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Snipers and possible upgrades

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Jarhead
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Post  James100 Thu Feb 26, 2009 8:23 am

Cool, But That Will Vary In Infantry:
Like A Regular Sniper
Anti-Material, Delta Sniper, Loooot More, We Don't Know Were To Start Laughing
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Post  Snake Thu Feb 26, 2009 6:58 pm

I was thinking about some upgrades for snipers (not sure how many you can give one unit) how about
Snipers start out with like a .308 round that can easily kill infantry
Then they get upgraded to .50 cal rifle that can disable light to maybe even lightly armored vehicles
Cool, But That Will Vary In Infantry:
Like A Regular Sniper
Anti-Material, Delta Sniper, Loooot More, We Don't Know Were To Start Laughing

Yeah, we can consider TAOW to have three main types of sharpshooters:

- Scouts: Recon infantry, equipped with medium caliber DMR's - Designated Marksman Rifles;

- Snipers: Specialized anti-infantry infantry, equipped with precision weapons for anti personnel duties;

- Anti-Material Snipers: "Heavy Snipers" equipped with large caliber sniper rifles which can be used against light armored vehicles and "soft targets" at very long ranges.

There will be also other special operations variations (elite infantry with extra skills and specialized weapons).

Then another upgrade to say...depleted uranium tipped rounds that can (low probablility of success) take out armored vehicles and things of that nature.

Sounds interesting, specially when associated with these logics:
https://taow.forumotion.com/member-s-access-f5/the-art-of-war-tech-tree-concept-t265.htm#8728
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Post  Pathfinder Thu Mar 05, 2009 2:09 pm

If anti-material snipers are going to have depleted uranium round as an upgrade
I do suggest that a fully ranked AM sniper should have 50cal incendiary rounds for even
greater effect on light armored vehicles and a possible small improvement versus tanks.
Snipers and possible upgrades - Page 2 109560 Snipers and possible upgrades - Page 2 225471

(Click the link for possible types of rounds.)
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Post  Snake Fri Mar 06, 2009 9:42 am

It's a great suggestion Thumbs Up!

Once Anti Material snipers are in game, we'll have to verify the impact of other ammunition types in the gameplay, if they pass, we'll include'em as a possible upgrade (possibly influenced by rank Cool! Snipers and possible upgrades - Page 2 109560 ).
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Post  OLIVES Sat Jul 04, 2009 5:03 am

i agree with Jarhead, snipers should come with a spotter.

The usa standerd sniper should have a cheytac m200 for long range shooting, poserbly upgradable with suppresser so its harder for human players to spot.

i have end war and i play it all the time. my mate is elite 54 on rainbow six vagas 2.

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Post  Jarhead Sun Jul 05, 2009 4:05 pm

Thanks Olives,
I think it would also be nice to allow the spotter to upgrade to a SALH laser designator, to be used in conjunction with JDAM upgraded aircraft for precise and more effective bombing.
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Post  OLIVES Wed Jul 22, 2009 9:12 am

it would be cool if you had SAS snipers with the psg-1 for the european spec ops snipers.

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Post  James100 Wed Jul 22, 2009 11:27 am

olives wrote:it would be cool if you had SAS snipers with the psg-1 for the european spec ops snipers.
There Will Be A Variety Of Snipers For The European Faction, But Surely The PSG-1 Is One Of Them Wink
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Post  Snake Fri Jul 24, 2009 7:22 pm

The PSG-1's military-based variant (the MSG-90) is likely to show up in TAOW Thumbs Up!
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Post  OLIVES Sun Oct 04, 2009 9:11 am

maybe the xm109 could be a possible upgrade for the anti tank sniper.
and a cheytac m200 upgrade for the anti personal sniper

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Post  Snake Tue Oct 06, 2009 5:33 pm

OLIVES wrote:maybe the xm109 could be a possible upgrade for the anti tank sniper.
and a cheytac m200 upgrade for the anti personal sniper

Both the CheyTac M-200 and the XM109 ('M109' if used in TAOW) are very plausible candidates to equip American Class 3 sharpshooters (Snipers and Anti Materiel Sharpshooters respectively Cool ).
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Post  AgustaBE Sat Oct 10, 2009 10:08 am

will the M110 Semi-Automatic Sniper System be included?
Snipers and possible upgrades - Page 2 M110_ECP_Left

grtz
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Post  AgustaBE Sat Oct 10, 2009 10:09 am

oh and the supressed version is awesome too!

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greetz
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Post  James100 Sat Oct 10, 2009 11:06 am

The M-110/XM-100 is a definite go.
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Post  Snake Sat Oct 10, 2009 11:52 am

Absolutely Snipers and possible upgrades - Page 2 36334
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Post  AgustaBE Sun Oct 11, 2009 4:31 am

yeah i knew that it was almost impossible not to include it, since it is a highly advanced weapon Thumbs Up! Snipers and possible upgrades - Page 2 609542

greetz cheers
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Post  Pathfinder Sun Oct 11, 2009 1:50 pm

Somewhat advanced, seeing how the M110 is basically a branch based off of the AR15 family (popularly known as the M16 family), like the SR25.
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Post  James100 Mon Oct 12, 2009 8:35 am

Well Basically the M110 is just remake of the SR25
It's based on it to be clear.
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Post  Jarhead Mon Nov 23, 2009 1:59 am

Will snipers have any special abilities, like demo, or radar jamming, anything? Will snipers come in teams? And finally, could I launch a sniper team from a submarine, and if i did would they have any chance at survival or will they be weaklings like in zerohour? Smile
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Post  Pathfinder Mon Nov 23, 2009 1:41 pm

Relating to Jarhead's question about would snipers come in teams.

I do hope if this is a choice they would spawn as 2 separate units rather then a single unit using the angry mob logic in ZH.
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Post  Jarhead Mon Nov 23, 2009 10:09 pm

The "Spotter" should have different attributes then the sinper, accessible in the battle witndow at the bottom of the screen, so yeah, mob logic wouldn't solve the problem. I wondering if having a spotter in proximity of a sniper would increase the range and sight of the sniper. Allowing for the 2 to split up giving the spotter free reign to say... plant a bomb on a large aircraft, while being covered by his team mate. So yes, they should be 2 seperate entities that combind prove a deadly force. Something representative of an adtual team in the field.
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Post  Pathfinder Tue Nov 24, 2009 1:41 pm

Jarhead wrote:wondering if having a spotter in proximity of a sniper would increase the range and sight of the sniper.

Very possible, you can have the spotter as a walking frenzy or propaganda emitter, that would increase the sniper's weapon range and fire rate.

or some binocular ability that reveals an area for the sniper to pick off targets.

There might also be the possibility of using the Avenger's target designation ability in conjunction with the binocular idea, to specifically designate targets for the sniper, giving him an increase in fire rate and such.
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