The Second Treatise on Sniping - Roles
My first treatise on sniping covered basics of being a sniper. This one shall cover the roles and mentalities of a sniper and his/her role (his, I suppose, since all the player models are male) in the team framework. It will categorize snipers into their different mentalities, and delineate their actions in offensive or defensive situations. (If I see another sniper sitting at a point no one's attacking all round ever again, I will spawn near them and stick a knife in their gut) A good sniper will integrate and master all of these roles in their gameplay, but these are the essentials.
The Long-Range (Straightforward) Sniper
This is, essentially, the most common and most suitable sniper class role. As previously discussed in the last treatise, the concealment of a long-range sniper is essential. A long range sniper, by definition, does not relocate often, rather, finding good cover and staying still, ensuring one shot kills, and avoiding being located (and when located, will then relocate and possibly
- Role & Location - Offensive
A long range sniper's role in a offensive is simple. Pick off the defenders from a long ways out, call out enemy locations, and support the assault/flankers in taking that position. Location should afford a narrow fire-angle whilst still commanding a near-total view of the enemy position, and should provide concealment and adequate cover, as always. They should always make the enemy think twice about running around in the open, making them easy targets (as you call them out) for your teammates' grenades.
- Role & Location - Defensive
A long-range sniper has a different role, though similar, than the later discussed Ambush sniper in defensive play. They are best suited for locations where they have high ground. Their role is simply keeping enemy infantry from ever even reaching the point in question.
- Gear - Offensive
Your rifle is your best friend. Your claymores should cover your ass. It's straightforward, nuff said.
- Gear - Defensive
Claymores cover the chokes. Your rifle keeps the enemy from ever getting to you. And if they do, then pull out your pistol/knife and carve up the weakened fools.
- Within the framework of a squad - Offensive
Squad lead is probably the best suited role, depending on your location. If the location provides easy access to the enemy base, then it's the perfect role... apart from giving away your position. If it's high ground and you can zip-line your squadmates closer to the action, even better.
- Within the framework of a squad - Defensive
Squad member. A good sniper can hold a point pretty much by himself with his claymores and sniper rifle from all but vehicles, while the rest of the squad is away. Against vehicles, he can hide, wait till the vehicle is away, and take the point back. There's no reason for him to be dictating the actions of the squad nor provide a spawn point.
The Flanker (Mobile) Sniper
The flanker sniper relies less on a good location, but rather, good all-around stealth. A good commander will almost *always* spot a flanker sniper, so not only are locations key, but so is mobility and coordination. (Ziplines in the expansion make flanker snipers amazingly effective) The flanker, defensively and offensively, operate in the opposite fashion as the later noted ambush sniper, as the flanker sniper is primarily offensive in his mentality, whereas the ambush sniper is primarily defensive. The flanker works best in small squads, occasionally alone.
- Role & Location - Offensive
The flanker, when operating in offensive capability, flanks the enemies and captures the point while firing directly into their rears as they hit the front or exit their own capture points. They operate on the outskirts, typically firing only occasionally on the move and only when a kill is guaranteed and their location will remain unrevealed. Once at the point (arriving quickly by foot, vehicle, or zipline), they hold the point with every weapon in their arsenal along with their squadmates. Alternatively, if a point is far too populated, a flanker sniper hunkers down and becomes a long-range sniper.
- Role & Location - Defensive
The defensive flanker is usually an offensive sniper who finds their rear points captured, and has to move back to seize the points. Mobility, again, is key. Not much to say here, as switching to the ambush mentality is probably best when defending, but if it is indeed absolutely necessary, claymore the outside of a point and wait for the point to be captured, the enemy to rush out, before running in to take back the point before the poor sods respawn.
- Gear - Offensive
Semi-auto rifles are a valid choice, as you may engage in CQB. However, I prefer the pistol to the semi-auto rifles. To each their own. Claymores should be saved until you get to the point, then applied in strategic locations for holding the point directly afterwards. (after which you may wish to switch to one of the other two roles, or better yet, find another kit)
- Gear - Defensive
Not much to say, as your intention was likely offensive in the first place. Learn to place your claymores well so that the enemies will not see them as they leave the point and take another path.
- Within the framework of a squad - Offensive
Squad Lead and Squad Member. Flankers work best in small squads, going behind enemy lines and stealing points from the enemy. In the expansion, a teammate should carry the grappling hook, as a grappling hook/zip line combo works wonders. If a squad leader dies, the old leader switches out, the new leader hides, and the old spawns on the new squad leader.
