ARMA
III Sniper/spotter Guide by
[RG] Jbvol (Mongoose)
and [RG] Lynch (Scarecrow)
Table
of Contents
Part
1: Introduction -
Introduction to the guide and getting to know Reckoning Gaming's
Sniper/Spotter team
Part
2: Concealment – The most
important of your duties as a sniper or recon
Part
3: Spotters – Why should I
consider? - Why having a Spotter leads to an advantage.
Part
4: Terms – Improve
communication with your spotter/team
Part
5: Equipment Preferences -
Get geared up correctly for your mission, whatever it may be
Part
6: The Rifle and How it Works
- Some tips to the sniper rifle you may or may not have known
Part
7: Knowing When to... - Tips
on when to stay patient, when to engage, when to move – etc
Part
8: Wrap-up - A look at the
important tips from this guide's entirety.
Part
1: Introduction to the Sniper Role and Reckoning
Gaming
Being a sniper in ARMA III can be
challenging – Finding the right cover, being able to judge when to
stay patient, when to open fire and the simplicity of knowing how to
move is all amplified in this role.
This added together makes it also one
of the most rewarding.
Nothing in my opinion beats sitting on
a hill, hearing a tank moving about a kilometer away and then
scouting out the enemy base
Or helping that all important town
capture in a Capture the Island gamemode
Or Suppressing an enemy to the point of
him being so scared he tags a teammate trying to save himself in a
panic. Then calling a “Send it” on him followed by the occasional
rage quit.
Even the little things are 'epic' such
as crouching through a forest undetected behind enemy lines.
Hopefully the following guide will help
you in your daily gameplay. Whether you be a Spotter or a Sniper. A
'newbie' to ARMA or an ARMAholic there's going to be something in
here you can learn and take with you into this great war-sim.
Roles of a Sniper can be chosen by
the following
- Are you the recon expert who sneaks past the main battle to get deep into enemy territory? If so stay quiet, your senses need to be clear. You'll need to listen carefully for oncoming enemy tanks/vehicles and even aircraft. You generally won't have a set position until you reach the enemy base, find a major town, or find yourself under fire.
- Are you a defender? Staying 'at home' at a town that could turn the tide of battle. Use your time to setup and fortify your position - Tripwires, satchels, mines are all things to consider placement of. This isn't the ideal role of a sniper spot but if you're in a losing battle you might not have a choice.
- Or finally are you an attacker? Probably you are going to be looking at this role for most games. Heading to the next town (Generally with an infantry squad/ other players) and giving them cover.
(Do
any of these cover somebody running into a town like an idiot trying
to jump around and no-scope somebody? Didn't think so..)
You
aren't limited to choices, you generally will play them all within
the length of a match but everybody has a preference. Use your
preference to an advantage, it shows what kind of mindset you have.
If
you're a recon try to spot Artillery/place map notes for your team
while moving. If you're an attacker try to befriend some infantry
units. Keep open comms with your team and finally if you're the
defender keep in contact with your commander. Know where your MHQ is
located and help defend it.
Getting to know
Reckoning Gaming
Why make this guide? Reckoning Gaming
was created by myself and my friend whom got me into ARMA – We had
been a sniper and a spotter throughout many games – Red Orchestra
(Ostfront), Battlefield 2 and even Call of Duty. But none of them
were realistic which is fine but we thrive on realism. That's when
we stepped up to the plate at ARMA.
ARMA brings in a degree of realism
unrivaled by any other game and it's sandbox attitude of multiplayer
really adds to the immersion and makes each battle unexpected. That
draws us in even more.
We have a combined played time in ARMA
II/Operation Arrowhead of more than 2,000 hours and take pride in
knowing we were one of a kind – People who used snipers for their
actual reason outside of clans and tactical groups. I played all of
that ARMA II and never once saw a sniper/spotter combo outside of
clan play. This is such a disadvantage to the opposing team.
We started a series in ARMA II and
labeled them as the “Sniper Diaries” It all started there – the
Sniper Diary series became some of my most popular uploads. It
featured a variety of tasks we did in our normal games like
supporting a town or scouting out enemy bases.
