Gameplay

Sniping: Difference between revisions

From Halopedia, the Halo wiki

(→‎Killing a Sniper: Grammer correction)
m (Text replacement - "\|(right|thumb)(\|[^\]\n]+)?\|(right|thumb)" to "|thumb$2")
 
(69 intermediate revisions by 37 users not shown)
Line 1: Line 1:
{{HaloWikiLink|Sniping}}
{{Status|Gameplay}}
{{era|FOR|HW|TCP|H1|TF|FS|HGN|H2|GOO|H3R|UP|H3|}}
[[File:Sniperteam.png|thumb|A [[UNSC Marine Corps|Marine]] [[Sniper-Spotter Team|sniper team]] in [[Old Mombasa]] during the [[Battle of Earth]].]]  
[[Image:Sniperteam.png|thumb|right|A [[UNSC Marine Corps|Marine]] [[Sniper-Spotter Team|sniper team]] in [[Old Mombasa]] during the [[Battle of Earth]].]]
[[File:Radar Jammer.png|thumb|A jump pack Brute is sniped while airborne. The kill is seen through this weapon's telescopic sight.]]
[[Image:Radar Jammer.png|thumb|An airborne jump pack Brute is sniped while airborne by a sniper rifle. The kill is seen through this weapon's telescopic sight.]]
'''Sniping''' is the act of covertly eliminating targets from a concealed or distant position. Snipers often rely on stealth and nearby cover; sniping is rarely performed from an open or conspicuous location. The most popular sniping weapons are the [[SRS99 series|Sniper Rifle]], [[Sulok-pattern beam rifle|Beam]] [[Zubo-pattern beam rifle|Rifles]], and [[Z-750 binary rifle|Binary Rifle]]. Others weapons (such as the {{Pattern|Vostu|carbine}} and the [[Battle Rifle]]) can also be used, though they are significantly less powerful and have a shorter range.
==Description==
'''Sniping''' is the act of covertly eliminating targets from a concealed position, preferably far away, as to reduce the chances of being located. It is an essential battlefield tactic in any form of combat. When correctly executed, sniping can achieve not only kills, but a sense of demoralization and disarray among your enemy combatants. In [[wikipedia:The Art of War|The Art of War]] by [[wikipedia:Sun Tzu|Sun Tzu]], it is stated that one must "attack an enemy when they are disorganized." Sniping unveils that opportunity, and can allow for an objective to be swiftly and successfully carried out. The most popular weapons for sniping with are the [[SRS99C-S2 AM Sniper Rifle]] and [[Covenant]] [[Beam Rifle]], but it is possible to use other weapons for sniping such as the [[Covenant Carbine]] or the [[Battle Rifle]], albeit with a nominal decrease in firepower, kill time and range.


==Summary==
Sniping is an essential battlefield tactic in any form of combat. When correctly executed, sniping can inflict not only kills, but also a sense of demoralization and disarray among your enemy combatants. In ''[[wikipedia:The Art of War|The Art of War]]'' by [[wikipedia:Sun Tzu|Sun Tzu]], it is stated that one must "attack an enemy when they are disorganized." Sniping can disorganize an enemy, and in a team game, this can make an attack much easier.
It took [[Bungie]] a long time to realize just how popular sniping was in the [[Halo]] games. However, they finally gave in and created the [[Team Snipers]] playlist. Sniper rifles are extremely powerful in both [[Slayer]] and objective games alike. A team with a strong sniper will be able to completely lock down areas and paths of attack. Not only are these rifles useful at long range, but with practice they can also be your best close-range weapon. If you meet an opponent carrying an [[Energy Sword]], [[Gravity Hammer]], or other CQB weapon, you must make sure to go for the [[Headshot]]. It is believed that the reason that most of the players on Xbox Live are Spartans is because they have smaller skulls than the Elites. However, the Elite skull is centered lower on the torso, and is almost impossible to snipe from behind (if an Elite player model is hit in the area above the shoulder blades, that will sometimes count as a headshot). A strong sniper will always be a dangerous opponent. It is also important to learn how to effectively deal with enemy snipers. Successful tactics are to unscope them (hit them with fire so they come out of scoped position), do not give them easy targets (hide behind rocks and trees, take the shortest path between cover, move erratically), or even talking about them (in fact, in team games you must make it the first communication priority to call out the enemy sniper(s); it is an effective psychological tactic on a weak-minded player).
{{Clear}}


==Differences==
== Teams ==
The best sniping weapons are: the Sniper Rifle and the Covenant Beam Rifle, and are very similar in function but have some small differences in their abilities.
Sniping is effective both in free-for-all and team-based gametypes. If a sniper can find a good location to snipe from in a free-for-all [[Slayer]] match, then they can score a large amount of kills before other players are able to counter-snipe. It is entirely possible, however, for a sniper's opponents to temporarily cooperate in an effort to eliminate the sniper. Should a sniper need to retreat or relocate during a free-for-all match, they will not have allies to provide covering fire for them. Because of this, stealth is particularly important when sniping in a free-for-all match.


====[[SRS99C-S2 AM Sniper Rifle]]====
During a team-based gametype, snipers are extremely valuable. A sniper can potentially keep an entire team pinned down in one spot, and can also limit that team's exits and therefore their offensive and defensive capabilities. In objective-based gametypes, it may be very useful for the enemy team to know where a sniper is—this limits the team's options, making their actions more predictable.
The SRS99C-S2 AM Sniper Rifle is the one of the two main sniping weapons, requiring one headshot, or two body shots to kill an opponent. However, the sniper rifle has a slightly slower rate of fire than the beam rifle, and can only fire four rounds in quick succession.


