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You must login or register to view this content.[Guide] Sniper Guide and Q&A - Digital Warfare 24/7 Forums
Key:
I: Introduction to Sniping
-1. The Mentality
-2. Your Role on an organized team
- A: Search and Destroy
- B: Team Death Match
- C: Domination / Area Control Game-types
II: Sniping Tools
-1: Rifles
- A: Druganov
- B: WA2000
- C: L96A1
-

PSG1
-2: Side arms
- A: Pistols
-- 1: ASP
-- 2: 1911
-- 3: Makarov
-- 4: Python
-- 5: CZ75
- B: Specials
-- 1: Ballistic Knife
-- 2: Crossbow
-- 3: Grenade Selection
- A: Lethal
- B: Tactical
-4: Relevant Equipment
- A: Jammer
- B: Motion Sensor
- C: Claymore
-5: Relevant Perks
- A: Tier 1
-- 1: Ghost
-- 2: Lightweight
-- 3: Hardline
-- 4: Flack Jacket
- B: Tier 2
-- 1: Hardened
-- 2: Warlord
-- 3: Steady Aim
-- 4: Scout
- C: Tier 3
-- 1: Hacker
-- 2: Ninja
-- 3: Second Chance
III: “

irty” Sniping
- 1: Concept
- 2: Brief Tool Concept
IV: Un-winnable Encounters
V: Sniper Operations and Field Practice
- Sightlines
- Mobility and map scouting
- Proper Stalking and Silhouette awareness
- Misdirection and Counter Intelligence
- Proper use of your Rifle
- The Double Tap
VI: Advanced Tactics
- The Varible Zoom Scope and Your control scheme
- Parkor and you
- Centering Speed expanded:
Final: FAQ: Ask and ye shall receive.
(Will fill in as needed)
I: Introduction to Sniping
1. The Mentality: You are one man, with a one shot gun that is a one shot kill. You cannot hip fire accurately or reliably. Your sidearm is your personal safety and your rifle is your enemies mortician. Never assume you are John Rambo, Bobby Lee Swagger, or Chuck Norris. You die just as fast as everyone else.
2. Your Role on an organized team: Short version, you are an in game kill streak. Pay attention to your teammates commentary as they may request you to put a particularly annoying enemy down.
A: Search and Destroy: When you are taxed with your own survival and taking out enemies precisely this game type will prove challenging. One mistake or one bad step or even some bad luck and you could be looking down the business end of a rapid fire sub machine gun at which point, barring luck, you are dead. Your team is now a man down without their sniper that by this time in the guide will assume you were good enough to bring that sort of weapon into that sort of game type. You’ll note that even a skilled sniper with proper equipment is still no even fight with such a specialized enemy. Plan accordingly.
B: Team Death Match: When your looking to hit up numbers you want to remain as positive as possible and that means keeping the meat-shields we shall hence fore refer to as “your team” in between you and the thick action. Post up in a good location, bring good equipment and take a few kills then move if you have to. Remember to stay scoped in after every shot to deny the enemy the kill cam location as you may be giving away your general local, but it doesn’t mean they precisely know where you are. After snagging a few kills make certain you move, even if ever so slightly.
C: Domination / Area Control Game-types: Keeper of the objective is more of the game plan here. You can post up in unusual places to catch unsuspecting flag runners, people who would be capturing B, or that aggravating rusher who just popped into the HQ area. This game type is also more about being where you are needed and staying away from where you are not. As you are not the best close quarters fighter you will have to scavenge weapons from fallen enemies or foes. Do not hesitate to give support to capture an objective or to slow down anyone after your flag runner etc: If you cannot kill them. Your job becomes “the worlds best human shield.” Do it well.
II: Sniping Tools
1: Rifles: Since all sniper rifles have the same basic function, To kill the enemy in one shot most often at distance. I am only going to list what each rifle brings to the table. Standard 70 Damage rifles using 1.5 multipliers to different parts of the body to cause the damage to equal 100+ and gain you a kill.
