SNIPER
COMBOS
Usage: Sniper gear combinations are intended for snipers or silent saturators. These weapon combinations can hold up a while in large squirtfests but are really intended for the silent soaker. Mobility is not as critical as firing range and stealth. However, the ability to get away once the shot has been made still plays a factor in weapon choice. Snipers tend to work alone, though it can be good to have the support from teammates in light/medium gear in case one finds oneself under heavy fire. Communication via walkie-talkies/hand signals between the sniper and near-by support is often critical for a successful mission. Principle: Decent mobility weapons and gear combination though range and stealth more important than speed. Base-Gear: Optimal clothing and stuff to keep handy:
Weapon Combos: Ideas for making the most of one's armoury: Sniper: XP 110/XP 150/SC 600/CPS 1000/CPS 1500/CPS 2000/CPS 2500 - all these weapons provide good range and give one good shot before being discovered. With only one weapon, running to reinforcement once the strike has been made is still an option. Light Sniper Combo: XP 110/XP 150/SC 600/CPS 1000 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/SC 400/SC 500 as back-up - good snipering combination without the weight. Will not last too long in a firefight if discovered so reinforcements should be nearby. Sniper Combo I: CPS 1000/CPS 1500 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/SC 400/SC 500 as back-up - sometimes help is farther away since snipers usually work alone. The added back-up weapon will definitely come in handy if coming under fire after attacking. Sniper Combo II: CPS 2000/CPS 2500 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/SC 400/SC 500 as back-up - Harder first hit, but less mobility. The range on the snipering weapon is excellent and should be put to good use since running can be more hindered. Light Gear | Medium Gear | Heavy Gear | Sniper Gear
|
Copyright 1998, 1999. R.G.