Post: Ultimate Sniping Guide
04-06-2010, 01:05 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ok well here is a guide i put together by taking the most exstnsive and helpful guides off the web and putting them into this one post Winky Winky

Yes i did give credit to the authors of the guides there names are on the bottom

I will be adding more if i can find one that i think should be in here

Sorry for not putting in pictures... it would take to long

+REP,NOMINATE,THANKS if you think it's appropriate for this post

I hope I've helped some people out Winky Winky


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Sniper Rifle Analysis Guide
Written by - Novan Leon


The sniper rifles in MW2 operate with the same base damage values and body-part multiplier system that was used in COD4. The primary differences are with the introduction of silencers in MW2, the absence of the "neck" damage multiplier, and the unique handling characteristics of the sniper rifles themselves. The "neck" hitbox and damage multiplier have been removed in MW2 and replaced by a larger "chest" and "head" hitbox. This makes headshots considerably easier in MW2 than in COD4.

Shared Parameters:
• All sniper rifles do 70 base damage, regardless of range.
• Equipping a silencer reduces the base damage to 50, regardless of range.
• Stopping Power increases damage by 140% (1.4x).

Unique Body-Part Damage Multipliers:

Weapon - Head, Chest, Body, Limbs
Intervention - 1.5, 1.5, 1.1, 1.0
Barrett .50cal - 1.5, 1.5, 1.1, 1.0
WA2000 - 1.5, 1.5, 1.0, 1.0
M21 EBR - 1.5, 1.1, 1.0, 1.0

To get the damage output of each weapon, multiply the base damage (70 or 50) by the body-part area (1.5, 1.1 or 1.0). Multiply the result by 1.4 if Stopping Power is being used, and that should be your final total.

Sniper Rifle Damage Totals:

Weapon - Head, Chest, Body, Limbs
Intervention - 105, 105, 77, 70
Intervention (w/Silencer) - 75, 75, 55, 50
Intervention (w/SP) - 147, 147, 107.8, 98
Intervention (w/Silencer & SP) - 105, 105, 77, 70

Barrett .50cal - 105, 105, 77, 70
Barrett .50cal (w/Silencer) - 75, 75, 55, 50
Barrett .50cal (w/SP) - 147, 147, 107.8, 98
Barrett .50cal (w/Silencer & SP) - 105, 105, 77, 70

WA2000 - 105, 105, 70, 70
WA2000 (w/Silencer) - 75, 75, 50, 50
WA2000 (w/SP) - 147, 147, 98, 98
WA2000 (w/Silencer & SP) - 105, 105, 70, 70

M21 EBR - 105, 77, 70, 70
M21 EBR (w/Silencer) - 75, 55, 50, 50
M21 EBR (w/SP) - 147, 107.8, 98, 98
M21 EBR (w/Silencer & SP) - 105, 77, 70, 70

Since every player in MW2 multiplayer has 100 health (or 30 in Hardcore), you can use the resulting damage values above to calculate the number of shots required to kill an opponent. I went ahead and did the work for you below.

Sniper Rifle Hit Requirements:

Weapon - Head, Chest, Body, Limbs
Intervention - 1, 1, 2, 2
Intervention (w/Silencer) - 2, 2, 2, 2
Intervention (w/SP) - 1, 1, 1, 2
Intervention (w/Silencer & SP) - 1, 1, 2, 2

Barrett .50cal - 1, 1, 2, 2
Barrett .50cal (w/Silencer) - 2, 2, 2, 2
Barrett .50cal (w/SP) - 1, 1, 1, 2
Barrett .50cal (w/Silencer & SP) - 1, 1, 2, 2

WA2000 - 1, 1, 2, 2
WA2000 (w/Silencer) - 2, 2, 2, 2
WA2000 (w/SP) - 1, 1, 2, 2
WA2000 (w/Silencer & SP) - 1, 1, 2, 2

M21 EBR - 1, 2, 2, 2
M21 EBR (w/Silencer) - 2, 2, 2, 2
M21 EBR (w/SP) - 1, 1, 2, 2
M21 EBR (w/Silencer & SP) - 1, 2, 2, 2

Looking at the above data, we're able to make the following observations:
• The Intervention and the Barrett do the same damage, regardless of any attachments or perks equipped. The only differences between these weapons is the Intervention is bolt-action while the Barrett is semi-auto, and their sway and recoil values are different.
• It's impossible to get a one-hit-kill with a silenced sniper rifle, even with a headshot, UNLESS Stopping Power is equipped. Stopping Power cancels out the damage reduction of the Silencer.
• The WA2000 doesn't benefit substantially from Stopping Power (unless you're firing through walls or the enemy has Painkiller activated). The best it can do is cancel out the decreased damage of having a silencer equipped.

Since equipping Stopping Power forces you to lose Cold Blooded, the result is that you can only pick two out of the following three: Silent, Concealed, Deadly. You can use silencer and Cold Blooded to remain invisible, but you'll struggle more to get kills since even headshots won't kill in a single shot. You can use Cold Blooded to conceal yourself from UAV and air support, and use the default damage to score kills, but firing your weapon will give you away. Or you can use silencer and Stopping Power to silence your shots and give you good damage, but UAV and air support will still pick you up.