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A: Druganov: 1.5 Modifiers for Head / Neck / Chest, Centering speed 500. A very awkward Russian scope Make this gun not favored at all by anyone with even the next one up. However I hold to the possibility that this could be “The Professionals Choice” Because when equipped with no attachments this gun still has a ten round magazine. This leaves you free to run whatever attachment you want since your ammo reserves are high. It is also the only sniper rifle in the game to come with forty rounds instead of the standard twenty. That’s right two times the ammo for taking a hit on the stats. Recent findings have shown when equipped with the ACOG attachment or Night Vision Scope, this gun gains two times the center speed putting it on par with the PSG1. If you enjoy either of those attachments and enjoy the “crosshairs” offered with this gun look no further.
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B: WA2000: 1.5 Modifiers for Head / Neck / Chest, Centering Speed 825. Scope is strangely less powerful than the other rifles when compared side by side the “Walther” has a weaker scope that is very noticeable. When attaching a Variable Zoom Scope to the Walther it becomes obvious that its ranges are more pronounced and the “far off” setting on the scope is a great deal longer than its “Standard” setting which is the middle one when cycling.
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C: L96A1: 1.5 Modifiers for Head / Neck / Chest / Stomach / Shoulder / Bicep, Centering Speed 500. Well don’t we like to brag about being a one hit kill weapon. This gun does that well. If your looking for a weapon with power, and tons of it, look no further. However the downside to the L96 is not obvious out of the gate. It lacks finesse. Forced to see many people advancing on you. The L96 will kill one, but will be very taxed to attack the second one and will likely not get the third. This is where this gun falls short.
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PSG1: 1.5 Modifiers for Head / Neck / Chest 1.1 Modifier for Stomach, Centering speed 1000. Not an ammo trunk, not a powerhouse, and not a low power zoom, this rifle stands questioned as to what it does and that my friends is Finesse. This gun can and has allowed me to take shots that the other three have failed me for. Its centering speed is this guns best feature. If you want to take down multiple targets and your aim is up to it. This is the gun for you, hands down. That said, make sure your selection of a rifle is based in reality. If you cannot make chest shots regularly and only see one or two guys at a time it would be wiser to take your L96 kill and allow your team to clean up the remaining enemy.
2: Side arms: When our rifles are empty or our location compromised this is where you go.
A: Pistols
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1: ASP: The ASP has only one attachment “

ual Wield” Which may lead you astray. This attachment while good for guys who enjoy dual weapons is also a glaring balance on what the ASP actually is. This weapon is the fastest pistol in the game. Raise / Drop / Fire rate cap. It does everything faster than its brothers. Naturally that comes with disadvantages. Its seven round magazine is one of the bigger drawbacks in a game where ammo, especially capacity, means survival. This pistol is only for people who are very accurate and very fast. On a more personal opinion based, solely my opinion mind you, the ASP performs amazingly well when “saving” yourself from certain death. Its inherent speed and close quarters three shot ability make it a very good choice of the sniper who needs self defense.
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2: 1911: This gun is an offensive tool. Make no mistake, whatever this looses in regards to hard stat advantages it more than makes up for in soft advantages. Runs the entire list of pistol attachments again most notably extended magazines which gives you fourteen round magazines doubling the original capacity and forcing you to reload it only once. Without extended magazines I believe it looses much of its offensive potential for a sniper on the go. However its other attachments make up for that if it’s a tool your looking for. Closing this beast off is its accuracy. Second only to the Python the 1911 fired at or near its fire rate limit is very spot on to the point you can empty a magazine over an opponents shoulder if you are off even a little.
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3: Makarov: An alternative to the 1911 this gun shows its brutality with eight round magazine. This gun is the greatest mediator of the entire pistol category. It runs the gambit between all of the others effortlessly and is the easiest to use. Extended magazines nets you four more rounds, while the other attachments work as they do with other pistols. Upgraded iron sights on the Makarov see some limited use and in my opinion are a waste of an attachment. What would you rather have, twelve rounds, or better sights? Again the Makarov is very prone to adapting to its user. If you cant find a pistol you like. This one almost guarantee’s results.
