BF2:Sniper

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Contents

Overview

Snipers are armed with a sniper rifle, which is a powerful scoped rifle with a long-range zoom. The USMC snipers are given the M24, which is a bolt-action 7.62x51mm rifle with a 5-round box magazine. MEC snipers are armed with the Dragunov SVD, a semi-automatic 7.62x54mm rifle with a 10-round box magazine. PLA snipers are equipped with the Type 88, a semi-automatic 5.8x42mm rifle. Snipers on both sides are also armed with a suppressed pistol and claymore anti-personnel mines.

When given cover and a good field of fire, snipers can help prevent infantry rushes toward a base. Snipers are not very useful against vehicles or close-in.

80% of your kills as a sniper will come from a victim who has been staying still for too long. 20% will come from you getting a lucky shot, or a very brief CQB when you're caught unawares. Even when you don't kill someone, chances are you'll get a kill assist point.

The unlockable weapon for the Sniper kit is the Barret M95 .50 caliber rifle. It is bolt action with a 5-round box magazine. This rifle seems underpowered, as it generally takes at least 2 hits to kill someone (though one of those hits will knock off about 90% of the target's health), but it is the only sniper rifle capable of punching through the cockpit glass of helicopters.

The L96A1 is an unlockable weapon, after purchasing the Special Forces Expansion pack. The L96A1 is a 5 round bolt action rifle using 7.62x51 NATO rounds. The L96A1 has the fast reload time of a M95, and the damage and accuracy of a M24.

The job of the battlefield sniper is multifacted. Supporting friendly squads by:

  • Spot enemies on their flanks, so that they are aware of and can react to the threat.
  • neutralizing those enemies for them

Suppressing enemies:

  • If you can make them learn that sticking their heads up means dying, they will keep them down - even if it leaves them unable to shoot at approaching enemies (or even see them).
  • If they know there's an effective sniper in the area, they will tend to keep away - unless they are protected. (armored vehicles)

Guarding Flags:

  • Many players will mistakenly run up to a flag and dive behind the sand bag walls surround them. Position your self opposite said wall and you will have a free and clear head shot.
  • Fire a few pistol rounds into the gasoline drums around many flags when close. Later on when and enemy is trying to capture that point they will require only a single round from your rifle to set them off.

Rifles

The M24

Caliber: 7.62x51mm NATO (.308 win) Operation: Bolt Action Feed: 5-Round internal magazine Weight: 5.49 kg empty without telescope Length: 1092mm Sights: 10x42 Leupold Ultra M3A telescope sight (Mil-Dots), plus detachable emergency iron sights. Barrel: 610mm. Stock: HS Precision - adjustable length. Max Effective Range: 800 meters Expected Accuracy: 1 MOA with M118 (Ammo is limiting factor)

By the mid-1980s, the US Army's M21 Sniper Rifles, built on the M14 actions, were wearing out, and suitable replacement parts were scarce. The new world's political situation moved the focus of the NATO and the US Army troubles from the Europe to the Middle West. The flat, open desert terrains produced the need for the rifle with effective range out to 1000 meters. The US Army set the specifications for bolt-action, stainless steel barrel rifle with Kevlar-graphite stock. After final shoot-off between Steyr SSG rifle and Remington model 700BDL, the latest was standardized in 1987 as a US Army's Model 24 sniper rifle. The M24 has a 24" (609mm) stainless-steel barrel, with a bore specially cut for the M118 7.62mm NATO Match Grade ammunition. The barrel was rifled with a special Remington developed rifling, called 5R. It had five lands and grooves that make one turn in 11 1/4" (286mm), and the edges of the lands were slightly rounded to reduce friction. The stock was a composite of Kevlar and graphite. The butt-plate is adjustable through a range of 2.7" (69mm) to accommodate all shooters. The Leupold-Stevens M3 Ultra telescopic sight is a fixed 10X scope.

Firing Advice: In game the M24 is thought to be slightly more accurate and powerful than the other 2 base rifles to compensate for its slower firing rate. This is most apparent at extremely long range.