The Intervention has the largest amount of reticule sway of the four rifles, all the other rifles sharing the same decreased amount of sway. The recoil on the Intervention is random, sometimes massive and sometimes minimal, but the bolt-action of the gun delays the reticule long enough so that the recoil becomes irrelevant. The Intervention appears to have the fastest "switch-to" time, fastest reload time, and tightest recoil pattern. Needless to say, the Intervention also has the lowest rate of fire. Without Stopping Power the Intervention is a OHK to the upper body (chest) or head. With Stopping Power the Intervention can OHK anywhere on the body except for the arms and legs. The Intervention is more nimble than the Barrett but sacrifices semi-automatic fire and decreased sway.

The Barrett has moderate reticule sway and a large amount of recoil. The recoil for the Barrett moves in a consistently top-right direction and firing at full speed quickly becomes unmanageable with this gun. The Barrett appears to have the next-slowest "switch-to" time (with the WA2000 being the slowest), the slowest reload time and the largest recoil pattern / bullet spread of the four rifles. The Barrett is also longer than most rifles and makes a loud booming sound which might give away your location. The Barrett has the same damage values as the Intervention. Without Stopping Power the Barrett is an OHK to the upper body (chest) or head. With Stopping Power the Barrett can OHK anywhere on the body except for the arms and legs. Damage-wise, both the Barrett and the Intervention have the same damage values. The reduced reticule sway on the Barrett can make it easier to hit your target, but it's also more cumbersome with a slower reload and "switch-to" times. The semi-automatic ability of the Barrett is also a key factor when deciding between the Intervention and the Barrett.

The WA2000 has moderate reticule sway, low recoil, and is semi-automatic. The recoil for the WA2000 moves in a generally upward direction from which it quickly recovers, allowing a comfortably high rate of fire while still being accurate, the recoil pattern maintaining a fairly tight vertical pattern. The WA2000 is the next most cumbersome sniper rifle next to the Barrett, with the slowest "switch-to" time and next slowest reload time. Without Stopping Power the WA2000 does the same damage as the Intervention and Barrett (OHK upper body or head), but sacrifices the ability to kill with shots to the lower body when Stopping Power is equipped. Similar to the Dragunov in COD4, the WA2000 doesn't benefit substantially from Stopping Power, other than countering the damage reduction effects of the silencer or improving bullet penetration damage. The WA2000 can place multiple shots on a target with relative ease, making it effective for sniping on the run. It's short barrel length makes it very compact, which might help conceal your location when hiding behind obstacles. The it's chief negatives are it's small mag size (6 rounds) which can run out very quickly on the WA2000, and it's large on-screen size which obstructs the right side of your screen.

The M21 EBR has moderate reticule sway, the lowest recoil of all the sniper rifles, and is semi-automatic. The recoil for the M21 EBR is minimal, maintaining a relatively tight pattern around the reticule, and is easily controllable even when firing a full-speed. The M21 EBR has the fastest "switch-to" time and the next fastest reload time of the four rifles. Without Stopping Power the M21 EBR will only OHK to the head, and requires two hits anywhere else on the body. With Stopping Power the M21 EBR will OHK to the upper body (chest) or head, bringing it more in line with the default damage values of the other sniper rifles. The M21 EBR is very similar to the M21 in COD4, the primary difference between the two being the M21 EBR's increased reticule sway (same as the Barrett and WA2000), which is offset somewhat by the benefit of the larger headshot hitbox in MW2. The M21 EBR's primary negative is it's low default damage output, but the rapid-fire ability of the M21 EBR makes it well-suited for equipping a silencer.

Other Notes and Observations:
• The Barrett, WA2000 and M21 EBR all have the same amount of reticule sway, only the Intervention has a higher amount of sway compared to the others.
• The recoil on the Intervention is random, sometimes massive and sometimes minimal, but the bolt-action of the gun delays the reticule long enough so that the recoil becomes irrelevant.
• All semi-auto snipers have the same rate of fire, but the only weapon that can be considered controllable while firing at full speed is the M21.
• The thermal scope is identical to the regular sniper scope, even when used on non-snipers, with the only differences being that the edges of the thermal scope are fuzzy, the reticule is different, and of course the thermal viewpoint itself.
Modern Warfare 2 Equipment guide

Fragmentation Grenade
So the Frag Grenade is the most basic piece of equipment used in the Call of Duty series, it dates back to the Call of Duty The big red one. However i have noticed the Frag blast radius/damage has been reduced or that it is now being over-shadowed by the new Semtex Grenade. It's unlocked at level 4 so it's the first piece of equipment you unlock and this is for good reason as it's one of less useful pieces. You are restricted to 1 Frag grenade per like but you can pick up more with the Scavenger perk equipped.

Description
You only get 1 cookable frag grenade. You can "cook" a grenade by holding down the throw button and waiting for a while. After you throw it, the grenade will explode much faster and that way you have a better chance of killing someone. As Sergeant Foley says in the very first mission of Modern Warfare 2 "Frags can easily bounce and roll downhill so watch were your throwing them" this is a good piece of advice.

In game Statistics/Opinion
So in Call of Duty 4 the Frag Grenade was the staple piece of equipment in any soldiers arsenal. I have now tended not to use the Frag Grenade as there are a lot of different and more effective options, but more players are using the Frag instead of the semtex because it is easier to aim, and more useful in breaching enemy controlled structures. Plus i bet you didn't realise you could shoot a Frag grenade in mid air to make it explode. I would rate the frag grenade around 8/10 as it's a work horse of grenade.