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4: Python: The hulk of pistols, six rounds, two shot up close. It even has a speed loader or ACOG attachment. Obviously a tool for people wanting pin point precision and power at the cost of everything else. It draws only very slightly slower than the ASP and is put away in the same fashion. A popular self protection gun if not used offensively due to its capability to spam fire and reliably kill one opponent who jus happens to be upon you. Or if you sneak up on them, three double taps later ending three opponents. It also has the handy specialist ability to use an ACOG, while its use is questionable to me. I’m certain someone out there can use this to devastating effect seeing as it actually gives you some zoom in. The python is also the only sidearm which can finish off a failed sniper attempt, even when snub nosed. Thirty base damage plus sniper seventy base damage make for a dead opponent.
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5: CZ75: Think of this as the do it all gun. Full auto attachment seems nice at first but will fail against other pistol users in pistol vs. pistol fights who are more accurate or faster. It is also equally disappointing going against the dreaded sub machine gun rusher who already has the advantage of twenty plus rounds, faster rate of fire, and more damage. This gun however excels with extended magazines like no other, eighteen rounds mean that if perfect and in range you can eliminate six people without reloading. Personally if you were going to try for an upgraded iron sight gun. This might be the one to use it on as its iron sights are poorly made for target acquisition and do little to help place a longer ranged shot should one be needed to finish off an opponent.
B: Specials
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1: Ballistic Knife: Projectile knifing never looked so good. Definitely a questionable weapon to run around with unless your with a team in close quarters and just trying to assist. Can save your life if your skilled enough to use it properly. This weapon is my favorite in the entire game but you will seldom see me use it simply for the fact I am unreliable with it. If you master this weapon. One on one surprise matches with opponents are now even. You’d have one shot to kill them. Make it count.
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2: Crossbow: A problem solving weapon for a problem solving class If running your preferred rifle with an ACOG or other strange quirk that disallows it to handle regular situations or if your teams backup is just so good you don’t need a secondary. This can spell doom for your enemies in mass. Literally, the crossbows exploding bolts, again with sufficient skill in use, can be placed in enemy camp zones or on unlucky people in general. Needles to say again your giving up a secondary which may be very useful so choose carefully.
3: Grenade Selection
A: Lethal: The choice of your lethal grenade should be based on how you operate not how your class works. Much like perks this tool is a problem solving implement that allows you to do one of three very unique things. Instant kill anyone with a thrown object, stick a location and detonate explosive, or time an explosive that is thrown. All you really need to do in order to select the proper tool for the job is put in some playtime and see where your problems come up. This grenade selection is meant to fill the gap where you need someone dead in a less than normal way.
B: Tactical: Smoke / Nova / Flash / Stun / Decoy where do I begin. This guide couldn’t possibly cover all of the uses for these grenades and be less than ten pages. I’ll hit the selling points. Smoke is good mobile cover that isn’t enemy dependent and it’s a good enemy check if you have scavenger. Nova is a can of “don’t follow me“ yellow gas. Flash slow to throw but good offensive potential. Stun works well for snipers using pistols so you don’t have to aim at fast moving targets. Decoy is a somewhat subtle attempt at misdirection long enough to put in some shots or to get away or around.
4: Relevant Equipment
A: Jammer: Screws up everything but the dreaded RC-XD, including giving away its own position, which is absolutely amazing for baiting people to shoot at. Or killing any enemy equipment so your team can go into camper central to clean house. Also very useful if you place in a forward location for a kill zone and begin sniping at people who enter its area of effect.
B: Motion Sensor: Useful when not scoped in to help watch your back. Many find it more useful to place this in a forward location, much like a Jammer, just so you get a better idea of troop movement. Can be used in team efforts to make C4 more useable or in objective game types to assist in watching whatever needs watching. Particularly useful because it has no innate give away that it is actually present. Interesting coincidence if you run an ACOG scope you can keep track of your motion sensor while “scoped in” useful for those guys who like the ACOG to begin with. This also allows for even more situational awareness if your not sniping at extreme ranges.
