GATOR591957 wrote:
Gentlesouljah.e wrote:
Its been my opinion for a while that if your a sniper and have less then or barely a 2/1 KDR, then you my friend are not a good sniper. These idiots like nyte can shoot well and what not and sure hes good. Now im not saying hes not good but when you die almost as many times as you kill your really not helping your team, as your loseing tickets also for your own side. Snipers were never meant to be played like supoort or medic or assault. I typcially just move to where ever the action is on the map and find a good spot a bit aways from the action. but get close enough so that I know whats going on and i can clearly see the heads of enemys.
I just cant see why players who claim to be so good with a sniper rifle barely have decent KDR's with the kit. Just because you can shoot well doesnt mean your always helping your team. Now I know some of you are saying its not about winning...well your wrong it is. The whole point of all your efforts in the round is to win and maintain a decent KDR at least 3/1 or higher with a sniper kit. Because you kill some guy 3 times and only die once....thats 3 tickets less for them and only 1 less for your team.
So while players like nyte and w/e else are good shots with a rifle alot of the time there not helping much.
I disagree. I snipe a lot and if I see a flag has just changed I will go down and attempt to reaquire the flag. In doing that I place myself in jeopardy for fresh spawns etc. But it is what you should be doing as a team member. I hate seeing a team of snipers that stay in their perches all day no matter how many flags we have or don't have as a team. Your job as a team member is to help the team in whatever aspect you can, period. With that comes deaths. If your worried about your K/D ratio you are not a team player.
While I agree with your contention that it's the duty of every player to do what is in the best interests of the team, I disagree with your implication that snipers need to take flags in order to fulfill this obligation. Only in specific dire circumstances is this a requirement. What follows is material from a previous post I made some time ago, but it's sufficiently applicable to this discussion to warrant reposting in here.
Many people go on and on bitching about snipers and lamenting how they do little for their teams because they don't cap flags or aren't in the thick of the action. For them, the principal goal of the game seems to be accruing lots of points and flag captures, and they seem to be arguing that that is what wins games too. Let me state for the record, it isn't. In the right circumstances, capping flags can be of value in helping your team win, but ONLY in certain circumstances, and ONLY in a limited number of ways. First, it can eliminate--or cause--ticket bleed, but to my knowledge ticket bleed only occurs on maps where at least one flag is uncappable and it only occurs to the team with the uncappable flag; so long as the team without the uncappable flag maintains at least one base, they won't experience ticket bleed (feel free to correct me if I'm wrong on this). Second, capping flags can deny the enemy armor/vehicle/air assets that spawn at those bases and, in some cases, provide your team with those selfsame assets. But those assets only benefit your team if they're used and not left behind for a raiding enemy to grab and use to stir up chaos in your rear echelons. Finally, capping flags helps contain the enemy and pin them to a limited area, allowing your team to mass forces and more effectively wipe them out as they spawn/attempt to break out. All of these benefits, however, typically come at the cost of higher casualties; ask any knowledgeable military tactician and they'll tell you that in a battle between two equally armed and skilled forces, the attacker will almost always sustain 10-20% higher losses (that's probably why the attacking force in BF2 receives a 10% ticket bonus at the beginning of the game). And a successful attack usually requires a larger force be committed to the offensive, leaving fewer troops to defend the bases you've already secured. As a result, it becomes easier for roving enemies to slip behind your lines and retake flags (which wipes out any advantage you might have built up in trying to contain the enemy). So, in summary, if the teams are equally matched, the side that does nothing but constantly attack and try to cap flags will lose more often than not.
When I play BF2, I have one goal--to help my team win. And winning only occurs when you eliminate the enemy's total reserve of tickets before they eliminate your team's. From a tactical perspective, that means simply that your team has to kill more--and die less--than the enemy team. So it should be every team member's obligation and duty to achieve as high a kill-to-death ratio as possible while still performing their class roles to the best of their abilities; only in this way can your team win. But not everyone on the team can maintain a positive k/d ratio--some classes will inherently be killed more because of the nature of their role, some players care only about racking up kills and being in the center of the melee, and other players just aren't very good--so it's up to the rest of the team to make up for this deficit through careful, skilled play and adherence to class role. A skilled sniper can be particularly helpful in this regard. This will almost surely mean that the score-per-minute/hour (and hence, total game score) of certain players and classes will be lower, but they'll be helping their team win through smart play.