Semtex Grenade
The semtex piece of equipment is unlocked at level 4, so the Semtex not necessarily a Grenade but it's appearance is it's is unusual for a grenade; it is a plastic explosive that has been balled up around a timed detonator with a flashing light. It's a new piece in the Call of Duty series but it was a good addition it's starting to over-shadow the Frag Grenade in gametypes such a Search and Destroy and Headquarters as sticking it to the bomb and Headquarter box will normally get you some kills.

Description
You get 1 Semtex grenade. It can't be cooked like a frag grenade and the throwing distance is much shorter. Semtex grenades have a blinking red light and a loud beeping sound, which increase as it's about to explode.They stick to almost anything, even on other players. Use these against Riot Shield users, it's a certain death to them.

In game Statistics/Opinion
This new addition to the Call of Duty series, the addition was a good thing in my opinion. I will use this grenade instead of a Frag more often now the Semtex is a good addition in the Search and Destroy playlist. It's good for Search and Destroy as it has a large blast radius and can stick to the bomb and also other players. I use the semtex if i haven't unlocked claymore or C4 this is because it's got more chance of getting a multikill as it can't roll back down a hill like the Frag but will stick to the floor or wall. I would rate this new comer at around 8/10 as well as it's got obvious disadvantages of it sticking to anything it touches and once stuck to a team-mate you could be in trouble as well.

Throwing Knife
The throwing knife is unlocked at level 7, the throwing knife is the most unusual piece of equipment in the Call of Duty Series. It's similar to the tactical knife as it's in appearance but it completely different as you are able to throw this knife. The Throwing Knives can be picked up and used again, so don't loose it. The knife travels in an arc and isn't meant for long distant throws, not accurate ones at least.

Description
You only get 1 knife, but it's a one-hit kill, if it hits. Hold down the throw button to get an aiming reticule, after that release the button to throw the knife. When the player throws and misses their target, the throwing knife will most likely hit the ground or a wall; if it hits the ground, most of the time, it will ricochet and flip an extra several feet. The player will have to find and pick it up to use it again. If it hits the wall, the player can simply go up to it and pick it up. However, if a knife ricochets off a wall or the ground, it is still deadly and can kill.

In game Statistics/opinion
My opinion of the the Throwing knife is that it's a bit of a Novelty. It's not the most practical piece of equipment of the most useful but it does have it's advantages. It's the choice of most riot shield and Ghost classes as unlike the Grenades and Claymore there are no warning signs of when it is about to hit and there is more of a chance that the player you have tried to hit doesn't realise and you can pick it up and have another go. When using the Riot Shield people will often turn around and run away but with the Throwing knife you can easy pick them off as they turn around as they cannot defend themselves. I would rate the Throwing Knife about 6/10 but i has to be 10/10 for embarrassment.

Tactical Insertion
Unlocked at level 11,The Tactical Insertion is a piece of equipment that allows you to choose your point of re spawn, this is a favourite of Sniper and unfortunately Nuke boosters. Snipers will use this piece of equipment if they have a good position and don't want to loose it easily. This piece of equipment is useless on Search and Destroy as you only have 1 life and then the round is over and you re spawn with the rest of your team. There are two challenges for the tactical insertion and one of them is killing an enemy within five seconds of spawning five times gets you the challenge Jack-in-the-Box. Remember enemy Tactical Insertions glow red and friendly ones glow GREEN.

Description
Light the flare and drop it on the ground. When you die, you will respawn next to the flare, which will disappear, so remember to use another one. Tactical Insertions can be picked up and used on another spot.Flares can be easily destroyed by the enemy, so remember to hide them well. Friendly flares are green and enemy ones are red. Use the SitRep perk to see enemy Tactical Insertion more clearly.

In game Statistics and Opinion
The Tactical Insertion is very useful for players who want to spawn camp enemy's or want to keep a position they may have glitched or just don't want to loose quickly. The two best gametypes were Tactical Insertions work a treat are: Hiding your Insertion in proximity to an integral flag in Domination is an excellent and widely-used way to make the best of it. Placing your Insertion in a discreet place close to an objective in Demolition (or Sabotage, though there is a respawn delay to be wary of in Sabotage matches) is an excellent way to prevent bombs from being planted or defused. The Tactical Insertion is a very useful piece of equipment if it's in the hands of good player. I would rate the Tactical Insertion around 7/10.

Blast Shield
Unlocked at level 19,The Blast shield is normally revered as the most useless piece of equipment in Call of Duty MW2, it's main aim is to reduce the damage the explosives cause it's a very good piece of equipment if you don't want to be killed by random Frags or C4 (Plastic Explosives). However if the other player are using the perk "Danger Close" the the blast shield becomes an inanimate object and the RPG-7 rounds will fly straight past it and kill the enemy. It's not the most useful perk but if you are tired of random frags try it for a couple of game and see how it goes.

Description
Reduces explosive damage to 65%, thus ensuring high survivability. This can be equipped as pleased, but it only protects you when it's on. Combined with the Riot Shield, you can survive almost everything head-on. When the Blast Shield is equipped, it blocks the edges of your screen and your radar as well so you can't see if enemy's are behind or to the side of you. In my opinion the blast shield is most useful when the player must remain stationary in one place, either while camping an upper floor sniper position or during objective game modes such as Headquarters or Domination when the player is constantly being bombarded with grenades.