It wasn't always about kill count and
never is. It's about how effective you can be with your shots: “Is
it just going to be a scoreboard tally kill or am I actually going to
help my team?” “Will sniping this opponent lead to a town capture
or help us in winning this?” “If I shoot this who else will hear
and search for me/us?”
Not every shot will be the amazing
headshot on a machine gunner that is pinning down an infantry team
but trying to use each and every last round efficiently seperates a
strategical player from a reckless one.
So in ARMA III We plan to put a guide
out, giving all tactical sim junkies a new perspective. Some of the
tips in this guide you will probably have seen before or have already
started doing but I'm sure if you read this you will find something
you haven't found out about the ARMA universe.
Part
2 Concealment
Sometimes
you are in danger, sometimes you are on the hunt - It's a fact. You
will have to move. This part of the guide will be divided into
2 parts: Movement and of course your 'camping' or set position.
Moving
positions seems simple but planning out your path carefully will keep
you from making any careless mistakes.
In
Capture the Island game modes try to dismount your vehicle around 800
meters from the objective town, this will give you a good amount of
space to find a setup point and avoid combat until you are ready.
This
isn't a hard set rule. It depends on of course the town's terrain and
battle scenario.
When
moving, move slow. That doesn't mean you have to walk everywhere or
crawl at all times, sprint is used a lot – it's just knowing when
to sprint and when to wait. This isn't a race. Generally you will be
behind enemy lines so stealth is your ally.
Move
with your player looking down slightly to hide your silhouette
considerably, this might give you the extra second you need to find a
good position.
It
is best to make sure you have cover in front of you before you start
a sprint across a field or open area. Look for a rock, vehicle,
house, tree – Anything that will give you cover if fired upon.
If
you are fired on while moving, don't panic! Get to your cover point
and return fire if it's a reasonable enemy to face. If it's a
tank/aircraft, you don't need me to tell you this.. RUN!! Forests are
your friend and provide ample cover.
Position.
Your position can mean the ultimate difference in a battle. However
setting up a good position will depend on what role you are playing.
One
thing however is constant for snipers. Blend in with the environment
as much as possible, don't go to the “Obvious area” and always
plan an escape route.
Here
is a great example – the map setup recreation of Sniper Diaries –
Welcome to Stratis and the following is the view of which we had from
our concealed position
Circled
in red is the basecamp we were looking over primarily – our task to
help capture this outpost with the aid of an infantry squad.
Circled
in green is the known enemy locations that we had spotted during our
3 minute setup as we waited for the assault to commence.
In
Yellow was our blind spot, something I kept in check for any patrols,
we had just moved in to our position from that direction and had
snuck past multiple patrols on the way.
The
range is 800 meters away.
Our
position was chosen on multiple variables
- Were we hidden from sight, safe from being spotted?
This
is the most obvious goal of selecting a spot. The answer is; Yes we
were. The trees in front of us and the brush behind us hid our
silhouette allowing us to kneel and prone unnoticed to them before
combat commenced. During and after combat it is extremely important
to keep motion limited – Always expect reinforcements.
- Did we have an Escape route?
Escape
routes should always be discussed before engaging and are one of the
first things to verify with your partner. The answer here is:Yes. The
forest to the left of us (see map above) offered us cover and a safe
passage back to the shore and friendly towns if need be. Forested
areas are great escape routes.
- Were there any major blind spots
One
to the left as mentioned and shown in the picture, a spotter needs to
keep any blind spots on his mind and warn his partner of it. If there
is motion call it out immediately.
- Was the area behind us secure
This
is crucial when setting up as we were – there was a road about ~100
meters behind us leaving us vulnerable without precaution. We noticed
this and set up tripwires and a claymore at the road which had been
busily patrolled by an Ifrit only moments before.
- Were we in any danger?
You
always are, never think you're in the clear in ARMA but it is crucial
to limit the danger. We were 800 meters away as noted before so the
shot on us would have to be setup rather than a suppressive return
fire. Our escape route was reliable and the trees in front of us
provided even more cover. This I would say was one of the best spots
we have gotten for an operation.
It's
worth noting that when adding explosive like claymores, mines,
tripwires – Make a note in side channel on the map so your
teammates will know.
