry horrible tears of despair. Because it should be too busy locking on to aircraft or other annoying vehicles for Javelin users to care about doping your shot which you can do with your bullets.

Trei's findings
Spoiler

This system is amazing when you have a game on Caspain border or Firestorm with a team. More specifically a team of you and three guys running Javelins. Enemy armor? Blasphamey. You'll pretty much blow up anything that isn't a jet with this setup but again who cares jets hardly do anything except against other jets. Realistically however its just impractical to go for the jets as the lock on time of the SOFLAM and their obvious speed make target aquisition and range holding a nightmare.

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--IV: MAV (RC airborne Uav) : Obvious distraction GO! This tool aggrivates EVERYONE. Even if it isn't able to shoo,t no one likes these things and they pull so much aggro ive seen two tanks try to destroy one MAV. Suffice to say this thingis both powerful and useful without a weapon. When active you have a semi mid range IRNV system which allows you to see the enemy and friendlies so you can navigate and target things approrpately. It also has "Mini T-UGS" built into it, even when your not using it via your PDA. Plant a miniT-ugs in the enemy base by remote!? You bet. Support guys make this great too because you never run out of these atrociously annoying recon drones.

Clever useage and palcement can make one last forever. When flying around hold the highest altitude possible in urban maps for better perches and hidden locations to post it up on. The biggest drawback is one that ive preached about forever though. If your using the MAV actively your not doing much up front. And thats always bothered me in every game I play be it Battlefield or another game, even of different genre. Make sure you mix your time up with the MAV and your team and are using it responsibly. Your team needs you AND your box of toys. Don't assume the MAV will substitue for you.
 


G: Specalizations
You'll want to take the ones important to you and to aid your active team so mix it up. But I'll hit on why each one works well and why sprint shouldn't ever leave your squad no matter the gametype.

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--I : Sprint : Faster running. From point a to point be 5% faster doesn't sound like a lot especially to a sniper but it makes a huge difference if your entire team gets this. And seeing as it is the first squad Specalization you unlock its easily the best one to use. Also aggrivates other snipers. Which is the point. If you have a team in harms way that is moving or fidgeting around. It makes it difficult for other snipers to kill them. Revealing their positions with fire and showing you about where you need to look. Suppressor or not those bullets fly the same.
Note: Sprint also acts as a great way to apply pressure. If you die and are respawning on a recon beacon near an objective a three man squad can begin to seem like a never ending army.

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--II : Flak : Excellent for those get in your face style players. If your sniping and someone on your squads running sprint. First thank them for not being an ass and grab something like this. Flack will allow you to live through some explosions that should have killed you. That alone is not going to win you a fight but every bit helps and this is very important to a Close /Mid fighter who puts people down with one accurate shot. Those SMAW's and RPG's seem a lot less intimidating when you can actually fire back with less fear.

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--II : Explosive : Snipers running explosives? What? Yeah that whole engineer team with the SOFLAM sniper example earlier. That is exactly what this is for. Those engineers can be using sprint or any other specalization to help them get around especially if they are lower level guys. More explosives headed to the enemy at the expense of what? Your a sniper not much.

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--IV : Cover : As lord of the longshot you better be able to make them. This helps a lot. Cover makes you more resistant to the effects of suppression and can also be as useful as Squad Flack in CQC / Mid sniping encounters. I try to use this in Operation Metro or Sienne Crossing where the action is almost always allover you. Again with the squad bonus you have three other guys most notably not sniping laying down more accurate fire on the enemy.

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--V : Suppression : The direct counter to cover. I do not sugest this for any reason what so ever. Suppression is nice for LMG guys and the occasionaly Semi Sniping you may do. However with Cover being what it is, and making you better I do not see a great point into putting the regular suppression back on the enemy. If your suppressing them with a sniper rifle, chances are you could just as easily be killing them.

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--VI : Frag : If your teams full of rush goons, believe me I have those in spades. This is useful to a degree. That team of shotgun monkey assault medics are not going to stop with grenade spam and now they dont have to. At the same time a support player could make up for this but thats less medics forward making the enemy regret their lives that much more. Specalized and limited use. I would pass this up entirely as a sniper.

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--VII: Ammo : It does what it says. You get more death dealing bullets. Im however going to throw this in with Frag. Its something a support member could be doing. But in their absense its the next best thing and allows for the team to be onthe move with plenty of ammo and not run out before possibly obtaining the next objective.


 
H: Your Job as "Recon" Posted Image
Long story short, your job is to make the enemy as miserable as possible. Snipe them, call them out, set MAV drones on their routes. All from decent distances and a relative safe zone. What I do not advocate is sitting 1000 yards away attempting hilarious shots you know you can make and want to because of the stat in the my soldier window that makes you smile. Get out there and make your shots but make sure they count. Be with your team as much as possible, being off on a hill sniping or spotting is fine, setting down your MSP and leaving it for the team is acceptable. As long as all of these things benefit the team itself. Never hesitate to leave your place of operations if you feel it is not getting things done, or if your team communicates they need you elsewhere.

--I : Countersniping : This topic I totally forgot about early on because its so much second nature to me that it comes in my mind naturally. Countersniping however is a very common job of the Recon class and how you go about it makes all the difference. When I play with my team and anyone calls out a sniper they always spot them if available (again we play hardcore so im checking the map the minute they say something) Once I aquire the target if equipped properly i can do one of many things.