In game Statistics/Opinion
This perk is obviously a variation from the perk "Flack Jacket in Call of Duty WaW, however if used correctly the Blast shield and the Riot Shield can reduce the fatality risk from Semtex and other explosives. This makes it a favourite for players in Search and Destroy or Ground War where a lot of explosions and random frags are being thrown. The blast shield is my opinion is not great as you cannot see the Radar if you could see the Radar the blast shield would possibly be a little better. I would rate the the Blast Shield around 5/10 due to the facts that it's only useful for new players.

Claymores
Unlocked at level 31 the claymore has returned from Call of Duty 4 the claymore however this time isn't a perk and you aren't given x2 but it's now located in the equipment slot and you are only given 1 but with the addition of the Scavenger Perk you can pick up around 2 or 3, but with the addition of the One Man Army perk and if you have all your classes with Claymores on then once you hit Tenth Prestige you can have up to 10 claymores set up at 1 time. The claymore is a staple for anyone camping more often than not for the Sniper it makes sure they can't be sneaked up behind and knifed and loose their killstreak.

Description
You get 1 proximity activated explosive mine. The claymore activates after detecting an enemy and there is a 0.75 second delay before detonation, which you can be increased to 3 seconds with the Scrambler Pro perk. Not just for kills, Claymores are often also used as an early-warning system that enemies are coming. They are now also temporarily disabled by enemy Stun Grenades and Flash Grenades detonating nearby.

In game Statistics/Opinion
Claymores are possibly one of the most effective pieces of equipment in Call of Duty it's not only a deadly trip activated mine but also a warning sign that an enemy is coming round the corner or about to kill you. It's a easy way to get kills but also a deadly trap for attackers in Search and Destroy if you plant one next to the bomb then most players won't have the Sit rep perk equip and will run straight into the mine and you will get an easy kill. It's also good for getting an easy killstreak going if you plant them next to corner or near the Sabotage Bomb, Domination Flag and Headquarters box then you could get an easy multi-kill or triple kill starting a killstreak for you. I would rate this piece of equipment around 9/10

C4 (Plastic Explosive)
The C4 (a shortened name of composition 4) which is unlocked at level 43, this is quite a high level for good reason, you may remember it from Call of Duty 4. You are given a satchel of explosive and a detonator. You aren't given two C4 like in COD 4 but only 1. It's now a piece of equipment and for good reason if you are using the perk "Danger Close" then the blast radius of the C4 is increased and this is useful for most objective based game. However it does have it's downsides and these are that the throwing range is laughable, requiring deliberate placement rather than throwing. Also, because it is in the equipment slot, it can be placed with a single button this is noticeably faster than Call of Duty 4's method.

Description
You get one C4 explosive. Using this is pretty straight forward: throw the satchel on the ground and blow it up by pressing the same button.
Again like Call of Duty 4 C4 will detonate if you press reload twice very quickly, which can be useful if you have a C4 out you need to detonate, but have C4 in inventory from scavenge. In this case, pressing the equipment button will not detonate your C4, it will simply throw another one.

In game Statistics/Opinion
My opinion of the C4 is that it's vital for any player defending the bomb in either Sabotage or Search and Destroy, all you will need to do is throw the satchel next to the bomb and wait for the voice to say " The bomb has been planted" you will now need to double tap X and hopefully you will get the enemy player running away or planting a claymore near the bomb. It's also very good on objective games to flush enemies out of buildings or to clear the enemy from capturing the point.


Hope this guide helps the newer players of Modern Warfare 2,


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Close Quarter Combat Sniping Guide
Written by - Reflexes



Before we begin, let me just warn you… You will die… A lot ! This is no walk in the park, pick it up in a few measly tries. This is an ‘art’ that some players practice for hours, and work on every time they sign in…. and they STILL die a lot (for the most part).

Sniping in Modern Warfare 2, and in real life are two different things. You don’t have the bullet drop, account for the Earth rotating, wind, heat, light, ground surface, your breathing, distance, and so much more. The bullet takes less than .5 sec to register (or not). There’s NO bullet drop, and no wind to throw off your shot. With that being said, it sounds easy ! Well, to a point yes. But . . . What happens when someone gets up close and personal?

Key Words and Phrases


  • * 1S1K / OSOK : One Shot One Kill A snipers little motto, mainly used within the USMC
  • * Hit Reg : Hit registration, or a shot fired upon an enemy that hits but does not kill him.
  • * Hit markers : The cross-hairs or white markers that come up when you fire and get hit reg upon an enemy soldier.
  • * QS : Quick Scope : Bringing a scope up – and shooting immediately as you see through the scope (estimated time in scope, .3 to .7 seconds for good quick scopers
  • * HalfS : Half Scope : Half scope is where you still see the white or back lense (the one you look through) while you fire. This you NEVER see through the scope.
  • * NoSc : No Scope : This is where you do not scope in at all, and just hip fire with a SNIPER rifle. There are techniques to help get more accurate, but it is primarily based on luck.
  • * Breathing and Movement in scope : This is when you just scope in without moving your aim, and the breathing of your character makes the scope move on its own.
  • * Hard Scope : This is when someone looks through their sniper scope, finds a target, and then aims. OR – is when you spend a few seconds inside the scope.



