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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2007-07-11, 23:55   #11
thekninja
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Using the handle after each shot? That'd be drawing the bolt back to eject the spent round. Or something worded like that. But you rotate and pull back on the "handle to open the breech and eject the spent cartridge, and load another one (or, if the rifle is capable of holding multiple rounds, you don't have to worry about reloading after every shot).

Also, I've found that unless you have a great position where there are multiple places overlooking your line of fire and therefore multiple places you could possibly be, therefore confusing the enemy as to where you are located, you shouldn't hang around in one spot for too long. Even if your spot offers great concealment, if there is only one other place you could be firing from, and it is too obvious and open, your enemy will search the area you are in, and you risk being compromised and killed. Even if it is just moving to a nearby area that still offers a good field of view, by changing positions somewhat often, you keep the enemy on their toes, because if you pop up in different areas, they know that there isn't just one place they can avoid, they are in danger no matter where they go. Preferably, make a slow rotation of all your "good spots", that way you cover a large area, and remind the enemy that you're still visiting your old haunts, and nowhere is safe.

Also, when you mention that your spotter should be somewhat away from you, be sure to mention that he shouldn't be too far away from you. Approximately 10-20 feet should be fine, he will be close enough to provide covering fire if needed, and will have generally the same FOV as you, so he won't see much that you won't be able to see, but he is far enough to move around a bit without busting the both of you. If one of you is compromised by a large force, and it isn't plausible for both of you to try and hold said force off until you can plan a retreat, the one not being attacked can slowly move to a new position and not draw attention on himself, until it is safe to either return fire or fall back to a different position and regroup with the sniper.
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Old 2007-07-12, 00:07   #12
eddie
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I notice you haven't told the sniper to move after a certain amount of time/shots, only after they've been spotted and engaged. They SHOULD move even if they don't think they've been spotted or engaged. Safety first.

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Old 2007-07-12, 01:01   #13
El_Vikingo

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1 Shot and move, 2 if you're good. But that doesn't mean you can always pop two shots.

Think as a modern ninja!

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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Old 2007-07-12, 01:41   #14
Spearhead
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nice writeup on the sniper.

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Old 2007-07-12, 08:50   #15
Hardtman

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Phew, I'm rather flattered by all this postive feedback.

Alright,to the switching positions: I think i have mentioned it somewhere in the concealment part, but i will now put it into combat too and emphasize it a bit more.

Furthermore,I'll include the thing about the rifleman in 0.6, hadn't much chance to play the beta myself.

And to Eddie: I would be glad if you could provide som pics, for the start i thinkt it would be great to have some showing:
-A very good concealed sniper in high grass or something(Seen from the front)
-A sniper no a rooftop being very visible(Seen from below)
-If possible,a situation where the sniper hepls another team in a firefight from a different angle(Seen from the snipers vision)
-Again from snipers vision:A whole squad in the line of fire, at best with discernible classes.

I hope I'm asking not for too much here.

And remember, feel free to edit the guide yourself

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Old 2007-07-12, 09:05   #16
fuzzhead
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about body armor: its not tied to the requestable kits, it only applies to the base kits. so if you spawn as rifleman/engineer/medic, you will ALWAYS have body armor, does not matter what kit you pickup.

If you spawn as spec ops, you will never have body armor.
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Old 2007-07-12, 09:11   #17
MadTommy
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Quote:
Originally Posted by [R-DEV]fuzzhead
about body armor: its not tied to the requestable kits, it only applies to the base kits. so if you spawn as rifleman/engineer/medic, you will ALWAYS have body armor, does not matter what kit you pickup.

If you spawn as spec ops, you will never have body armor.
hmm very interesting. *now lodged in the memory*
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Old 2007-07-12, 10:35   #18
Hardtman

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Quote:
Originally Posted by [R-DEV]fuzzhead
about body armor: its not tied to the requestable kits, it only applies to the base kits. so if you spawn as rifleman/engineer/medic, you will ALWAYS have body armor, does not matter what kit you pickup.

If you spawn as spec ops, you will never have body armor.
For real? Nice to know, thanks.

Corrected in the guide.

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Old 2007-07-12, 10:43   #19
KP
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I put in a few words about using the Rifleman as a spotter in .6. Feel free to edit it, though. It was late, so it's probably full of errors.


More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
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Old 2007-07-12, 11:01   #20
KingofCamelot
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Good guide!

Perhaps add in a bit about how a sniper can delay being spotted? I know that at times if I'm pinned down by a sniper a good way to locate where hes sitting is to quickly peak out in a controlled direction, and if he fires you know he can see you from that position. Basically narrowing down where he is.

So, maybe when discussing guarding a crossroads or any other situation where you're pinning down an enemy that the sniper should be aware of tactics used to spot his location and should possibly not take a shot in order to confuse the soldier trying to locate him. If the sniper waits until the soldier has exposed more of himself before taking a shot then the soldier could be tricked into thinking the sniper is in a different area.

Just an idea.

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