====[[Beam Rifle]]====
Aside from their role as a useful distraction, snipers in team-based games can also provide very useful covering fire for teammates. Snipers can also act as effective scouts, locating hazards such as enemy [[vehicles]]. For these reasons, distance is particularly important when sniping in a team-based match.
The Covenant Beam Rifle is the other main sniping weapon, still requiring only one headshot or two body shots to kill. Using its particle beam to kill the enemy it can be just as effective as the human sniper rifle. However, the beam rifle has a slightly higher rate of fire, and the entire battery can be used without pausing, if one takes care not to overheat the weapon. Only 2 beams can be fired in rapid succession before it overheats, which can be useful for quick kills.


====[[Covenant Carbine]]====
== Headshots ==
The Carbine is, like the BR, not really considered a 'sniping' weapon, but it's very effective against a Brute and has a zoom function which gives it a crucial advantage. Also, its single burst fire gives its accuracy a boost. It fires radioactive magazine-fed projectiles that kill with ease.
{{Main|Headshots}}
When aiming for kills, a sniper's goal is nearly always to score a headshot. A headshot, when scored with a Sniper Rifle or Beam Rifle, is instantly fatal (unless the opponent has some form of additional protection, such as an [[Overshield]]). Multiple consecutive headshots from Carbines and Battle Rifles are not instantly fatal, but will bring a target down faster. In reality and in ''Halo'', a sniper's motto is "one shot, one kill."


====[[M6D Pistol]]====
However, ''all'' headshot-capable weapons (even the magnum) kill in just ''one'' headshot, provided that the opponent's shields are down, or the shot is powerful enough to penetrate the enemy's shields.
This weapon was not designed as a sniper, but due to its high accuracy, power, and range, it can be used for sniping in a similar way as the Battle Rifle.
 
== Weapon-specific Information ==
=== Sniper Rifle ===
{{Main|SRS99 series}}
The Sniper Rifle is the one of the three main sniping weapons. A single [[headshot]] can kill any opponent—even a shielded one (with the exception of [[Brutes]] on ''[[Halo 3: ODST]]'') –  and only one body shot is needed to kill an unshielded opponent. The Sniper Rifle has a slower rate of fire than the Beam Rifle, and needs to reload every four rounds; however, it can hold more rounds.
 
=== Beam Rifle ===
{{Main|Type-50 particle beam rifle|Type-27 beam rifle}}
The [[Covenant]] Beam Rifle is the other main sniping weapon. Beam Rifles are roughly as powerful as Sniper Rifles. They are slightly more powerful, being able to kill [[Sentinels]] on [[Isolation (level)|Isolation]] in a single shot, but the difference is negligible when dealing with enemy players. The Beam Rifle has a slightly higher rate of fire and does not need to reload, but is prone to overheating and has fewer rounds.
 
===Focus Rifle===
{{Main|Type-52 focus rifle}}
The Focus rifle is a scoped beam weapon capable of continuous fire, being able to kill a fully shielded [[SPARTAN-III program|Spartan]] in about 1.5 seconds. It fires a continuous purple-tinted beam, but overheats easily due to the continuous fire. It is, however, incapable of performing [[headshots]] on other players or enemies.


====[[Battle Rifle]]====
=== Binary Rifle ===
A lot like the carbine, the battle rifle is not intended for sniping, but thanks to its range and accuracy, it's an effective Designated Marksman weapon. Remember that it only takes four headshots to bring down a Spartan or Elite with normal shields.
{{Main|Z-750 binary rifle}}
The Binary Rifle is a scoped beam weapon used by [[Forerunner]] military forces, capable of killing with a single shot regardless of where it hits, making it more powerful than the Sniper Rifles and Beam Rifles. The ''[[Halo 4]]'' version fires single shots that deal extreme damage with a downside of extreme accuracy loss when hipfired. The ''[[Halo 5: Guardians]]'' rendition of the weapon fires concentrated beams of energy that are fatal if they hit for most of the entire time they are fired, but lack the accuracy penalty when hipfired.


====[[Rocket Launcher]]====
=== Covenant Carbine ===
A rocket launcher, can be used for sniping, but it is not suggested. The reason for this is because the rocket launcher has a zoom. If you do try, sniping with it you must aim the rocket ahead of where the object is moving. Your target must be walking in one direction, and not be aware of your presence. The learning curve for rocket sniping is incredibly steep. But if mastered, it can become an incredibly valuable skill.
{{Main|Type-51 carbine|Type-57 carbine}}
Neither the {{Pattern|Vostu|carbine}} and {{Pattern|Mosa|carbine}}, the [[Battle Rifle]], nor the {{Pattern|M'tara|focus rifle}} are considered sniping [[weapons]], but they can be used as such. Both weapons are [[headshot]]-capable, and both possess scopes that allow for long-range battles.


====[[Needler]]====
=== LightRifle ===
With its new upgrade, in [[Halo 2]] the Needler (even when dual wielded) is still not all that powerful. But when used in the correct situations, a marksman can utilize them, and make many an exploding pincushion. In close range fights, aim at your opponent's future position, more than you usually would for any other weapon. For mid-range fights, where the Needler excels, make sure to head your target off, the Needles will seek him out, and more will penetrate your target because you helped the tracking-process. Remember, the Needler is one of the most silent, deadly weapons in the game. You can have your enemy half-dead before he even notices that he is being fired upon.
{{Main|Z-250 lightrifle}}
Like the Covenant Carbine, the LightRifle is not considered a sniping weapon, but can be used as such. It is capable of headshots and possesses a [[Morph sight|scope]] that facilitates long-range battles. The ''Halo 4'' rendition of the LightRifle fires in three-round bursts when hipfired and powerful single rounds when scoped in, while the ''Halo 5: Guardians'' rendition always fires single shots but fires wider, more powerful rounds when scoped in.