C: Claymore: Your best buddy door blocker 101. Jammer messes with your enemies Motion sensor watches your back. The claymore has your back forever. As long as you leave it somewhere intelligent and block off some entrances, your good. Don’t hesitate to use this in a decoy role just like the sensor or jammer, can work equally as well if not better because it can get a kill (sometimes more with intelligent placement) all by itself.
5: Relevant Perks
A: Tier 1
1: Ghost: Like this wasn’t painfully obvious. Ghost is everything the stealthy sniper ever wanted. Hidden from spy planes, passable Ghillie, nothing really targets you, oh and no red cross hair or name… Being one with the bushes never looked so invisible. Obviously my perk of choice for sniping. Proper use of the Ghillie can mean ten plus kill streaks if your rather cheeky and skilled. Solid choice.
2: Lightweight: What the … Moving faster and no fall damage mean two things, for the offensive minded sniper. Your pistol is better because when moving faster you have more ability in close quarters because of this and likely hood of being tracked by enemy sights in close quarters is slightly lessened as well. No fall damage, dive out windows from danger or off towers to safety.
3: Hardline: One less kill for those dogs is nice, being able to turn a sentry turret into a gunship? Even nicer, especially when you earn it cross mapped from relative safety. The enemy will hate you forever. Hardlines a strange perk to get used to while sniping because its obviously not a hard advantage and its dependent on your kill streaks. However, I find it worth it in urban maps where you get no real camo anyway so the original ghost abuse of ghillie cover is negated.
Flack Jacket: Brought to my attention by “Yourself” in a recent post in this topic I ramped up the Flack Jacket data and began my thought process. This perk really is a great tool for forcing your basic advantages on your opponents. You needn’t fear explosives nearly as much and can throw back fragmentation grenades. This perk doesn’t seem at first glance to be all that useful but if your running an ACOG or doing forward sniping roles or even a DMR role using a sniper rifle this perk can be a godsend when you see that LAW launcher aimed at your face.
B: Tier 2
1: Hardened: Deeper penetration may be second on your mind but that enemy that wont die in second chance behind a wall it might just be what you need. The plus here is the pro, extra damage on kill streaks may be pointless but less flinch when shot wins you some sniper battles and close quarters fights.
Woodys Commentary
Spoiler
Hardened - one of the best perks for sniping out there, and I'm not referring to the cheese FMJ adds damage conversation. Jokes aside it is more a feeling than a fact that glazed windows are more resistant in Black Ops. I would add to this that, also by feeling, handrails and balustrades have a 'larger' hit detection box. I cannot prove it but this is how I feel as I had many 'hitmarks' throughout surfaces, even the most fragile ones.
2: Warlord Pro: What’s better than having a variable zoom sniper scope? Extended magazines as well. More ammo less reloading and all for a perk that gives you more grenades. Again helps with close quarters as tactical grenades help gain advantage here and lethal grenades help with problem solving.
3: Steady Aim: Accuracy from the hip with pistols is always a good thing. Aiming faster after sprinting can work well in this instance and gain you an advantage in close quarters again. However one mostly misguided attempt at this perk no one will accept is quick recovery from knife lunges. If you’re a sniper and abusing your ghillie properly your knife is a serious contender for weapons. It nets you kills. People walk right up on you and you take them down nice and quiet… only to have the guy behind him light you up like fireworks. Not now. Try this out for better survival when knifing from stealth if your wrong about troop numbers.
4: Scout: Scout pro is a perk many find useless. However, thanks to demand, here it is. The misconception that this is a "Worthless" perk is often used by people who tend to stay out of scope when searching for targets or who move constantly. Some who don't use the breath feature when sniping or are just fast. This in no way makes the perk useless. If you need a hard advantage when waiting that much longer for the target it can make all the difference in the world. That game winning kill cam could have been yours, if you had worked those lungs longer. The real gem here is the pro, switch weapons faster. This not only applies to your pistol but anything you scavenge from a fallen enemy or friend. Looking to whip out those duel wield MAC11's you found a bit ago in a pinch. Look no further. A fun consequence of this perk is many snipers when fighting other snipers count to five before popping back up to take their second shot. Give them a surprise.