I like to start with the obvious, putting a bullet in their head at whatever range im at. I am a good sniper and pride myself on countersniping afterall. Its the closest thing to a duel this game will provide and to the victor often goes a sense of satasfaction. I shouldn't need to explain the basics of look where the target is, get a sightline then end his life. Those are the usual steps you will take to make yourself a successful countersniper. The more obscure and gear dependant things you can do is harass him with a MAV if you cannot get a sightline fast. he'll get aggitated or shot because of constant sensor or spotting and that solves the problem all on its own. The other is the standard sniper practice of using negative space which will be covered later in this guide.

--II : High Priority Targets : Drivers, Jet Pilots, and other snipers usually round out this list of opponents you'll want to smoke as quickly as possible. Occasionally someone on a stationary weapon system will require shooting but a stationary target requires no real training outside of basic gunnery and shooting. Just be aware of whats going on and what you can do to deal with these opponents as they show up.

Now I'm also not saying spray at the Jet Pilot, if you get him fantastic, but another jet will soon replace him. High Priority also means direct danger to your teammates. Two jeeps going to two different locations for example both full of enemy soldiers. The one closest to your teammates, not you, is the one you need to be concerned with. This is twofold, if they are near you or passing by its far more likely they are headed to another objective and do not pose a direct threat, and if they are after you with a fully manned vehicle its not likely you will survive anyway. Stay calm and eliminate what you can near your team.
 


I: Gunnery Basic Posted Image
--I : Scope Sway and you : The scope sway in this game is unlike any game in the Battlefield serise so far. It is almost completely random and does not have any defining pattern at all. This is why you are given the ability to hold your breath when you fire. A small window of time passes where the scope steadies not to the center of your aim but where it is at that moment. This is a strange occurance and rewards someone who is quick to aim and follow up if necessary a good opportunity to correct a whiffted shot.

This is not always easily overcome however, under heavy suppression or in awkward shooting angles this can be an evil you will simply be forced to deal with. It was intended to slow you down in that respect just like getting up from prone does. Keep this in mind when your decision making process begins because what happens in your mind soon translates its way into the game and thats where your mistakes will be shown. Remember that its just as much mental as it is physical.

--II : The art of the Quick Scope (wtf?) : Oh boy is this charted waters. Filled with rants, hate and way to much complaining. Bottom line if you play hardcore get ready to be bolt action Quick scoped or no scoped or randomly shot at close range as they all do around 75 damage and you have 60 health. Oh yeah. If you play core coincidentally it is just harder but not impossible as all sniper rifles have a headshot modifier that is somewhere in the 3x + section that make headshots fatal most anywhere. Im fast enough to do this on reaction. Some other guys may be as well. If your one of those guys who takes their sniper rifle with them no matter the consequences this is a skill you'd be smart to invest in mastering. If your against this simply remember Iron Maiden said it best "Be quick or be dead".

--III : Who to shoot first : Natural target selection is based on several equasions that I could bore you to death with using numbers charts and all that fancy math. I'll save you what I never save my friends and keep this approach as practical as possible.
Bottom line really, shoot the most dangerious enemy first and do not hesitate. Even if you near miss he is suffering slightly from the suppression aspect of the game and may miss anyone he is currently engaged in fighting.

This changes drastically depending on location team build and team needs. Obviously if your mostly armor go for engineers if you can pick them out. Same if your infantry Support or Recon soldiers need to be taken down before anyone else in this instance. Assault holds an interesting spot here though. As medics as a general rule on an infantry vs infantry basic you kill them first, fiercely, effeciently, and as often as possible. This creates instability at the opponents frontline. If they cannot hold it they cannot keep pressure freeing you up to do as you please.

--IV: Spotting Things : This is more important than shooting. If you do not let your team know where some guy is, he could potentially be a recon setting your conquest game up for failure with his MSP and if his squad spawns on him or his MSP its a world of hurt for your backline unsuspecting guys. I say its more important because if you somehow fail in killing them or are just unable to do so. That entire team is now aware of their presence. I promise it won't end well for them. In addition this also gets you good point bonuses for leveling up you recon kit faster something that will come with time.

--V: D.O.P.E. Shots : This is an actual real life acryonym used by anyone who shoots at long distances on a regular basis, it means Data On Previous Engagements, or "Dope". While this information would be handy in a small data pad or notebook for me at the shooting range. Its not quite the same in battlefield. You'll no doubt read this some where in my post and it basically means shooting a bullet once setup to see where my my bullet goes down my scope. Using flat buildings as targets you can easily see exactly where you need your shot placement to go. Combine this with the "Gunnery Advanced" Section to make very precice shots from almost no previous expierence.

----1: Recoil Dependency: We already know recoil is an issue with semi auto's however it is also a big issue when DOPE shots matter. When dealing with the SV98 or M40A5 recoil is small and will allow you to easily DOPE your next shot. However due to some study with different scopes and rifles any "Magnum" rifle such as the M98B and L-96 cause your scopes reset time if you stay scoped in do DOPE your shot, to be longer. Resulting in a pseudo DOPE shot. This means that you will have to be able to visually hold the spot where the bullet impacts and keep your eye from settling on the crosshairs. They will resettle where they are supposed to be from the previous shot if using a bipod. This is the ONLY way to dope the L-96 and M98B properly. Lighter rifles like the M40 and even the EMR do not have this issue. This reinforces the need for math or atleast a good deal of expierence with the "Magnum" guns in order to gain a real proficiency with them. Those precice shots will require a bipod or a very very skilled shooter.

Continued In next post...

Edited by Maker, 17 July 2012 - 10:07 PM.

