Sniper Ghost Warrior Contracts

Sniper Ghost Warrior Contracts

Not enough ratings
THE CONTRACTS MANIFESTO
By doomedSniper
Demonstrating legit and ultra stealth gameplay is a difficult task in deadeye. Does not matter if you are a beginner/finding it difficult to achieve stealth perfection in deadeye, this guide will help you understand almost every angle from the perspective of stealth sustenance. This 'GENERALIZED' guide will also be 'bias-free' and will allow you to choose the best equipment that suits your playstyle. It will contain my opinions in different places and the reasoning of every choice.

It has several dependencies,
1. IN-GAME JOURNAL.
2. RELIABLE SHOOTING(D.R.S. COMPATIBILITY).
3. VIDEO DEMONSTRATIONS(NOT NECESSARY, JUST GIVEN AS PROOF).

You need to read/master/watch(not necessary) these dependencies! All of these are complementary, the puzzle will not be complete if you miss a single piece(beginners).

The bold faced chapters are more useful from a gamer's perspective. You might find something useful there. But I request you to read it fully, this way you can rectify my mistakes and also might experience a little completeness as a Professional Sniper.

You’ll also find out one thing, why Sniper Ghost Warrior Contracts is one of the most enjoyable sniper platforms despite its buggy appearance. But it also has some vulnerabilities(other than bugs), I will discuss some of ‘em.

This guide is made to tackle both
CONTRACTS & CONTRACTS 2.
Be a deadeye from the very beginning. You can also reliably use the properties of this guide in determining your own reference applicable to CONTRACTS 2.

INFO.
The words ultra, ultimate etc. I have used in this guide is strictly not in the sense of something absolute. Rather it is my absoluteness/ the best thing in my view. It is nothing universal, rather strictly personal. I can't achieve something greater than that, that's why I will(have) use(used) those words. If you're unhappy, then just write your point in the comment section, I will rectify the section accordingly. Sometimes it is not possible to feel your own cockiness, I would appreciate the help if you kindly rectify the mistakes. Consider rating the guide if it helped you in some ways.

WARNING 1!!
This guide contains very sensitive and unmarked spoiler information scattered all over it's content. This is the reason I published it this late. But I don't think that it is possible to elaborate the effectiveness of weapons, gadgets, strategies without ruining a very limited part which is taken as an instance.

WARNING 2!!
If you came across a term which is not defined anywhere in this guide then see a video. The videos are incorporated with many explanations and descriptions that you can't find in the text portion.
2
   
Award
Favorite
Favorited
Unfavorite
PROLOGUE
A guide is not complete unless one demonstrates the effectiveness of a strategy/specialty of weapons. It is reasonable not to believe anything unless one justifies it with lots of successful trials!
This guide will not be just a set of instructions rather be integrated with Generalized Techniques compatible with Ultimate Ghost Warrior Cloaking(concerning all the situations the game offers). It will help you achieve Ultra Stealth(Zero Spooking), without ruining your creative thinking and fun. The whole discussion will be from the base perspective of stealth sustenance in deadeye as it is the major goal of a Ghost Warrior. If you follow this guide closely then you’ll be able to formulate ultra optimal sandbox strategies.

THIS TIME THE POINT OF VIEW OF THE DESCRIPTION OF WEAPONS/STRATEGIES WILL NOT BE JUST FROM A GAMER’S PERSPECTIVE RATHER FROM A SNIPER’S PERSPECTIVE TOO.
I WILL TELL YOU (YOU’LL ALSO GET TO SEE) WHY EACH WEAPON SHOULD/SHOULD NOT BE A SNIPER’S CHOICE.
SANDBOX OPERATOR


SIGNIFICANCE OF A SANDBOX
"No specialty can be gained without the expense of another."

Instance : Silencer and Muzzle Brake – If you use a muzzle brake you lose noise reduction but gain extra recoil compensation and vice-versa. There are numerous no. of this kind of “complementary parameters” inside the game. This is the reason why you’re given a tactical sandbox. The sandbox environment will help you overcome vulnerabilities and compromises applicable to a specific equipment/strategy. This way you can complete an objective in many ways but all of ‘em might not be ultra optimal.

SANDBOX DEMONSTRATIONS.
GADGETS.
SPECIAL BULLETS.
ATTACHMENTS.
SKILLS.
Instance : Killing Kurchatov(3 closed packed enemies).

DEADEYE STEALTHY.
  1. Ultra Close-Combat. Can’t get close without letting them see Seeker. Create an optimal and temporary EMP distraction to realign them and release the Guss M9 and Steel Grip Fury.



  2. Lethal Decoy Trap. Killing Kurchatov from over 100m distance behind the protective glasses, lure him and assassinate him with the help of lethal gas emitted by a decoy trap(upgrade required). Taking care of the enemies who might see the gas cloud(only the heavy enemy, the AI is fantastic).











  3. Non-Lethal Decoy Trap. Drag Kurchatov out of the rabbit hole and kill him in an isolated section from more than 100m distance.











  4. Drone Luring. Upgrade the drone luring module and use it to lure Kurchatov out of the studio. Tag him for certainty. Dump the drone just after luring and kill Kurchatov from over 100m distance.



  5. Interrogation. Interrogating Kurchatov after distracting and destroying the other two guards. Stealth Sustenance is absolute.



  6. Decoy trap + Mine trap. This has the same function as a Lethal Decoy trap, except the gas cloud is larger(fair chance of detection). Use this combo if you do not want to upgrade the decoy trap lethally. Plant ‘em simultaneously side by side(so that he steps on the mine first) and kill Kurchatov from over 100m distance. Clear out the surroundings a little which is desirable for stealth sustenance.



  7. Bullet Luring. Lure Kurchatov to the left side of the studio and kill him from over 100m distance. Luring and killing him on the right side is a little bit tricky and professional(see the video demo.)! But be careful as single bullet luring is possible from a particular spot only, as demonstrated. You need to tag him through the bulletproof glasses with your binoculars.



  8. Death From Above(I). Distract the heavy enemy with a stone from the rooftop, and bring the rain. They can’t do anything to prevent it. Your success is assured.





    BRING THE RAIN.





  9. Death From Above(II). Lure Kurchatov out of the studio and dive for the prey. Let him know, he was being hunted by a 'GHOST'. Kill the surrounding enemies. Other enemies will suspect after hearing Kurchatov's gunshots but it will be long over before they reach out to him(can be done without letting him fire his weapon, slit his throat). Hide the bodies carefully/ kill the enemies suspicious of the incident/ be an invisible hawk.





    THE HAWK(stage_1).








    THE HAWK(stage_2).








    THE HAWK(stage_3).








    THE HAWK(stage_4).







    OR, YOU CAN SIMPLY JUMP ON HIM.





    THE HAWK(stage_1).








    THE HAWK(stage_2).






    https://steamproxy.net/sharedfiles/filedetails/?id=2485703888

  10. Environment Takedown. There is a fuse box just below the building. If you disable it, the heavy enemy will come outside the lab normally, investigating without any kind of suspicion. Chain Kill Kurchatov and the foolish bodyguard.


LOUD BUT UNDETECTED : YOU'RE NOT A GHOST THE MOMENT THEY IDENTIFY YOUR POSITION/SEE YOU.

  1. Decoy trap + Tank Mine. Upgrade the tank mine from the ability section. Deploy the trap and the mine side by side(just like the mine trap combo), lure the fool and wait for his suicide from a safe distance from over 100m.











  2. Decoy Trap + Bouncing Betty. Similar effects of tank mine but lower in cost and no upgrade required. Kill Kurchatov from over 100m distance.





    The Ultimate Deathtrap.





  3. C4. Plant a C4 under Kurchatov’s nose and remotely detonate from over 100m. Distraction is necessary for deadeye which can be done by a stone.











Close Combat Strategies : 5.
From over 100m distance Strategies : 8.

-------------------------------------------------------------------------------------------------------
Total no. of strategies : 13.

There are a few other fire-in-the-hole strategies that remain, but they are not very much deadeye optimal. You should not depend upon one chance in a million stunts to conquer the game.
This is just a small part, imagine how creative you can be with all the other things. I won’t ruin your fun by discussing those.

Note. Notice one thing in all the above sandbox strategies. The enemies Never Saw Seeker, not for once. A strategy where you can't sustain the meaning of a 'GHOST' is not a Ghost Warrior Strategy at all. It is my request not to give up the name, Sniper Ghost Warrior, try to live up to that with respect.
WEAPON PARAMETERS


When discussing sniper rifles, one needs to choose an associated parameter that will be used as a 'reference' for all of ‘em(idealistic point of view). I will discuss some of ‘em and the associated deceptions briefly. The fact is you can’t choose a single reference parameter; when you determine a rifle’s appropriateness, you have to anticipate all the parameters but sometimes a collection of two or three parameters is good enough for a particular strategy.
The game offers you the following parameters.

Preferred Range
The journal says, range corresponds to the scope and its upgrade options.
Actual Range(Projectile max. reach) and Preferred Range(Scope magnification) are different. For the rifle BLOWER R93 the preferred range never changes even if one changes the scope, this is a possible bug.

Damage
The journal says the damage decreases with distance. You can verify just that with a DARPA round. DARPA Body shot an enemy with MADISON from 300m and 600m respectively. The short distance shot will kill but the long shot won’t. Do not use a bullet cam, if you use, then both the shots will kill the enemy, this is one of the vulnerabilities Bullet Cam has. I will discuss 'em later.