Here
are some Positional tips for you.
- Don't overload yourself.
What
this means is an area where you can watch one area effectively is
good enough. Don't go for the zones where you'll have to focus on
more than one or two good areas to shoot at. The more you can see the
more likely you are to be seen.
- The 'Obvious' cover isn't always best
See
Below for more
- Try to move after each 'fight' - Try to limit your shots per area for example take one group of infantry out, make sure nobody noticed or that you have time to move and then move positions.
Picking
a spot – The obvious isn't always best.
Here
is a spot that a sniper would generally be drawn to
Seems
like good cover, the shadow of the bush concealing your position
well, right?
Here's
a look from the hill across the valley.
You
would easily be spotted by the enemy on their first or second sweep.
Here's
a spot that may be more uncommon but was only 20 meters away.
Oh
no! There are no bushes in front of me. It
doesn't matter
Again here's a look from across the valley.
What makes this position great is that the trees give you cover and
you are limiting your vision while also looking at the target
objective. This makes a great spot.
Part
3 Spotters – Why should I consider?
– I'm generally a spotter and being
a spotter I carried (in ARMA II) an M4 for suppression assist and to
help if an enemy got danger close (50-85 Meters). It was an odd thing
for someone in a ghillie suit to carry.
I constantly was asked in our
livestreams/Youtube uploads “Why do you spot in this game?” or
“Why do you need a spotter?”
It's not a necessity although it pains
me to admit it. Most servers play on regular difficulty and you can
just 'spacebar' or open your menu to find distances in the middle of
your screen without switching weapons.
Also you have the argument “There is
no wind!” (Well I figure that will be an excuse no more because
ARMA III is adding a wind system)
They are all valid arguments but to
them I say – Four eyes are better than two. Spotters help and will
always be a major asset to a Sniper team in ARMA
The
Range Finder vs the scope of a sniper's rifle. Notice how wider the
Range finder is
The range finder (which I find myself
staring through for hours) is our greatest tool and it's FoV is wider
than the scope of a sniper rifle. That helps tremendously with
spotting targets – Your sniper can tunnel his scope and you can
spout out Azimuths to him to increase speed, letting him
instantaneously switch distances and 'pop' the next target in half
the time.
Then you have the Close-Quarter Combat
advantage having a Spotter with an assault rifle adds – that should
be obvious.
One thing you may not think of is the
spotter can be used to suppress. When engaging – say a patrol of 4
– Have your spotter (On single shot preferably) Open fire on the
targets while the sniper is free to get some easier shots.
This isn't recommended near an enemy
base/town so use this tactic with extreme caution, Stealth is your
number one priority.
For example to use suppression you will
find a good cover area, kneel or prone down and have the spotter aim
from left to right and the spotter right to left. That way if the
spotter does hit you won't waste the ammunition from the Sniper's
rifle.
I'd also like to add the comradery it
adds between Sniper and Spotter. It's great to play ARMA with a
friend/friends and being a Sniper and Spotter will require that. You
won't be able to perform nearly as well spotting for a random
marksman nor will you have that comfort level with a random person
playing as a spotter. Plus it makes the game that much more fun.
If you have a friend who plays ARMA
with you, ask them to be a sniper/spotter you might enjoy the
experience.
A new adition to ARMA III's beta
features a new Rangefinder-like optic. This 'weapon' is named the
Laser Designator – As seen in the previous ARMA series games it
will display the azimuth/distances and also point a laser for
designating targets.
Why mention the Laser Designator? It's
a helpful spotters tool for calling in air strikes obviously but it
also has a great function for lining up shots.
As you see above it lists: Azimuth
Range and Visibility settings (Nightvision and Vis)
An addition to the normal rangefinder
utilities are the Magnification notice on the right and the
elevation.
Elevation will play a role in your
shot. If the target is above you or a + you may want to consider
aiming slightly above where you normally would.
If the target is below you or a – you
will want to compensate by possibly aiming slightly lower.
These are only to be used in extreme
conditions and will take some getting used to. Remember practice
makes perfect.
Part
4 – Terms
When in battle or during a stealth
operation it generally can get quite fast paced. Using terms like
“Contact – Rifleman – Medium” Has been made obvious in
several guides but as a Sniper and Spotter there are a few things you
can use differently.