Razer Onza TE Review... http://www.youtube.c...Q&feature=inbox

#2 octave

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Posted 06 June 2012 - 08:50 PM

Pretty extensive guide. I skimmed through a fair portion of it but it seems to be reliable. Wouldn't mind having it on the forums for regulars and visitors alike.

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#3 Maker

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Posted 06 June 2012 - 09:12 PM

continued.
-----2: Team Dope Mechanics "Behind The Trigger" : I'd like to address how your squad mates and fellow snipers can operate as a proper spotter / sniper team. It has come to my attention recently that a team employing the same rifle with the same scope can easily make "DOPE" shots much easier on one another utilizing simple call outs via Mil-dots / lines / chevrons. The key to an effective team it seems is two snipers, one running a bi-pod and the other running a Strait Pull Bolt. The bi-poded player needs to do all the doping since his rifle is more equipped to do so. While the Strait Pull Bolt player needs to be actively doing recon and taking in information / using a mav / etc:

For the next little bit we will refer to our sniper team members as BP and SPB for their part use. SPB scans the area for targets while BP sets up and dopes a shot for the general area they are covering. BP relays the dope information to SBP and he follows suit by setting up near BP for the remainder of their stay. With properly laid out gear and communication BP and SBP are able to engage many variety of enemy targets at their desired range (as long as its logical and they brought the right scopes). This allows BP and SPB to do two entirely different jobs with roughly the same gear and be effective while doing it both for themselves and for their team and as you know an effective sniper is one actively helping the team.

As the team grows within itself the snipers may venture forth to magnum rifles if the need arises and they are comfortable with the doping methods and both can operate within the parameters of an organized group while maintaining their efficiency and composure.


J: Gunnery Advanced Posted Image
--I : Judging Distance : There are so many tools at a snipers disposal to do this it is unreal. In the real world an educated marksman would use real life items, Doors, estimated measurements, standards like doorknobs, or windows, etc: to find a mathematical solution to range. If I know a window is 1 ft high and its only 1" at this range for example that can be calculted into a useable distance. For this game however that is too slow and ineffecient.

As writing this guide took me a large amount of time someone has provided us with a ballistics chart referenced in the Field Notes section which will help a great deal more than the brief descriptions listed here. Also since the Back to Karkand DLC release many statistics have changed on some weapons and are very likely to change in the future for balance patches. Any ballistics chart you see is going to be dated by the next patch and so on. Keep in mind that they may not change anything from patch to patch but its likely I will be completely unable to keep up with these changes in a static guide. As I've mentioned before however this is a Fighting Sniper Guide not just an Operators field book.

[NOTE] -:Scope notice: If the enemy is NOT in your field of VIEW with YOUR scope they do NOT SEE your SCOPE GLINT. Very important. [NOTE]

----1: 8x Rifle Scope :
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Standard Mil Dot reticule and standard spacing on range make this an excellent choice for first time sniper rifle users. Especially if you are new to sniping in a game featuring bullet drop. Using the mil dots and good practice of the gunnery skills covered later the Mil Dot reticule will give you the most reliable and consistant measurement tool over its range. Also apparently has the most adjustment of any of the three premier rifle scopes in the game. This makes its niche exactly what it should be. You've got plenty of hold for tracking mobile targets, and plenty of vertical adjustment thanks to the Mil-Dots themselves.

Makers Review: I Hate Mil-Dots. I don't like them in real life, I dont like them in videogames. I feel the Mil Dot system (in videogames anyway) obscures too much of what you are actually aiming at. With fat crosshairs and fatter dots you are taxed with aquiring a target mostly "painted" or covered by your recticule itself. If this comforts you or is something you are ok with, then by all means, this scope should be your go to standard as its FOV is excellent and handles all regular sniping ranges well.

An interesting finding: After some support from Chien I put in some time behind a suppressed M40A5 using this scope and found some very pleasing results. The 8x Riflescope seems to truly shine with a suppressed rifle. The additional ability to use more of your scope than the PKS-07 for ballistics gave this a big bump in my book. The op was Firestorm firing from a building into the mountain near the US Spawn. Twice i took out a sniper on that mountain. Once with the PKS-07 past all the chevrons, and another using the Mil-Dots on this scope to properly set up the shot. Biggest note, i hadn't run out of adjustment options yet.

07 / 08 / 2012 : "Behind The Trigger" : This has become my workhorse scope now. Forced to learn it by my squad-mates who prefer it I didn't want to try and learn chevron to mil conversions, thus I force fed myself this scope and its working wonders for my ballistics. Still hate it, but it works well enough for me to run it with my team and without knowing full well id rather have the PKS-07. Proof positive that your team can get you to run stuff you'd otherwise not run. The painful irony of this is now it sits atop a SV98... never fails.


----2: 12x Ballistic Scope :
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The ballistic scope gives you a unique "Ballistic" esque reticule. Its dots and lines lower than center are used obviously to calculate shot placement and the dots at the ends of the line help you time shots on moving personell (preferably very predictable personell). Its Field of view actually helps you NOT get spotted by the enemy. As it has the smallest FOV over range the less random people you miss in your sightline dont see the glint from your 12x scope. Very handy at picking out a lot of snipers if they are all kind of together but not side by side.

Makers Review: I have changed my mind on this scope after the L96 showed me the error I was making. The recoil combined with the scopes ambiguous aim points gave me problems in the beginning because I couldn't properly DOPE a shot because I was not aware it actually changed the cross hair on the screen and made it seem to be closer to the viewer, as it slowly resettles because of the "Magnum" rifles recoil you see a better example of where your shots are falling. I still hate its ballistic reticule but that's not likely to change. Flatter trajectories at range cause this particular mating of gun and scope to give you an extended range that feels very similar to what you would have with the Riflescope 8x and the M40A5.

