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Sniper Guide

by ABrookes

Call of Duty: Modern Warfare 2 (Xbox 360)
Sniper Multiplayer Guide
Copyright: 2010 Version 1.5
Author: Martinelli

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OUTLINE:



I. Bootcamp: Fundamentals of Sniping.



II. Locker Room: Guns Perks & Attachments.

A) Primary Sniper Guns
B) Secondary Gun
C) Perks
D) Attachments



III. Damage & Advanced

A) Where to Aim
B) FMJ: Bullet Penetration
C) Standing, Kneeling, or to be Prone
D) In Position
E) Staying in the Scope
F) The 5 Second Scope
G) Cover & Camouflage
H) Pop & Drop
I) Teamwork, be the eyes...
J) Cold-Blooded Pro & Auto-Aim
K) Claymores or C4
L) Claymore Positioning



IV. Map Overviews

-Afghan
-Derail
-Estate
-Favela
-Highrise
-Invasion
-Karachi
-Quarry
-Rundown 
-Rust 
-Scrapyard
-Skidrow
-Sub Base
-Terminal
-Underpass
-Wasteland 



V. My Classes

A) Hardcore Team Deathmatch
B) Team Deathmatch
C) Domination
D) Cleaner
E) Support a Sniper
F) Counter Thermal


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I. BOOTCAMP: Fundamentals of Sniping

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The 4 S's: Shadow, Shade, Shape, & Silhouette.
Shadow's alert enemies before they see you, but Shadow's can help you hide. 
(While window sniping, if your guns in the sun. take a few steps back.)
While in Shadows your character's Shade is Darker making you harder to see.
The Shape of the human figure can help you spot enemies in windows.
(The manikin models on the Invasion map always look like other players)
Lastly, a Silhouette can give away your position. 
An obvious example: a human figure in a field outlined by the sky (Lie Down!).

When Spotting as a sniper keep your gun pointed slightly down 
so the horizon is not blocked & don't move; look for movement.

When you reload, your character moves.
When you move while crouched, your character stands-up.
When you move for no reason, you... move...
...& movement attracts the attention of enemy Snipers.

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II. LOCKER ROOM:  Guns Perks & Attachments

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A. Guns: All four are good but to each his own...
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Chey Tac Intervention:
Damage = High
Accuracy= High
Rate of Fire= Lowest
Recoil= High

Barrett .50cal:
Damage = High
Accuracy= Medium
Rate of Fire= High
Recoil= High

Walther WA2000:
Damage = Medium
Accuracy= High
Rate of Fire= Medium
Recoil= Low

M21 Enhanced Battle Rifle:
Damage = Lowest
Accuracy= Lowest
Rate of Fire= Medium High
Recoil= Low


Intervention:
Personal favorite:
One shot kill (with stopping power perk) & it's accurate.
Lacks ammo

Barrett:
Second favorite:
One shot kill (with stopping power perk) & almost as accurate.
When carrying Stingers this rifle can double as 			
a close quarters, no scope, cannon... but that's a last resort.

WA2000:
My pick for Hardcore Deathmatch.
One shot kill (without stopping power) even when suppressed.

M21 EBR:
Some people love this gun, I don't.
Requires two or three body shots (double tap?) to kill.


B. Secondary Weapon:
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1). Stingers are great but they make you stand out in a field like a flagpole.
(position your right shoulder behind cover, like behind a tree, 
the stinger now behind the tree helps you hide better) 
2). Shotguns are great but limit range (Use Steady Aim perk w/ Akimbo)
3). Pistols are great but hard to aim well. (I use a silenced USP)
4). Machine Pistols are good too.


C. Perks:
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1). I recommend Marathon (with smoke grenades) or Scavenger (with C4)
2). Stopping Power for normal play & Cold Blooded for Hardcore.
3). Steady Aim PRO for normal play & Ninja for Hardcore.
*Commando is a decent option also.


D. Weapon Attachments:
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FMJ is awesome 
1). window penetration & behind wall kills take practice.
2). No boost in damage. FMJ's fly through obstructions more easily.

Silencer is great in hardcore: 
1). keeps you off radar, 
2). removes bullet tracer, 
3). conceals the weapons noise...
(each sniper rifle makes a distinct noise heard from miles around)
4). Unfortunately limits your damage (range) on long shots.

