2012-02-13, 03:24 PM
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[Ignore Me]
#92
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General
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Re: Making Snipers useful.
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Originally Posted by AncientVanu
If we are to sum up what snipers are good at and are generally used for:
1) Killing high value targets from a distance. An enemy sniper on the high building over there killing your teammates? A guy shooting your vehicles with the rocket launcher behind cover? You don't need to dispatch a whole squad to deal with such, a sniper at the right time in the right position can deal most effectively with such threats.
2) Area denial role. Light machine gun emplacements are a good area denial tool, but at close distance. If there is good visibility from a distance to the LMG position it cannot save you from a sniper. Locking an area is best done with a sniper AND an LMG. With the high buildings and the terrain elevation that we've seen on the screens not having snipers supporting your infantry and vehicles would be a mistake, unless you depend heavily on air support and artillery.
3) Reconnaissance. Spotting the enemy and passing on valuable info on his assets, position, movement, etc. Extremely useful if you are after an effective teamplay. In Bad Company 2 the motion mine was an invaluable tool. VioletZero proposed a similar one but in the form of a launchable dart. I'd throw in another idea the dart will have a more limited are of enemy detection, in addition to it the sniper to be able to drop a more advanced sensor with bigger area of detection, eventually giving more detailed info on the enemy. To drop it closer to the enemy would require to sneak in, unlike the launchable dart that you would be able to fire from a distance.
4) IRL certain sabotage missions are also performed by snipers, some games also provide opportunities for such giving explosives to snipers. I personally think this would unnecessary complicate the role of the snipers in PS2, for me long range engagements and Recon is what the sniper class should be built around in PS2.
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