04 / 30 / 2012 Update: Lots of time behind this has made me a believer that the scope can suck if the sniper is good. In a virtual world anyway. Kill after kill, DOPE after DOPE with any rifle at severe range this scope has provided my M98B and L96 with a great deal of killing potential as soon as I got comfortable with the magnum scope changes. Still prefer it on the M98B but time will tell what I can get it to work on.


----3: 7x PKS-07 Scope :
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Its not freaking Mil-Dots thank you! Which is what I like to emphasize about this particular scope. If your not the kind of guy to enjoy the dots or zoom of the rifle / ballistic scope. This is usually where you'll find yourself. Its a slightly less powered version of the rifle scope with 7x zoom and a proper recticule for sniping. Remember you can see where the bullet travels most of the time with this scope as opposed to the other two long range toys. Make sure if this is something you decide to run to utilize that as much as possible. It has an interesting balance however. It has both the widest FOV and the widest scope glint range in the game. So when you go scope up, be ready to take your shot and follow up accordingly.

Makers Review: My personal favorite scope and in my opinion "The Professionals Choice". Now obviously that doesn't mean go grab it and suck with it if you are already comfy with another scope and its working well. Try it, if it doesn't fit your operations or your style can it like anything else you would. Personally I use this on every sniper rifle I use, be it for CQC in the SHTF occasion or for sniping 700+ yards away when our games gone to crap and were loosing anyway. I will be able to give better feedback on this scope than others due to its unique aiming principles and the actual function of what you see on the screen. The only time I do not use this scope I will be using and Acog on a semi auto rifle.

Extended Review: Asked to explain this more in depth by the credited forum goer. Here goes. This scope fits how I tend to play the role of recon, I do not usually post in one location and add support fire or intel from where ever, I am constnatly on the move if things become the slightest bit tedious. As I move from place to place it behooves me to keep a tool I can use at any range for whatever reason. The Chevrons aid me in making highly precice high speed target aquisition, the guides of vertical lines to the left and right of the chevrons assist in calculating horizontal movement of the opponent if needed and are far finer with known ranges than that of the Mil-Dots. It also gives a mixed set of ranges as shown below in which I am able to engage in both pinpoint precice strikes, guestimation based on known range, utilize my D.O.P.E. better than I am able to with other scopes (again due to its ease of use, precision and target aquisition speed).

Update on Suppressors and the PKS-07: If your looking to use a suppressed rifle consider this and the 8x Your go to tools. This offers more fine range in its effective ballistic range if you are accustomed to it. However the 8x riflescope has allowed me to push the range of a suppressed rifle further than normally possible with the chevrons I love so much. Keep this in mind when selecting your tools.

04 / 30 / 2012 Update: Due to the new updates it is easier to track bullets over distance and through the reticule. However this is universal. This scope still retains its king of pin point shots inside its range but now fails to the 12x at severe ranges. I suppose it had to be balanced eventually. Either way any reason listed is still a solid one to run this scope for. I still love its chevron setup and can still pop people quickly with the m40 and the PKS-07 but its no longer a do everything setup.

07 / 11 / 2012 "Behind The Trigger" : This scope still soldiers on when needed. I have however found an interesting use for this when using the M98B. Its unique set of wide field of view plus low zoom gives you a very good method of tracking targets, that's a given. The M98B can dispatch people at stupid ranges with a very flat trajectory and its bullets are much faster than the other rifles. This particular mating of scope and rifle seems pretty stupid. But at most your not shooting at 12x zoom all the time and your not going to get many of those hilarious 1000 + m shots that often. So it behooves you to get a good scope with a good gun that make a mix that works. This particular setup has a very strange methodology and the more narrow and fine adjustments that can be made via the inverted chevrons are a very good match for the M98B.


My apology to all reading: I am sorry I am currently unable to thoroughly test this and due to character models seeming to lag or not show correct positioning at extreme ranges it is very difficult to do this against an actual enemy team. When private servers are launched or the ability to private game is available I will be able to handle it for you.

Additional apology: I have been absent from Battlefield. Since the update I believe my ballistic charts to be old. I removed them in favor of using the ballistics chart linked in the Field Notes section. I will continue to work on other details but for now I am not confident in my previous findings.

--II : Elevated shooting: Elevated shooting does matter in your calculations of bullet drop and recticule based mathematical aiming. Being as there is no angle elevation tool you will have to feel it out more than anything. Remember a well trained sniper with an inferior weapon can easily defeat an untrained sniper with the better tool. This ones a martial art where the games concerned, get some trigger time on mixed elevation such as Kharg Island or Caspain border with DOPE for good training. If I were a betting man, my money would be on the extended range for each reticule being based on your elevation vs target elevation and bullet drop at current dot / line / chevron.

--III : Spotting
----1: Rifle Specific : Spotting for another sniper can get your buddy and yoruself more kills and less enemies harassing your MCOMS or Flags. The biggest thing to take note of here is what your squad will be outfitted with. A sniper team tends to work as a two man operational group but can sometimes go into more if the need arises or your setting up closer to an objective.

What you will want for spotting is a decent scope with decent zoom, I sugest the Riflescope or PKS-07 as both work about the same for this application. All you'll need to be concerned with is pointing out targets for your sniper friend. Since your both running recon in this scenario ettiquite is needed. If you see someone and you take the shot but miss, you had better be able to call him out. Same goes for if you see two guys running paint them first.