Thermal Scope, hate it...
1) won't work properly on snow maps
2) can be countered by Cold Blooded
3) blurs your target making accuracy more difficult
4) disorients the sniper when moving vision between spotting & scope.
5) BUT it makes the enemy into a Christmas tree & that's enough.

Heartbeat Sensor, so-so...
1) if someone is near me I should hear them without this attachment,
excluding ninja pro enemies, who won't show up on the device anyways
	
Acog, nah...
1) it's about half the zoom of the standard scope & less accurate
2) you do NOT need to hold your breath however
3) personally i'd prefer an M16 but some folks do okay as an Acog Sniper

Extended Mags, nah....
1) Doesn't give extra ammo so why bother.

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III. DAMAGE & ADVANCED

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A. Where to Aim...
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1). Head & Torso are one shot kills
with the Intervention or Barrett (with Stopping Power).

2). Limbs do less damage.

3). The WA2000 (with Stopping Power) 
is comparable to the Barrett (without Stopping Power).

4). The M21 may take repeated shots to kill but the gun has no recoil.


B. FMJ Bullet Penetration...
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1). Wounding the enemy means they are going to run 
for a corner or lie down... plan your next shot through the wall.
2). You can vector an enemy position by following tracer fire or 
by measuring the distance from a gun nozzle sticking out into view.
3). Different objects allow for different bullet penetration & better cover.
- Barrels (not the red ones) are impenetrable.
- Hills are impenetrable (a.k.a. the earth)
- Cars (not windows), though they explode, are near impenetrable
- Trees give a lot of protection.
- Concrete walls & metal dumpsters give some protection.
- Glass & aluminum-siding give next to no protection. 
- Some foliage gives zero protection, some is impenetrable...
(palm tree branches, & banana leafs specifically on Favela)


C. Standing, Kneeling, or to be Prone...
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1). Be invisible or barely visible...
Generally, I snipe kneeling & prone undercover after a shot.
But prone has a delay so I recommend standing when possible,
& dropping to a knee undercover after a shot.


D. In position...
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1). Your head (through the lens) is the only thing an enemy need see. 
Snipers don't stand in open fields. 
If you're standing, your body should be behind cover.

2). Be aware of how exposed you are especially to your blind sides.
Many amateur Snipers making themselves vulnerable to 180�


E. Staying in the Scope...
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1). If your �Sniper Alley� is narrow (say looking out a window) 
then there's little reason to leave your scope view. 
Doing so would alert enemys to your position when viewing killcam.


F. The 5 second Scope...
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1). if you spot a target, you might not want to shoot right after scoping
the reason being that the killcam will give away your position
instead, scope in & follow the target for 5 seconds before firing
the enemy will watch the killcam & see 5 seconds of tunnel vision 
instead of spotting your sniper nest
-i mainly do against enemy snipers who are distracted


G. Cover & Camouflage...
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1). Lie behind tall grass & behind bushes to optimize camouflage.
Lying in front of foliage won't do much, though easier to see.

2). Be aware of how much penetration objects have & if they explode
If you carry claymores, you might want to blow up the car near you.


H. Pop & Drop...
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1). after taking a shot, take cover unless you've acquired the next target: 
your breath needs a moment to recharge & there's no reason for			
staying exposed after firing off a cannon on a cliff

2). if hidden with a sniper staring down your position, 
take a breath before jumping out so you're steadied before him


I. Teamwork, be the eyes...
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1). in between spotting, check the radar, observe troop movements
if a flanks exposed, tell the team even if you don't see enemies... 
more times than not i've seen this save lives... report enemy snipers			
(listen for the Barrett & then glance at radar to position enemy snipers)

2). a sniper left undefended is as good as dead... 
I've found telling people to defend me doesn't work but what might 
work is telling them where the enemy is or moving with your team.


J. Cold-Blooded Pro & Auto-Aim
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1). when someone goes over your crosshairs the autoaim kicks in 			
pulling your aim toward them - however CBP negates said affect

2). Stopping power isn't needed in Hardcore so everyone takes CBP
w/ Silencers making them invisible to Harriers, Helos, UAV, etc...


K. Claymores or C4
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1). Double Tap reload to explode C4 or Tap L-Bumper rapidly
2). Sitrip Perk makes Claymores/C4 highlight for the enemy user.
3). Scrambler Pro will delay Claymores.
4). Flash, & Stungrenades can momentarily disable Claymores/C4.