STEP 1 : Understanding Hitboxes & Hit Registration
These terms are slightly discussed above, but I will go more in depth here.

Have you ever shot someone around a corner? Have you ever shot 5 feet behind a running target and killed him ? Have you ever fired in front of a target and killed them? Have you ever shot, on a laggy server, right on a walking target and couldn’t kill him? Those are all due to hitboxes.

Hit Boxes in Modern Warfare 2 are a box, whether it be around the whole body or around body parts (MW2 has a gap in between legs, but when sniping you’ll rarely notice this). If a bullet comes into contact within the box you will get a Hit Registration – and hopefully a kill. Basically, its what I some times call the target box… Being shooting at it gives you the kills. When a target moves – the box lags or drags a bit behind his movement. Example; Guy runs right – his hitbox is to his left, behind him. Now, when someone comes to a COMPLETE stop, or changes direction… The hitbox will slide from behind him, to in front of him, and then slowly move right around the body of the target (if he does not move). This is why hitting Zig Zags are hard, cause the hitbox is behind him, and by the time you shoot there, he stops and it gets ‘thrown’ in front of him, as you shoot behind.

Warning: Lag will increase the distance of boxes FROM the body, I’ve had such bad lag before – That I had to consistently shoot 5 feet behind people to kill them.

Have you ever shot and got hit reg but not a kill ? Have you ever fired multiple shots and cant land it – even though he’s sitting still? Ever have a full on, 100% sure shot – that doesn’t hit? That’s hit registration for you.

Hit registration is the game accepting your shot as a shot ON TARGET. Which means, hit markers. Now, hitboxes with lag move position… BUT! The lag also effects hit registration. Sometimes, the game will show that you fired on your screen, but not on theirs. That’s what we call, bad hit registration / lag. Also, when shooting a sitting still target – and nothing seems to hit him – either you suck at aiming or the servers hit registration is really poor – which normally means a bad host upload speed, or server to you is not synced very well… Which happens.



STEP 2 : Picking Your Rifle
First and foremost lets pick you a rifle, at the end of the list I will give you my opinion.

  • * Intervention – Good for quick scoping, no scoping. Good with thermal (has camo on Thermal). Bad or Large breathing / scope movement. Harder to go from Breathing to On Target fast (at least not as fast and easy as the .50 or other snipers
  • * Barrett .50 Cal / M107A1 – Good for drag scoping, long range shooting, has small breaths and movement in scope. Due to 10 round magazine, if you get really close you can ’spray and pray’ a few no scope shots, although 1-2 quick scopes / half scopes (will be discussed later on) would be preferred. Downside is, it is a bit different of a quick scope compared to the Intervention, the thermal scope does not have Camo and looks awkward.
  • * WA2000 – This is a pretty decent 7 round rifle, which was used in Hitman games in the past. The rifle is quite accurate – much more resembling the .50 than the Intervention in breathing / motion while scoped in. The gun is most commonly seen with either a silencer or thermal, and out of all the snipers is most often to be seen paired with BLING as perk #1. I personally would recommend not using this rifle, due to hit reg happens quite often.
  • * M21 Enhanced Battle Rifle / EBR : This 10 round rifle has almost no recoil, is unlocked very late in the prestige. This rifle tends to be sprayed more than shot to be a One Shot One Kill. This gun gives a lot of hit reg, but is very very accurate for headshots and such. Again, I do NOT recommend this gun for CQC Sniping, and the .50 is as accurate, and has the same clip count.


I personally would recommend you do NOT use the WA2000 nor the M21 EBR. They cause a lot of hit reg, and they have issues getting hit reg with quick scopes consistently. I use the Intervention with a Thermal scope for closer range maps, or maps with poor lighting (Under pass mainly) or maps with a lot of grass for counter / other snipers to sniper from (Wasteland). I use the .50 however for long range maps with FMJ attachment.

STEP 3 : Setting Up Your Class
Now that you have picked your rifle, or you want to test two or more out… Lets make a class shall we?

I highly recommend starting with this set up.

Primary Weapon : Sniper of your choice with either Thermal, ACOG, or FMJ (I recommend thermal for beginners)
Secondary Weapon : I use the M93 Raffica with Silencer (so I can be stealthy when I need), it allows me to be silent, but have good fire power and range! I love this secondary!

Semtex or Frag (your pick, doesn’t matter being this is a cQc guide for sniping not ‘nading). NOTE : When you get better, or from the start – I’d recommend switching to Throwing knife (explanation below)
Stun x2 (so you can slow down fast movers which makes it easier to quick scope, and it also allows a wider hit reg area around its impact… Thus allowing you to have more of an idea where your target is.

Perk 1 : Sleight Of Hand Pro – Please make sure you have pro, will explain below
Perk 2 : Stopping Power – Does not have to be Pro, but is required !
Perk 3 : Steady Aim – This can be swapped out but for starters / new comers to quick scoping – I highly recommend using Steady Aim. Pro is not required.

Explanation for set up
Sleight of hand pro allows two things. 1 being you can reload very fast, which is VERY key when using the Intervention. 2 being it allows you to go from hip fire to looking through your scope MUCH MUCH faster.
Stopping power allows you to do more OSOK, and will help you tremendously with CQC with any weapon, especially a sniper.
Steady Aim : Steady aim makes your cross hairs (white ‘arrows’ on screen) smaller or closer to the center. Which allows for easier no scopes, and helps guide you to the center of your screen – Which helps with quick scoping. Steady Aim Pro allows a sniper to hold his breath longer for long range hard scopes, so its a double win for over all snipers.