The reason for this, especially when playing with a full or mostly full team (you'll note the absense of squad in that statement) is so your team can pick them up easily and not be bothered with looking for an enemy in an ambiguious location that you describe in the five seconds it takes the opponent to cover ground and close on your defenses.

There's not much else to say outside of personal dealings with others. Your spotter might not be the best player you have on your team or may not be the best backup. But these guys tend to be very very aware of whats going on and can usually pickup people you miss entirely. At the same time you dont want someone whos jittery and likes to move a lot if your holding down a position thats working. Choose your partner accordingly it makes a difference.

----2: MAV Specific : The MAV is the most annoying thing in this entire game by far. Which works out great for you running the MAV as you fly and use its motion tracker in CQC to spot unsuspecting runners and to spot tanks, helicopters and other assorted enemies. The best part about this regardless if you paint one guy. This thing attracts so much undiserved hatred from everyone on the map that your team is usually free to do whatever they want while two tanks a helicopter and an entire squad try to shoot the MAV. People HATE this thing. Which becomes EVEN better when a support guy gives you an ammo box... Inifinate MAV's. That is the definition of hell.

To top this off, the MAV is still active when uncontrolled and still acts as a motion tracker. A fat one but a fat one that can fly to locations you cannot shoot it, or see it. Use accordingly.

--IV : Positioning
----1: Offensive : A position in which the enemy knows where you are can also be advantageious. If you are annoying enough the enemy will waste resources coming after you. I cannot begin to imagine the times I have been rolled up on by a tank because some guy got very sick of being sniped. When in an offensive position you want to be invisible. Outside using your camo, your trigger finger discipline, and time out of scope with learned skills here to remain there and aggrivate the enemy team. As long as your alive they have to worry about sniper fire and cannot move freely as they would like outside of armor.

This has two very important benefits. It dictates what they must now do, which is eliminate you or find armor. Preferably both. If they go the armor route you will have engineers to intercept that armor and maybe a SOFLAM system to help them out. What are they to do then? Air drop in? Yes but you have effectively cut off their ground approach or weakened it severly because of your position and your harassment of the enemy. On top of that how do you feel when you just got spawn sniped. Give them that feeling, as it helps to disjoint what they are trying to accomplish.

----2: Defensive : When your on B and it must not go. You hide behind that rock with your T-UGS at full bloom using whatever means necessary to keep those bomb planting,flag stealing wacko's at bay. Preferably using grenades a nice DMR setup and a very effective team. Waist high wall cover is excellent for placing a bipoded DMR and just raining accurate hell on incoming forces. Understand however that this is not where you want to be and this is a last ditch effort, or a requirement. Your team will need you and LMG users for these reasons so it is very beneficial to work with those people. Any medic can keep you alive or bring you back. So remember when in cover and firing at the incoming enemy. Show them no fear, and calmly take one after the other, your team will thank you.

Added note this is also effective on ground level around corners. Just be wary of the expierenced shotgun users who know how to take corners properly and who may be using C4 or Smoke.
 


K: When the Long Range part of "Recon" doesn't apply
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--I : The DMR : When the tanks come rolling and no one cares that your high caliber weapon only shoots people its time to drop the bolt go semi and start knocking down the tanks support crew as soon as possible. This is the role of the DMR. Extended range rifleman, Designated Marksman, whatever you prefer this role still emphasizes a "troubleshooters" method to sniping. you will want to get angles on the opposition and play it in an overwatch position much like you would an LMG but mostly from a bit further out and behind better cover.

--II : The Operator : PDW's, SMG's and Shotguns oh my. Grab one of these not so loveable replacement main weaopns and get to the dirty work. Usually used in conjunction with a forward unit you will be taxed with T-UGS work and MSP work a lot. Hopefully since you'll be with the team you'll be supported by them in turn. You are however the guy who breaches every door. This is usually because you are the most disposeable and the medic behind you is not. Play the team well and you'll get rewarded with a lot of kills and points toward your recon. This is also very useful in smaller maps or when the DMR role is more or less filled by the rest of your team.
 


L: Concealment Options
--I : Utilizing available terrain : When you look for places to be only two things matter, how effective you will be at supporting your team via any action you can take and concealment. Being hidden does not mean not being seen. If you are capable of hiding in plain sight you will be that much more effective. Using choco camo and laying down in Kharg Island in the rocky sand area is very effective at masking your profile. However if you do the same thing on a rock you stand out like a sore thumb.

Scope glint can also give you away in any position you are in. However putting yourself out there like this in the open and with a lot of very bright surroundings help hide the scope glint to most other players including fellow or counter snipers. If your closer than you should be to an objective consider a suppressor as well to help mask your shooting profile.
As a general rule the closer you are to the objective the less you need to be concerned with camo and the more you need to be concerned with shade, shape, angle, light differences and elevation.

Light changes fromm dark to light might make you see badly for a few seconds but the advantage of firing from the back of the room as opposed to the window is you are not seen nearly as much. This is very important to close support sniping or DMR work when you have to be in the thick of things and helps equally at distance if you take your shots carefully and intelligently you will still remain mostly concealed from retaliation.

--II : Equippible Camo : Camo unlocked via leveling up can be useful for the sniper in his every day concealment issues. There really is no big secret here about what camo to select for what region. Chocko / Desert goes with its terrain etc: Read the descriptions of each camo and use your judgement to find the best breakup pattern you are going to employ. This is especially true of urban camo's and the like. Just dont depend on it to save your life or mask your bad choices of positioning.