- Within the framework of a squad - Defensive
Squad lead is probably the best position, as other teammates can easily run by your claymores and attempt to recapture the point without your assistance, and spawn on you if they die.
The Ambush (Vantage/Standstill) Sniper
The Ambush Sniper's role is simple. To demoralize the enemy and to dissuade them from ever coming back to take a point. An ambush sniper's location almost always puts him in a decent long-range position as well, not offensively, but defensively... but unlike the defensive long-ranger, he does not sit at the point, but rather outside the point and in view of it.
- Role & Location - Defensive
I begin this kit with a description of his defensive role, as that is simply the most effective role the ambusher has. A location overlooking the point being defended is key, but beforehand, claymores should be placed at chokes approaching that point. Feel free to take shots at enemies not taking the point (long-ranging), providing, of course, that the likelihood of your being spotted is low, but keep an eye on your point. If someone is taking it, they are likely not expecting a sniper to hit them from long range, and they will likely be hunkered down and sitting still. Destroy them. You may want to choose a position with a roof, as commanders will likely target you, but the difference is minimal, as you can simply spawn and re-claymore a position when you die.
- Role & Location - Offensive
An offensive ambusher is a completely different thing, usually the role an offensive long-ranger or flanker plays when he sees infantry leaving an enemy point. From a position of cover, allow the enemy to pass you, and take the easy shots (as they are far enough away to not score plenty of hits on you) at their backs of their heads. This can also be a full time role, and if placed correctly overseeing a commonly used path, can prevent an enemy from ever using that path by foot again.
- Gear - Defensive
Claymores and your rifle (bolt-action, for headshots on stationary targets) are your best friends.
- Gear - Offensive
Use the claymores to cover your position as you fire upon unsuspecting foes. If someone attempts to hunt you down after dying, they will meet with an explosive surprise. Relocate as soon as your position is uncovered.
- Within the framework of a squad
In any situation, the ambush sniper should never lead the squad, as their position will be revealed by persons spawning on them. He should also relocate to cover another point as soon as a position (as dictated by the commander or by logic) no longer becomes a key point to defend.
So that's it for now. I've other things to write... I needed to write something outside of work to destress quickly and here it is. Cheers.
My first treatise on sniping covered basics of being a sniper. This one shall cover the roles and mentalities of a sniper and his/her role (his, I suppose, since all the player models are male) in the team framework. It will categorize snipers into their different mentalities, and delineate their actions in offensive or defensive situations. (If I see another sniper sitting at a point no one's attacking all round ever again, I will spawn near them and stick a knife in their gut) A good sniper will integrate and master all of these roles in their gameplay, but these are the essentials.
The Long-Range (Straightforward) Sniper
This is, essentially, the most common and most suitable sniper class role. As previously discussed in the last treatise, the concealment of a long-range sniper is essential. A long range sniper, by definition, does not relocate often, rather, finding good cover and staying still, ensuring one shot kills, and avoiding being located (and when located, will then relocate and possibly
- Role & Location - Offensive
A long range sniper's role in a offensive is simple. Pick off the defenders from a long ways out, call out enemy locations, and support the assault/flankers in taking that position. Location should afford a narrow fire-angle whilst still commanding a near-total view of the enemy position, and should provide concealment and adequate cover, as always. They should always make the enemy think twice about running around in the open, making them easy targets (as you call them out) for your teammates' grenades.
- Role & Location - Defensive
A long-range sniper has a different role, though similar, than the later discussed Ambush sniper in defensive play. They are best suited for locations where they have high ground. Their role is simply keeping enemy infantry from ever even reaching the point in question.
- Gear - Offensive
Your rifle is your best friend. Your claymores should cover your ass. It's straightforward, nuff said.
- Gear - Defensive
Claymores cover the chokes. Your rifle keeps the enemy from ever getting to you. And if they do, then pull out your pistol/knife and carve up the weakened fools.
- Within the framework of a squad - Offensive
Squad lead is probably the best suited role, depending on your location. If the location provides easy access to the enemy base, then it's the perfect role... apart from giving away your position. If it's high ground and you can zip-line your squadmates closer to the action, even better.
- Within the framework of a squad - Defensive
Squad member. A good sniper can hold a point pretty much by himself with his claymores and sniper rifle from all but vehicles, while the rest of the squad is away. Against vehicles, he can hide, wait till the vehicle is away, and take the point back. There's no reason for him to be dictating the actions of the squad nor provide a spawn point.