====[[Spartan Laser]]====
=== Magnum ===
When the [[Spartan Laser]] made its debut in [[Halo 3]], it was soon found out that its shots can go very far, covering 3/4 of [[Sandtrap]] with one shot. The [[Spartan Laser]] is also equipped with an optical 3x zoom function, which would classify it as a sniping weapon. Combine its raw power and zoom and the Laser becomes a formidable tool of destruction.
{{Main|M6 series}}
This weapon was not designed as a sniper, but due to its high accuracy, power, and range, it can be used for sniping in a similar way as the Battle Rifle.


==[[Headshot]]==
=== Battle Rifle ===
A headshot is a shot fired by any non-automatic weapon that hits an enemies head, or more specifically their head-box (a square box which contains the enemy's head, making it possible to slightly miss the head, and still score a headshot.) A headshot made with a non-automatic weapon deals more damage, resulting in a one hit kill with sniping weapons, and quicker kills with non-sniping weapons. The headshot is the primary goal of snipers. When going for a kill, remember a common Sniper motto: "One shot, one kill".
{{Main|BR55 battle rifle|BR85 battle rifle}}
Like the Carbine, the Battle Rifle is not explicitly intended for sniping. However, it is scoped and headshot-capable, able to bring down a fully-shielded player with four headshots.


==Advanced Tactics==
=== DMR ===
[[Image:Effective_relocation_and_flanking.JPG|right|thumb|A diagram of relocating and flanking.]]
{{Main|M392 DMR|M395 DMR}}
====The Role Of The Sniper====
Like the Carbine, the DMR is not explicitly intended for sniping, but is scoped and headshot-capable, able to bring down a fully-shielded player with four headshots.
It is important to keep in mind the role of a Sniper, especially in multiplayer, where snipers are of high value. The sniper's creed is "One shot, one kill," and any user of the Sniper Rifle should stay true to that saying. With voice communication on [[Xbox LIVE]] or the computer, the sniper can use his scope to not only help him kill the enemy, but also provide his teammates with vital information, given the fact that his weapon's scope can survey almost the entire battlefield, which is extremely useful for spotting advancing threats.


====Hide, Then Strike====
=== Rocket Launcher ===
This is a tactic that can be used against most close range weapons. If you are in scope mode and an enemy advances towards you, you can retreat or simply move to a safe location where you cannot be shot, and then proceed to shoot your enemy when he comes around the corner. By doing this you can eliminate the immediate danger that your enemy presents without putting yourself at too much risk.
{{Main|M41 SPNKR|M57 Pilum}}
The [[Rocket Launcher]]s have a scope, but are fairly poor weapons for sniping. The rockets that they fire are painfully slow, visually obvious, and generally easy to avoid. Sniping with a Rocket Launcher is only feasible when performed by a player with an incredible gift at leading targets, and against a player whose line of sight precludes them from seeing the rocket.


====Changing reaction speed====
=== Spartan Laser ===
Sniping is easier if you turn down your look sensitivity. Unfortunently this makes shotgun and other close quarters combat weapons are slightly harder to use in a chaotic environment.
{{Main|M6 Spartan Laser}}
The [[Spartan Laser]], introduced in ''[[Halo 3]]'', has a relatively long range. Its scope is between the Battle Rifle's 2× zoom and the Sniper Rifle's 5× zoom, and it is certainly capable of killing an opponent in one shot. It has the disadvantage of being highly noticeable; it emits a red tracking laser for four seconds before firing, and its profile is rather conspicuous when being held or when being carried on a player's back.


====Movement====
=== Incineration Cannon ===
The number one rule about being a sniper in multiplayer is to keep moving. Whether you're strafing or moving from spot to spot, you should always be moving, especially if the other team knows where you are. Never allow the enemy to pin you in, and always position yourself to view the most of the battlefield. You must keep the enemy guessing, and fearing wherever you may be. The Snipers role is almost as much a psychological one as a physical one. If the enemy fears walking into your view then you have succeeded. An effective sniper can change the entire tone of a match.  
{{Main|Z-390 incineration cannon}}
The Incineration Cannon, introduced in ''Halo 4'', has a relatively long range. It behaves much like the Rocket Launcher, but the projectiles not only move much faster, but are also capable of much more damage, as they leave behind explosive submunitions upon impact. The ''Halo 5: Guardians'' version of the weapon is one of the least ideal choices for sniping, due to its greatly reduced effective range.


Standing still with the sniper will make you an easy target, unless you have very good cover. If you are in the open, strafing can make you less of a target as well as help you perform a [[Face Painting|sweep snipe]] since your reticle is moving from side to side.
== Advanced Tactics ==
NOTE: Do not move a lot from side to side if you have a concealed hiding place, but after you fire a shot or two, get out of there, someone will be closing in on your position.
=== Reconnaissance ===
Snipers are particularly useful when keeping a team coordinated. A sniper with a headset can report back to his team, relaying information on the locations of enemies, enemy vehicles, what weapons an enemy team is using, and other hazards. A sniper with a good position can survey the entire battlefield, searching for important events and observing them in detail with a scope.


Think two or three steps ahead. Have a a primary, a secondary, and tertiary sniping positions, with secure, preplanned routes to each. Having multiple positions allows you to move purposefully and safely from point to point, and allows you to still be able to make necessary moves, even if one is occupied by the enemy or by an ally whose actions are drawing too much fire to make sniping safe.
=== Movement ===
When acting as a sniper, keep moving—especially in a free-for-all or Slayer game. In a free-for-all game, snipers don't have any allies that will provide covering or supporting fire; once a sniper is found, they have almost no hope of making it to safety without being seen or followed. This problem is compounded by the fact that many sniping weapons, particularly the Sniper Rifle, leave a bullet trail—a player, when killed, will know where the bullet came from. Frequent relocation can keep a sniper from being spotted and counterattacked.