Now earlier for your Equipment I mentioned a Throwing Knife. The reason I had mentioned it is because; When up close to an enemy – sometimes you really don’t have the time to quick scope, and no scoping is very inconsistent – Also you can get hit reg and that would royally screw you over when really close to a target with a sniper. Throwing knives do not get hit reg, ever. They are thrown just as if you were to quick scope, so it helps you in both ways. Also being you are not using scavenger – you wont resupply your equipment, but you CAN pick up the throwing knife over and over. Also, when climbing ladders to get vantage points – you can throw a knife while on ladder – in case someones waiting for you up top.

STEP 4 : Picking a Sensitivity For YOUR Shooting Style

If you use a high sensitivity (8 or higher) then you will want to pay close attention to my guides explanation of DRAG SHOOTING. If you use a low sensitivity, such as 5 and lower – then you will want to pay close attention to QUICK SCOPING and LEADING. Now, if you are a 6 or 7 user… Then you will want to pay attention to it all, mainly the QUICK SCOPING.
You cant drag shoot with low sensitivity – and it’s hard to quick scope with high sensitivity (until you get really used to it). That is why I am giving you an idea to which parts to pay close attention to, although I recommend you read it all…. Yes, even though its LONG !



Step 5 : The Different Types Of Shooting
Lets discuss the different type of shots you can perform, master, and own with in Modern Warfare 2 (there may be others but these are the basics).

First and foremost; Make sure you try to plant / stop moving BEFORE you pull the trigger. This significantly increases your shot accuracy – although it does make you an easier target – but hell! If you can kill them this way, does it matter ?
Drag Scoping / Shooting : Basically it is when you scope in to the left, or right (or top or bottom or a mixture of them) and move your scope in a fast movement OVER your target, and time your shot out so you basically PULL your bullet onto the target . . . This takes a great deal of timing, and good reflexes. It is the HARDEST shooting style, which is why many do not do it, or are bad at it / slow. A good way to also use drag shooting to vector / find your targets general area is to drag it over bushes, or the map – and if you see your scope movement pause for just a second – there might be someone there (console only I believe). Also, when dragging that pause can help in timing your shot if you have a keen enough sense of eyesight and reactions to notice it.

Leading : Basically, put the cross-hairs in front of a target, and let him walk into his own death trap. I personally hate leading unless close range. At long range, leading can be foiled too easily. They move left, right, stop, turn around, or you miss time it one time and you just waited – to look dumb. Although, it can be effectively used – if you get really used to doing it. Also, you’d need to get the timing down on when to hold breath and not. For up close and personal, this shooting style changes though, and I will explain why. With anything but 10 sensitivity level 2, you cant full on keep up with someone who books it around a corner within 10 feet of you. This is where leading comes in handy. You have to stay scoped out, then scope in right in front of them, and then fire fast – or lead it in front of them – scope in, follow/drag it into them. Although, if your lead ends up being behind them, drag it forward in front of them.

Straight Scoping/Shooting : Straight up is my nickname for this. It is the straight up quick scope way, so to speak. This is where you lead a target, but you scope in and fire. You don’t combine this with much dragging or any other type (well, leading). This is a prediction style, but very effective. This style includes a lot of missing before you become semi good to good at it, so don’t give up hope. Example of this would be; Targets running right at you within 5 meters. You put the center of screen on his torso, hold L1 until the scope is about to show and fire… .OR until the inside of scope flashes onto the screen – then fire immediately.

Half Scope/Quick Scope : This is where it gets confusing if you were a COD4 sniper, or have common sense. In COD4 a quick scope was INSIDE THE SCOPE for under a second. If your inside of scope never shows, its a half scope. In MW2, I get told (when shooting within .30 seconds of the scope being on screen) – that its a hard scope. Which is wrong! It is still a quick scope, but… Many people in MW2 consider the new half scopes as the true quick scopes. Why? When you are about to bring the sights fully to the screen, you can fire and it is fairly accurate (not as accurate as just letting the inside scope pop up). So I am not sure which to call this style – Half or Quick Scope. This is more of a sub category of Straight Scoping/Shooting… Because you do the same shot, just you hold L1 less, so you don’t see the inside of the scope at all. . . Which leaves for a very impressive shot, but its a lot harder – and if not timed perfectly scope will pop up, or shot will go flying in a random direction.

No Scoping : I don’t know the styles for this, so hopefully someone will make a tut for it, other than myself. I out do the no scopers with quick scopes ALL the time, quick scoping is the best / most effective and efficient way of sniping within cQc! Well, that or pulling out your secondary… But that’s no fun !

Step 6 : Practice, Practice, Practice – and some more Practice

This all takes a great deal of practice. It takes a while for your muscles and brain to remember the timings, and consistently pull them off. You will more than likely be TERRIBLE at first, which is OK. You got to put in some practice and work into becoming a good sniper in cQc.

