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[recommended mods for Sniping ?]


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I'm looking for some dedicated single-player stalking/sniping but since this place has once again given me a really excellent case of an information overload headache, I'm here asking for help. The most I can get on my own are a few weapon mods containing rifles I like as well as The Longest Kill mission pack (I soon realized the later to be a no-brainer :rofl: ). I was wondering if anyone else who has had more experience in GR sniping mods could give me a few more recommendations to consider.

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I think Thales created a few sniper missions or mods - Sniper Cannon or summat>?

If you have CentCom then one of my personal favourite missions that I created called Taipan Strike is a great sniper mission and has the intense GR white knuckle adrenalin pump for the full 40-60 minutes that you play it. The sniper is king in this mission.

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try Taipan Strike dude - the more I think about it - it is the best mission I ever made (I've made over 40) and despite the short distance you need the sniper rifle to succeed.

i might knock up a couple for you for some sniper fun.

actually - maybe taipan strike wasnt the best - there were a couple of crackers in sniper team but you needed spotter to assist really

im actually toying with the idea of the Spec Ops Lone Wolf missions - already started one. And they would suit some sniper action. ill keep you posted

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I've been trying to download centcom since yesterday actually but filefront keeps being stubborn and I just now managed to start the actual download process. By the way, if someone tells me that Centcom has an Mk14 SD and a Cheytac M200 SD, I'll be a very happy man. :D

I got lucky finished downloading Sniper Team and while I like it even though I don't have a spotter, I still have to ask: What the hell is with the scopes? I admit I'm no expert but I'm pretty sure rifle scopes don't use tubes the size of a *Deleted. :blink:

*Staff edit for content. This type of content is not appropriate in these forums. :nono:

Edited by JohnTC02
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This mod was created as a "two man" tournament, so basically sniper shouldnt be able to do spotter`s work (very limited scope mask for all rifles then) and the spotter shouldnt be able to do sniper`s work (bad medium / long range accuracy for all his weapons then), so coop had to be used by all teams. The two participants of each team - playing as sniper and spotter, had to work as a real team to get the missions done - no shortcuts here. ;)

Edited by Pave Low
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This mod was created as a "two man" tournament, so basically sniper shouldnt be able to do spotter`s work (very limited scope mask for all rifles then) and the spotter shouldnt be able to do sniper`s work (bad medium / long range accuracy for all his weapons then), so coop had to be used by all teams. The two participants of each team - playing as sniper and spotter, had to work as a real team to get the missions done - no shortcuts here. ;)

So it's basically a handicap that forces snipers to rely on spotters then huh. That kind of sucks....but I guess I can't complain though since that's the purpose of the whole thing. :unsure:

EDIT:

I just realized why my scope mask looks like a *Deleted. It seems that the textures were using widescreen versions by default. Switching it to 4:3 finally fixed my problem. It still looks forcefully handicapped IMO but at least it's a lot more bearable now.

I'm also about to start fiddling with the centcom pack. I'll share my impressions after a few decent hours of playing.

*Staff edit for content. This type of content is not appropriate in these forums. :nono:

Edited by JohnTC02
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I just realized why my scope mask looks like a ######. It seems that the textures were using widescreen versions by default. Switching it to 4:3 finally fixed my problem.

lol haha ok, sounds good :D , in fact i would never imagine that there were still 4:3 users in the world

Edited by Pave Low
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yeh Mark although it may not be totally realistic the purpose of the tournament was to create the true sniper environment where he would use a spotter to assist.

and being a 2 man tournament it was designed to be a true coop and team work experience - totally balanced. one with the cqb and wide peripheral vision but couldnt hit anything at range - relying on his sniper to protect him from long range threats - and vice-versa.

we believe we succeeded in what we were aiming for and i think the players felt that too.

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lol haha ok, sounds good :D , in fact i would never imagine that there were still 4:3 users in the world

Yeah. Well...I only use one HDTV for all my display needs and my PS3 is already occupying the only HDMI slot so I still have to stick to 4:3 for my PC. :D

yeh Mark although it may not be totally realistic the purpose of the tournament was to create the true sniper environment where he would use a spotter to assist.

and being a 2 man tournament it was designed to be a true coop and team work experience - totally balanced. one with the cqb and wide peripheral vision but couldnt hit anything at range - relying on his sniper to protect him from long range threats - and vice-versa.

we believe we succeeded in what we were aiming for and i think the players felt that too.

Yep. I definitely felt that too. :rofl:

Anyway, I just finished playing Taipan Strike and here are my thoughts:

First of all, I noticed the friendly AI to be more eager at shooting than they normally are. Perhaps a bit too eager actually. The cause of most of my game reloads came from one AI suddenly shooting someone even though it's out of his gun's accurate range and all hell broke loose. All of these also happened when that certain AI was suppose to be on recon mode. Regardless of how annoying that was, I'm still impressed that the AI can actually engage at longer ranges compared to the default ones that only shoot guys that are already at spitting distance to them. Is it part of the map configuration or something? because I'm actually trying to figure out how to make my guys detect hostiles from more than 100 meters. I need it when I have to kill 2-3 guys at the same time from extreme distances. I also noticed the lack of solid bushes so thanks to that. It helps with the AI's detection skills.