The following will help you sound more
official/ help immerse you into the realism and simulation which is
ARMA. It will help distinct you from others if you are using a
teamspeak with a clan and keep confusion to a minimum.
As
a spotter, for instance, telling your Sniper to fire is known as
“Send it.”
If you are using a teamspeak with a
tactical group this could be necessary to use. Just yelling “FIRE!”
would get everybody's attention.
Lead
or Leading
Term used when a
target is moving, commonly known but figured it was necessary to add
considering it will be used in this guide.
When a target is
moving you will correct this by aiming forward or leading in the
direction he is traveling.
It is recommended
to hold your fire until the opponent is stopped to reduce lag's play
into the shot as well as obviously decreasing your error rate.
If
on Teamspeak tell your sniper to “Bar” instead of “Hold”
This isn't an
issue with most players, if you aren't in a global channel using
'hold' works just as well. This will just limit confusion and keep
rifleman and infantry from holding their fire when you are talking to
the Sniper only.
As a sniper you
are going to miss – Especially in ARMA's online modes with all the
desync and lag. As a spotter you need to keep him patient. Getting
frustrated will only get you spotted, wait until the target slows or
stops completely. Wait until he's closer or out of cover. Constantly
saying “Hold” or “Bar” until you finally yell “Send it!”
at the perfect opportunity.
Zeroing
or Ranging
Setting the rifle
to a distance in meters, also very commonly known. To set your
zeroing use the <Page up> and <Page Down> Buttons (up and
down) The zeroing will show itself on the right side of the screen
(Default is generally 300 meters)
If
you spend a lot of time in a certain town or area – Name
objects/buildings.
For example here
is a building from ARMA II's town Stary Sobor.
We referred to
this building as “Barn” for it's red color and shape. When
setting up we always Pre-checked it's distance because it was a
hotspot for enemy Marksmen.
If there is a rock formation that could
provide a notable position call it simply “The Rock Formation”
The names don't have to be special at all – it's even preferable to
recycle the names for each major town to reduce confusion.
This system helps you know directly
where to go without opening a compass or map.
Tree
Cancer
Yeah it's been
used before but we have used it to describe a newer player playing as
a Sniper. We think the term fits as you always find them in front of
a tree giving away their silhouette and being easy to spot.
Azimuth
The direction of
which (in 0-359 degrees) the target is located. True north is 0.
South is 180 etc
Part
5 – Equipment – Our Preferences and Hints
When
you join a server the first questions you will answer is: What gear
will you take to battle today? There are so many constants when it
comes to gear: GPS, Map, Compass, Range Finder/Binocs but others
depend strictly on mission time of day or what you plan on doing.
NOTICE
IF IT IS DAYTIME. Please, please
take off the night vision. It is so easy to spot a sniper who wears
nightvision goggles during the day. It sticks out like a sore thumb.
As
A Sniper:
- The Rifle
You
will want to grab a rifle obviously but the rifle you choose might
not be so obvious. In ARMA II Everyone jumped and grabbed the M107 –
Stop! Think your mission through. If ARMA III is like the previous
they will add a smaller rifle that is more suitable for medium range
combat. This might be the better of the two for you.
Think
about it. How many times did you engage enemies at 1200(+) meters?
The smaller rifle cannot be heard past around 750 meters (In ARMA 2)
and could be fired up to 1000 accurately Whilst the M107 could be
heard up to 2300 + meters.
There
are rare occurrences where you will need a longer ranged rifle or
maybe an anti material rifle. For these circumstances go for it –
pick up that big rifle and have fun. For most missions though you
will want the lighter weight, quieter, Marksman's rifle.
- Sidearm
Obviously
your sidearm weapon will be a pistol and the silencer is almost
necesarry – this is much more important if you're braving the
forests of ARMA alone.
- Equipment
Once
again a topic that has many variables. There are the constants though
– ghillie suit, GPS, Map, Compass, Range Finder and take a FAK
(First Aid Kit) or two just in case. If you have a spotter with you
take a medical kit to heal your partner if need be. If you're alone
you might want to add a couple of explosives like a satchel or extra
claymores just in case you find that perfect ambush spot.