An interesting occurance is that the black spec ops camo in the game makes it more difficult but not impossible for users of the IRNV scope to get a good bead on you. Basically where you see black on the character model you wont see the heat signature. Good stuff.
Also consider if you are in the open in a prone position you will want to make sure that your camo covers what you need. If you are often behind cover your camo will not matter as much and it may behoove you to use spec ops black more often.
 


M: Operations
--I : General SOP
----1: Rush : On offense this is skimpy at best but you'll generally want to take care of any stragglers. This is about as good as it gets because during rush its too fast paced to take up any real sniping time. Fast shots will matter kill or not and the more accurate rounds you put down range the better time everyone else has getting there. Countersniping and engineer pruning should be your primary objective here.

On Defense you more or less just take whats given to you, people will be coming towards your position generally. You'll just want to find your standard high ground and lay them down when they come for you. Nothing special we've all done it a lot. The best advice I can give is follow your basics. Find a building or location with limited sightlines on yourself but gives you a clear view of the objective and any convienent routes to it you can find. If you happen to have a buddy with an LMG get him to move in a little closer to the MCOM with a clear view so he can keep the objective lit up if several try to arm simotaneiously.

----2: Conquest : This gametype is a real problem. On the one hand you could pick off stragglers like you might do any other day or you can get in the middle of it with your team countersniping and doing a fair ammount of actual objective work. Generally in the very beginning of a conquest game objectives are far more important. If you have the majority just chill back and watch the routes taking out what you can and calling out the rest. If you don't your right there to back your team up with whatever they need.
For any long range operations you'll want to coerse an engineer on your team to eliminate any and every structure on the map thats possible to implode. less consistant cover = more targets just make sure you mind your negative spacing and you'll be ok.
Aside from that its business as usual. Line'em up knock'em down, call out the tanks you can't actually deal with, and Recon MAV your enemies into strokes from aggrivation.

--II : SHTF SOP
This could easily cover both Rush and Conquest. When things go down the wrong way and your enemies are knocking on your door with tanks helicopters and stolen vehicles from your base you know the situations bad. As a recon player there isn't a great deal you can do about the vehicular elimination element. But you can give your entire team hope at reclaiming objectives by being the sneaky guy for a while. This game has prone, a good prone and at CQC in dark areas a very good chance you will go unnoticed if not near an objective. Or say just outside of one? Your spawn beacon can bring your entire squad or team into one objective and again to the next. Nothing like having seven engineers all with RPGs pop out of nowhere when your busy holding down an objective. Especially when they keep coming from a place you cannot find.

Very careful spawn beacon planting will allow for this. Because of its beeps you want it in a place only slightly outside the objective i would say 100 yards. That way the beeps dont give it away immediately and the enemy will have a difficult time dealing with your spawned buddies. If you live through this the best way to continue this trickery is to simply head to the next base and rinse / repeat as needed. If you were doing this with your sniper rifle, this is one of those times it pays to be good with your sidearm.
 


N: Team / Squadmates Posted Image
This section is more to explain how the Recon class works in tandem with the unique skills of the other classes in this rotation in a one on one situation. This is not a team building guide.

--I : Assault Medic : For those times when you need to be in the fray and dropping guys quick, nothing makes a great ally like the Assault medic, capable of watching your back giving assist fire, light suppression and can revive and heal / grenade people its fantastic having this guy back you up. Couple this with the fact that he can also function as a great spotter using weaopns like the M16 or AN-94 Abakan and your ready to do some very serious damage to the enemy. My advice to the assault medic assistance program is to make sure your snipers alive, forget his health as firepower is the name of the game. Combine this with T-UGS for the best combination of hold down possible.

--II : Engineer : Whats the first answer to a sniper? Armor. Not anymore. Really good combination here is SOFLAM and JAVELINS along with a good setup location and a way to employ the long range systems at different angles. The Engineer also can occupy the passanger seat of a jeep keeping it alive for the sniper in need of rapid transit while still flinging javelin fire at anything the SOFLAM system highlights. If your fighting a ton of armor however this setup alone will not combat it. But it will assist your frontline engineers and other assorted personnel in removal of the enemy armor systems.

--III: Support : Never ending ammo / mav's / TUG-S / SOFLAM / you get the idea. Yes please. This is not the most effective team for long range or full support roles but in close this team gets things done in a big way. Recon + Support gets you a spawn beacon T-UGS or SOFLAM systems possibly a roaming MAV if needed with a Mortar and more ammunition. This entire system is an amazing way to lay waste to the enemy. But make sure your not giving up your overwatch duties when MAV / Mortar comboing the enemy.

--IV: Recon : Ah the old gold standard, Sniper + Sniper = Sniper Team. Again this is the best pair of distanced people elimination devices ever concieved except for armor. Stay AWAY from armor. Unless its unmanned and you are commondeiering it theres no reason you should even bother. Granted Jeeps are not armor. This said you'll want to run your gear intelligently. Since its just two snipers I would sugest T-UGS and MAV so the maximum ammount of safety and recon work can be done without much fear of close quarters retaliation. Sometimes it is prudent to equip yourselves similarly, two bolt guns for example aimed perfectly on the same target will kill him headshot or not. Same goes for two 44 mags. As for your main rifles I like to keep it simple. Run what your comfortable with as long as you can down enemies with it and call out what you cant. Stick with the standard Recon rules and your friend will be doubly effective as will you.
 