Noise Reduction
Noise reduction techniques impose certain constraints on the rifle. Using a silencer reduces the performance of the rifle considerably via increasing recoil. A true ghost warrior chooses a shallow sniper nest/area and a muzzle brake. A KSV uses a 'HOLY COW' silencer and as a result, the KSV has the worst of the worst recoil compensation. Using a KSV for long-range is ultra foolishness. It is wise not to use a silencer for long ranges. I will demonstrate(through a brief game-play) why that is.

Mobility
The mobility of a rifle represents 3 things.
  • Rifle’s Weight. The lesser the mobility, the greater the weight, followed by a greater stamina drain.
  • Rifle’s reliability in scoped mode. The higher the mobility the easier it is to turn the rifle in scoped mode. In other words, better mobility means better reliability in scoped mode. You will feel certain restoring drag force opposite to the turning direction for low mobility rifles. Try this with a SORIS and a BLOWER along with a dispersive blow(see SNIPER TACTICS).
  • Maneuverability. The maneuverability(sidearm-rifle switching time) increases with mobility. The maneuverability increases further if the rifle is a mobile bullpup, a KSV in this perspective has Ultra Maneuverability and is also much easier to conceal.
These last two things collectively represent the 'handiness' of the rifle.

Sprint dependence on weight/inverse mobility.
The lesser the mobility, the greater the weight, the lesser the sprint duration. This is the standard fact. But Reese ESR does not follow this rule. Despite being lightweight, it does not possess high mobility.

SPRINT MEASUREMENTS
X, Y, Z, P, Q are typical distances. Watch the associated video.
  • KEVLAR SUIT(50 ARMOR) + CERAMIC PLATING(100 ARMOR).
    Blower R93(ultra) : X
    B95 Chris(lowest) : Y
    Reese ESR(low) : Y
    Sprint with Specific Sidearm + Any Rifle : P

  • CERAMIC PLATING(100 ARMOR) + LIGHTER EQUIPMENT UPGRADE.
    Blower R93(ultra) : X
    B95 Chris(lowest) : Y
    Reese ESR(low) : Y
    Sprint with Specific Sidearm + Any Rifle : P

  • LIGHTER EQUIPMENT + SPRINTER UPGRADES.
    Blower R93(ultra) : 2X
    B95 Chris(lowest) : Z
    Reese ESR(low) : Z
    Sprint with Specific Sidearm + Any Rifle : Q

2X > Q > X > P > Z > Y

Stability
Stability is a measure of the fluctuations of the crosshair focus. The better the stability the lesser you’ll have to hold your breath. Higher stability weapons are generally very special. One uses a 'Prone Stance/A Bipod/Supported Stance' to enhance the stability of the associated rifle.
Reese ESR is an exceptional rifle that has the highest stability.

Ammo Capacity
Recoil
The higher the recoil the harder it becomes to take consecutive rapid shots(less recovery time), mid-range/long-range(all are over 200m). A muzzle brake reduces the recoil profoundly and unlocks the rifle’s capabilities to the highest of extents possible. See the associated video for demonstrations.

RPM
The deception : The in-game scales show that madison has the highest RPM of all rifles.
The game-play experience will tell you otherwise.
  • MADISON EMS 25 ------- ~61.3 RPM.
  • SOO-KSV 2020 --------- ~86.4 RPM.
Note. Each of these parameters has some form of 'countermeasure' if the associated rifle lacks the particular. So, choosing the most appropriate universal parameter is very difficult(according to which the rifles will be categorized). I chose range as my reference parameter cuz it is more fundamental than the others and a sniper checks it out at the very beginning. Once you choose range as your parameter, you can infer other parameters to compare the associated rifles under that specific range criterion.

Merging typical Complementary Parameters : Bending the Rules
  • Mobility and Weight.
  • Recoil Compensation and Noise reduction/RPM.
When one rifle contains two/more complementary parameters to a considerable extent, the rifle becomes expensive. Like the Sturm Precision(Compatible with Short and Long Range Both) and Madison EMS 25(Stability,Recoil compensation and Noise Reduction/RPM rich). Sometimes a very special Tac. Assistance(Madison) affects the price profoundly!

Know your rifle
You have to be completely familiar with your rifle, that is, what it can do and what it can’t. Just like what a semi-auto can do, and a bolt action can’t. In fact, you have to incorporate an alternate strategy/use gadgets if you wish to stick to a particular rifle. Either you choose your rifle compatible with your strategy or you change your strategy in accordance with the rifle capabilities.

What happens if you misjudge?
Well, I have felt the results of all my misjudgments when I was a beginner. So, with my limited experience I can tell you what happens in deadeye if you try to incorporate ultra stealth with premature data of the AI and Equipments.

Exactly this happens. Buddy Thomas here forgot to anticipate barrel flexibility. You know the rest of the story.
SNIPER RIFLES (CLASS : RANGE)


CATEGORIZING PARAMETER : BEST SCOPES.
  1. Short Range(<200m,typical).
    • Tactical XCR 700(7.62mm).
    • Madison EMS 25(7.62mm).
    • OFB SVDM(7.62mm).
    • SOO-KSV 2020 SD(.300 Winchester Magnum).
    • Blower R93(.300 Winchester Magnum).

  2. Long Range(>300m,typical).
    • Reese ESR 2020(.338cal).
    • Soris T50(.338cal).
    • Ron B82(.50cal).
    • Chris B95(.50cal).

  3. Universal Range(50m-500m and beyond).
    • Sturm Precision(.338cal).

Short-range doesn’t mean that you can’t kill a long-range enemy, rather the telescope magnification. Short-range means that you won’t have enough magnification to distinctively isolate the target’s head(as headshots are important for 7.62mm and .300WM rifles). Bad idea if you want to take double anticipative headshots even for mid range(200m-250m), using a turret is another option if it is necessary to engage from long range.

Long-range rifles are very useful for stable sniping from a nest! But as the .50cal rifles are loud, you’ll need to clean up the surroundings a little bit before you start the job! Shallow Muzzle Suppression Techniques works too(discussed it later). These are extensively applicable for mid range to long range anticipative 2shot-2kills.

You can claim all the contracts via stable and deadeye sniping from the best/multiple nests in each base and of course with ultimate stealth! This is one typical property of a strategy, I call it
ULTRA WRAITH FALCON!

EDITED(16th July, 2021)
Ultra does not mean that it's the best, rather one of the skillful strategies 'in my view'. This strategy can't be described in a few words as it requires a fair amount of understanding. It is better if you experience this through two videos with some explanations which you can find in the VIDEO DEMONSTRATION section.

Some Properties of Ultra Wraith Falcon Strategy :
  • You use a muzzle brake instead of a silencer. Which maximizes performance via minimizing recoil and forces you to consider each and every shot very carefully, so that you can be "silent". Same goes if you use .50cals. You also use the full capabilities of a semi-auto.
  • Headshot(1headshot1kill) long range enemies(200-400m) even if they are moving side by side without the bullet camera in deadeye. Also you no longer need a turret for synchronization. Not just once rather multiple times(instinctive) in a row. This strategy I have demonstrated as Ultra Co-ordination. Telling you again, that Ultra does not imply a maximum, rather a good amount of co-ordination in my view.
  • No alarms(Wraith) and no misses(Falcon) even with the loudest of rifles. I choose Kolchak Harbor for this demonstration cuz it was the only map where I could have prooved that it was silent all along via successfully accomplishing the no alarm challenges.
  • This will pose a further challenge if you constraint yourself only with head-shots and One Man Army(all area clear) and without loading any checkpoints. That's why I have used the word Ultra. Also, this strategy can't be used for any maps.
In other words, Ultra Wraith Falcon is a strategy where one utilizes a binocular, a beast and a nest to an optimal extent.
-----------------------------------------------------------------------------------
SUGGESTED BY TWISTEDGRAPHENE

Ultra Wraith Falcon.

I have demonstrated the specialty of each rifle by performing some action(not stunts)! Does not matter what the situation is, your tactics to tackle ‘em determines your rifle! Whatever burden you have, 'EVERY SITUATION' can be handled whether you have/ have not the required rifle without losing your deadeye stealth via choosing appropriate strategies.

Recall this awesome dialogue before you decide any rifle is bad / worst.

'IT DOESN'T MATTER WHAT'S UNDER A HOOD, THE ONLY THING THAT MATTERS IS WHO'S BEHIND THE WHEEL!’
– DOMINIC, THE FAST AND THE FURIOUS.
I don’t want you to believe me blindly so, I am leaving appropriate quotes from renowned characters/personalities. Even if they are from movies/books but considered from a very realistic point of view.

THE BETTER YOU ARE, THE BETTER YOU CAN LIVE UP TO YOUR RIFLE. SO, MAKE SURE THAT YOU ARE NOT UNDERESTIMATING YOUR EQUIPMENT.
SNIPER RIFLES(CLASS : RPM)


RPM INTENSITY
  • Rotation-Pull Bolt action : RPM Intensity - 1(typical face-value).
    • Tactical XCR 700(7.62mm)
    • Reese ESR 2020(.338cal)
    • Soris T50(.338cal)
    • Sturm Precision(.338cal)
    • Chris B95(.50cal)
  • Straight-Pull Bolt action : RPM Intensity - 2(typical face-value).
    • Blower R93(.300 Winchester Magnum)
  • Stable Semi-Automatics : RPM Intensity - 3(typical face-value).
    • OFB SVDM(7.62mm)
    • Madison EMS 25(7.62mm)
  • High recoil Semi-Automatics : RPM Intensity - 4(typical face-value).
    • SOO-KSV 2020 SD(.300 Winchester Magnum)
    • Ron B82(.50cal)
Note: There are internal slight variations of RPM for every specific face value.