The Dragunov SVD

Caliber: Russian 7.62x54mm Rimmed Operation: gas operated, short stroke, rotating bolt; semi-automatic Capacity: 10 round detachable box magazine Weight: 4.31kg empty with scope Length: 1225 mm Barrel Length: 620 mm Max Rate of Fire: 30 RPM Aimed Rate of Fire: 3-5 RPM Scope Type: PSO-1 with illuminated reticle Accuracy: less than 2MOA at 600m


SVD was designed not as a standard sniper rifle. In fact, the main role of the SVD in the Soviet/Russian Army is to extend the effective range of fire of every infantry squad up to 600 meters and to provide special fire support. The SVD is a lightweight and quite accurate (for it's class) rifle, capable of semi-auto fire. The first requests for a new sniper rifle were issued in 1958. In 1963 the SVD (Snaiperskaya Vintovka Dragunova, or Dragunov Sniper Rifle) was accepted by the Soviet Military. The SVD can use any kind of standard 7.62x54R ammo, but the primary round is a specially developed sniper-grade cartridge with steel-core projectile. Every infantry squad in the Russian (Soviet) army had one man with SVD. The SVD is extremely reliable in all conditions, and designed for heavy battles. It has backup adjustable iron sights as a standard option, as well as a bayonet mount (standard AK-47 bayonet type). The latest modernisation incorporate rugged polymer stock. Also, for mounted and airborne troops developed variant with folding butt-stock and shortened barrel (590 mm). New flash hider/muzzle brake have also been installed. All modifications of the SVD have passed many real battle tests during the Afghan war as well as many other local conflicts, including the latest Chechen wars. The SVD has been widely used and copied across the former Warsaw pact countries and is still in service with Russian Army and many Russian Law Enforcement agencies (as well in other CIS countries).

Firing advice: In game the Dragunov is loved for it's high rate of fire(as sniper rifles go). But reviled for it's confusing 'chevron' target recitals and outrageous recoil climb. Using the SVD in game is about picking the best target. If you are only likely to get a single shot into a target you will have to go for the elusive head shot. With practice this is not as hard as it sounds. However if your target is at medium or even short range it's very easy for an experienced sniper to get the 3(sometimes 4) shots into a target before they have a chance to reach cover. At closer ranges it's a good idea to make your first shot attempt a head shot. After the opening shot aim for the body dead center. The scope fitted to the SVD is inferior to that of the M24 in both reticle design and magnification. While at extreme range this is a handicap at shorter ranges the less powerful magnification actually helps a sniper see more of the battlefield.

Avoid the temptation to fire as fast as your mouse can click. Unless you are at point blank range, mad clicking will only lead to missed shots. Try to leave a short pause between shots.

The Type 88

Caliber: 5.8x42 Chinese, special sniper/MG loading Operation: gas operated, rotating bolt Barrel: 620 mm Weight: 4.1 kg Length: 920 mm Feed Mechanism: 10 rounds detachable box magazine Effective range: up to 800 meters

The Type 88 rifle (also sometimes referred to as QBU-88 rifle) was the first weapon of the newest generation of Chinese small arms, chambered for proprietary 5.8x42mm ammunition. Adopted in the late 1980's, the Type 88 is, by the modern sense, not a true sniper rifle - it is more of designated marksman rifle, intended for aimed semiautomatic fire at ranges beyond the capabilities of standard infantry assault rifles. The rifle is intended for rough military use, so it is fitted with adjustable iron sights by default, and could be equipped with 4X magnification telescope sight or with night sight. Type 88 rifle is optimized for a special heavy loading of 5.8x42mm cartridge, with a longer streamlined bullet sporting a steel core, but apparently can also fire standard 5.8mm ammunition, intended for the QBZ-95 assault rifles. At the present time the Type 88 rifle is in service with PLA and Chinese police forces.