Woodys Commentary
Spoiler
Scout - due to the nature of this game I barely find steady targets, normally people are moving around therefore the extra breath to select a proper part of the body as a target is not a great advantage. When I refer to this 'nature' in Black Ops I refer to map configuration, most long lines have obstacles and you will only find gaps where you can line shots not to mention the current lack of snipers. That being said I would like to comment on the pro version of the scout perk. It is useful, more useful than Hardened as you can swap between different weapons faster. I have had games where I crossed a whole map from one end to another by collecting guns from dead people while I was trying to reach a different vantage point. The fast swap is a great feature.
C: Tier 3
1: Hacker: Don’t want to run into enemy claymores or get detected by that motion sensor. Oh and you’d of course like an army of enemy equipment yourself. Just steal it. Really great perk for a sniper and the pro adds a nice ability to bait a care package more than once. You rig it to blow put any equipment near it move away and begin the slaughter. Added team intelligence however is also very welcome. Your buddy who’s running something else who might be at ten of eleven for those dogs is going to appreciate the heads up on the two claymores and sentry guns around that corner.
2: Ninja: The paranoid sniper perk. It works the same for everyone but when trying to be discreet with a huge rifle that cant be silenced easily you may find yourself wanting quieter footsteps. And if there’s stuff in the way you’ll want quieter hands too. Climbing over things and other such activities are quieter or make no sound at all with Ninja. Additional abilities here include flanking for a precise shot at someone who’s bothering your team. Also handy for those bomb plants and defuses.
3: Second Chance: Getting downed is better than dying and getting back up makes you more aggravating to the enemy team. Attrition is sniping in a sense so this makes good sense to use. If you have a dedicated friend who runs the same perk you can make an incredibly annoying “Sniper team” and constantly harass anyone you feel like bothering. If your friend happens to be good with guns like the FAL or M14 things can get even better.
4: Marathon: An addition from Woody
Spoiler
Marathon - the ability of reaching different vantage points on a fast pace, of keeping a 'sniping' distance from your enemy is a mandatory one for me when I am sniping. The pro version of it allows you to follow the flow of spawns as the battle unfolds.
III: “

irty” Sniping
1: Concept: The concept of “

irty Sniping” sometimes referred to as use of a “

esignated Marksman Rifle” in real life is something of short to mid range sniping. In call of duty however this has been around as long as the game series. Weapons like the G11, M16, FAL, and M14 can fill this niche nicely. Largely dependent on what you prefer and how you like to set these classes apart you will be taxed with doing everything yourself.
Looking at an actual application of this it is quite beneficial to a sniper to have a friend who utilizes such equipment. You can’t always snipe people, that’s a fact. So what you have here is a friend who will help you get in places, cover your six, and can save you should the need arise. This is also familiarly known as the role of “Spotter” though in Call of Duty thus far the role has never been needed and Is often shoveled onto Light Machine-gun players who lock down areas themselves. Suffice to say I felt the need to include this as to make my point never fight alone.
2: Brief Tool Concept: M16 with ACOG, G11 + Low Power Scope, FAL + solid optic or a Gripped M14 are all solid choices for this job. All play out well and have many applications on their own. These tools need only do two things. Be accurate at ranges the sniper is unreliable in, and be suitable to fight off close quarter fighters.
IV: Un-winnable Encounters: No matter if you admit it or not there will be times when you are outclassed, outgunned, or just plain unlucky. You have to learn to realize these and just give it a smile and laugh it off. Sometimes you get to shine through the hard times, sometimes you don’t. Natural fact. Little bit of advice for these though since in Call of Duty Black Ops, Treyarch was nice enough to give us a theater option with our latest matches in them for upload. Watch what happens then learn adapt and get better.