Now as I have categorized them concerning their RPMS(/Actions), let’s invoke other parameters to determine the best things for different of perspectives. I am gonna do this just this once for clarifying my point, you do other combinations yourself, determine a categorizing parameter first and then invoke other parameters/tactical conveniences into the picture.

BEST HIGH RPM RIFLES
  • RPM + Ultra Tactical Assistance : OFB-SVDM.
  • Max. Stability and Recoil Compensation + SUPER RARE TAC. ASSIST. : Madison EMS 25.
  • Max. Silence + AP : SOO-KSV 2020.
  • Damage + Max. Range : Ron B82.

Now You can invoke many other parameters to determine the best of the bests obviously for a specific job description/way of tackling.

Another Perspective. Madison takes a little higher time to get ready for the next shot(relativly high recovery time), but a KSV fires the next round before the rifle has fully compensated for the recoil(very low recovery time). Recovery time also represents the time taken by the rifle to regain it's balance just after a shot and returning to the original state before discharge. So, if you consider it again, you’ll find that the Madison has the higher 'EFFECTIVE RPM' that supports extreme precision.

TACKLING RIFLE VULNERABILITIES
Without changing the rifle.
  • LOW RPM.
    • Countermeasure 1. Right time | Right Place | Right Enemy(TRUE SNIPER ABILITY).
    • Countermeasure 2. Remote Turret for long-range sync shots(CO-OPERATION).
    • Countermeasure 3. Distraction and Isolation. EMP and Luring rounds are very useful in this scenario.
  • LOW DAMAGE.
    • Countermeasure 1. Weak spot utilization. Target 'EXPOSED' neck shots.
    • Countermeasure 2. Armor Piercing Rounds.
  • LOUDNESS.
    • Countermeasure 1. Choosing a clean and clear nest far away. Destroy the surroundings first with your silenced sidearm. Sometimes you won't need it, depending on the rifle.
    • Countermeasure 2. Shallow spot utilization for muzzle suppression if distance can’t be gained.
    • Countermeasure 3. Silencer attachment.

BOOSTING ANY RIFLE TO IT’S MAXIMUM ABILITIES
Not all the parameters of a rifle can be changed or improved. Tapping the maximum abilities with proper attachments makes any weapon super compatible with an associated situation.
  • Range. Scope Enhancement Available.
  • Damage. Armor Piercing Rounds.
  • Noise Reduction. Muzzle Brake Attachment. The less the noise reduction, the better the performance.
  • Stability. Bipod Attachment.
  • Ammo Capacity. Extended Magazine Attachment.
  • Recoil. Muzzle Brake for max compensation.
  • RPM. Fixed.
  • Mobility. Fixed.

    So, when you design a strategy, you should check out the RPM and Mobility at first as they can’t be modified/enhanced to fit a situation. One should consider this before buying any rifle.
SHORT RANGE RIFLES(CORE)
* MEANS AN UNIVERSAL ONE-OF-A-KIND SPECIALTY.
You'll find attached video demonstrations for all the performance achievements except linear barrage, which is straightforward and an easy method.

TACTICAL XCR 700(7.62mm X 51mm ; 10X max.)
Accomplish of 'Tactical Operators'.

The only thing that can compete with BLOWER's mobility and Tactical Assistance.

  • SPECIALTIES
    • * UNIVERSAL ULTRA TAC. ASSISTANCE.
    • MAX. RECOIL COMPENSATION AMONG THE 7.62MM.
    • MAX. MOBILITY AMONG THE 7.62MM.
    • MAX. NOISE REDUCTION AMONG THE 7.62MM(MUZZLE BRAKE).
    • MAX. RANGE AMONG THE 7.62MM.

  • DRAWBACKS
    • * UNIVERSAL WORST STABILITY.
    • * UNIVERSAL LOWEST DAMAGE.
    • LOWEST RPM BECAUSE OF THE ROTATION-PULL BOLT ACTION, IN THE 7.62MM FAMILY.

  • SPECIAL BULLETS
    • EMP.
    • LURING.
    • TAGGING.

  • PERFORMANCE ACHIEVEMENT : TACTICAL BLOW.

OFB SVDM(7.62mm X 51mm ; 10X max.)
Accomplish of Ultra Rapid-Handlers.

'TAMING' the Dragon of Dragunov and accessing it's highest of abilities won't be easy...

  • SPECIALTIES
    • * UNIVERSAL MAX. AMMO CAPACITY (20 Rounds/Extended Clip).
    • * UNIVERSAL ULTRA TAC. ASSISTANCE.
    • MAX. MOBILITY AMONG THE 7.62MM.
    • HIGH RPM SEMI-AUTOMATIC.
    • IMPROVED STABILITY RELATIVE TO THE XCR 700.

  • DRAWBACKS
    • * UNIVERSAL LOWEST DAMAGE.
    • LOWEST RECOIL COMPENSATION(WITH SILENCER ATTACHMENT) AMONG THE 7.62MM.
    • LOUDEST AMONG THE 7.62MM RIFLES(MUZZLE BRAKE).

  • SPECIAL BULLETS
    • EMP.
    • LURING.
    • TAGGING.

  • PERFORMANCE ACHIEVEMENT : ULTRA-RAPID BLOW.

MADISON EMS 25(7.62mm X 51mm ; 14X max.)
They will feel the lightning, but won't be there to feel the thunder.

Lightning Bolt...

  • SPECIALTIES
    • * MOST STABLE UNIVERSAL SHORT RANGE SEMI-AUTOMATIC LIGHTNING! MAX RPM AMONG THE 7.62MM.
    • * UNSTOPPABLE AND SUPER RARE TAC. ASSISTANCE.
    • MAXIMUM STABILITY AMONG THE 7.62MM.
    • MAX. DAMAGE AMONG THE LSRs (7.62MM AND 0.300WM).
    • MAX. RECOIL COMPENSATION AMONG THE 7.62MM.
    • MAX. RANGE AMONG THE LSRs (7.62MM AND 0.300WM).

  • DRAWBACKS
    • LOWEST MOBILITY AMONG THE 7.62MM.

  • SPECIAL BULLETS
    • TAGGING.
    • LURING.
    • DARPA.

  • PERFORMANCE ACHIEVEMENTS
    • LIGHTNING INSTINCT.
    • SILENT HITMAN.
    • ULTRA WRAITH FALCON.

BLOWER R93(0.300WM/7.62mm X 67mm ; 14X max.)
Release the 'BLOW', respect this light devastation.

The 'SILENT' Muzzle Braker.
  • SPECIALTIES
    • * UNIVERSAL ULTRA MOBILITY.
    • MAX. AMMO CAPACITY AMONG THE 0.300WM(15 Rounds/Extended Clip).
    • MAX. RECOIL COMPENSATION AMONG THE 0.300WM(MUZZLE BRAKE).
    • BLOWER TACTICAL ASSISTANCE.

  • DRAWBACKS
    • * WORST UNIVERSAL RECOIL COMPENSATION(SILENCER ATTACHMENT, CAN BE IMPROVED).

  • SPECIAL BULLETS
    • EXPLOSIVE.
    • LURING.
    • TAGGING.

  • PERFORMANCE ACHIEVEMENT : ULTRA-DISPERSIVE BLOW.

SOO-KSV 2020(.300WM/7.62mm X 67mm ; 10X max.)
They shouldn't know what hit 'em. Double enemies 'should not feel anything' even though they are side by side.

Short-Range GOD.

One Man Army.
  • SPECIALTIES
    • * UNIVERSAL ULTRA SILENCE.
    • * UNIVERSAL ULTRA MANEUVERABILITY(BULLPUP PROPERTY).
    • * UNIVERSAL ULTRA RPM! (in-game experience).
    • * ONLY SILENCED HEAVY SEMI-AUTOMATIC.
    • MAX. DAMAGE AMONG THE LSR’S (7.62MM AND 0.300WM).
    • SIDEARM EQUIVALENT.

  • DRAWBACKS
    • * UNIVERSAL ULTRA WORST RECOIL COMPENSATION. CAN’T BE IMPROVED.
    • LIGHT DAMAGE.
    • VERY SHORT RANGE.

  • SPECIAL BULLETS
    • ARMOR PIERCING.
    • LURING.
    • TAGGING.

  • PERFORMANCE ACHIEVEMENTS
    • DEATH LOOP.
    • ONE MAN ARMY.
    • LINEAR BARRAGE.
LONG RANGE RIFLES(CORE)
* MEANS AN UNIVERSAL ONE-OF-A-KIND SPECIALTY.
A short discussion about the performance achievements will be available at 'SNIPER TACTICS' section.

REESE ESR 2020(.338cal/8.58mm X 70mm; 22X max.)
Unlock the Seeker Instinct.

Enhanced Overwatch.

  • SPECIALTIES
    • *UNIVERSAL ULTRA STABILITY AND AN INSTANT DESTROYER OF STATIC ENEMIES! NO BREATH HOLDING! A BODY SHOT IS LOGICAL FOR LONG-RANGE ENEMIES (NO BREATH HOLDING STATE).
    • HEAVY DAMAGE.
    • MAX. NOISE REDUCTION AMONG .338CAL FAMILY(MUZZLE BRAKE).
    • HEAVY TACTICAL ASSISTANCE.

  • DRAWBACKS
    • LOWEST MOBILITY AMONG THE .338 FAMILY.
    • LOW RPM DUE TO ROTATION-PULL BOLT ACTION.
    • LOWEST DAMAGE AMONG THE .338 FAMILY.

  • SPECIAL BULLETS
    • EXPLOSIVE.
    • EMP.
    • ARMOR PIERCING.

