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ultimate sniper guide

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ultimate sniper guide Empty ultimate sniper guide

Post  WWW.REDTIGERELITES.NET Tue Jun 02, 2009 6:22 pm

Sniper Rifles:
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1.M40A3-
Pros-
-Decent damage multipliers.
-Low recoil, making follow-up shots easier.
-Mobility.
-Quiet.

Cons-
-Only 5 shots compared to the semi-autmotaic snipers 10 shot magazines.
-Bolt action, which makes follow-up shots harder to get off.
-Decent Bullet Penetration
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2. M21-
Pros-
-Perfect recoil, making follow up shots easy.
-10 round magazine.
-Semi-automatic.
-Mobility.
-Quiet.

Cons-
-Poor damage multipliers.
-Decent Bullet Penetration.
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3.Dragunov-

Pros-
-Good damage multipliers.
-10 round magazine.
-Semi-automatic.

Cons-
-High recoil, making follow-up shots difficult.
-Lengthy reload.
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4.R700-

Pros-
-Good damage multipliers.

Cons-
-4 shot bolt action.
-High recoil, making follow-up shots difficult.
-Loud.
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5.Barret. .50-

Pros-
-10 round magazine.
-Semi-automatic.
-Best bullet penetration.
-Intimidating.

Cons-
-High recoil, making follow-up shots difficult.
-Long reload time.
-Loud.
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Classes/Perks:

I would like to start by saying I do not use an ACOG on any of my sniper rifles. This scope defeats the purpose of truly "sniping".

Im only going to give 2 Hardcore TDM, and 2 Softcore TDM classes. I'll leave the rest up to you.

Oh and DON'T use Iron Lungs. It is not needed....ever.



Hardcore TDM:

Silent Sniper: (My favorite Hardcore class)
Primary: M21-Regular Scope-Any Cammo
Secondary: USP .45-Silenced
Special Grenade: Smoke
Perk 1: Claymores
Perk 2: UAV Jammer
Perk 3: Deep Impact, Dead Silent

This Class offers A+ defense, UAV Jammer and quiet Primary/Secondary guns allow the sniper to be silent. Flawless games, and moderate kill streaks, 1-shot kills.
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Mobile Sniper:
Primary: M40-Regular Scope-Any Cammo
Secondary: M1911A1
Special Grenade: Stun Grenade
Perk 1: Bandolier
Perk 2: UAV Jammer
Perk 3: Deep Impact

This class offers high kill streaks, mobility, UAV Jammer, 1-shot kills.
___________________________________

Softcore TDM:

Mobile Sniper:
Primary: M40-Regular Scope- Any Cammo
Secondary: M1911A1
Special Grenade: Stun Grenade.
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Deep Impact

This class offers high kill streaks, usually 1-shot kills, mobility.
_____________________________________

Power Sniper:
Primary: Barret .50-Regular Scope-Any Cammo
Secondary: Desert Eagle
Special Grenade: Stun Grenade.
Perk 1: Bandolier/x3 Frags
Perk 2: Stopping Power
Perk 3: Deep Impact

This class offers high kill streaks, intimidation (the .50 cal lets the enemy know your there), power.
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Damage Explenation:

Some may say that the Barret .50 cal simply does more damage than the other sniper rifles. This is false. ALL SNIPER RIFLES DO 70 DAMAGE STOCK. The real reason the Barret .50 cal puts enemies down so easily are its damage multipliers.

The .50 cal and R700 have the best damage multipliers on any of the sniper rifles as seen in this chart.

Head: x1.5 damage
Neck: x1.5 damage
Torso: x1.5 damage
Stomach: x1.1 damage
Limbs: x1 damage

SO....All guns stock do 70 damage or 100%. Stopping power does 140% damage so thats 98 damage. Now you add the damage multiplier. Say you get a headshot, the damage multiplier is x1.5, so you did 140 damage. And if the person has Juggernaut they take 75% damage from bullets (rather than 100%) so you would be doing 105 damage...and a stock player has 100 life, which means a +10 will appear on your screen and you will hear the "Ping" sound of a headshot. So if you hit the target in the Head, Neck, or Torso, the damage multiplier is in the best case scenerio 1.5.
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Scenerio:

Many so called "experienced" snipers will tell you to not stay in 1 spot for more than 2 kills. That may work for them but I respectfully disagree.

You start a Hardcore TDM and choose my Silent Sniper class.

**The ideal sniping building to set up in has 1 entry point and 2 or more exit points (exits can be windows/doorways/rooftops etc.).**

You find your sniping building, close to your original spawn point, set up claymores at the 1 entry point, and plot out your exit points. Once set up, eliminate enemy players.
Now say you have 2 kills and your team is pushing the enemy around the map. You relize the enemy is spawning right next to your building and are worried you will be found. Instead of making a run for it and risking death, stay calm and on the defensive.
Your first claymore goes off giving you 3 kills and a UAV. Now you know where and when the enemy is coming into your building. Your second claymore goes off. 4 kills. Throw your Frag Grenade, and use your pistol. 5 kills. Put the airstrike on your building, throw your smoke grenade just outside your exit wondow, and use the cover of your airtrike and smoke grenade to move to a different position.
Hopefully your airstrike killed 1 or 2 persuers granting you a 7 kill streak and a Helicopter!

Now would you rather move after every 2 kills and risk death, or get 7 kills and a helicopter before you move.

Granted this strategy doens't work 100% of the time, but its damn near bullet proof.
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