L. Claymore Positioning
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Three basic positions: in front, behind, & beside the enemy...
1). Claymores in front work well when he's going up stairs.
2). Claymores behind an enemy when he's entering doorways.
3). Claymores to the enemy's side when his path is a straight line.

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IV. MAP OVERVIEWS

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I'm going to point out Sniper Spots I like in order of priority 
using terminology I use. If it doesn't make sense, this is just bonus. :)


Afghan
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Cliff, Back of Cliff covering caveside, Cropfield, Big Bunker


Derail � Sniper map
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3rd Story Window, Roof Left & Right, Electrical, Center Building windows


Estate � Sniper map
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Upper House Behind the bed, Boathouse, 
West Building (Charlie), Garage (Bravo)


Favela � Difficult
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Rooftops (watertower, center tower, two story roof, banana leaf field),
Street Corner covering Barbershop, Playground & NE Corner, South Building.


Highrise
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Above Coffee Bar, Within Cubicals, Upper Windows near Bar, Behind the Bar, 
On the Roof, On the Crane... (Search YouTube tutorials for this map)


Invasion
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Top Gas Station, Balcony building (near video store), Embassy Balcony...


Karachi
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Above Charlie, Center Tower, Coffee House, 
Chicken Coops watching Alpha or Charlie, Alpha watching Chickens...


Quarry
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3 story building, Missile room, North building, Pipeline, Backyard (west wall)


Rundown � Sniper map
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Hotel, prone west of the North bridge, South building, West building, etc...


Rust
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Not a Sniper map


Scrapyard � Difficult
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Upper Office & 3 story building


Skidrow
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Above Alpha, Above Charlie, Parking lot on crates


Sub Base
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East Road (Southside is better than Northside) & any roof in the middle...


Terminal
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Behind ticket desk observing Terminal, 
Standing on chairs observing Burgertown/Bookstore,
On the Roof by the bar, Back of plane or cockpit...


Underpass
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West Tower, East Building, South West Building, North East foliage


Wasteland �  Sniper map
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West Fields, On the Roofless House, West Buildings, Car Yard, Church, etc...


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V. MY CLASSES...

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My classes for different game types or situations. 
�The Cleaner� is for when someone infiltrates my Sniper Nest, 
this class is designed to hunt them down & get me back sniping ASAP.
�Support for Snipers� when I want to help another sniper.	


A. Hardcore Team Deathmatch
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Primary: WA2000 w/ Silencer
Secondary: USP w/ Silencer
Equipment: C4
Special Grenade: Smoke
Perk 1: Scavenger Pro
Perk 2: Cold-Blooded Pro
Perk 3: Ninja Pro
Death Streak: Final St&


B. Team Deathmatch
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Primary: Intervention w/ FMJ
Secondary: USP w/ Silencer
Equipment: Throwing Knife
Special Grenade: Smoke
Perk 1: Marathon Pro
Perk 2: Stopping Power Pro
Perk 3: Steady Aim Pro
Death Streak: Painkiller


C. Domination
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Primary: Barrett 50 Cal w/ FMJ
Secondary: Stinger
Equipment: Claymore
Special Grenade: Smoke
Perk 1: Scavenger Pro
Perk 2: Stopping Power Pro
Perk 3: Steady Aim Pro
Death Streak: Painkiller


D. Cleaner
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Primary: AK47 w/ Heartbeat Sensor
Secondary: One Man Army
Equipment: Semtex
Special Grenade: Flash
Perk 1: One Man Army Pro
Perk 2: Cold-Blooded Pro
Perk 3: Ninja Pro
Death Streak: Martyrdom


E. Support a Sniper
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Primary: M4A1 w/ Grenade Launcher
Secondary: Stinger
Equipment: Claymore
Special Grenade: Flash
Perk 1: Scavenger Pro
Perk 2: Stopping Power Pro
Perk 3: Comm&o Pro
Death Streak: Final Stand


F. Counter Thermal
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Primary: Barrett 50 Cal w/ Thermal	
Secondary: SPAS-12 Shotgun
Equipment: Claymore
Special Grenade: Smoke
Perk 1: Scavenger Pro
Perk 2: Stopping Power Pro
Perk 3: Steady Aim Pro
Death Streak: Painkiller


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fin.
questions?
Email: [email protected]

This work is original & prescribed for nonprofit use only.
Sniper Training provided by the United States Marine Corp Snipers.
Don't shoot your eye out kid.