  • PERFORMANCE ACHIEVEMENTS
    • FINAL COUNTDOWN.
    • SEEKER INSTINCT.

SORIS T50(.338cal/8.58mm X 70mm ; 22x max.)
Only the Wraith Falcons can siphon the true power of SORIS. The attachment you see is not a muzzle brake, it's a flash hider. The in-game attachments are accidentally swapped somehow.
Feel the exoticness of Power and Recoil Compensation both.
  • SPECIALTIES
    • *UNIVERSAL ULTRA RECOIL COMPENSATION(MUZZLE BRAKE ATTACHMENT). CONSIDERABLE AMOUNT OF RECOIL COMPENSATION EVEN WITH SILENCER ATTACHMENT.
    • MAX. DAMAGE WITHIN THE .338 CONFIGURATION(SILENCER/BRAKE).

  • DRAWBACKS
    • *UNIVERSAL LOWEST RPM, THIS HAS TO BE OTHERWISE THE RECOIL COMPENSATION WOULD NOT BE THAT MUCH.
    • LOWEST AND VERY POOR STABILITY AMONG THE .338 CONFIGURATION. BIPOD ENHANCES IT A LITTLE BUT NOT VERY MUCH. PRONE AND BIPOD COLLECTIVELY INCREASES IT FURTHER.
    • MIN. NOISE REDUCTION AMONG THE .338CAL FAMILY(MUZZLE BRAKE).

  • SPECIAL BULLETS
    • EXPLOSIVE.
    • LURING.
    • ARMOR PIERCING.

  • PERFORMANCE ACHIEVEMENTS : ULTRA CO-ORDINATION.

STURM PRECISION(.338cal/8.58mm X 70mm ; min. 6x to 24x max.)
The night-force will be with you, always.


"Take care of Precision, precision will take care of you." It's a two way deal.
  • SPECIALTIES
    • *PRECISION OF A NIGHTFORCE, RELIABLE CONTINUOUS ZOOMING OPTIMAL FOR BOTH SHORT AND LONG RANGES.
    • MAX. RPM AMONG THE .338 RIFLES.
    • MAX. RANGE AMONG THE .338 RIFLES.
    • MAX. MOBILITY AMONG THE .338 CONFIG.
    • ULTIMATE RECOIL COMPENSATION COMPARED TO THE .50CALS(MUZZLE BRAKE ATTACHMENT) AND ALSO VERY HIGH AMONG THE .338 FAMILY.

  • DRAWBACKS
    • LOW RPM.
    • VERY POOR STABILITY EVEN WITH THE BIPOD ATTACHMENT.
    • NOT VERY RELIABLE FOR LONG RANGE(OVER 300M) 2-HEADSHOT 2-KILLS AS THE ACTION SHIFTS THE CROSSHAIR TOO MUCH. VERY HIGH RECOVERY TIME.

  • SPECIAL BULLETS
    • EXPLOSIVE.
    • ARMOR PIERCING.
    • TAGGING.

  • PERFORMANCE ACHIEVEMENTS : SYNC ERASER.

RON B82(.50cal/12.7mm X 99mm; 24x max.)
NAMED AFTER RONNIE BARRET, THE ORIGINAL DESIGNER OF THE 1982 BMG.
Devastator unleashed.

Only a Worthy Deadeye can handle this muscle.
  • SPECIALTIES
    • * UNIVERSAL ULTRA DAMAGE.
    • * UNIVERSAL ULTRA RANGE.
    • MAX. RPM AMONG THE .50CALS.
    • MAX. MOBILITY AMONG THE .50CAL FAMILY.
    • CONSIDERABLE RECOIL COMPENSATION DESPITE THE .50CAL FACT.
    • CONSIDERABLE AMOUNT OF STABILITY DESPITE THE HEAVYWEIGHT FACT.

  • DRAWBACKS
    • * UNIVERSAL ULTRA LOUD.
    • VERY HEAVY, DRAINS STAMINA MUCH MORE FASTER.

  • SPECIAL BULLETS
    • EXPLOSIVE.
    • DARPA.
    • ARMOR PIERCING.

  • PERFORMANCE ACHIEVEMENTS : DEVASTATOR AND BEYOND.

B95 CHRIS(.50cal/12.7mm X 99mm ; 24x max.)
NAMED AFTER CHRIS BARRET, SON OF RONNIE BARRET, AND THE CURRENT PRESIDENT OF BARRET FIREARMS.
Gaze of a Wraith Falcon.

Long-Range GOD.


"Sometimes darkness is a good thing. When it's light you can't see into a place that's dark.
But when it's dark, you can see what's around you much better."
---SAM, TOM CLANCY'S SPLINTER CELL.

  • SPECIALTIES
    • * UNIVERSAL ULTRA RANGE.
    • * ULTRA LONG RANGE, PRECISE AND STABLE 2-HEADSHOT 2-KILL ABILITY.
    • ULTIMATE DAMAGE.
    • OUTSTANDING RECOVERY TIME. MAX. RECOIL COMPENSATION AMONG THE .50CALS.
    • GOOD RPM.

  • DRAWBACKS
    • * UNIVERSAL ULTRA POOR MOBILITY, UNIVERSAL ULTRA STAMINA DRAIN.
    • * UNIVERSAL LOWEST MANEUVERABILITY.
    • EXTENSIVELY LOUD.

  • SPECIAL BULLETS
    • ARMOR PIERCING.
    • EMP.
    • TAGGING.
    • LURING.
    • EXPLOSIVE.
    • DARPA.

  • PERFORMANCE ACHIEVEMENTS : ULTRA WRAITH FALCON.
MAGAZINES(ATTACHMENT)


STANDARD
Drawback. Ordinary magazine, most of ‘em does not have more than 5/10 clips. Be cautious if you are planning a deathloop or a dispersive blow. Reloading frequently is a good habit for rapid players in this scenario.

Countermeasure.
  • Use Special Rifles if you don’t have the money to buy other forms of mags.
  • Upgrade the mag.
Special Standard mags.
  • SV AMUR(DLC). STANDARD MAG. IS A 'FAST' MAG.
    Note : Not as fast as an actual fast mag but comparatively quicker than other standard mags.
  • OFB SVDM. STANDARD MAG IS AN 'EXTENDED' MAG.(15clips/std.mag).

SPECIAL
Special Mag. enhances the ability to carry special rounds. It can be discarded/combined with two abilities.
  • Special Ammo Holster. It allows you to carry special ammo even if you don’t have a special magazine.
    USAGE. Use a combination of holster and a special mag. when your approach is purely tactical and your strategy involves more than one tactical bullets.

  • Ammo pouch. Increases the Special Ammo Capacity from 5 to 10++. But using an ammo pouch compromises the use of more than one special ammo.
    USAGE. Use a pouch when your approach is tactically constrained or, you are planning section wise wipe. You can always use specific gadgets/ marksmen enemy rifle to get around the limited supply.

EXTENDED
Use Extended Mag. when you are depending on ultra-rapid sniping from a nest and want to clear out the base in a single blow/ in a few minutes.

Special Extended Mag.
  • OFB SVDM. Fast Mag. and Standard mag. is effectively extended(15clips). Extended mag. is super extended(20 rounds/extended clip).

FAST
One can use fast mag. for your sidearms as the reloading mechanism is very slow and weird. You can also use an extended mag, whatever you prefer. You lose ammo capacity and gain reload speed and vice versa.
Use this when you require a single type of special bullet and wanna incorporate fast switching. You can use fast mag with OFB SVDM for ultra-rapid sniping cuz the fast mag. for SVDM is an extended mag which makes it relentless.

Special Fast Mag.
  • SV AMUR(DLC). Standard Mag. is a 'fast mag'. If fast mag. is used then the reload speed is abnormal.
SPECIAL BULLETS I


ARMOR PIERCING

Usage.
Ultimate damage. You can use it in vehicles, through obstacles, and with heavy enemies. Use it for 1shot3kill and 1shot4kill situations.




Armor-piercing rounds are so fast(supersonic) that they create 'SONIC BOOMS' in their path. You can see it if you use the bullet camera.




Use X-Ray vision to see enemies through obstacles. The bullet drop calibration of AP rounds are different than ordinary metal jacket as it should be. AP rounds are considered heavyweight and the bullet drop is somewhat larger.


The ability of penetration depends upon three things,
  • Obstruction types. Thin metallic obstructions, wooden obstructions, thick concrete walls can be penetrated. You can test this in Beketov valley, where you can also find if it works this way or not(just keep an eye on the challenge counter). You can't penetrate some obstructions even if they belong in one the above categories, possible glitches.





    Thin Metallic Obstruction.








    Thick Wall.






  • Thickness of obstruction. The bullet won't penetrate at all if you put too many obstructions in between. Sometimes you'll see the bullet is penetrating anything if you turn on the bullet camera. This is a Bullet camera glitch and destroys the idea of penetration alongside damage reduction with distance.

  • Distance. This works from locations hundreds of meters away and through multiple obstructions. The X-ray ability works for a short distance so, precise shots work for short-ranges only, but you can take approximate long range shots through walls. It is risky because deadeye won't forgive mistakes.

Note: Not to turn on the bullet camera. The bullet camera is itself a glitch. No quantitative measure can be assigned to this type of terminal ballistics unless the developers provides the parameters they have used.

DARPA
The 3 layer self-adjustable structure(scale like structures in the middle with yellow borders) on the surface is identical to the quill structure of a Peregrine Falcon. They can serve the same purpose of drag reduction. You can also see the air jet trail, which is quite different rather much more 'GUIDED' than any other bullet. You can see the existence of Fin-Stabilization. A heat-seeker uses the same type of fin-stabilization techniques to change it's trajectory midair(rudder guidance).