The Type 88 rifle is a gas operated, semi-automatic rifle. It utilizes a short stroke gas piston, located above the barrel, and three-lug rotating bolt. Action is mounted in the compact steel receiver, and enclosed into the polymer bullpup-type housing. The safety switch is located at the bottom of the receiver, just behind the magazine opening. Type 88 rifle is equipped with open, diopter type adjustable sights, mounted on folding posts; it also has a short rail which can accept telescope or night sight mounts. The long barrel is apparently not free-floated, and is fitted with flash suppressor. A quick-detachable bi-pod is clamped to the barrel when required.

Firing Advice: In game the type 88 isn't that differnt from the SVD. At least not in firing chracteristics. The major differnce being it's far superior reticle design. The Chinese have opted for a far more standard cross hair design rather than the chevron style of the PSO-1. While the Magnification is still inferior to either the M24 or M95 the cross hairs are much thinner.

The M95

Caliber: .50 BMG (12.7 x 99mm) Operation: Bolt Action Overall Length: 1143 mm Barrel Length: 737 mm Feed Device: 5 Round Detachable Box Magazine Sights: 10X Telescopic Weight: 9.98 kg empty, without scope Muzzle Velocity: 854 m/s (M33 Ball) Expected accuracy: about 1 MOA or better with match grade ammunition Maximum Effective Range: about 1800 meters (depending on the environment conditions and the target) (Snipers in Afghanistan have claimed accuracy out to 2.4 kilometers)


The M90 rifle was developed in 1990 by the American company Barrett Firearms Co. for those customers who want or needed a .50 caliber rifle but prefer a bolt action instead of the semi-automatic design, offered in the Barrett's' flagship model, M82A1. The new rifle also was lighter and some 30 centimeters (12") shorter than the M82A1, and also about 30% less expensive (comparing current MSRP of M82A1 and M95). After initial experience with this rifle it was replaced in production in 1995 by the slightly upgraded M95 model rifle, which is still in production. It is used by civilian long range competition shooters across the world, and by various military and law enforcement forces. It is not so popular across the government users, unlike the Barrett M82A1. In the year 1999 the M95 won the US Army competition for XM-107 .50 caliber sniper rifle, and was subsequently bought by US Army in small number for further research and testing. The Barrett website also announces that M95 rifle is used for military and law enforcement applications in at least 15 other countries. Like the M82A1, the M95 primary application are anti-materiel and counter-sniper operations and explosive ordnance disposal.

M90 is a manually operated, bolt action rifle of bullpup layout. The rotating bolt has three massive lugs that locks directly into the barrel. The long fluted barrel is similar to one used in M82A1 rifle and has the same two chambers reactive muzzle brake. The receiver is made from stamped sheet steel and consists of two parts (upper and lower), connected by the push-pins. The detachable box magazine is shallower than one found on M82A1 rifles and holds only 5 rounds. The pistol handle ant the trigger are located just ahead of the magazine, the buttpad is attached directly to the receiver. M90 has no open iron sights, but features a scope mount on the top of the receiver. It is most commonly fitted with 10X Leupold M series telescope sights. M90 does not intended to be fired from the shoulder, and it has integral folding bi-pod mounted on the front end of the lower receiver.

The M95 is an improved version of the M90. It features a pistol handle and the trigger unit moved forward for 1 inch (25 mm) for better clearance between the magazine and the pistol grip, and thus more comfortable handling and shooting. The bolt handle is slightly redesigned and bent down and to the rear. The barrel chamber is chrome plated for better extraction and corrosion resistance. There are also some minor improvements in the trigger / firing pin mechanism.

Firing Advice: Firing the M95 from anything but the prone position is generally fruitless. Prone only with this rifle. Faced with similar firing constraints as the M24 in terms of recycle speed. Again it is best to attempt a head shot as it is a one shot one kill scenario. The M95 appears to have a much shallower trajectory decay path than the M24. Appropriate considering it's far superior real world range. Many feel the in game reticle for the M95 are far to thick. Leading to a partial obscured target at extreme ranges(where the rifle aught to shine).

