Sniping In Games - Lessons Learned



A couple of terms that need a clear definition in relation to shooting are accuracy and precision. Precision, as relates to firearms, means: the bullet will strike a certain point consistently at a fixed range and fixed elevation. A more intuitive definition might be the shot grouping is as small as possible and located in the same place. The smaller the shot grouping the better the precision. Accuracy, as relates to firearm is how well the firearm hits the aim point. In other words, the gun hits where it is aimed. So, for good shooting we need both accuracy and precision.


Bullet drop is probably one of the most controversy generating topics in military games among gamers. This rifle is flatter shooting than another rifle and so on. The arguments go on endlessly. In the end it is fairly unimportant. What is important are a few things. One, that the bullet strike point, at any given range, is consistent. In other words the bullet drop for a particular firearm and cartridge combination hits near the same point with a tight shot group. If it does so then the bullet flight path has high precision. It also means the game developers, or game dev’s, did not add too much random scatter to the gun’s performance characteristics. The smaller that scatter is, the more repeatable the strike points will be, the smaller the shot group. Two, that the game has scopes which match the rifle well. Another way of saying the rifle, scope or sights, and cartridge combination are accurate. The combination hits where you aim.  That the dot and hashes on the scope reticle line up well with the bullet strike points in a game. This is generally measured in 50 or 100 meter or yard range segments. For example, if the bullet strike points consistently occur at the hash points in a scope every 50m, then adjusting for range by hold over will be very precise, accurate and fast because you know what hash or dot to put on the target. The bullet drop magnitude, within reasonable limits, doesn’t matter. It is the precision and accuracy that matters and how well you know your weapon’s combination of bullet drop and the bullet strike points on your scope reticle. If you know that, you can easily adjust for bullet drop with hold over.

Now, it is true that a bullet drop of larger magnitude makes it harder to get your bullet through a restricted opening. The greater the range to the opening or aperture the more the bullet drop is likely to come into play. Examples might be a window in a room or firing port in a bunker. Now I am making the assumption here the target is relatively close to the aperture you are trying to shoot through. Like a bad guy in a room or an enemy in a guard house or bunker. The important consideration is not the range to the target. It is the range to the aperture that is important. You use the range to the aperture to adjust your hold over when aiming. This will insure bullet makes it through the aperture without striking the window frame, or concrete around the firing port. Just make sure the reticle’s center line or the firearm’s front sight is inline with the intended target and the bullet should strike the target. If you adjust your hold over for the target range it is possible you will strike the edge of the aperture instead of the target. Especially if the firearm has a more severe bullet drop associated with it. I know I have made this mistake. By using this tactic you may not get headshots through an aperture but you will get your bullet into the room or bunker where it can strike the target. If the vertical line on the reticle is lined up with the target you should then get a hit on the target.

Field of view and scope magnification. In games, the scope’s magnification does not usually just apply to the scope itself. The usual approach is to magnify the entire game screen. The higher the magnification the less field of view (FOV) is available to the player. This means you are seeing the world through a smaller slice or slit if you will.  Smart players will keep some attention on the area outside of the scope. This keeps them from getting tunnel vision and missing an enemy who comes in from their flank. The wider the FOV the easier it is to detect enemies approaching from the flank. The smaller the FOV the easier it is for an flanking enemy to approach unseen because if  they are outside your FOV they cannot be seen. So, it is important that a scope not over magnify. Scopes meant for shorter distances should have little or no magnification. Most games will magnify even 1X optics like a red dot scope. And most games over magnify scopes at all ranges, particularly short ranges. This cuts the FOV and makes the player more vulnerable to flanking maneuvers. The magnification should be appropriate to the range the optic is intended to operate within. A longer range encounter will require more magnification for accurate and precise shot placement. Still, you do not need a 12X scope! At longer range the player is also less vulnerable to flanking. But remember - snipers get your head out of the scope from time to time! At short ranges, optics and the game screen should have a wide FOV and thus little or no magnification. This is when the player is most vulnerable to being flanked and need the widest view available. This is why I often choose iron sights over a scope for the firearm I intend for shorter range encounters and especially for inside encounters like room clearing. Irons sights will often provide the widest FOV. They also have fewer components blocking your view and thereby provide the best situational awareness.

When firing on targets at long range you need your rifle to stay as still as possible when you pull the trigger. To increase the rifle’s stability, in most games, shooting from a prone position will reduce the weapon’s wobble to a minimum. Another technique is to hold your breath for a short time. In games this is usually done by holding down the Shift key. Many games make bipods available for weapons that need help with stability. These weapons are commonly the machine guns and sometimes sniper rifles. In most games the bipod anchors you to whatever surface the bipod is deployed upon. Personally, I avoid bipods like the plague. If you are unlucky enough to suffer that flank attack we talked about earlier, you will likely die before you can get a bipod undeployed, turn, aim, and shoot. At the very least it is an extra step you must remember and perform. That means in a situation which forces you to move quickly there will be a delay while you undeploy the bipod. In a fast paced encounter you will stand a good chance of dying before this is done. So, I stay away from them and concentrate on using crouched or prone positions for shooting and remembering to hold my breath.

Sniper hides. A good hide is important to the continued good health of a sniper. ;-) Most people when searching for snipers will first scan a ridge-line looking for someone who has skylined themselves. It provides a nice, high contrast, target for counter sniping which is also easy to detect. Also people who are sniping will tend toward using higher elevations to improve their sight line to their targets. So they will often position themselves on a ridge-line to get the highest possible position. A similar situation is sometimes caused by lying on tops of boulders. Sure, they both provide great visibility. But that visibility works both ways.

Let me make a suggestion. In military speak there is a term called the military ridge. This is a point approximately two thirds the height of the real ridge-line. You see it discussed in escape and evasion tactics. This is a great place to position yourself for sniping on the enemy facing side of a ridge. People scan the ridge-line and miss your presence about a third below the ridge. This will still provide a good elevation for your sight line. It gives you a chance to react if someone comes down on you from the ridge or comes up at you from the bottom. If you have available and select good camouflage for the terrain, then you will practically disappear at range. It can even make it hard for someone to see you through optics. Try to match patterns on the ground with your clothing. Also color and brightness must be considered. Try to match those to the terrain’s color and color brightness.  Use brush, trees and rocks for screens to block the enemy’s view of your body. Notice I don’t mention using grass. Often in games, especially older games, the grass will disappear at range. So you are laying there all snug as bug in high grass, but you are plainly visible at range.

These are some quick lessons learned from my own gaming. Usually learned the hard way, especially the grass one. I hope they are as helpful for you as I have found them for me.

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