The DARPA round ignores gravity and wind(which is unrealistic from a physical point of view).

Usage.
  • You can use it with LSRs for body-shot purposes.
    Example. Madison can’t kill ordinary soldiers with a single body shot. Using a DARPA compensates this vulnerability. But if the enemy is too far away then it can’t kill due to the fact of damage reduction with distance. This ain't true if you use a bullet cam.
  • It kills untagged/untaggable enemies instantly whom you can see of course.
  • You can instantly kill the enemy snipers if you’re in a compromised position(open area). Take ‘em out quickly before they spook you.

Professional Usage.
You were never given DARPA bullets for easing up your shooting. It is the most unprofessional thing to do. DARPA are there strictly for two reasons.
  • Cluster Takedown. Using DARPA rounds with a semi-auto allows you to do instant cluster takedowns.
  • Insurance Policy. You can use DARPA for a very critical moment, like when an enemy is on the verge of alerting everyone. It is equivalent to a turret's ability, but you can't fire like a turret with that much mechanical precision.

Note : A Peregrine Falcon lowers the drag by realigning its quills. A realistic DARPA bullet is made to counter air drag and has some LASER guidance system to adjust its trajectory. In real world this type of bullets are known as 'smart bullets'. 'EXACTO'(Extreme Accuracy Tasked Ordnance) is a sniper rifle, which can fire this kind of 'smart bullets'.

EXPLOSIVE
Principal Components : A Carbide penetrator(hardest solid family), Zirconium powder(highly flammable) and RDX/Tetranitrate compound as an explosive agent. Real-time explosive rounds don't just explode, they also burns the target locally. In reality(not in SGWC) it works on targets beyond some penetrable wall.

Usage.



Risky usage if not used in an isolated manner. Allows you to make isolated explosive double kills. It is wise not to use these, rather fuel drums, which makes much lower noise.






An explosive round is very similar to a small plastic explosive, cuz it contains the same Tetranitrate compound common to RDX/C4. No wonder it makes a louder explosion than small fuel drums.



Note : Notice the difference in colors. One is dark-reddish and other is orange-yellowish hydrocarbon burning. There is a mystery, why the explosive round makes a huge bang compared to a small fuel drum. During Second World War the usage data and researches about the Zirconium Powder were classified. Some of it were declassified in the year 1956, a decade later the war was over!
SPECIAL BULLETS II


EMP(TACTICAL)
The efficient one.

Usage.
  • Blinding the Base. It can disable the entire surveillance feed instantly if fired upon/around CCTV Panels. I prefer to fire it directly on the CCTV panel and observe the appearance of a bullet mark. This way you can bypass the bug associated with the panels(if any).




It can also be used to fry enemy sniper's brains.




  • The most vulnerable parts of a base are likely to be guarded by Mines, Turrets, and Cameras. It helps you create your stealth route through these parts via disabling turrets and cameras.
  • EMP rounds are also very useful in creating distractions, a different kind of distraction(relative to the luring rounds) if fired upon any electronic devices near an enemy chunk.




Stage - 1 : Chunk.









Stage - 2 : Devices to fry.









Stage - 3 : Isolation.




  • Proximity Handling. It has a blast radius and can fry multiple electronic devices in one shot. You don’t need to take precise shots either.




Stage - 1 : Proximity.








Stage - 2 : Ultra Efficiency. Turret + Personnel + CCTV surveillance. You know what that means, 'GRAND OPTIMIZATION.'







Stage - 3 : One bullet can make the difference, that's the EMP.








Stage - 4 : Cameras won't rotate, they won't turn green(after hack state). Whole network malfunctioned.




  • It can disable choppers on the flight. Hit the chopper, and observe the weirdo behavior. It is better not to take down the chopper, cuz sometimes the enemies get out of the chopper and alert the whole base the moment it hits the ground. Sometimes you'll see enemies are stuck inside the chopper(bug). You can hit it if the chopper is far away from the objective area.




Stage - 1 : Hit.









Stage - 2 : Going Down.







Stage - 3 : They did not panic! It's like they can't see the chopper. The chopper has become non-interactive in this case. Better not to manipulate bugs to your gain, it is unprofessional.







Stage - 4 : Discovery of the century : EMP fries and vaporizes pilot's body!





LURING(TACTICAL)


Usage.



Luring rounds can be used to create a temporary distraction/isolation during infiltration.









A Luring round kills with a single headshot.




  • Long-range double kills(no turret) are sometimes compromising if the enemies are looking at each other and talking(in deadeye the AI is fantastically sensitive). For such cases, you use a luring round to isolate them or rearrange them.
  • Luring rounds are extremely useful in force exposing enemies, into your line of sight. A SINGLE LURING BULLET CAN BE A GAME CHANGER, AS I HAVE DEMONSTRATED MANY TIMES.
TAGGING(TACTICAL)


Usage.
  • Tagging bullets are useful when you can’t see your enemy's head/enemy or, don’t have enough time to tag ‘em individually with your binocular. Use tagging bullets when you are sniping from a nest and tag multiple enemies with each tagging bullet.





    Tagging rounds also kills with a single headshot.





  • Use this to identify enemies inside/around any structure from a long distance.
BARRELS(ATTACHMENT)


Before discussing any type of muzzle attachment, one needs the knowledge of different types of muzzle flash components those are common for rifles. There are 'FIVE' in total.
  • Preflash.
  • Primary Flash.
  • Muzzle Glow.
  • Intermediate flash.
  • Secondary flash.
This ain't any place for discussing these. Every muzzle flash from any gun is constructed of these principal components to different of extents. It is also true that two consecutive muzzle flashes from the same gun can contain these components slightly differently. It's a random system but on the average a muzzle flash from a specific gun contains certain muzzle flash components, it also depends upon the cartridge. You'll be able to identify the attachment if you see the flashes it generates for a little while, in the dark.

MUZZLE BRAKE
Dual-chambered Muzzle brake(Madison EMS25). Gas + Muzzle Glow + Primary Flash.

Quad-chambered Muzzle brake(Blower R93). As you can see the hole is much larger than the bullet diameter. This is not a suitable muzzle brake for the caliber Blower uses(.300WM). This design is for some high caliber rifle or it's another hybrid.

Function. A Muzzle Brake helps release the propellant gas sideways(directional handling), and compensates the recoil profoundly. It also decreases the vertical muzzle rise. It allows you to make 'ultra steady double kills' from a distance(as it will be loud). The safe distance depends upon the weapon with which you are using the muzzle brake and the space you’re firing from(open/semi-open/closed). To counter muzzle rise profoundly one uses a compensator(holes on the upper/lower surfaces).

Basic Structure
This image is only qualitative.
The muzzle terminal is 'completely blocked'('pure' muzzle brake) except a patch through which the bullet will pass through. When the bullet reaches the barrel end, it creates a blockade for the higher velocity gas. At that momentary blockade the gas finds the big holes(lateral low pressure valleys) to pass through.

Typical Safe Distances.
  • Blower R93 + Muzzle Brake : 60m typical(open space).
  • Ron B82 + Muzzle Brake : Loudest, 110m typical(open space).
  • Madison EMS 25 + Muzzle Brake : 80m typical(open space).
Note : Silencer is for Beginners! A muzzle brake is for Professionals/Experienced Ghosts!

FLASH HIDER


Function. The flash hider reduces the visible signature(mainly the muzzle glow, sometimes by trapping and cooling the gas inside to some extent, depends on the structure) but costs you with recoil compensation. It also reduces the sound a little bit. A flash hider also protects the eyes of the gunner, In other words, a flash hider reduces the visible signature via changing the geometry of the muzzle blast.

Blinding Muzzle Flash. This might stun/stuns the gunner in dark places, using a flash hider in this scenario is wise. Seeker wears the mask of Loki so it doesn't matter.

Basic Structure
This image is only qualitative.

The muzzle terminal is 'comparatively open'('pure' flash hider). It also creates a blockade but much lesser than the muzzle brake.

SILENCER
Primary Flash.

Function. Suppresses sound but it costs you with recoil compensation profoundly. For stealth tactics, most people prefer a suppressor but the suppressor costs the rifle with performance. So, as a sniper, it is not always a wise choice.

Basic Structure
This image is only qualitative.

The underlying principles of a 'TESLA VALVE' is quite similar to that of a silencer. They both localizes the disturbance(random fluid/gas velocities) in a 'self compromising way'.

NOTE
There is nothing like a Pure Muzzle Brake/Pure Flash Hider, a muzzle brake also reduces visible signature(compared to bare) but not as much as a flash hider. A savage competition occurs between the sound suppression, flash suppression and recoil. Any type of muzzle device contain all these three qualities, but different of extents. If it can compensate the flash more than it can suppress, we call it a muzzle brake. If it can suppress more than it can compensate, we call it a flash suppressor. If it can do both compensation and suppression to a considerable extent(not as much as the principal counterparts), we call it a HYBRID.

A typical hybrid muzzle device. Sometimes there are additional layers/ torques applied to the legs for better composite performance and better trapping.

A linear compensator(front view).

Ballistics Theory and Design of Guns and Ammunition, Third Edition by Donald E. Carlucci, Sidney S. Jacobson
Chapter 5 : Ballistics.
Section 4 : Muzzle Devices and Associated Phenomena(section 5.4).

Or, you can follow any standard material at your disposal.