Now, to the role of the sniper. Like any class, the sniper has a number of advantages and disadvantages in the game; its the sniper's obligation to use those advantages to the betterment of the team, and to avoid situations that expose their disadvantages and put the team at risk.
Advantages: 1) a highly accurate weapon; 2) increased view distance and the ability to spot/target enemies at long range; 3) deadly traps (claymores) that can be set and left without the requirement of constant monitoring; 4) a silenced back-up weapon (the pistol); 5) effective camoflage that renders the sniper nearly invisible so long as they remain in the right environment and limit their movement.
Disadvantages: 1) A lower rate of fire than any other class; 2) a lower ammo load-out than any other class; 3) no body armor; 4) as a class, snipers tend to be feared and hated, which means the minute you're spotted/identified, you're almost sure to attract an artillery strike and/or a number of enemy troops/vehicles/air assets anxious to add you to their kill tally.
The listed advantages make it clear what the sniper can do to best benefit his team: 1) Provide precision fire on important or dangerous infantry targets [i.e., other snipers, squad leaders, medics, supply, etc.]. 2) Provide long-range interdiction fire on targets beyond the visual range of other classes. While this sort of fire ideally eliminates or wounds the target, at the very least it causes panic and confusion, and forces the enemy to focus their attention on something other than what they want to be doing--killing your teammates, capturing your territory, or defending their own. 3) Spotting enemy targets for your teammates. This is probably the sniper's most important duty, and it's the one that all-too-often is neglected. A sniper's most dangerous weapon is not his rifle, it's his radio. Alerting your team to the presence of enemies aids them in protecting themselves and helps bring down a lot more firepower on the target, increasing the likelihood that it will be taken out. This is especially true for enemy armor; a sniper can be--and often is-- the best source of target info for friendly pilots and tankers. 4) Booby-trapping flags and high traffic areas to eliminate enemies and disrupt their plans/tactics. Kill enemies this way once or twice and they become a lot more cautious and hesitant, giving your teammates valuable time to prepare or respond to threats. 5) Defend flags and assets from a position of high security that provides a good field of fire and excellent opportunity to place accurate shots on vulnerable attackers. 6) Take down or wound close-range targets without alerting the enemy to your presence. Again, this can sow panic and confusion among unsuspecting enemies, and leave them scrambling for cover and madly searching the surroundings for you rather than focusing on activities that hurt your team. In my opinion, a good sniper does all of these things, but he must do so while simultaneously avoiding being killed; if, after gaining experience with the kit, a sniper isn't maintaining at least a 3 to 1 k/d ratio, then I question the benefit he's providing to his team.
The listed disadvantages make it clear what the sniper must avoid in order to benefit his team: 1) Situations such as CQB that favor the ability to bring a high volume of fire in a short time. In such situations, more often than not the sniper will be killed, costing the team a ticket. 2) Situations that don't allow the sniper to fire with a high expectation of accuracy. You have a limited amount of ammo, and it's your duty to make the most of it by killing/wounding as many of the enemy as possible with each shot. 3) You have to avoid getting shot; you're easy to kill--which costs your team a ticket--and only one or two enemy rounds are needed to severely wound you, forcing you to seek medical aid (which usually takes you away from doing your job or forces the commander to spend a valuable asset that might better be used elsewhere--a supply drop--on you). 4) You have to avoid being seen. It's a lot more difficult for the sniper to perform his job effectively if the enemy knows where he is. As a result, the sniper has to move slowly and cautiously--movement attracts the eye--and only when and as the situation requires. Once spotted, the sniper has to use his best judgement on what to do--move to a position of safety so that he can continue performing his duties (the ideal option); move and hopefully lead the enemy into a trap; move and occupy as many of the enemy in a chase for as long as possible before being killed; or stay put and kill as many of the enemy as possible before they eventually eliminate him.
Just my two cents.