Up to this point we have discussed the Rushers and the Tanks. I'm going to close out the team building part of this series with the last two defender roles, the Sharpshooter and the Ghost Defender. Both are crucial and both are played very differently. The Sharpshooter will rely mainly on sniper rifles and certain assault rifles equipped with ACOG/Thermal scopes at long ranges. The Ghost defender will work in a mid to close range with an assault rifle equipped with a silencer. For most maps I recommend having two Ghost Defenders, one for each two man defender team.
The Sharpshooter
Before you enter matchmaking your team should already designate roles and know who is the best with scoped weapons. When you get into a match your Sharpshooter should decide if it would be better to use a sniper rifle of a scoped assault rifle. They should know the hot routes that the enemy will take and the best places to post up to take them out. Movement is key. After you have killed two or three enemies you need to find a new nest to work from. If you stay stagnant too long you'll probably be rewarded with a knife in the back. Claymores will be your best friend. Lets look at some setups.
Primary Weapon: Barrett .50 cal with FMJ/Intervention with FMJ/ACR with ACOG or Thermal/FAL with Holographic
The selection for the Sharpshooter is a varied on depending on personal style. You can use the Barrett or the Intervention with ACOG scopes as well as standard. There will be idle sway. This is recommended for quick/pop scoping on smaller maps. The Thermal scope is recommended for the larger maps. DO NOT USE THERMAL ON DERAIL! The enemy will blend in with the snow on Derail with the Thermal scope. The ACR is the only assault rifle to use the ACOG/Thermal scope with. The gun has virtually no recoil; making the ACOG/Thermal the perfect sight for longer range shooting. The FAL is the only non-scoped weapon recommended for mid/long range shooting. When you put the Holograpgic sight on the FAL it increases the base damage by five points. This makes it a two hit kill at any range.
Secondary Weapon: M93 Raffica with Silencer or Akimbo/Magnum with Akimbo/SPAS-12 with Grip
The Raffica is strong enough to be a primary weapon and has a relatively quick draw time. Use the silencer if you want to stay off of the radar. Use Akimbo for make power. The Magnum packs the biggest punch of any handgun. They have a very fast draw time and are deadly at close range when using Akimbo. The SPAS is a death machine but has a slow draw time. Use the Grip to slightly speed this up and increase your accuracy.
Equipment: Claymore
The Claymore is the only way to go for a Sharpshooter. They will cover your flank and pickup a few kills. They can also serve as an early warning system. Be sure to place them far enough away to give you time to pull out your secondary for CQC. Remember, you can only have two claymores down at a time. When you place the third Claymore; one of the others will blow up. That said; don't be afraid to place more than two. If you move spots; place a new Claymore to cover your new flank.
Secondary Grenade: Stun/Smoke
Use the smoke to cover your movements or as a distraction. Use stun for CQC.
Tier One Perk: Scavenger Pro/Sleight of Hand Pro
Use Scavenger to keep stocked up on Claymores and ammo. If you are a proficient at quick/pop scoping use SoH. The down side to Scavenger is scope-in time. The down side to SoH is no resupply. Pick the perk that fits you.
Tier Two Perk: Stopping Power Pro/Hardline Pro
Stopping Power will make the Barrett and Intervention one-hit kills from the waist up. It is also necessary to make the FAL a two-hit kill. Hardline Pro is recommended for the ACR. With a gun that has not recoil you should have no problems killing the enemy without Stopping Power.
Tier Three Perk: Ninja Pro/ Steady Aim Pro
Use Ninja to stay off of Heartbeat Sensors that may come to hunt you down. The Pro version lets you slip to a new position quietly. Steady aim is for those using the SPAS or Scavenger. Use it with the SPAS to tighten the spread. If you are using Scavenger you will probably be doing a lot of hard-scoping and the Pro version lets you hold your breath longer.
Deathstreak: Final Stand
If you get downed at long range you have a better chance of surviving the bleed out than any other.
Killstreaks:
4/5: Care Package, Predator, Sentry Gun
Use the care package to take a chance. At least once every two games you will get an AC-130 or Chopper Gunner. If you use the Sentry gun make sure it's flank is defended by you or another teammate. If your Sentry Gun isn't getting Kills move it to a more efficient location. The Predator is self explainitory.
7/8: Harrier/Attack Chopper, EAD
These have all been covered. Check previous posts. I know; I'm lazy.
9/11: Pave Low/ AC-130/Chopper Gunner
Again, these have been covered. The only extra advice that I would give here is to use the Pave Low as your second killstreak followed by the 11-killstreaks.
That covers the Sharpshooter. I was going to make another post for the Ghost Defender but they play similar. When Ghost defending equip a silencer on your weapon of choice. Do not silence a sniper. The damage reduction is pointless. Stick with silenced assualt rifles and secondaries. Remember from my previous posts that the Striker is the best shotgun to silence. Use Scavenger, Cold-Blooded, Ninja, all in the pro format. Stick with C4 since you will play at a closer proximity to the flag than the Sharpshooter.
Now that we have covered all of the roles I will now start going over individual map tactics. Send me and email or message on Twitter telling me what map you want first!
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