WHAT TO USE AND WHEN?
  • MUZZLE BRAKE. Extra stable sniping from a nest. Using this with a bipod attachment is desirable. Use Shallow Muzzle Suppression Techniques if distance can’t be gained! If the sound can't be suppressed even with shallow suppression then you should do the job with a silent turret and only kill the nearest enemies.

  • FLASH HIDER. It comes in handy, if you’re in a position from where the target can’t be killed without alerting the base(/ accidentally alerted everyone). Flash hider cloaks you from the observer enemies(not the snipers, killing the snipers are necessary at first cuz they can see you without any muzzle flash) in an all alert scenario. Once you alert the base, multiple of enemies will look for your muzzle flash with binoculars, they won't be able to see you firing!

    Looking for Seeker but the Camouflage Perfection seems to be working(almost undetectable camouflage). If you fire in these types of moments, the flash hider will cloak your position. Use any other attachment /nothing(silencer case is not known, verify that), they will send you pleasant mortar bombs afterwards.

  • SILENCER. Use the silencer for short ranges only(<200m). You also can use it when you have to take short and long-range shots both to get through(depending on the strategy). The Silencer attachment destroys the recoil compensation, so, be cautious if you’re taking long-range double headshots as you might not get enough time to counter the recoil and take the next shot precisely. Using a turret in this scenario is wise. In other words it is better not to use a silencer if you're trying to wipe a base clean from a nest.
SHALLOW MUZZLE SUPPRESSION TECHNIQUES


First Let me take you guys to an enemy conversation, you'll appreciate the usage of the ability 'RADIO WIRETAP' which allows you to intercept the enemy transmissions. This is where I learned about this technique which will change your game-play drastically. The devs. are so cunning that they hid critical clues in places which you might not even notice. Being a GHOST WARRIOR can't be that easy, now is it?

Listen to every enemy transmission, they might disclose very valuable info that might ease up or, change your game-play drastically especially those which can't be decoded using the mask.



Soldier 1 : If the intruder climbs the rocks, we won't be able to reach them this way.
Soldier 2 : We can use the river to reach that spot. It's shallow here.
Soldier 1 : You think it's her? The Chuk-chi *****. On the hunt for our blood?
Soldier 2 : If she is hunting, we're safe. Kurchatov is her prey.
Soldier 1 : Safe? I doubt it. Those Siberian Wolves are vicious and she's the worst.
Soldier 2 : I heard they cut the head off some Russian major. Kept it in a pickle jar. Ahh, but it was a long time ago. It could be worse. They could cut off other parts too.

Now if you lose that single phrase(underlined) then you lose the info. that something fishy is going on about these Shallow Spots. I experimented with them and found out that they can be used for drastic muzzle suppression. They are also detached from the outer world to a certain degree depending on the type. This info. can also be used to identify Shallow Spots where you'll feel certain detachment of the surroundings. Watch the associated video for clarity.

SHALLOW SPOTS ARE THE MOST IDEAL SNIPER SPOTS. CAMP AND PLAN ON TAKING OUT THE ENTIRE BASE.

The path of an Ultra Wraith Falcon begins right here...

NOTE
Fire from a closed space/ shallow ridge. The terrain will absorb the sound profoundly. Sometimes if fired the right way, enemies can’t hear a thing even if they are 20-30 meters away(BLOWER + MUZZLE BRAKE). Now depending on the distance, you need to choose the power of the rifle, to use it 'SILENTLY' along with the muzzle brake/flash hider.

Turn off the music volume to determine the shallow spots of a base. You can listen to the environment/air current. Now the degree of shielding depends upon the 'openness' of the place you're at. No suppression(full air-current) if you're in an open space, a little suppression(medium air current) if you're in a semi-open space and, max. suppression(near zero air current) if you're in closed space.

OPEN AREAS

The Lighthouse. One of a kind shallow spot.

Degree of Suppression - None.
Signature - Prolonged Echo.


SEMI-OPEN AREAS(TWO SIDED CLOSED)


Degree of Suppression - Medium.
Signature - Medium Echo.



CLOSED AREAS(THREE SIDED CLOSED)
Cave Entrances. Ultimate Shallow spots that will suppress even the .50cals.

Degree of Suppression - Maximum.
Signature - Almost No Echo.


Realistic Point of View
In-game, if you fire a .50cal, the enemies can't hear you from a typical hundreds of meters. Of course this fact is severely unrealistic. A .50cal shot can be heard from miles away! So, what's the deal here, the game is unrealistic?

The fact is you can't imitate the realistic world at this point of simulation power. If you want to, then your engine must be able to draw distances(render) over a mile away(in-game) which is the ultimate challenge for any sniper platform where you zoom-in far away and observe each tiny details it has to offer. The developers do some modifications at this stage, so that you can enjoy the physics and the game simultaneously independent of the draw distance feature and of course without overloading your processors.

They change some real world physical parameters, like gravitational acceleration, masses of bullets, Atmospheric sound absorption coefficient etc. They tampered with the absorption coefficient and increased it, that's why the enemies can't hear a Barret even from 150m away! They changed the gravity/bullet mass, that's why a .50cal bullet deviates within hundreds of yards. They did it so that you can feel the bullet drop for each rifle equally and it also imparts a challenge. It is off the chart unrealistic but enjoyable/ not enjoyable depending on your abilities.
Several miles in real world seems to be hundreds of meters in-game, the scale is awfully dropped just to counter draw distance and that's why you'll die if you jump off a cliff ~20m high.
ELEVATION SCHEMES(BEST SCOPES)
*Chosen a typical max. distance as 500m, cuz you can't find any elevation value beyond that and you won't find a nest more than 500m away. The recovery time should be accounted for every rifle in determining your own skill of 2-shot 2-kills. The fact is it varies from person to person.


Calibration 1(7.62mm/0.300WM).
0-50-75-100-120-140-160-180-200-225-250-300-400-500
  • Tactical XCR 700
  • SOO-KSV 2020
  • OFB SVDM
  • Madison EMS 25
  • Blower R93
RELIABLE RANGE.
  • Single Kill : 150m max.(typical).
  • 2-shot 2-kill : 100m max.(typical).

Calibration 2(.338cal).
0-100-150-175-200-220-240-260-280-300-325-350-400-500
  • Reese ESR 2020
  • Soris T50
  • Sturm Precision
RELIABLE RANGE.
  • Single Kill : 100m min. to 350m max.(typical).
  • 2-shot 2-kill : 200m typical(RPM can’t keep up reliably but doable).

Calibration 3(.50cal).
0-100-150-175-200-220-240-260-280-300-325-350-400-500
  • Ron B82
  • Chris B95
RELIABLE RANGE.
  • Single Kill : 200m min. to 500m max.(typical).
  • Double Kill : up to 400m (typical).
You can also divide the rifles in accordance with the elevation schemes. You'll find that the rifle scopes that has Calibration 2 are also categorized as mid range. I omitted the mid-range fact because the difference in magnification is just 2X(22X for mid-range and 24X for long-range).
SIDEARMS(CORE)
*,**,***,****..... represents combinational uniqueness.

A sidearm is your identity! The uniqueness of every player is represented via their choice of sidearm. It also represents the compatibility of your instinctive point of view. In this way every sidearm is unique, so is the user.

'Much in life is simply a matter of perspective. It's not inherently good or bad, a success or failure; it's how we choose to look at things that make the difference.' – David Niven(Actor).

So, what I call the best might not be the best sidearm for you at all. You and Only you decide what’s your best companion!

NOTE : Rotweil is one of a kind. I compared it with GUSS M9, which seemed identical in many ways and the only sidearm that can compete with Rotweil's efficiency.


IMP 443(9mm)
FOR GRAND MASTERS.
Ultra Instinctive Companion. If you've ignored this sidearm because it was a primary, then this was mistake. It will allow you to make 'NEGATIVE DELAY' double takedowns with 'off the chart reliability'.
The reason is that Mobility. But be cautious, heavy enemies can’t be killed even with exposed neck shots cuz it inflicts very low damage. The recoil compensation is not that good compared to others in the 9mm family. Maximum ammo capacity in the 9mm family.

FORT P99(9mm)

It is an Instinctive Delight. The Recoil Compensation, Mobility, and Stability is improved substantially compared to the IMP. It also provides 'ZERO-DELAY' double kills with low recoil and with extreme reliability and precision. Some things can’t be told, you’ll have to use it for a better understanding.

SPECIALTIES
  • *MAX. MOBILITY AMONG THE LOW RPM 9MM FAMILY.
  • **MAX. RPM AMONG THE LOW RPM 9MM FAMILY.

GUSS M9(9mm)

  • SPECIALTIES
    • *UNIVERSAL ULTRA RANGE(TYPICAL MAX. ~30m).
    • ** UNIVERSAL ULTRA SILENT DAMAGE, SILENT DOUBLE HEADSHOT COMPATIBLE.
    • MAX. STABILITY AMONG THE LOW RPM 9MM FAMILY.
    • MAX. RECOIL COMPENSATION AMONG THE LOW RPM 9MM FAMILY.
    • MAX. SILENCE AMONG THE LOW RPM 9MM FAMILY.

  • DRAWBACK : LOW RPM but can take care of 1kill2alert situations. Ultra Instinct required.
Max. Effectiveness from the perspective of instantaneous multiple kills(up to 5). It is made from a precision point of view and using an iron sight is strictly professional.

Note : An iron sight takes your instinct to a level where you can't reach with reflex sights/collimators. This is not an information rather saying it from experience.