====Leading====
In a Team Slayer match, a stealthy sniper is also important. If the enemy team knows the sniper's location, they can simply avoid that sniper. If the sniper's location is unknown, opponents may walk directly into the sniper's line of sight, giving the sniper an easy kill. A hidden sniper can also make the opposing team cautious—sometimes excessively so—and that caution can prevent the team from being as aggressive, decreasing the number of kills they will end up scoring.
Although sniper rifles are instant hit weapons for close to very long range, at a certain point you will have to make sure to lead your target. The farther the enemy is from you, the greater the leads you will have to make. Always shoot where your target is going. If your target is all the way on the other side of the map, and moving perpendicular to you, don't aim right at his head, but off towards where he is moving. If you miss, either continue firing until you eliminate your target or take cover and move to a different position, taking care to reload immediately so you can resume firing when you get there. After reloading, you can pull out your secondary weapon.  


====Secondary Weapons====
A sniper should, when they begin sniping, already know where they plan to go next, and how they will get there. They should also have plans for a retreat, should their next location become inaccessible.
A sniper's secondary weapon should be a close to mid-range weapon with reasonable firepower, such as a [[Carbine]], [[Shotgun]], [[M6D]], SMG, or [[Battle Rifle]]. CQB weapons are also usefull as a backup to a sniper. Don't use anything excessively powerful (i.e. [[Rocket Launcher]]). Keep your secondary weapon reloaded at all times, and use it only in close quarters combat. It may seem that all that matters to a sniper is their sniper rifle, but secondary weapons are also massively important.


==Sniping Tips==
=== Leading in ''Halo: Combat Evolved'' ===
A few things you might want to consider when sniping:
''Halo: Combat Evolved''<nowiki>'</nowiki>s netcode requires players to lead their targets even more than in later ''Halo'' games. Players may often have to lead by a large amount to compensate for [[lag]], which greatly steepens the learning curve for sniping in Halo: CE, more so than in the other games.
*If you are playing a custom game on Halo 3, some teleporters may lead to sniper spots. If a vehicle of some kind is there, you can block the teleporter to avoid unwanted guests.
*When sniping, don't aim at where they are, aim at where they are going to be.
*You can practice sniping in Forge by having a friend throw grenades in the air and the sniping them. An explosion shows that you hit it.
*In a snipers match, if you can see them, they can see you. Don't stay in any one place for to long.
*Be aware of your surroundings. You cant see your motion tracker while zooming in on something so make sure you check the immediate vicinity for enemy's waiting for you to drop your guard.


==[[No-Scoping]]==
=== Secondary Weapons ===
The skilled player can always use the sniper rifle as a close-medium range combat weapon. The sniper rifle in Halo 1 has a rather high rate of fire, and so can usually eliminate opposition within 2 seconds, assuming both shots hit the target. When no-scoping always jump or strafe to dodge enemy fire, and keep grenades and a secondary weapon handy. If the enemy is jumping, follow their head up and try to fire at the moment where they aren't moving up anymore, but gravity hasn't started to pull them back to earth yet. No-scoping is an extremely useful technique and is especially so when faced with an enemy at close range, as you do not have to waste time switching to your secondary weapon. If this technique is mastered, you will be a terrible force to be reckoned with.
A sniper's secondary weapon should be a close- to mid-range weapon with reasonable firepower, such as a Carbine, [[Z-180 Scattershot|Scattershot]], [[Shotgun]], [[M6D]], [[SMG]], Assault Rifle or Battle Rifle. Melee weapons, such as the [[Energy Sword]], also work reasonably well. Extremely powerful weapons, such as the Rocket Launcher, should be avoided though.


==Multiplayer Role==
The purpose of a sniper's secondary weapon is to dispatch nearby enemies. The secondary weapon should always be fully reloaded, and should be something that a sniper can safely use without risking an accidental suicide. (This is why weapons like the Rocket Launcher and Incineration Cannon should be avoided.)
[[Image:IvorySniper.jpg|thumb|left|A Spartan on [[Ivory Tower]] using the Beam Rifle.]]
Sniping, both moving and from a fixed location ([[camping]]), is very popular in Halo [[multiplayer]]. Uses for the sniper rifle include teleport coverage and picking off enemy players in Warthogs and Scorpion tanks (note: sniping an enemy out of a [[Scorpion Tank|Scorpion]] will only work in [[Halo 1]]). Network lag is a serious problem for this weapon, as even a small error makes the difference between a hit and a miss. When using the Sniper rifle, an enemy can easily sneak up from behind and melee the shooter's back for an instant kill, because the motion tracker is not shown when zoomed in. Use audio clues to help defend yourself. Another life saving sniping technique is temp-zooming, clicking the right stick and holding. This will zoom you in as normal but if you release the stick after holding it you will zoom back out to normal view without having to cycle through 10x zoom.(You can also do this from 5x to 10x) However, when actually getting ready to take shots, it is recommended that you do a normal zoom. (Note that motion trackers are only disabled when zoomed in [[Halo 2]] and [[Halo 3]]. In Halo 1 it is prudent to glance at your motion tracker often when zoomed in.) A useful tactic, called "injection" or [[No-scoping]], involves using the sniper rifle at close range to quickly incapacitate an opponent. Although very effective, this requires practice. If a successful no-scope is performed, a follow up melee attack will often finish the foe.