V: Sniper Operations and Field Practice
- Sightlines: Anywhere you go as a sniper you are likely to see things that get in your way or compromise your ability to snipe. Good sightlines are not always wide open however. If one is in a tunnel with no doors or fast exits for a short time this could be one example of a great sightline. Remember when looking for these that, as a general rule, anywhere you can see can see you.
To help with the process of finding good sightlines I suggest you look at the interface you are dealing with. To you the world is a mural or painting which has dark sides and a form of crosshair or reticule through which you view that artwork. In this way you look can visually compress a three dimensional plane to a simple two dimensional, and more obvious, area. This serves two functions. First it allows you to gather obvious information very quickly regarding changes in your sightlines or that one bush that changed when you weren’t looking. Second it gives you the knowledge of your surroundings in short order, which is the beginning step to setting up a good kill zone.
Step three should be realizing what three dimensional movement is possible within your sightline both negative and positive. Explanation, negative three dimensional space in a sightline is essentially a blind spot. Behind a bush that’s rather solid or a forklift that goes next to a facility that may be used to gain the upper hand on you by counter snipers if not policed properly. Positive three dimensional space is similar to the hall explained earlier. Obvious kill zones that are easy to take your prey from once they enter. Be this an open area or a particularly tedious cave does not matter because in the end you control the painting with which you are interacting.
- Mobility and map scouting: What does a real sniper do before any engagement. DOPE. A simple acronym for Data On Previous Engagement. This basically means what you can shoot through what you cannot. Example of DOPE questions should be as follows. (Disclaimer: real D.O.P.E. data would be ballistics not rules but for Call of Duty it’s a good thing to help you remember.)
+ Does hardened give me the ability to do this?
+ Can they see me from here?
+ Is that perch accessible without exposure to the enemy?
All of this can be obtained in any number of ways, experience, split screen mode with a second controller, or a friend assisting you online. And honestly that’s in order of least effective to most. If your friend has a 72” ULED or other ridiculously High Definition monitor or television and the time some issues you run into might be helped here as the guy who just saw you and shot you might be one of those people.
Just as you should know your maps you should know your access points to any given structure. You aren’t always going to be in the rear so sometimes giving the forward assist is needed and nothing gives advantage like the unexpected. The only way to get this is experience, online videos, or just killing time in maps by yourself in private games. This said many people have criticized Treyarch so far for giving us bad maps for sniping. While this may be fact or opinion makes no difference, we have the maps. They will be played. This can also help your team in a great many ways, if you tend to be the coordinator for your group telling someone to go in at a certain time or make sure that all exits / entrances are covered are sometimes as good as another man on the field.
- Proper Stalking and Silhouette awareness: Requirement for this sections relevance, “Ghost Pro” This perk even more so than Scout is tailored to snipers in that it gives us a plethora of viable concealment options. But it does not make you invisible. Many people have embarrassingly died because they were sitting in a bush wearing their ghillie and not taking into account the wall behind them was a totally different color, or they felt the need to run tiger stripe or gold camo on their guns.
Stalking in this game generally means going unnoticed until you strike, you’re an ambush predator at this point and it works very well for those who practice it. If sniping several things come into play such as the game engines object and shadow rendering profile. This means that map scouting we talked about earlier needs to incorporate where those shadows disappear or reappear depending on your current proximity. (Fun fact you cannot see your own shadow) Nothing like being sniped out of a field of grass that doesn’t exist on the assault rifle guys screen but keeps you from firing because it blocks your sight line.
As for your silhouette profile you need to just make sure you are making good decisions before you set in to snipe. The marine core rifle schools graduates have to take two shots to graduate. All in a field of grass in full ghillie without their instructor locating them. This is a pretty decent test for your skills in Black Ops. If you fire once and are unseen or the enemy is still unsure of your location and you get off a second shot you have done your job properly. Even if you only netted one kill not two you have increased your teams chances of winning. The best example I can think of is if a bush is rather sparse low but somewhat tall and thick, just stand in it. Basically mix your space with the space around you as best as possible. If you can place yourself in the thick of brush cover and still manage to get kills your ahead of the game already.