O: The Artform Beyond the Science Posted Image
--I : Paintings
Oh how you see the world with which you interact. It is as if a mural painting hanging on the wall. There are buildings streets and people with this black outline and lines covering areas. That is how you see the world when sniping. Your looking at the best canvas you could ever hope to see. In it lies things you cause / deal with and your interaction can dictate what you see in the near or possibly long distance future. For every action there is an equal and opposite reaction. This is true with physics as it is with our current subject matter. I feel compelled to explain this in such a way that illustrates for the minds eye a world of two dimensional three dimensional space. Because that is where you will be doing your work.

--II : Negative and Positive space
The concept of negative and positive space is directly related to what you can and cannot see. Positive space is the space in which your field of view can cover (not what your looking at immediately). Negative obviously referrs to the other part of this in which you cannot see. The simple solution tends to be the best so think of yourself as a giant lightbulb. Anything that would be a shadow or in a shadow is in negative space. This is where people may be hiding or moving without your or your teams knowledge.

Video:

----1: Thinking in 3 Dimensions
The negative vs positive space dilemma we run into is elevation, it can both solve and cause a great deal of this because buildings are not poles you stand on. And there fore can create negative space simply with their build. And the negative space they create can be shot through.

"Wait can i get that in english?" When you are closer to something and your enemy is far away your body may protrude to where he can see you. But since you are closer to the object and it is much larger to you, you are unable to see the enemy. Simple field of view issue solved by thinking that the world around you works as a light vs shadow stack.

Coincidentally lets say you take a transport chopper and paraschute into the battlefield. This is the blindest of approaches. For all buildings and cluter that arent random rubble or rocks cause tremendous negative space below you. Which slowly gets bigger and bigger with no way to clear it on the way there.

When your team is moving this is the one thing you have to keep an eye on or atleast cover as reasonably as possible. No corner unturned in battlefield is unreasonable as the maps are huge. What you'll want to do is do a mental check and be certain of where you need to check and where you can just avoid. Possibly even recording these for later use if needed.

--III : Surrealistic Graphical Anomolies
In Battlefield 3 for the 360 (i assume this occurs to PS3 users as well) there are "broken wall graphics glitches" that occur when zooming in at very highrates. This is due to the way the game loads graphics. These can cause you to become visible if hiding behind or around something that may clip in and out of existance. I cannot give you a better description of this but you will know it when you see it. Best example is if a sniper is laying prone in the air this is likely your culprit if your far off. He may not be able to see you because he may very well be behind something. Though this is rareish it does occur. Fair warning.
 


P: Field Notes (from others and myself)

--I : Maker :
Spoiler


--II : Raven Rider :
Spoiler


Ballistic Charts found on google courtesy of Ravenrider. If you created this, want credit and can prove it PM me asap and you'll get the hard earned cred you diserve.
https://docs.google....hl=en_US&gid=28


--III: ChienStrap1H :
Spoiler


Concerning Back to Karkand M40 vs L96 and some Strait Pull Bolt vs Bi-pod commentary.
Spoiler


More L96 Information
Spoiler


--IV : El Smooth :
Spoiler


--V : Oscar :
Spoiler


Q: What do you use with the "Recon" class Maker?

--I : Kits : Below you'll find what I use as my default "Recon" class

M40A5 + PKS-07 + Bi-pod + Tactical Light / Flash Hider (depends on map / application)
M1911 Suppressed / Tool for the job / Radio Beacon / SQD Sprint

Some I can hear now are crying foul for no russian gun. The SV98 is great and very similar to the M40, but the advantages covered here by the M40 are why I chose it, same goes for everything on the gun. It can do anything I require of it including 700+ Yard shots without too much trouble (standing target mind you).

For closer CQC /Mid range

Mk11 Mod 0 + Acog + Bi-pod + Suppressor
M1911 Suppressed / Tool for the job / Radio Beacon / SQD Sprint

This started as a Dragunov class and may change later, I chose the Mk11 because I move a LOT with this class and it blocks less of my view when running than the other two choices.

My Very Long range class

Barrett M98B + 12x Ballistic Scope + Bi-pod + Tac Light
M1911 Suppressed / SOFLAM / Radio Beacon / SQD Sprint
 
Long Range Workhorse

L96 + 12x Ballistic Scope + Bi-pod + Flash Hider / Laser sight ( depends on application)
M1911 Suppressed / SOFLAM / Radio Beacon / SQD Cover

New stuff for mobile sniping

SV98 (or M40A5 / JNG-90) + 8x Rifle Scope + Strait Pull Bolt + Tac Light
M93R / Tugs / Radio Beacon / SQD Cover

Specific SV98 Setup

SV98 + 8x Rifle Scope + Strait Pull Bolt + Laser sight
M1911 Suppressed / Tugs / Radio Beacon / SQD Sprint: I use this class when im lone wolfing it or with a team. it helps me keep myself alive better than any other ive run into so far.




R: Credits:

Mordecai (Forums) : For help with general stuff and the SOFLAM system from the recon side and the info of Spec Ops Black Camo working against the IRNV scopes.

Trei Shouri (Forums) : For help with SOFLAM hard effects.

AmbientCorn (XBL) : For range finding assistance and FOV / Scope glint testing.

RavenRider (Forums) : For pulling my head out of my bum and reminding me that countersniping is important and his input on the Field Notes section. And giving me a link for the Ballistics found on a google spreadsheet.

Souless 0N3 / Spider659 / Jesus099 / Hyper Saiyan (XBL) : The guys that supported and helped me as a squad since Bad Company.

YouDiedTrying (Forums) : Key into Spoiler to save room.