GASTON 21(9mm)


  • SPECIALTIES
    • *UNIVERSAL ULTRA 9MM SPRAYER.
    • **UNIVERSAL HORRENDOUS MOBILITY.
    • ***UNIVERSAL OUTRAGEOUS RPM.
    • ****UNIVERSAL SUPER EXTENDED CLIP(20 rounds/extended clip).

  • DRAWBACKS : AWFUL RECOIL COMPENSATION AND STABILITY. LOUD AND NOT SUITED FOR LONG RANGE(OVER 20M).

This 9mm sprayer is one of a kind and it is the absolute best when it comes to isolated double body shots. It is desirable not to go for a congested triple kill, as it is loud(can be done). This sidearm is made to be compatible with reflexive skills, that is why the ammo capacity and mobility are so good. This sidearm is 'NOT' made from a precision point of view, that’s why using a collimator is desirable. It is ultra compatible with your reflexes during close combat.

SPRING 686(.44magnum)


  • SPECIALTIES:
    • *UNIVERSAL ULTRA DAMAGE.
    • BETTER STABILITY COMPARED TO FALCON.

Loudest and the most powerful magnum. Instant heavy enemy kills with exposed neck shots and requires 2 body shots to pierce through the armor. Loudness, range and, ammo capacity are its weaknesses, but when it comes to isolated double kills, it’s one of the nastiest. From the perspective of effectiveness, a Falcon is much better than this.

FALCON IRM(.44magnum)


  • SPECIALTIES
    • *GRUESOME DAMAGE.
    • BETTER AMMO CAPACITY.
    • DOUBLE RANGE COMPARED TO THE SPRING.
    • RPM AND MOBILITY ARE MUCH BETTER THAN THE SPRING.

This magnum is also very powerful and loud simultaneously. Heavy enemies can be killed either by exposed neck shots/ double body shots. The .44magnum family is super compatible with 2bodyshot2kill scenarios.

ROTWEIL M23(.45acp)


  • SPECIALTIES
    • *UNIVERSAL ULTRA STABILITY.
    • **UNIVERSAL ULTRA SILENCE.
    • ***ULTIMATE AMMO CAPACITY.
    • ****UNIVERSAL ULTRA DAMAGE REDUCTION.
    • *****ULTRA RPM COMPARED TO GUSS M9.
    • ******UNIVERSAL ULTRA SILENT DAMAGE BUT NOT DOUBLE HEADSHOT COMPATIBLE.

This is the crown jewel. It is also a very expensive sidearm. You know it already but I am gonna inform you again why this sidearm is one of a kind.

The mystery behind its cost. Noise Reduction and RPM are two parameters that generally inflicts heavy recoils. But the recoil compensation of Rotweil is off the chart despite the outrageous RPM and Noise reduction. It’s the ultimate law defier, rule bender. You can’t find anything like this in any other sidearm to this much of an extent.

It ain’t double headshot compatible like the Guss M9, but it can kill heavy enemies with a single exposed neck shot. Release the Rotweil fury, it will do the rest. You’ll always find something unique if a weapon costs you dearly.

SOME GHASTLY DEADEYE EXTREMES
  • Instinctive Silent Quintuple kills(3shot5kill) ----------------------- Guss M9
  • Instinctive Silent Quadruple kills(2shot4kill) ---------------------- Guss M9
  • Instinctive Silent Triple kills(2shot3kill) ---------------------------- Guss M9
  • Precision fury(3shot3kill) ----------------------------------------- Rotweil M23
  • Precision sacrificing fury(multishot4kill) ------------------------- Rotweil M23
  • Body bagger(headshot + multiple body shot, double kill) --------- Gaston 21
  • Reflex fury(multi headshot double kill) ---------------------------- Gaston 21

Other sidearms can’t do some of these things optimally(Either they are loud or lacks other forms of strength like range, recoil, etc).

Note about loud sidearms. The sound of loud sidearms is not that great, structure and distance dissipates the sound profoundly. But be careful to use these when you are in an open space or tackling your mistakes(like accidental spooking). If you make a mistake in a congested area then your loud sidearms can’t save you unless you hide quickly.
USEFUL STEALTH FRIENDLY GADGETS


DECOY TRAP

Decoy traps are one of the most useful gadgets you can use in SGWC(if they are not buggy).
  • Use it, when you need isolation in a very tight situation.
  • It can be used in many ways with the basic property of FORCED LURING. It can be upgraded lethally incorporating a small gas cloud. Lure enemies to isolated sections and you’re done. It can take down heavies and double enemy patrols.



Decoy traps also work very well in combinations with other gadgets, like the Mine Trap/Bouncing Betty/Upgraded Tank Mine. It doesn’t work with the C4, two specific action gadgets do not work in a row, it might/might not be a bug.

GAS MINE TRAP


Unlike the lethal decoy trap, a mine trap emits a larger amount of lethal gas. It can kill double enemy patrols. You can use it on periodically patrolling heavy enemies/multiple enemies. It can lure and kill enemies with it's proximity upgrade module in a 5m radius.

ADRENALINE PACK
Wraith Rush(Unstoppable, literally).

One of the key gadgets of the game. You become an invisible storm(Near Zero Spooking) if you combine this with a certain ability(adrenaline rush) along with the Wraith ability. This also helps you preserve time so that you won’t lose any golden opportunity of contract takedowns!

Patience is the key, but there are these 'irreversible' situations where patience becomes your doom. Some opportunities, if missed do not return to the suitable and easy stealth killable situations! A change of strategy becomes imminent! It also decreases the detection probability of ordinary enemies, but be careful about the marksmen snipers, they will see you and kill you instantly if you don’t have any armor.

RWS SR-50 REMOTE TURRET
Long-Range Co-operation(upto 5 clustered kills).

Close-Combat Synchronization(upto 5 clustered kills).

This gadget is your 'INSURANCE POLICY', your partner, and it allows you to make 'synchronized long-range double kills'(if the enemies are looking at each other/you're using a bullet cam.). Be cautious about placing the turret, sometimes it fails you if the line of sight is guarded or you have marked a target in an awfully tilted position of the turret, which might be compromising. Place the turret in a blind spot, the observer enemies/enemies can see it from hundreds of meters away! Upgrade the turret to suit deadeye assistance! The turret also works as an overwatch while you infiltrate an area.

Special Note: If you plan to use .50cals all along and if in some situation you’re having difficulties in gaining distance/in finding Shallow Spots then you can use the turret with silencer upgrade and kill the nearest enemies.

MUAV DRAGONFLY DRONE
The Tactical Reservoir for out of LOS tampering.

If properly upgraded, it acts as a TACTICAL RESERVOIR(TAGGING+LURING/EMP). But it also increases the risk of spooking an enemy if not handled properly. I prefer EMP, LURING, and TAGGING bullets cuz they don’t have the constraints a dragonfly has(Drone Jamming and spooking) and they save you loads of time. You can use the dragonfly for observation purposes and build your strategy in accordance with the enemy positions. You’re allowed to carry any two of the special tactical ammunition, the drone can compensate for the third.

Note : The drone can handle things if the 'interactive spot/object' is out of your LOS. This is one crucial tactical advantage provided by the drone over the tactical bullets.

THROWING KNIFE


Useful variant when it comes to close-range double takedowns. But sometimes a throwing knife doesn’t work and can take you to your doom.
SNIPER TACTICS
*See the associated videos for demonstrations.

YOURE A GHOST, YOU'RE SUPPOSED TO BE INVISIBLE.

SECTION WISE
Ultra- Rapid Blow.

Sections.

Identify the isolated sections of an area. Isolated in the sense that if you kill enemies in any particular section, it will not alert the other sections for a considerable amount of time. In that time you proceed to the next section and apply the oldest technique of Right enemy|Right time|Right place.

Warning: Be cautious about two things while you do a section-wise wiping.
  • Take care of the Observer Enemies(Enemies with binoculars/Marksman snipers). They can see your kills even if they are in different sections, anticipate them.
  • Sometimes enemies from a section enter into another section. Take care of this kind of section leakage with rapidity.
VARIANTS:
  • TACTICAL BLOW : TACTICAL XCR 700.
  • DISPERSIVE BLOW : BLOWER R93.
  • ULTRA-RAPID BLOW : OFB SVDM.
  • LIGHTNING BLOW : MADISON EMS 25.

LAYER WISE
Sometimes enemies are distributed into layers.

Example : The Train(Sibirskaya-7 junction). For such cases kill ‘em all and do it silently. You’ll get overwhelming success. Infiltration is always another option for less headache, scan the area in masked mode to reveal secret pathways/less populated zones.

Warning: Take into account one thing while you do a layer-wise Sniping.

You'll have to be careful about other enemies walking into layers below/above. There will be a fair chance that they will see the deads over their heads(if the bodies are exposed even a little bit). Be a lightning and kill ‘em before they can react after you identify the layers. Notice the gap and the field of view to identify isolation.

BLINDSPOT
Blindspot Tactics.

Dispersive Blow.

With this method, you kill some particular enemies /all of ‘em in blind spots, which are inaccessible even for the marksmen snipers.This way you create a safe passage and then use Wraith Instinct to infiltrate the base via close combat.

YOU NEVER NEED TO TAG ALL THE ENEMIES FOR JUST SHOOTING, UNLESS YOU WANNA KEEP TRACK. JUST TAG AND KNOW THE NEAREST AND FARTHEST ENEMIES INSIDE A SECTION, THAT'S ALL. ALL THE ENEMIES WILL FALL INSIDE THAT RANGE WINDOW. SHOOT 'EM BLINDLY.

IF YOU NEED TO SHOOT SOMETHING THAT CAN'T BE TAGGED, THEN TAG SOMETHING THAT IS NEAREST TO IT. IF THAT OBJECT IS EXTENDED THEN TAKE AN APPROXIMATE SHOT.