The snipers' first objectives are not always to kill an opposing sniper. You should first listen to your team and ask if they need anyone dead and FAST. This would be especially important in a game of capture the flag.
The choice of a secondary weapon mainly relies on what the player wants to use it for. A player who is confident in staying far away from the enemy could use a Battle Rifle, Covenant Carbine, or even another Sniper Rifle or Beam Rifle.


When a sniper kills an opponent in multiplayer with a headshot, the [[Sniper Kill Medal]] is awarded.
== Aerial Sniping ==
Two players, one a vehicle pilot and the other a sniper, can cooperate to score kills from the air. The pilot must be skilled with a [[Type-26 Banshee|Type-26]]/[[D'nomlhe-pattern Banshee|54 Banshee]] or competent with a [[AV-14 Hornet]]; the sniper will have to be very good with no-scoping if a Hornet is used. Either way, pilot-sniper communication and cooperation is critical. The sniper can jump onto the Banshee's wing, or hop onto the Hornet's side seat.


Sniping is very different in Halo: CE for the PC/Mac. Because of the lag factor, players must lead their shots ahead of the enemy farther than on XBL. This makes mastering sniping even harder to do. Snipers will have to anticipate where the enemy will be after roughly half a second. This means that the enemies movement can't change, or else the shot will be ruined. Because the use of a mouse allows the sniper to make very fine last minute adjustments to shots. They will try to hit most any target, regardless of its movement. More experienced snipers NEVER use exposed area like ledges. They use a ridge line in the terrain and stand just behind it, facing the enemy. This makes it so that only their head is exposed, yet the sniper can see the enemy with out trouble. To combat this, the enemy must get close, a tough thing to do against an experienced sniper. Even past that, snipers will move left and right erratically and non stop to prevent being hit. In sniper CTF where players don't have shields, counter snipers will often fire an entire magazine very quickly into their movement area, and hope that one round hits since a hit on a unshielded target with a sniper weapon is always fatal. Because of the lead, it is impossible to judge where the sniper would be.
If using a Banshee, the pilot must be able to dodge fire from Spartan Lasers, Rocket Launchers, and [[Missile Pods]]—all while ensuring that the sniper does not fall off of the vehicle. They must also be able to set up shots for the sniper and inform the sniper of any planned maneuvers. The sniper must in turn call out targets for the pilot, as the sniper often won't be able to take out heavily-armored targets (like [[Scorpions]]).


==Aerial Sniping==
This tactic is highly conspicuous; a slow-moving Banshee is extremely suspicious, given that the aircraft is almost always used for high-speed aerial support. If the sniper and the pilot aren't skilled enough, they may be giving an opponent a free [[Double Kill]]. This is compounded by the fact that the Banshee cannot fly at too much of a vertical angle, and they cannot boost or perform a barrel roll; these actions will fling the sniper off of the vehicle.
In order for this trick to be successful you'll need a good Banshee pilot and a fairly capable sniper or an average or better Hornet pilot and a sniper skilled and no-scopes (Hornet passengers have the scope function disabled.) In both cases, pilot-sniper communication and cooperation is a must for success with this tactic.  


The pilot must be skilled enough to dodge [[Spartan Laser]], [[Rocket]], and [[Missile Pod]] fire, while still keeping his passenger firmly mounted and shooting. He also must willing to set up shots for the sniper, since by taking on a passenger he is no longer a hot-shot top gun, but merely the taxi driver. Informing the sniper of planned maneuvers is a must for the pilot since no sniper wants to suddenly have his mount lurch off-target seconds before resulting in a missed shot and the waste of valuable ammo. The sniper also can call out targets for the pilot to take out with his main guns should they be too big or durable for his weapon to take out (i.e. tanks.)
A particularly useful technique is to have the sniper grab [[Active Camo]] before jumping into the Banshee; they can get covert kills, and then jump to the ground (or be dropped off at a high sniping position) to snipe normally.


Before you try this, be warned that it is a risky maneuver. It is very suspicious to see a slow-moving [[Banshee]] period, especially if the smoke trails or particles beams that are raking the battlefield are coming from its roof. This will draw much unwanted enemy attention to you. Two bad things can happen from this. A [[Double Kill]] for the enemy... or the Banshee escaping to fight another day and the sniper killing anybody who cares to shoot back.
== Countermeasures ==
There are a variety of anti-sniper techniques, ranging from tips to avoid getting sniped to strategies for counter-attacking a sniper.


The Banshee has big enough wings to allow someone to hitch a ride, and passengers can hop onto the Hornet's skids. In order to get a sniper for a passenger just fly towards one of your teammates that has a sniper rifle, inform him of your intentions and have him jump on. Then you can fly him around while he snipes.
=== Avoidance ===
There are a variety of ways to avoid being sniped or headshot.
* Find cover.
* Never stand still, and never move in a predictable fashion. Introduce an element of randomness to your movements.
* When jumping in a sniper's view (or going out of a [[Man Cannon]]), constantly crouch and uncrouch. The constant head movement that results will complicate a headshot.
* Fire the occasional bullet or throw the occasional [[grenade]] at the sniper. Inflicting damage on them will cause them to zoom out. In Halo 4, the sniper's reticule will bounce around, as opposed to zooming out.


Remember that while you have a sniper riding the Banshee you can't go up or down at much of an incline. If you want to get lower or higher slowly incline, little by little. Don't use your boost! And obviously don't barrel roll as this will unseat your sniper, possibly stranding him and his valuable rifle in hostile territory. The sniper must also be fairly good to be able to snipe from a moving vehicle and stay on at the same time. It is even worse with the hornet because you have no scope and are moving.
=== Flanking ===
In a team game, it can be particularly useful for some or all of a team to flank an enemy sniper—especially if the sniper's position, and therefore their line of sight, is known. The team must simply split up, going in opposite directions, staying at the edge of the sniper's movement, and exploiting every piece of cover they can find. Should they reach the sniper at the same time, they can form up and launch a coordinated counter-attack.