Building your proficiency with the M95 will benefit you no matter which team you are on. As once you have it unlocked you can use it from any team. Thus allowing you the luxury of a consistent firing environment regardless of team assignment.


Using The Sniper Rifle

  • Be aware of trajectory decay(bullet drop) at very long distances. If the enemy only accounts for 10 or so pixels on-screen, aim above their head by about the same amount. Or don't. At long range (200+ meters) the cone of fire is so spread out that if even if bullet drop exists the deviation of the bullet at distance means you'd be better off shooting square in their stomach (as in real life) instead of their itty bitty noggin. If the bullet goes high or low, you stand a better chance of a hit.
NOTE: There is a lot of confusion in regards to trajectory decay. Many people are saying it either occurs or it doesn't occur. There is no conclusive evidence yet, since it seems that, even when you're lying prone, the bullet is not 100% accurate. Spend some time in single player mode with your battle recorder running. Take some shots at a stationary object at extreme range. Decide for yourself if you see evidence of trajectory decay.
NOTE: DICE Designer James Salt confirmed in a June 14, 2005 public webchat that bullet drop DOES occur... "Is it true there is a trajectory decay on bullets, and is there a maximum range the bullets can travel from the sniper rifle? Salt's answer: "Yes. Bullets do not just fly in a straight line"
NOTE: In some players experience, the longer you lay without movement, the closer to your intended target the shot will land.
  • You will need to lead moving targets to account for projectile travel time. You also need to account for bullet velocity, since while they travel very quickly, bullets are not hitscan. Practice, be patient, save your shots. Choose the exact right moment.
  • The .50 caliber alternate sniper kit can kill a pilot with a head shot through the reinforced cockpit glass. Though this is far from an easy shot to make.
  • At shorter ranges using the .50 caliber alternate sniper kit, give your target a single body shot. Immediately switch to your pistol, and give same target 1-2 pistol hits in quick succession, and he will likely die. This is faster and sneakier than two loud BANG!'s from the rifle that will potentially give away your position.
  • The only way to attain a consistent "one shot, one kill" record is head shots. When you get the hang of head shot (which are 1 hit kills with the sniper rifle), you'll see what a powerful asset the skilled sniper can be to any squad (or lone wolf, in active support of nearby squad efforts).