As
A Spotter:
- The Rifle/SMG
As
a spotter your rifle is used much differently in most cases – You
might not even need to use a single shot but it is extremely
important to be prepared for the task at hand.
Spend
some time at the shooting range challenge and get comfortable with a
weapon and it's sights. Pick an assault rifle and a submachine gun.
Unlike the Sniper role, the spotter has more weapon choices and will
really depend on personal taste. Some people choose a gun due to
accuracy or a good memory whilst using it – others just like the
distinct sound certain guns make.
I
hardly use the SMG but some people may like it's burst more, I feel
it diminishes the effectiveness of Supression – Atleast at the
distances a sniper/spotter combo will be engaging from!
But
it is still best to become acclimated with the Submachine gun and
it's limits. They are a good choice for urban or CQC (Close-quarter
combat) operations.
The
SMG for ARMA III is the Vermin for Blufor or the Scorpion for Opfor.
These were both added in Beta.
- Equipment
Just
like the sniper you will want the necessities – Ghillie suit, GPS,
Map, Compass, Range Finder, FAKs and a Med kit. As the spotter
you should carry the explosives and also try and take some of your
Sniper's ammunition just in case you spend more time in the fields
than you expect.
Part
6 – Your Rifle and How it works
In
the last section you read how to choose the rifle for your mission
but here are a few hints you may not have known!
- Use <Left Control> and your ADS button <Right Mouse> To open your secondary sights, another alternative is to press </> on the Numpad to switch them.
This
isn't strict to sniper's rifles – Most infantry sights like the
ACOG scope have a secondary sight option.
- ARMA's zeroing system uses a “+/- 49” system meaning if a target is anywhere from 750-849 the zeroing will automatically lock to him at 800.
“also
remember that with your scope - range distance is set to be
auto-targeted within certain meters by 49+/- of 100. Basically, 800:
751 to 849 ( I never fire at targets at *50)” Quote from [RG]
Scarecrow (Lynch)
- You cannot shatter a vehicle's glass as easily in ARMA III
This
is more of a tip, with the year being supposedly 2030 vehicle glass
has been reinforced and I want people to be sure to remember it isn't
always a sure thing that you will be able to get the driver on the
first shot. On a test I spawned a sniper next to an empty Ifrit (On
current Beta build) it took 3 shots to shatter the glass at ~30
meters.
- How to: Zeroing in (For the ones new to ARMA)
Zeroing
in is a basic task but is the most important when lining up your
shot. Using the <Page up> and <Page down> buttons on
your keyboard you will increase or decrease the value of the zeroing
on your shot.
Zeroing
of the weapon is highlighted in Red in the screenshot above.
- TWS on a Sniper's Rifle - Not preferred!
I guess this one
depends on more of a personal perspective. The TWS sights on the
sniper rifle as featured in Operation Arrowhead (And I expect it will
soon make it's way into ARMA III) was a major upgrade to solo snipers
but it also had a huge downside. You couldn't correct your shots as
easily! When using a normal scope you can see the dust and dirt being
slung into the air where the bullet hits, with TWS sights you won't
see the dust and dirt and have to guess to recalculate.
Part
7 – Knowing When to.....
Knowing
when to engage, retreat, move in and take cover is probably one of
the major differences you'll notice in an amateur sniper and the
veteran sniper.
The
amateur may move erratically, sprinting across the field and not
stopping even when his character is out of breath. This not only
would lead to him being easily spotted but he won't be able to return
fire accurately as well.
Another
thing an amateur at ARMA may do is not even plan out his every shot.
Let's
say there's four enemies around 500 meters out moving away from the
target. An amateur in Capture the Island may see this and say “Ooh
bonus to my kill count!” then get overexcited and open fire without
grabbing the distances of all targets or picking a “Killspot”
location.
The
veteran ARMA Sniper will take a look at the enemies first, whether he
be alone or he will study them with his spotter discussing a
strategy.
What
role does each enemy play in battle? You need to start
prioritizing your targets.
Here
is a basic list of priorities for targetted NPCs and Players
- Marksman - at a distance of 500 or more.