Ace` (Forums) : For suggesting the location to pickup some pics and publishing this when it gets done.

RobztarOne (Forums) : For reminding me that the On / Off function for laser sights and flashlights need to be listed.

ChienStrap1H (Forums) : For making me update Tactical Light, Favoring of PKS-07 scope and Suppressed 1911. And for providing a field cheat sheet for the M40A5 na and suppressed /w 8x Scope

Oscar (Forums) : For providing me the links to Symthic Advanced Gamestats which allowed me to get accuracy ratings for each rifle.

Symthic Advanced Gamestats : For the accuracy rating system employed here and assistance with the JNG-90 and M417.

Octave (From Battlestrats Battlefield Forums) : A mod on the forum that Ok'd this guide to be posted there.

Edited by Maker, 17 July 2012 - 09:44 PM.

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#4 Maker

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Posted 10 June 2012 - 02:08 PM

I dont like to double post so i waited a few days. Sniper Guide has been grafted over here spelling errors and all. Im going to do the update somewhere around the 20th if all goes well. should give me plenty of time to get the JNG and M417 unlocks and trigger time. Till then here you go,
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#5 THE RED DRAGON

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Posted 10 June 2012 - 05:05 PM

Post all you want as often as you want - thanks for this. I'm sure this will be a big help to some people. I need to print this off for my next bathroom visit(s)


#6 schism1861

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Posted 10 June 2012 - 08:42 PM

I've looked at this guide before. a long time ago, i guess when you first made it. awesome f**king guide. very in depth man. nice work
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#7 I Smell Funyuns

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Posted 12 June 2012 - 05:13 PM

Lovely guide. Recon is by far my weakest class, unless I'm in some TDM with a shotgun and t-ugs.

Evidently the radio is not working as I remember though, might be worth adding the rules for how to keep it deployed. Previously I could put out the beacon and switch classes on my first death and keep the beacon out by only spawning on squadmates.

#8 schism1861

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Posted 13 June 2012 - 03:10 AM

Lovely guide. Recon is by far my weakest class, unless I'm in some TDM with a shotgun and t-ugs.

Evidently the radio is not working as I remember though, might be worth adding the rules for how to keep it deployed. Previously I could put out the beacon and switch classes on my first death and keep the beacon out by only spawning on squadmates.


They "fixed" that in the first patch. All your recon equipment is destroyed whenever you respawn no matter what you do....lame
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#9 Maker

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Posted 13 June 2012 - 10:26 AM

Thats odd bcause i had it still function lime that a few patches back. Ill male a note of it and update the guide accordingly as soo. As i finish my trigger time segments with the 417 and JNG. Ill probably list that as dated information or remove it depending on how ot is listed. Theres so much there that i have to re read the thing on occasion to make sure my changes dont cause problems witb whats current. Also posting from a mobile device sucks. No way i could edit it from here but ill get to it asap.

Interesting things thag will be going into the update are sops for the gadgets though i intend to just throw them under the section they belong to. JNG and 417 are coming obviously as are some more spelling edits and other auch small things.

Anything you guys can think of to add to the guide dont be shy in suggesting. It came together as a long winded ordeal and i really dont intend to shorten it. I may be updating some of the rifles along side the new ones as well. Expect a small m40 vs sv98 update and a section.

Edited by Maker, 13 June 2012 - 10:49 AM.

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#10 Jedi Wombat

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Posted 14 June 2012 - 08:29 AM

A very good guide, I avoid the recon class since I'm not very good at it but after reading this there has been some improvement! I wish I could figure out what DICE's "zero" is, it seems different for each gun/scope combination. I've been practicing doping my scope on the door to the trailer at A flag on Gulf of Oman to figure out bullet drop at ranges but success has been limited. Do you have any idea what the "zero" is?

#11 Maker

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Posted 14 June 2012 - 05:12 PM

As best i can tell there isn't really a zero for any of them. I think all the guns perform about the same give or take to around 50m. But i cannot confirm anything.

Update* : There is a mathematical equation out there somewhere that calculates bullet drop in BF3. its how they get some of the stats on the pages linked in the guide. But im far to slammed to look for it right now. If i find it later on ill post it here. Still no luck on a "zero" however... but i will throw a theory at it. IRL if you Zero a scope at say 400m your shooting extremely high on your mils at 200m depending on the ballistics of said gun. I believe that there is a universal zero in BF3. its how you can visually tell the ballistic difference between the guns themselves. and after some statistical research my money is on 50m or less

Edited by Maker, 21 June 2012 - 08:10 AM.

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#12 Maker

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Posted 24 June 2012 - 01:26 PM

So ive been working with the JNG-90 today when an old problem ive had before rears its head again, i am being fired upon by guys i cannot see, who can either clearly see me or guestimate my lethal zones based on the puff of smoke and bullet i put out. Is this an issue for any other xbox 360 player here? Its come up in the past but its very frustrating for the numbers guy i am to have to somehow bait and switch things like that. Is it just part of the game? Do you PC guys have the same issue? Any info would be immensely helpful
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#13 Maker

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Posted 08 July 2012 - 12:19 PM

Updated on 24/7 but "data too long" error over here so update pending.
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#14 Mister Maf

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Posted 08 July 2012 - 04:47 PM

Yeah, when you're expecting a ludicrously long post (holy snakes on a plane, Batman - that's a thorough guide), it's usually good to double/triple post after it to reserve place for more text.
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#15 Alpine gremlin

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Posted 09 July 2012 - 05:23 PM

Awesome guide! Very in depth and detailed. Pinned for sure. :Haling:

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