Some practice / drills you can run would include ;
-Have someone run at you or even sit still to start, and just get the timing of Straight Shooting down, then do Drag shooting.
-Have someone run towards you – but at a sleight side angle. As you get better at leading / predicting where he’ll be and being able to quick scope him… INCREASE the side angle. Eventually, he’ll be running sideways to you!
-Get on High Rise and practice Straight Shooting at ranges, and at a downward angle (where you are above your target). This drastically changes your shots.
-Do the opposite, shoot someone who’s on top of the helicopter pad on High Rise.
-Practice 360s and 180s to REALLY get used to your sensitivity… Do a spin, and scope in before you get to your target while still spinning, and fire – try to stop on or near your target. This is very hard, and takes a few hundred misses but will significantly increase your accuracy and timing skills for quick scoping.
-Try some half/quick scopes, figure out the difference in seeing through the scope and not pulling it all the way up – and pick which you will mainly do.

Those are just some, the last good practice I can say is – 1v1 Quick Scope. Don’t hide, run around rust with a friend or a better sniper – and watch the kill cams of a better sniper… They will show you timing, and where to shoot.

Also, practice the throwing knife just so you can equip’ it. . . This is a really handy tool, although challenging. . . But hell, so is quick scoping !

Step 7 : The Last Step : Finding Positions and Routes
Learning routes for Search And Destroy sniping is key, but you must also find points in which you can hard scope from, or have good vantage point for quick scoping from . . . Running in the open all the time is not a good idea just due to how accurate some guns (ACR for instance) are. They will eat you up !

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Quick Scoping Guide'
Written By - BurnT BizzKits



A guide to Quickscoping: My 500th post present

This is a bit difficult to explain in words so I'll attach a video of mine soon for an idea of it.

1: Sensitivity - Make sure this is always properly adjusted for yourself, fast reactions are always results of a decently high sensitivity. I recommend 7-10, if you play on something pretty low then it would take some more time to adapt.

2: Button Layout - Tactical is always good for whatever your doing, especially sniping. When getting used to clicking that right stick you'll find yourself taking cover with ease. Get down, and pop up for that quick shot.

3: Execution - A quickscope is performed by shooting pretty much as soon as your scopes comes up, effective in heated situations. So to do this you practice by having the enemy somewhere in the middle of your reticle when you're not scoped in, and just go for it...

For playing on the higher sensitivity, there's an easier way. All you have to do is scope in near the guy, and wherever he ends up in your scope, you snap in the direction to hit him. This is a form of quickscoping called the drag shot. This is why having a higher sensitivity is helpful, it gets you kills much easier and it can save you.

4: Practice - This can't be stressed enough, the only way you're going to make any progress with a skill is to repeat it many times. Get in a private match with some friends and mess around on rust, it helps more than you know.

5: Confidence - Now if you think you've got the skill down a bit and are trying yourself in public games, what you don't want to do is stay in one area. Quickscoping is a technique utilized by being agressive as if you were using an assult rifle. Plus you get more enjoyment out of it shooting people on the run instead of waiting for someone to come by and you just shoot them in the back.

6: The Headset (optional) - Nothing could make the game a whole lot easier, in all aspects, if you had some type of gaming headset (Turtle Beach, Tritton, Astros, etc.). Minimum costs of these are around $60, but if you are a serious player then they're are highly recommended. Why this is included in a quickscope guide is pretty much if you hear someone approaching, you can lead the shot to him just as soon as he walks through the doorway.



Hoped this helped even the slightest bit for those curious about this kind of sniping. Btw it's not luck.

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Perks for sniping
Written by - Big Evil


Now for some perks.

First Tier

Marathon- Running and jumping. Great stuff but not for Sniper.

Sleight of Hand
- Faster reloading, Sleight of Hand Pro: Faster AimDownSights :: Good and a fav of many.

Scavenger-Full resupply from dead enemies, Scavenger Pro: Spawn with extra ammo. Replaces Bandolier. Fair.
Bling- 2 primary weapon attachments, Bling Pro: 2 secondary weapon attachments. One of my fav.
One Man Army- Swap classes at any time One Man Army Pro: Faster class swap. Set up properly you wont need to switch.

Second Tier

Stopping Power- Increased bullet damage. Stopping Power Pro: Increased damage versus vehicles (AC-130, Helicopter, Pave Low); MAKES ALL SNIPERS ONE SHOT KILL TO HEAD AND CHEST (except M21, only 1.1 mod for chest). This is not the same as body and limbs, they are diff zones. upper chest and head only. My #1 PERK for sniper kits.
Lightweight- Move faster, Lightweight Pro: Quick aim after sprinting. Again, good but not for sniper.

Hardline- Killstreaks require 1 less kill, Hardline Pro: Death streaks require 1 less death. Fair, but SP is more important.

Cold-Blooded
- Makes the user invisible to enemy UAV's, enemy helicopters and enemy controlled killstreaks(such as AC-130's), Cold-blooded Pro: No red crosshair or name when targeted. Fair, but I prefer 1 hit kill.

Danger Close
- Increase explosive damage like Sonic Boom and Fireworks. Danger Close Pro: Increased explosive damage from killstreaks. Bah.

Third Tier

Commando- Increased melee lunge distance, Commando Pro: No fall damage taken. Good, but SA is better.

Steady Aim- Increased hip-fire accuracy, Steady Aim Pro: Replaces Iron Lungs. Hold breath longer. Nuff said unless your UBER! Pompus asses. lol.

Scrambler
- Jams the enemy radar. Scrambler Pro: Delay enemy claymores. Lets people know your close. Skip it.

Ninja
- Invisible to the Heartbeat Sensor, Ninja Pro: Significantly quieter footsteps. Your laying down. Skip it.