Also, try getting the sniper invisible, it can be a great way to get a kill or two, then secretly drop him off for some terrestrial sniping.
Alternatively, a single teammate can sneak away from the group, while the remaining teammates remain trapped by the sniper. The solo teammate can sneak around the edge of the battlefield and get to the sniper. If the sniper is not being adequately defended by their teammates, and is not skilled at close-quarters battle, then killing them should be a trivial matter (and may require nothing more than a simple assassination). Of particular note is the fact that a sniper using their rifle's zoom cannot see their [[Motion tracker]].


And if you're an advanced sniper and your enemy is in a [[Ghost]] coming towards you, very quickly headshot in the little bit of their head sticking out of the cockpit.
At the same time, a sniper that has practiced battling at close range can be an extremely formidable opponent. Such snipers can usually [[no-scope]] a nearby opponent with ease; they also tend to watch their backs when alone.


==Killing a Sniper==
=== Jump Sniping ===
When counter-sniping, find some cover and hide behind it. Aim so that if you were to jump, your reticule would pass over the enemy sniper—that is, aim slightly below where the sniper would be if you could see them from your present position. Zoom in, and jump. When the enemy becomes visible, fire.


When someone sees someone with a Sniper Rifle, they should remember these steps:
This will likely reduce your accuracy, but it is also quite safe; you are only vulnerable while you take the shot.


*It is not advised to stand in a normal position as the player can kill its opponent in 1 or 2 shots with a Sniper Rifle. Jump in an unusual and random fashion when in the open in order to avoid giving an easy headshot.
===Bring Out The Big Guns===
*Snipers are much less effective while not using a scope. Therefore, while being sniped, come out of cover and fire small bursts every two seconds at your opponent so that hopefully you will only be in his range of fire after he has taken a shot.&nbsp; &nbsp;
When all else fails, use heavy weapons fire to blast the sniper apart.
*If you are forced into a Sniper vs Sniper the best tatic is to get behind cover go in to scope and jump up. This will make you harder to hit but also reduce your accurasy.
*Using a scorpian or wraith is a safe way to take out Sniper enemies.
*It is advised to kill the Sniper first. Some snipers may have people providing cover for them so be carefull.


==External Links==
A sniper can dodge shots fired from another sniper rather easily; all that is required is strafing. Dodging the splash damage from a Scorpion's blast is more difficult. [[Zurdo-pattern Wraith|Type-26]] and {{Pattern|Kemu|Wraith}}s are similarly dangerous to a sniper. A Gauss or Rocket Warthog can quickly eliminate an enemy sniper as well. Heavy vehicles are particularly effective if their pilots can approach the sniper without being seen until they fire the shot; if they fire from a shorter distance, the sniper will have a shorter time to see the shot, react, and dodge. Best of all, another tried and true tactic is to simply run your opponent over, though this has caused mixed results depending on which vehicle is used.
*[http://www.talkxbox.com/editorial80.htm Everything you need to know about sniping in Halo 2] - The Art of Marksmanship


==Related Pages==
==See also==
*[[Face painting]]  
*[[Face painting]]  
*[[Noscoping]]  
*[[No-Scoping]]  
*[[SRS99C-S2 AM Sniper Rifle]]
*[[Sniper rifle|List of sniper rifles]]
*[[Beam Rifle]]
 
*[[SPARTAN-058]]
[[Category:Multiplayer lexicon]]
[[Category:Advanced Skills]]

Latest revision as of 11:49, April 12, 2023

A jump pack Brute is sniped while airborne. The kill is seen through this weapon's telescopic sight.

Sniping is the act of covertly eliminating targets from a concealed or distant position. Snipers often rely on stealth and nearby cover; sniping is rarely performed from an open or conspicuous location. The most popular sniping weapons are the Sniper Rifle, Beam Rifles, and Binary Rifle. Others weapons (such as the Vostu-pattern carbine and the Battle Rifle) can also be used, though they are significantly less powerful and have a shorter range.

Sniping is an essential battlefield tactic in any form of combat. When correctly executed, sniping can inflict not only kills, but also a sense of demoralization and disarray among your enemy combatants. In The Art of War by Sun Tzu, it is stated that one must "attack an enemy when they are disorganized." Sniping can disorganize an enemy, and in a team game, this can make an attack much easier.

Teams[edit]

Sniping is effective both in free-for-all and team-based gametypes. If a sniper can find a good location to snipe from in a free-for-all Slayer match, then they can score a large amount of kills before other players are able to counter-snipe. It is entirely possible, however, for a sniper's opponents to temporarily cooperate in an effort to eliminate the sniper. Should a sniper need to retreat or relocate during a free-for-all match, they will not have allies to provide covering fire for them. Because of this, stealth is particularly important when sniping in a free-for-all match.

During a team-based gametype, snipers are extremely valuable. A sniper can potentially keep an entire team pinned down in one spot, and can also limit that team's exits and therefore their offensive and defensive capabilities. In objective-based gametypes, it may be very useful for the enemy team to know where a sniper is—this limits the team's options, making their actions more predictable.

Aside from their role as a useful distraction, snipers in team-based games can also provide very useful covering fire for teammates. Snipers can also act as effective scouts, locating hazards such as enemy vehicles. For these reasons, distance is particularly important when sniping in a team-based match.