As great as the mission was, there were two things I didn't like about it. For one, the starting zone is too awfully close to enemy patrol routes. In fact, the first fatal mistake I made was bringing more than one squad along. The story was that I left the demo team at the starting point while my sniper scouted ahead for enemy patrols. A few minutes later after my sniper reached Vantage Point A, I was suddenly notified that my demo team was getting hit with mortar fire and the guy carrying all the charges died. Game Over. For all I know, they probably got spotted by either some random patrol group or an armor moving down the road JUST A FEW FEET AWAY FROM US. It's the same problem I had with Sniper Team's first actual mission wherein an enemy jeep suddenly bursts from out of nowhere and tears me to shreds less than a minute after the mission had started. Maybe the next time they send guys behind enemy lines, High Command should probably think twice before dropping off their guys by the main highway where everyone passes by.

My second problem is honestly more of a personal dilemma and it's quite possible that the mission scripting already balanced it out. Basically, the high-profile target arrives just too soon after the mission starts. Maybe he is already scripted to stay in the Mosque forever until I put a bullet to his head but from what I understood from the briefing, I was under the impression that his business inside there was going to be short and I would have to take him out quickly which was why I started feeling totally screwed from severe time pressure after the notice of his arrival appeared and I was still more than halfway from the nearest possible firing spot.

Which reminds me....one puzzling thing that happened to me during the mission was that, when the target arrived at the Mosque, he simply hung out by his car which almost ###### me off because the spot he parked his car was completely out of view from both the two recommended sniping positions. I eventually got a good angle by the farm area soon after. I'm not sure if the mission was intentionally programmed that way and those two sniping positions were meant to be completely useless but I don't mind that much since an incident like that can actually happen in real life.

Anyway, it's not exactly perfect but it's still a great mission nonetheless. Besides, it's an assassination mission and that's my most favorite part when playing as a sniper. I'm just grateful it didn't have a 'Stay Stealthy' requirement like the one from Sniper Team because my AI teammates sure have itchy trigger fingers regardless of the ROE.

By the way. It seems that the scope masks went back to normal sizes once I placed Centcom as a higher priority. Awesome. Now I can use the M200 without having to switch to my binoculars every 2 seconds. (That Cheytac .408 IS an M200 right? Because it sure looks alot like one.)

There's something that puzzles me about CentCom's Specialists. Why is it that the Splinter Cell clone with the lame M4 ACOG gets to be sniper while the guy with M14 EBR is only a rifleman thug? :(

Edited by mark2000
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actually now i think about it Taipan Strike was originally built as a COOP mission - so usually 2 or 3 ppl might go in to it.

the 2 vantage points do enable you to get a shot but you do have to get there reasonably quickly.

and yes he does stand up on the hill near his jeep to give you a second chance at the target but if you played mission first time you wouldnt know he would be there anyway.

the mortar strikes are beautiful imo - do not get spotted at insert or near farm or the mortar guy kicks your ass.

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So the target just stays there for the rest of the mission right?

Yeah, the mortar strikes were pretty cool. It's a great way to encourage stealthy playing IMO.

I managed to accidentally figure out about the Max Spot Range thing. It's a pretty funny parameter because once two people get within spotting distance from each other, the AI's ROE programming gets thrown out the window regardless if the enemy has actually been alerted or not. Kinda reminds me of the guys from Predator that arbitrarily shoot wildly into the jungle for no apparent reason. :rofl:

By the way, I noticed that the regular snipers for both Sniper Team and CentCom don't wear Ghillie Suits anymore. Any reason why that is?

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i guess not all snipers wear ghillie suits - depends on the terrain - typically in afghanistan and iraq you prolly wouldnt need it to blend into the environment

for sniper team it was just a different skin and character we went for

in relation to Recon not working though - im not sure why that is failing - maybe someone else knows better

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i guess not all snipers wear ghillie suits - depends on the terrain - typically in afghanistan and iraq you prolly wouldnt need it to blend into the environment

The thing is I'm also using the Centcom people when playing the original GR missions and in maps that normally give them ghillie suits, they only wear standard outfits with woodland camo.

Although, it makes sense if the suit was thrown out completely since the mod is totally focused on Afghanistan anyway.

in relation to Recon not working though - im not sure why that is failing - maybe someone else knows better

When playing with regular GR without mods, AIs on recon tend to start shooting at anything that gets way too close for comfort regardless if the enemy has already fired or not (according to my experience anyway) so maybe increasing the spot distance might have increased that "danger" range too. This is just a hunch though.

Edited by mark2000
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