- Misdirection and Counter Intelligence: It is pretty much what it sounds like. Misdirection is generally accepted as how magicians make things disappear right in front of you or do some of their more interesting tricks. With sniping its not so much about being Chris Angel but being mindful of this ability is handy. Interestingly enough the Decoy grenade is a great example of this. Toss it out and red dots and gun fire riddle the area. By now everyone knows what these sound like and are after about five to ten seconds. But they will wonder “who threw that.” and if your in a field with a wide open view, curiosity killed the cat and your enemies will be no different.
The Beauty here is you don’t even need specific equipment or even to fire a shot at random. With careful planning of your position, sightlines, profile and utilization of stealth, you can get them to come looking for you where they think you might be just as simply as popping one guy from across the map with a loud gun. But surely you think, “Maker, what about an organized team who sends three guys.” My answer, you have done your job. Three people chasing one sniper is a serious waste of resources. Even so you should be able to take one of the three completely un aware. They just traded two for one. Best case for them it’s a one for one and they caught you pants down. This guides entire point however is to minimize the chances of that. If you select your sidearm carefully and have the sufficient skill to backup your selections three un aware guys should be flash bang bait or even a free set of kills from a scavenged automatic weapon. Also makes the appeal of the fragmentation grenades cooking ability nice.
- Proper use of your Rifle: “This is my rifle, there are many like it but this one is mine.” While this will ring true because your rifle selection will dictate what kind of sniper you are and that selection will stem from your natural feeling toward sniping in general. You will realize that utilization of all the sniper rifles may not be for you. But the rules of using them are very similar. The general goal of all snipers is a one shot one kill mentality. Naturally you will walk a fine line between conserving ammunition and putting that double tap down on someone if you miss or need to clutch it in a big hurry. Notice I said “double tap” not “spam fire” control the rifle do not let panic control you.
Some general guidelines I tend to abide by are “Breathe from cover” basically this means if you can acquire a target before exposing yourself, do so, and hold your breath so you may pop up fire then move directly back into your cover. “The less you see” This basically means that the less you see the less of you the enemy sees. This is however applicable to properly utilized stealth and urban environments only. Plopping yourself prone in a bush that offers no cover or concealment does not make you stealthy in the least. “Pressure is to be applied not endured” Again when you can, put pressure on the enemy. Your weapon functions better when you are not taking fire.
This one deserves its own paragraph “Counterclockwise is King” When mobile with any class your camera anchor location on your character model is slightly on the right. There’s no real good measure for this but its amazingly true. Why is this important when sniping? Go prone then tell me those legs and torso of yours sticking out behind the tree you thought you were hiding behind don’t piss you off in the kill cam. This can lead to “The Zoolander” effect. Which essentially makes you predictable because of your favored approach from the left side of your enemies. No matter what do not become predictable. When you are forced to go against this rule take it slower to ensure your safety.
There are also techniques that people can teach you which really shouldn’t exist. I will not mention them here outside of confirming they do exist. They seem to be inherent flaws in the design of the game engine, mostly unreliable and I severely doubt they will ever be weeded out. But no matter your stance on them, learn them. For that awkward moment where it could have saved your life, that could have been the win or loss for your team. Don’t let that fall on your head more than it has to.
Never forget you have a team out there doing their jobs too. If you see someone you cannot take care of call them out to your allies and give the best grid location you can. Even if it’s a brief description or a quick compass direction it may keep them in the game as well.
- The Double Tap: Explained: (Terminology Lesson): Essentially two shots taken as fast as possible in rapid succession enabling two bullets on the target. The significance of this to sniping in Black Ops is the fact it is governed by “Centering Speed” Example. Take the Walther and spam it as fast as the gun allows for which is around two hundred and fifty rounds per minute. You’ll notice your bullets are either just slightly off or wildly inaccurate. Basically the old school “EBR Spam” from MW2 doesn’t exist. Nor does accurate “Recoil Shots” which were done after a failed shot during the recoil scope wiggling.