Headshots[edit]

Main article: Headshots

When aiming for kills, a sniper's goal is nearly always to score a headshot. A headshot, when scored with a Sniper Rifle or Beam Rifle, is instantly fatal (unless the opponent has some form of additional protection, such as an Overshield). Multiple consecutive headshots from Carbines and Battle Rifles are not instantly fatal, but will bring a target down faster. In reality and in Halo, a sniper's motto is "one shot, one kill."

However, all headshot-capable weapons (even the magnum) kill in just one headshot, provided that the opponent's shields are down, or the shot is powerful enough to penetrate the enemy's shields.

Weapon-specific Information[edit]

Sniper Rifle[edit]

Main article: SRS99 series

The Sniper Rifle is the one of the three main sniping weapons. A single headshot can kill any opponent—even a shielded one (with the exception of Brutes on Halo 3: ODST) – and only one body shot is needed to kill an unshielded opponent. The Sniper Rifle has a slower rate of fire than the Beam Rifle, and needs to reload every four rounds; however, it can hold more rounds.

Beam Rifle[edit]

Main articles: Type-50 particle beam rifle, Type-27 beam rifle

The Covenant Beam Rifle is the other main sniping weapon. Beam Rifles are roughly as powerful as Sniper Rifles. They are slightly more powerful, being able to kill Sentinels on Isolation in a single shot, but the difference is negligible when dealing with enemy players. The Beam Rifle has a slightly higher rate of fire and does not need to reload, but is prone to overheating and has fewer rounds.

Focus Rifle[edit]

Main article: Type-52 focus rifle

The Focus rifle is a scoped beam weapon capable of continuous fire, being able to kill a fully shielded Spartan in about 1.5 seconds. It fires a continuous purple-tinted beam, but overheats easily due to the continuous fire. It is, however, incapable of performing headshots on other players or enemies.

Binary Rifle[edit]

Main article: Z-750 binary rifle

The Binary Rifle is a scoped beam weapon used by Forerunner military forces, capable of killing with a single shot regardless of where it hits, making it more powerful than the Sniper Rifles and Beam Rifles. The Halo 4 version fires single shots that deal extreme damage with a downside of extreme accuracy loss when hipfired. The Halo 5: Guardians rendition of the weapon fires concentrated beams of energy that are fatal if they hit for most of the entire time they are fired, but lack the accuracy penalty when hipfired.

Covenant Carbine[edit]

Main articles: Type-51 carbine, Type-57 carbine

Neither the Vostu-pattern carbine and Mosa-pattern carbine, the Battle Rifle, nor the M'tara-pattern focus rifle are considered sniping weapons, but they can be used as such. Both weapons are headshot-capable, and both possess scopes that allow for long-range battles.

LightRifle[edit]

Main article: Z-250 lightrifle

Like the Covenant Carbine, the LightRifle is not considered a sniping weapon, but can be used as such. It is capable of headshots and possesses a scope that facilitates long-range battles. The Halo 4 rendition of the LightRifle fires in three-round bursts when hipfired and powerful single rounds when scoped in, while the Halo 5: Guardians rendition always fires single shots but fires wider, more powerful rounds when scoped in.

Magnum[edit]

Main article: M6 series

This weapon was not designed as a sniper, but due to its high accuracy, power, and range, it can be used for sniping in a similar way as the Battle Rifle.

Battle Rifle[edit]

Main articles: BR55 battle rifle, BR85 battle rifle

Like the Carbine, the Battle Rifle is not explicitly intended for sniping. However, it is scoped and headshot-capable, able to bring down a fully-shielded player with four headshots.

DMR[edit]

Main articles: M392 DMR, M395 DMR

Like the Carbine, the DMR is not explicitly intended for sniping, but is scoped and headshot-capable, able to bring down a fully-shielded player with four headshots.

Rocket Launcher[edit]

Main articles: M41 SPNKR, M57 Pilum

The Rocket Launchers have a scope, but are fairly poor weapons for sniping. The rockets that they fire are painfully slow, visually obvious, and generally easy to avoid. Sniping with a Rocket Launcher is only feasible when performed by a player with an incredible gift at leading targets, and against a player whose line of sight precludes them from seeing the rocket.

Spartan Laser[edit]

Main article: M6 Spartan Laser

The Spartan Laser, introduced in Halo 3, has a relatively long range. Its scope is between the Battle Rifle's 2× zoom and the Sniper Rifle's 5× zoom, and it is certainly capable of killing an opponent in one shot. It has the disadvantage of being highly noticeable; it emits a red tracking laser for four seconds before firing, and its profile is rather conspicuous when being held or when being carried on a player's back.

Incineration Cannon[edit]

Main article: Z-390 incineration cannon

The Incineration Cannon, introduced in Halo 4, has a relatively long range. It behaves much like the Rocket Launcher, but the projectiles not only move much faster, but are also capable of much more damage, as they leave behind explosive submunitions upon impact. The Halo 5: Guardians version of the weapon is one of the least ideal choices for sniping, due to its greatly reduced effective range.

Advanced Tactics[edit]

Reconnaissance[edit]

Snipers are particularly useful when keeping a team coordinated. A sniper with a headset can report back to his team, relaying information on the locations of enemies, enemy vehicles, what weapons an enemy team is using, and other hazards. A sniper with a good position can survey the entire battlefield, searching for important events and observing them in detail with a scope.

Movement[edit]

When acting as a sniper, keep moving—especially in a free-for-all or Slayer game. In a free-for-all game, snipers don't have any allies that will provide covering or supporting fire; once a sniper is found, they have almost no hope of making it to safety without being seen or followed. This problem is compounded by the fact that many sniping weapons, particularly the Sniper Rifle, leave a bullet trail—a player, when killed, will know where the bullet came from. Frequent relocation can keep a sniper from being spotted and counterattacked.