They
are the biggest threat to actually hurt
you. Extremely accurate so you don't want to leave them up for long.
- Machine Gunners – They become number one at a distance of less than 500
Less
than 500 meters they can be a nightmare – sending tracers all
across your covered area. Don't take Gunners lightly
- Rocket Launchers or AT Soldiers – You need to watch out for your friendlies as well as yourself
These
become higher noted if you have an assault force working with you or
if you are covering for other players as they move in on a target
town. They obviously wreak havoc on vehicles and don't think they
won't use that launcher to suppress you!
- The Commander – Generally will be spotted by his binoculars, if it's a player he moves to 3
The
commander can either be the AI in command or a player controlling a
group of AI. If it's a player controlling the AI and they DO NOT
return fire – save the commander for last. They are probably on
'hold fire' setting and will engage once the commander dies (This is
only a rare occasion though). Try and approach the commander (If
he's a player) as the most dangerous and least predictable.
- Regular Riflemen
Not
much needs to be noted on the regular rifleman. They will open fire
once they spot you generally and try to suppress. Their accuracy is
limited to 300m
Once
you've planned out your targets you'll want your shots to be quick
and accurate. Another thing to help you know when to engage is judge
the enemies position and movement. Where are the going? Is there more
cover where they are going or is it an open area?
Use
their movement to detect a “Killzone” and be patient. If they are
moving towards cover or possibly over a hill don't force combat. Hold
off until they come back or just take a mental note that they are
there then get back to moving up slowly or whatever you were doing.
Some
hints for covering a specific zone –
Get
the distance, not only of the immediate area but also of cover
nearby. They will either bolt for cover or return fire from where you
engaged them.
Don't
'hold your breath' until they are there, use the range finder to zoom
if necessary. You'll need all of the clean shots you can make.
Don't
get too overexcited. This is a major issue with most people playing
as the sniper class. You sometimes will need to let an enemy go. If
you're in any
doubt that you might not succeed, fall back. As a sniper in ARMA I
like to end games with 0 deaths rather than a million kills.
Knowing
When to Move...
Knowing
when to move may sound simpler than it is. Try to stick to hillsides;
it's better to be on the slope than in the ditch of the valley.
Remember
you don't always need to go directly to the goal, use forests and
when out of cover sprint.
If
there are too many AI nearby you will want to hold position and wait
their patrol out.
If
there are enemy helicopters flying about hold your position in the
trees – if they have thermal sights you may need to run.
As
stated above, when you make a camping spot you will make an escape
route. Use them for extraction. Even if it's going the opposite
direction the first goal of movement is to seperate yourself from
combat.
An
example would be: Fall back going on your escape route then cut
across the road and turn towards to goal objective.
Knowing
When to Retreat or Hold Fire.
Knowing
when to abort your shot or leave your camping spot is another way to
tell an amateur sniper from the ARMA veteran.
The
game is about patience, and no I can't stress this enough, if there
is two packs of eight enemies on the other side of a hill less then
700 away (For instance) – Hold your fire.
Don't
start a fight you won't be able to finish, at that point wait for
them to break away from each other on patrol so you can engage each
one seperately or head to a different location/try to sneak past
them.
Part
8 – Wrap Up
In
this guide we have covered:
Zeroing, Cover, Patience, Camouflage, Instinct (To a certain extent),
Snipers and Spotters relationship and more.
Let's
not forget that this is a game though, as realistic as this
simulation may get - a mistake here will only cost you a respawn in
most cases.
We're
all here for fun, some of us get that fun by dressing up like a bush
in game and hiding from the enemy all day.
Others
by making those epic shots on an infantry team that you (and possibly
your sniper) will tell their friends about for months.
But
in this wrap up I do want one thing to be clear and it is one thing
that bugged me about ARMA 2 towards the end:
If
you're going to troll or be a jerk, save it for another game. ARMA
has what I believe to be a prestigious community through mature
modders and clans that is unrivaled in the FPS category. Towards the
end of ARMA 2's campaign the flood of cyber-bullying and hackers
began to come in causing a hate towards a certain mod (I'm sure you
know which I'm referring to, and no I'm not saying it ruined ARMA, it
actually improved ARMA by showing more people this great game) from
some ARMA traditionalists.