Tips And Tactics

  • You have the only long range eyes on the battlefield! Spend your time scanning the battlefield from a good vantage point and spotting enemy vehicles, infantry movements, and aircraft for the rest of your team. This is a vital role.
  • Always lie prone while sniping. Never move.
  • If you're at the top of a building or tower, drop some anti-personnel mines near the top of the ladder to kill anyone who tries to climb up and reach you. (this is great advice behind enemy lines. But, this action often times leads to less experienced players setting off your claymore and awarding you with a team kill for your efforts)
  • On the ground, if possible hide in bushes or among trees. Players start memorizing map features. If they are being shot at and see a bush that aught not to be there, they will realize it's you.
  • Choose positions that are out of the way, and non-obvious. Try to place yourself so that your enemies have their backs to you as they advance, since they are less likely to notice. It's far easier to hit a soldier who doesn't know he is being shot at.
  • When faced with the odds of CQC throw a grenade down on your feet. You will die but so will they.
  • A real sniper often doesn't care about points; its about how much they can instill fear in the other team so that your team will have an advantage.
  • While spawn camping aircraft, wait for the pilot to get inside, that way when you shoot them they will curse IRL and slam their mouse down from being angry.(spawn camping is consider unethical play)
  • There is no shame shooting the same guy 10 times in a row.
  • Capture a flag if it's possible, if not just grey it out and pick off clueless players as they run around looking for you.
  • If you don't have a good shot, shoot near their feet, they will always stand up and look around clueless.
  • Get in one of their vehicles and move it to an odd spot to draw the enemy toward it to set up shots.
  • If you are trying to shoot someone but having difficulty, use the public chat and ask them a question, nine times out of ten they will stop moving to reply.
  • When moving through tight areas as a sniper (as in "Strike at Karkand") always hold your pistol, it gives you more of a chance against popping-up enemies.
  • A good idea for dedicated scout/snipers in battlefield 2 is to become a squad leader and have a two man team covering separate "kill zones" while calling out targets to each other. Communicating with the commander frequently to drop supplies and UAVS on suspects enemy positions is a good tactic that separates true snipers from idiots with a long ranged rifle, as well. Many good shooters die because they failed to realize the spec-op sneaking behind them and a good UAV and spotter always helps to prevent this.
  • After successfully shooting your target, you may wish to change positions(unless in a well guarded position), since he'll most likely be rather infuriated that he got killed away from the front lines.
  • Dead men tell no tales, except in BF2. If you are spotted before killing your target he/she may very well come looking for you after they respawn.
  • Beware of enemy UAV scans. If you happen to be a little too close to a flag or other area an enemy commander may drop a UAV on your position will be revealed, and you won't know it happened.
  • If you're spotted by an enemy, your position will be revealed to all his teammates. If any sees you be ready to run.
  • Data provided in official guides show the M95 to be equally as accurate as the semi-auto snipers. The only advantage is the higher damage, the fact that it isn't affected by armor (assault and support will still take 90 damage per body hit), and that it can shoot through glass. Overall, if you are USMC, you should stick to the M24. If you are Chinese/MEC the map should dictate which rifle to choose.
    • This makes no sense. Higher damage and penetrative power are both meaningful advantages. Since the M24 is a slow reloader as well, why use the M24 if the M95 is available?
      • But since you have a low accuracy youÃ?´ll lose some kills cause you still have to 2nd shoot the enemy.
  • Try placing claymores on enemy jeeps facing the doors. If they try to get in they'll have a nasty surprise.
  • Use your claymores with extreme caution. It is good when attacking (defending your hiding position), but remember that everyone is so stupid and won't see that big red skull over your mine, and eventually you will get a TK. You can blow up your claymores with a grenade.
  • Practice head shots a lot. If you get the hang of it, you can be a very effective attacking sniper who can quickly move, quickly kill. Just always shoot at the head and react as fast as you can. Remember that if your enemy wants to hit you, he must stop moving sooner or later, and you will have a moment to shoot.
  • If you are feeling bold, playing as an offensive sniper can work well for your team in foot soldier skirmishes. Follow them in combat, and blast away at any enemy attacking your team mates. You WILL however want to remain some distance behind the fighting, out of the typical range of enemy foot soldiers. This tactic works well in combination with the heavy M95, as it can decimate your target's health regardless of where he's hit. Enemy soldiers attacking your squad will probably go prone and lie still while firing, giving you plenty of time to land a shot in. Your teammates can then easily finish him off, granting you a point for a damage kill assist.

Finally a satisfied trick as a sniper is "free-handing." Free hand sniping is almost impossibles due to the lack of a targeting reticule while not zoomed in. "How," you ask yourself, will i aim with no reticule. Simple, because the center of your screen is exactly where you gun is pointed youcan use this as an easy reference. To set this up you need to pull out your pistol and place an itty bitty peice of a sticky note where your pistols reticule is. now all you have to do is pull out your sniper rifle and aim with the piece of paper on your screen. don't go for fancy stuff just lie prone and plunk away at enemy's chests. lolz and rofl. Anyone who sneaks up on you thinking, "haha he cant see me!!!" is in for a suprize. blast the bastard before he has time to react.

Note: the screen may take a split second to adjust to where you are pointing.

     it is ultimatly your choises to go for fast reload or damage on this, both work fine.

Also, the notion that higher is better (such as the hotel) for sniping isn't always correct: you never want to have your silhouette against the horizon and the roofs of tall buildings often give sloppy marksmen away. Try moving to the inside of a building and stay away from pointing your rifle out the window, and always try to kill a enemy of high stature (like a squad leader, or medic) before you nail assault classes or engineers from your position.Finally, snipers should stay alive and relay orders to advance the goals of their team. Picking off people in airfield isn't doing crap, eventually someone will get in that plane. (Dead pilots = no air support though)