SitRep- Detect enemy explosives and Tactical Insertion, SitRep Pro: Hear enemy footsteps better. Footsteps are nice, but SA is better.
Last Stand- Fall to the ground, and try to kill any enemies. Last Stand Pro: Use your equipment in last stand. SA is simply better.

There are lots of great combos, these are the ones that have worked best for me. It can be a hard class to get used to and master. Dont get discouraged if your not owning kids from day one. Take the time to try out perks and get a feel for your Sniper Kit.

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General Tips For Sniping
Written By - Big Evil

1. Sound is your friend. Turn up your speakers, headphones etc. You will hear the footsteps of folks not using Ninja and SitRep from pretty far away. It could buy you a couple seconds. Most dont use those perks.

2. Claymores are nice, but being able to simply sprint past them and the fact that most people dont place them in an optimal position makes them less effective.

I can get past claymores 99% of the time. Use them wisely......

- Remeber that they take between 1.0 and 1.5 seconds to detonate after actuation, so place them on a positional "corridor" that persons approaching are most likely to take.

- Dont set them "right" inside a door to the side. Place them at a diagonal so they are still in the path of travel after actuation. You would be surprised how far away they will trip when set properly.

- Dont count on a kill every time. It is better as a warning device to buy you some time than to kill your enemy. If you hear it go off, get up and get defensive.

3. Keep your scope zoomed in a couple seconds after the shot to prevent the KillCam from divulging your position, unless of course your being rushed, etc and need to get off some quick shots.

4. Move your position after two or three kills MAX. Any more than that, and they will certainly hunt you down. Maybe less.

5. Use perks that support Sniper. DUH! right, but some use this and that cause their L33t or just pompus ass elite sniper tards. Whatever. "I'm RoXxOr with my Sniper with shotties!!." Your not a sniper, your a hybrid. We are talking about sniping here.....dont get wrapped around the axle.

6. Try not to be sprinting all over the map. Stealth visually and audibly are your greatest weapons.

7. Stance. Not everyone starts being able to no-scope shoot, or quick scope shots. Remeber, the lower you go, the more stable your shot and accuracy. Prone is best, crouch is ok, standing is last. Get low, stay outta sight. That is the objective.

8. Terrain. Dont sit at the top of every hill or in obvious places. The best snipers will locate themselves where they wont be noticed casually. You are wearing a ghilli suit to blend in. Use bushes and tall grass. Use low points as well as high. Use corpses. When laying nice and still, you look like one. If you have Cold Blooded Pro, they wont get a cross hair or name from you even when aiming at you. YOU WILL LOOK DEAD, so dont move! Many folks will simply lay still and look for pixel movement. If you move, you are a target.

9. Breathe. Hold your breath prior to the shot, but don't sit with it that way all the time. It takes much longer to hold your breath after exhausting it than it does to simply let go and hold it again. Its an instant vs. several seconds. Look, look, aim/hold, shoot. Practice will make it simple to zoom/hold breath at same time


I GIVE ALL THE CREDIT TO THE AUTHORS OF THESE GUIDES
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The following 5 users say thank you to Krushed for this useful post:

cj62, getFUXEDon, oSoo JDM -, TheEliteRecon, xXHardyKingXx
04-06-2010, 02:59 AM #11
Originally posted by iK
I agree totally i thought this game was going to be mind blowing, well it was but i don't think it will ever be as great as mw1 well most squeals to anything aren't as good as the first one, but i also think they should have released a beta for people to test out so we wouldn't have people prestige hacking the game, and getting unlimited care packages. What also gets me is that there aren't even numerous amount of hacks for mw2 as there were for mw1, which i find interesting and which also leads me to believe that it was rushed but who knows. Yeah it's a good game none the less, and yes commando is shit...


I know if they would have had a beta try could have avoided not all of the exploits/hacks but the majority
04-06-2010, 03:03 AM #12
Originally posted by Willlie View Post
I know if they would have had a beta try could have avoided not all of the exploits/hacks but the majority


Yeah i know lol
04-06-2010, 03:06 AM #13
Originally posted by iK
Yeah i know lol


I have a question, how do you gain rep? Sorry I'm kinda new to forums
04-06-2010, 03:19 AM #14
Originally posted by Willlie View Post
I have a question, how do you gain rep? Sorry I'm kinda new to forums


Ohmy bad for not replying i was making some threads and to gain rep on these forums USUALLY you have to make useful threads something that people could benefit from, be nice to people if you can help someone out give them some advice you might get some you can also host raffles, make competitions Winky Winky

i have +repped you Winky Winky
(me want rep too!!!)
04-06-2010, 04:39 AM #15
darkrider17
Bounty hunter
wow this is a grety guide thanks man Smile

---------- Post added at 11:39 PM ---------- Previous post was at 11:38 PM ----------

Hey sorry im a noob also i was wondering how can we create threads?
04-06-2010, 07:27 AM #16
Great guide, and has anybody signed the petition to increase sniper damage at OpTic Gaming?
04-06-2010, 09:58 AM #17
Revii12
Bounty hunter
Nice guide, i prefer a throwing knife for a sniper.
04-06-2010, 11:01 AM #18
Whoaa. So much detail. Good on you.
04-06-2010, 12:03 PM #19
WA2000 only has 6 bullets, not 7

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