This is something many snipers are aware of but few can do with reliability. The Double Tap is made faster by the Centering speed of your rifle and made possible by the steadiness of your hands. If you learn the centering speed feel of your chosen rifle you will begin to be able to reliably place two shots on a target. While this may not seem like a huge advantage or even be desirable. More shots down range accurately are going to kill more opponents. The more accurate you can do this, the better. Eventually you will find yourself being able to not only kill one or two people consecutively in a fast manner but you will also be able to clean up a kill you got from a random foot shot or other strange oddity.
This practice can get you both a lot of hate mail and a lot of kills. If your doing well with sniping in general and feel the need to expand your horizons try out the Walther with a silencer and extended magazines and see where this takes you. Again its not pure sniping but it hardly matters if it gets the job done. Something I consider a tool for a regular sniper more than a specific play style I’ve run it both ways and had semi decent results. If nothing else it will help you learn the basics this guide insists upon.
VI: Advanced Tactics
- The Variable Zoom Scope and Your control scheme: Obviously looking at this new and interesting attachment if a console player you will have to remove your hand from the aiming stick or click it down to swap zooms. This feature while seemingly insignificant in the beginning can be a huge advantage or style change later on.
Generally if you use the default layout this is more geared to being smooth with the stick. However we all know what worn sticks or new controllers do to your precise aim. If you flinch at all or are even the slightest bit twitchy this can cause you unspeakable problems. Imagine scoping in only to hit the stick down and loose your target because you zoomed too much. Something to think about if you run default. Just how cool headed are you?
As for the Tactical crowd, a button on the controller face is what allows the zoom swap B or Circle dependant on the console in question. This gives you a different approach. Instead of zooming on the fly you will have to prep your scope before engagement. Learning the best zoom for any applicable situation or you risk being slowed down in scope zooming shenanigans. When selecting which control scheme to go with just be aware of these changes as they can be nit picky but also have the power to destroy a finely tuned sniping style with unfamiliarity.
- Parkor and you: If you keep up with this stuff you know there’s no way on earth it applies to Call of Duty. However some interesting concepts do come from it. Most abundantly will be the “Smoothe movement” concept. If you run Ninja pro for example and are relatively quiet it allows you to move very freely. Marathon can give you a similar freedom of movement. Add lightweight to either and you have a very mobile combination.
How this applies to sniping? Simple concept. You utilize your pistol which gives you 100% mobility when going from place to place. Why not take advantage of that fact and get there faster. And as you might have heard smooth is fast. Try climbing through a waist high window. It takes a small bit of time. But if it is broken or you throw a stun through it before you get close you can run jump and crouch in the air. Sometimes even resulting in never touching the window at all. This is miles faster than using the in game “Grab” feature.
Falling to my doom next to a climbable wall? Don’t let this happen to you again. Study the distance in your map scouting as mentioned earlier and see where you can fall fatally, then look around for areas that say “press * to *” for mantling or climbing etc: it doesn’t matter the action taken. Because if your falling and you do not strike the map geometry you can activate that “press *” ability and save yourself from imminent death. Very situational but nice to know.
Treyarch also felt to stop drop shooters, they implemented the “dive” feature. Well this can also be manipulated to your advantage. The dive goes in the way of your momentum not your screen orientation. You can actually run yank the aim stick and hold to go prone. While you leap the direction you were traveling you can sometimes get up to a 170* turn in the desired direction to land facing your previous location. Very handy if going over map geometry or out a window in a hurry. The dive also breaks windows so its actually faster than the previous trick I mentioned if you are not worried about going somewhere after the dive.
- Centering Speed expanded: The center speed is what affects the sniper crosshairs accuracy after you fire one round. Basically the higher the centering speed of the rifle the faster, after your first shot, your follow up shot can be taken. Example, if you are off target and hit a limb, you are going to still want your kill. This stat tells you how fast that second shot will be ready to fire accurately.
thanx to the maker