The Flanker (Mobile) Sniper
The flanker sniper relies less on a good location, but rather, good all-around stealth. A good commander will almost *always* spot a flanker sniper, so not only are locations key, but so is mobility and coordination. (Ziplines in the expansion make flanker snipers amazingly effective) The flanker, defensively and offensively, operate in the opposite fashion as the later noted ambush sniper, as the flanker sniper is primarily offensive in his mentality, whereas the ambush sniper is primarily defensive. The flanker works best in small squads, occasionally alone.
- Role & Location - Offensive
The flanker, when operating in offensive capability, flanks the enemies and captures the point while firing directly into their rears as they hit the front or exit their own capture points. They operate on the outskirts, typically firing only occasionally on the move and only when a kill is guaranteed and their location will remain unrevealed. Once at the point (arriving quickly by foot, vehicle, or zipline), they hold the point with every weapon in their arsenal along with their squadmates. Alternatively, if a point is far too populated, a flanker sniper hunkers down and becomes a long-range sniper.
- Role & Location - Defensive
The defensive flanker is usually an offensive sniper who finds their rear points captured, and has to move back to seize the points. Mobility, again, is key. Not much to say here, as switching to the ambush mentality is probably best when defending, but if it is indeed absolutely necessary, claymore the outside of a point and wait for the point to be captured, the enemy to rush out, before running in to take back the point before the poor sods respawn.
- Gear - Offensive
Semi-auto rifles are a valid choice, as you may engage in CQB. However, I prefer the pistol to the semi-auto rifles. To each their own. Claymores should be saved until you get to the point, then applied in strategic locations for holding the point directly afterwards. (after which you may wish to switch to one of the other two roles, or better yet, find another kit)
- Gear - Defensive
Not much to say, as your intention was likely offensive in the first place. Learn to place your claymores well so that the enemies will not see them as they leave the point and take another path.
- Within the framework of a squad - Offensive
Squad Lead and Squad Member. Flankers work best in small squads, going behind enemy lines and stealing points from the enemy. In the expansion, a teammate should carry the grappling hook, as a grappling hook/zip line combo works wonders. If a squad leader dies, the old leader switches out, the new leader hides, and the old spawns on the new squad leader.
- Within the framework of a squad - Defensive
Squad lead is probably the best position, as other teammates can easily run by your claymores and attempt to recapture the point without your assistance, and spawn on you if they die.
The Ambush (Vantage/Standstill) Sniper
The Ambush Sniper's role is simple. To demoralize the enemy and to dissuade them from ever coming back to take a point. An ambush sniper's location almost always puts him in a decent long-range position as well, not offensively, but defensively... but unlike the defensive long-ranger, he does not sit at the point, but rather outside the point and in view of it.
- Role & Location - Defensive
I begin this kit with a description of his defensive role, as that is simply the most effective role the ambusher has. A location overlooking the point being defended is key, but beforehand, claymores should be placed at chokes approaching that point. Feel free to take shots at enemies not taking the point (long-ranging), providing, of course, that the likelihood of your being spotted is low, but keep an eye on your point. If someone is taking it, they are likely not expecting a sniper to hit them from long range, and they will likely be hunkered down and sitting still. Destroy them. You may want to choose a position with a roof, as commanders will likely target you, but the difference is minimal, as you can simply spawn and re-claymore a position when you die.
- Role & Location - Offensive
An offensive ambusher is a completely different thing, usually the role an offensive long-ranger or flanker plays when he sees infantry leaving an enemy point. From a position of cover, allow the enemy to pass you, and take the easy shots (as they are far enough away to not score plenty of hits on you) at their backs of their heads. This can also be a full time role, and if placed correctly overseeing a commonly used path, can prevent an enemy from ever using that path by foot again.
- Gear - Defensive
Claymores and your rifle (bolt-action, for headshots on stationary targets) are your best friends.
- Gear - Offensive
Use the claymores to cover your position as you fire upon unsuspecting foes. If someone attempts to hunt you down after dying, they will meet with an explosive surprise. Relocate as soon as your position is uncovered.
- Within the framework of a squad
In any situation, the ambush sniper should never lead the squad, as their position will be revealed by persons spawning on them. He should also relocate to cover another point as soon as a position (as dictated by the commander or by logic) no longer becomes a key point to defend.
So that's it for now. I've other things to write... I needed to write something outside of work to destress quickly and here it is. Cheers.
Last edited by TigrisJK (2006-03-03 18:08:55)