Play
clean and enjoy the game but don't dampen anybody else's gaming
experience by being a jerk.
Anyways!
Whatever
you do I hope you use the information of this guide to have fun in
the game of ARMA 3 – The best
military game in my opinion. If I have missed something I'm sure my
sniper Lynch/Scarecrow will let me know.
For
now this is the Reckoning Gaming Sniper/Spotter guide and much like
ARMA 3 this is very much in a beta stage.
Thank
you for visiting either on STEAM, through youtube or perhaps you're a
follower of Reckoning Gaming's site or livestream.
For
[RG] Lynch, this is [RG] Jbvol – Good hunting and enjoy Beta!
Above
this point - This guide should comprise of 5518 words and nothing
more, nothing less
Reckoning
Gaming has no affiliation with ARMA or the Armed Assault series, ARMA
and Armed Assault is owned and created by Bohemia Interactive.
It is also necessary to say that the contents of this guide are to be used strictly in ARMA. Leave the shooting in the games.
Part 9 – Video Extras
Below is some gameplay footage from our "Sniper Diaries" series on Youtube. If you enjoy the gameplay please subscribe and thank you for watching. We will be updating more of these on an ASAP basis
(It's a playlist not just a single video)
I like to find complete blind spot (lot of bushes around, stones, narrow valley) near my snipe spot so that even with thermal vision I'm invisible and hiding in it for few minutes after making some noise. Ideally if it is snipe spot from which i just need to crawl few meters back and forth. Also it might be a good idea to pick up backpack with swimming suit & rebreather - for AI that doesn't make much of a difference, but human players will be confused if you start shooting from place where appareantly you shouldn't be able to get to unspotted.
ReplyDeleteI always grab a M320 .408LRR becuase I used an M107 in arma 2 alot. So I have goten used to heavy sniper rifles. Even it the target is 500 +/-. I have just gotten used to its rate of fire, by the time the bolt cycles I have already picked my next target and fired. I always aim for those with marksman rifles, ACOG, SOS, Binocs, Range finders, Or Laser Designators because anyone who doesn't have sights like these or similair to these ussually can't see where I'm sniping from. Finaly, its nice knowing that my frist shot will kill, plus, the .408 can really shread through most armor and cover (within reason)
ReplyDeleteIt's all based on your preferences. The M107 was extremely loud in ARMA 2 which led to some problems when engaging close range with multiple targets but if you're confident in yourself and perform better with the 'Big Boys' go for it.
ReplyDeleteI enjoy your sniper content and wish you would put out some tutorials as a team or some gameplay on youtube.
ReplyDeleteLove it.
My brain is entrenched within the ARMA universe 12-14 hours every day & I truly enjoyed the reading of this guide. I think you should contact Bohemia and appeal to them to post a condensed version of it within their Field Manual that an be acessed through the in game pause menu. Good Work Wookie!!!! :)
ReplyDeleteVery tough to read at times do to some hardcore grammatical errors, but still pretty informative, thanks.
ReplyDelete*due, not do.
ReplyDeleteExcellent read guys learned another reading this guide very rookie sniper at the moment.
ReplyDeletePlayed arma as a assulter before switching to sniper.
What rifle would you guys use in a general situation? I like the M24 at the moment any tips would be very grateful
I would have to ask Lynch but I am pretty sure similar rifles like that would work just fine.
DeleteThis guide is very resourceful. Only problem i have with it is the method taught for shooting targets. Calculation for true range based on elevation should be taught for those concepts due apply to arma. Also, should go in depth on moving targets and leading. I understand lag can cause some delay, but i do believe that these concepts are important. You should explain how to tell target speeds and how far to lead while aiming down the sight. I've been playing Arma 2 with ACE as a sniper and recently Arma 3 with a few mods. Its easy to snipe standing targets in Arma anyone can do it. True skill comes from being able to hit moving targets. Other then that great guide!!! :D
ReplyDeleteThank you so much. This is top quality and really helpful.
ReplyDeleteThank you so much. This is top quality and really helpful.
ReplyDeleteThank you so much. This is top quality and really helpful.
ReplyDelete