In a Team Slayer match, a stealthy sniper is also important. If the enemy team knows the sniper's location, they can simply avoid that sniper. If the sniper's location is unknown, opponents may walk directly into the sniper's line of sight, giving the sniper an easy kill. A hidden sniper can also make the opposing team cautious—sometimes excessively so—and that caution can prevent the team from being as aggressive, decreasing the number of kills they will end up scoring.

A sniper should, when they begin sniping, already know where they plan to go next, and how they will get there. They should also have plans for a retreat, should their next location become inaccessible.

Leading in Halo: Combat Evolved[edit]

Halo: Combat Evolved's netcode requires players to lead their targets even more than in later Halo games. Players may often have to lead by a large amount to compensate for lag, which greatly steepens the learning curve for sniping in Halo: CE, more so than in the other games.

Secondary Weapons[edit]

A sniper's secondary weapon should be a close- to mid-range weapon with reasonable firepower, such as a Carbine, Scattershot, Shotgun, M6D, SMG, Assault Rifle or Battle Rifle. Melee weapons, such as the Energy Sword, also work reasonably well. Extremely powerful weapons, such as the Rocket Launcher, should be avoided though.

The purpose of a sniper's secondary weapon is to dispatch nearby enemies. The secondary weapon should always be fully reloaded, and should be something that a sniper can safely use without risking an accidental suicide. (This is why weapons like the Rocket Launcher and Incineration Cannon should be avoided.)

The choice of a secondary weapon mainly relies on what the player wants to use it for. A player who is confident in staying far away from the enemy could use a Battle Rifle, Covenant Carbine, or even another Sniper Rifle or Beam Rifle.

Aerial Sniping[edit]

Two players, one a vehicle pilot and the other a sniper, can cooperate to score kills from the air. The pilot must be skilled with a Type-26/54 Banshee or competent with a AV-14 Hornet; the sniper will have to be very good with no-scoping if a Hornet is used. Either way, pilot-sniper communication and cooperation is critical. The sniper can jump onto the Banshee's wing, or hop onto the Hornet's side seat.

If using a Banshee, the pilot must be able to dodge fire from Spartan Lasers, Rocket Launchers, and Missile Pods—all while ensuring that the sniper does not fall off of the vehicle. They must also be able to set up shots for the sniper and inform the sniper of any planned maneuvers. The sniper must in turn call out targets for the pilot, as the sniper often won't be able to take out heavily-armored targets (like Scorpions).

This tactic is highly conspicuous; a slow-moving Banshee is extremely suspicious, given that the aircraft is almost always used for high-speed aerial support. If the sniper and the pilot aren't skilled enough, they may be giving an opponent a free Double Kill. This is compounded by the fact that the Banshee cannot fly at too much of a vertical angle, and they cannot boost or perform a barrel roll; these actions will fling the sniper off of the vehicle.

A particularly useful technique is to have the sniper grab Active Camo before jumping into the Banshee; they can get covert kills, and then jump to the ground (or be dropped off at a high sniping position) to snipe normally.

Countermeasures[edit]

There are a variety of anti-sniper techniques, ranging from tips to avoid getting sniped to strategies for counter-attacking a sniper.

Avoidance[edit]

There are a variety of ways to avoid being sniped or headshot.

  • Find cover.
  • Never stand still, and never move in a predictable fashion. Introduce an element of randomness to your movements.
  • When jumping in a sniper's view (or going out of a Man Cannon), constantly crouch and uncrouch. The constant head movement that results will complicate a headshot.
  • Fire the occasional bullet or throw the occasional grenade at the sniper. Inflicting damage on them will cause them to zoom out. In Halo 4, the sniper's reticule will bounce around, as opposed to zooming out.

Flanking[edit]

In a team game, it can be particularly useful for some or all of a team to flank an enemy sniper—especially if the sniper's position, and therefore their line of sight, is known. The team must simply split up, going in opposite directions, staying at the edge of the sniper's movement, and exploiting every piece of cover they can find. Should they reach the sniper at the same time, they can form up and launch a coordinated counter-attack.

Alternatively, a single teammate can sneak away from the group, while the remaining teammates remain trapped by the sniper. The solo teammate can sneak around the edge of the battlefield and get to the sniper. If the sniper is not being adequately defended by their teammates, and is not skilled at close-quarters battle, then killing them should be a trivial matter (and may require nothing more than a simple assassination). Of particular note is the fact that a sniper using their rifle's zoom cannot see their Motion tracker.

At the same time, a sniper that has practiced battling at close range can be an extremely formidable opponent. Such snipers can usually no-scope a nearby opponent with ease; they also tend to watch their backs when alone.

Jump Sniping[edit]

When counter-sniping, find some cover and hide behind it. Aim so that if you were to jump, your reticule would pass over the enemy sniper—that is, aim slightly below where the sniper would be if you could see them from your present position. Zoom in, and jump. When the enemy becomes visible, fire.

This will likely reduce your accuracy, but it is also quite safe; you are only vulnerable while you take the shot.

Bring Out The Big Guns[edit]

When all else fails, use heavy weapons fire to blast the sniper apart.

A sniper can dodge shots fired from another sniper rather easily; all that is required is strafing. Dodging the splash damage from a Scorpion's blast is more difficult. Type-26 and Kemu-pattern Wraiths are similarly dangerous to a sniper. A Gauss or Rocket Warthog can quickly eliminate an enemy sniper as well. Heavy vehicles are particularly effective if their pilots can approach the sniper without being seen until they fire the shot; if they fire from a shorter distance, the sniper will have a shorter time to see the shot, react, and dodge. Best of all, another tried and true tactic is to simply run your opponent over, though this has caused mixed results depending on which vehicle is used.

See also[edit]