THE DEATH LOOP
A view to an Armageddon. Trust in a KSV.

The shadow of a Death Loop.

With this method, you start at one side and finish via taking a circular path/loop. This method is compatible with the gruesome 'ONE MAN ARMY' strategy where you kill ‘em all in the process. Using a short-range semi-auto is wise in these sort of tight ultra-rapid kills. If heavies are involved, a KSV will do the job.

LINEAR BARRAGE
The gruesome tactic of Sideways Barrage.

The line of destruction.

With this method, you start at one side and finish via taking a linear path. This method is also a part of the gruesome 'ONE MAN ARMY' strategy. You need to do this sometimes if you are infiltrating through a very narrow valley with closed packed enemies. Using a short-range semi-auto is wise in these sort of tight ultra-rapid kills. If heavies are involved, a KSV will do the job.

Warning : Take care of all the CCTV cameras first and also you might need the 'SAPPER' ability for turrets.
ENEMIES(VULNERABILITIES/STRENGTHS) AND A.I.


It is not a good idea to tell people everything I know about the AI. It will destroy their fun of experimentation. So, I will discuss 'FOUR' crucial AI features those are common but can destroy your game-play in an instant.

  • The Enemies do possess a binocular vision, that is their sideways vision is low. Now the degree of poor sideways eyesight depends upon the enemy type.





    ORDINARY.








    MASKED.









    ARMORED.






    Normal soldiers > Masked Soldiers >>> Heavy enemies.

    Heavy enemies do have very poor eyesight because of that armor helmet! You can exploit this kind of vulnerability for sneaking purposes. Just move slow(/use wraith ability for boosting up your speed for a short time) while you do that.

  • Observer enemies are very dangerous(Enemies with binoculars/Marksman snipers). You need to anticipate their observation and the right time to kill to push through. Killing the marksmen snipers in the very beginning is a wise choice but not always if there are others to expose the body. If any of the observer enemies sees a body or, you do a melee/headshot while they are watching, the game will be over.





















  • You can use the AI that is correlated with the environment. You'll have to study the environment very precisely for a max. gain. Environment manipulation will ease up your job to an optimal extent. I have demonstrated many circumstances in the video demonstrations. Don't ignore the AI, it will kill you in deadeye.

  • It is not a good idea to engage double enemies from a long distance who are watching each other while talking. Using a turret is a good and reasonable choice for synchronization. But if you want to kill 'em from a long distance anyway, then you have to take your anticipation and instinct to a whole new level. Only and only a .50cal can help you do this kind of long range 2-shot 2-kills. You'll understand once you see this thing and why can't any other rifle help you conquer this. See the video demonstration 'Ultra Wraith Falcon I'.

    Use the idea of binocular vision.

    Pals, Buddies, Mates. Don't use this kind of vulnerability. Marksman is not playable(Just for observation).
SKILL COMBOS(CRITICAL)
Go to the skill tree for particular skill informations.
* means a new ability has appeared in the combo list for the first time.
+ means a new attachment/equipment has appeared in the combo list for the first time.

WRAITH INSTINCT COMBO







*WRAITH.
*TAG SENSOR.
*TARGET TRACKING.
----------------------------------------------------
These abilities are compatible if you prefer complete infiltration and only crucial sniping. Blind the base(No sniper/Camera/Turret) first then infiltrate. This particular combo allows you to complete all the contracts(25) in under an hour with breathtaking stealth and obviously in deadeye but it will not be enjoyable from the sniper perspective. If you are a 'greedy sniper', like me then you’ll need these ultra-quick walkthrough ability combo for earning, lol.

PREDATOR INFILTRATOR COMBO
*PREDATOR.
TAG SENSOR.
TARGET TRACKING.
----------------------------------------------------
These abilities will allow you to become a Super Smooth infiltrator if you want to take things slow.



APPLICABILITY OF PREDATOR AND WRAITH ABILITIES
  • WRAITH
    It allows silent sprinting but you are 'NOT SAFE' from the enemy Sniper’s overwatch. If you want to use this ability anyway to preserve time and operate like a Wraith Storm, then
    • You either choose certain blindspots to operate!
    • You take out the eyes and ears of the base. Blind it literally, via eliminating 'NON-EXPOSED' sniper personnel and then infiltrate!
    • You block the sniper’s line of sight for a moment via using crucial and momentary environments and use that moment to operate like a Wraith Storm and get your job done!
  • PREDATOR
    The predator ability is applicable if you are a smooth operator. It allows you to keep your head down while moving faster. This also diminishes the probability of getting spooked by enemy snipers unless you come unwillingly and directly into their LOS.

AMMO VARIATION COMBO
*Special Ammo Holster.
+Fast Mag.
----------------------------------------------------
A special ammo holster allows you to carry special ammo even if you are not using a special mag. If you carry a fast mag and enable this ability, then you can swap from normal to special ammo in a blink.


SWIFT OPERATOR COMBO

*Cat’s Grace.
*Adrenaline Rush.

Combining these abilities with Wraith makes you a Complete and Invisible Ghost Warrior(effectively and if you can utilize 'em fully). Cat’s grace is useful in other circumstances too, like when you are using a zipline and there is raised a chance of getting detected in mid-air. This ability reduces the fall damage profoundly and health is also fast recoverable with adrenaline.

STEALTH OPERATOR COMBO(KNIFE ONLY)
*SWIFT GAMBIT.
*COMBAT AWARENESS.
*STEEL GRIP.
WRAITH.
+THROWING KNIVES.
----------------------------------------------------
Swift Gambit allows you to move faster for a few seconds just after a melee kill, with the abilities of Chain killing and Heavy enemy stealth takedowns, your crucial objectives become 'TRIVIAL'. These abilities give you an overwhelming advantage if you’ve constrained yourself only to stealth kills. I feel like cheating using these.
If you combine Adrenaline Rush and Swift Gambit abilities then Seeker becomes a Cheetah for a few seconds. You become a Cheetah Ghost, god knows what that means.
SKILL COMBOS(UNSTOPPABLE)


WRAITH FALCON COMBO(SNIPER)
ULTRA LONG-RANGE SPECIALIST
*ASTRO LENS
*X-RAY VISION.
*THERMAL VISION UPGRADE.
*CHEST RIG.
*THERMAL VISION PLUGIN.
*AMMO POUCH/ SPECIAL AMMO HOLSTER.




TURRET UPGRADES
*SILENCER.
*SEMI-AUTO.
*EXTRA TARGET.







CAMOUFLAGE UPGRADES
*Universal Camouflage.
*Advanced Snow Camouflage.
*Advanced Woodland Camouflage.
----------------------------------------------------
I favor tagging bullets instead of using binocular tagging. X-ray and thermal vision upgrades can be used to snipe enemies through obstacles and low visibility regions. Chest rig increases the amount of sniper ammunition along with ammo pouch/ammo holster you get special ammo for special/ tactical takedowns from long range. The turret helps you take sync. shots from long range, the turret uses DARPA rounds so the kill is assured if you place it correctly. Although you can become an Ultra Wraith Falcon with just a binocular and a devastator(RON).

WRAITH STORM COMBO(GHOST)
ULTRA STEALTH SPECIALIST
*LIGHTER EQUIPMENT.
*SPRINTER.
CAT'S GRACE.
ADRENALINE RUSH.
WRAITH.
CAMOUFLAGE.

You are a Complete Wraith with these abilities! But you’ll need some cunning strategies to incorporate some vulnerabilities this skill set has. Most of the things I have achieved using this combo. Although it felt like I am cheating even in deadeye; cuz these abilities give you an overwhelming advantage over the enemies.

DESTRUCTOR COMBO(WARRIOR)
DEVASTATOR SPECIALIST

*SCOUT.
*SAPPER.
*TRACKER
*ENVIRONMENT CHIP.
*FOCUSSED LENS.
*DOUBLE MAGAZINE HOLSTER.
*CBRN(CHEMICAL, BIOLOGICAL, RADIOLOGICAL AND NUCLEAR DEFENSE) FILTERS.

*BACKPACK UPGRADES.
THERMAL VISION PLUGIN.
X-RAY VISION.
++FLASH HIDER.
-------------------------------------------------------------------------------------------------------
This combo is suitable when you prefer killing enemies from a distance without caring for stealth. There is a different type of fun you can get using these. But it will not be enjoyable at all if the enemies identify your position. It is better to use a Flash Hider in these circumstances. It also contain necessary abilities that will save you if you need close combat for hidden enemies.

Note : You can complete your objectives in single trials if you fully utilize this last string of abilities. Trying again, again and again, represents a strategic fault/ a result of a desperate move; only an ironclad strategy assures that you’ll be successful in one blow. So be careful and think about your strategy and how optimal it is. And as a sniper, observe before engaging.

Do not use predictability(it’s not a weapon rather a limitation) as your weapon, use your anticipation. It is not reasonable to provoke war, as this is meant to be a silent operation. The stealthy way is the best way to collect the contracts swiftly.
BEST SNIPER NESTS


ALTAI MOUNTAINS
Release the Dispersive Blow.


KOLCHAK HARBOR
Release the Tactical Blow.


The enemies won't know what hit 'em.


No escape from the ultra-rapid fury.


BEKETOV VALLEY
Ultra Co-ordination.


ARAKCHEYEV FORTRESS
Gaze of a Wraith Falcon.


Eraser.


Synchronized.


SIBIRSKAYA-7 JUNCTION
The Hunter.


No one survives the Armageddon, no one lives to tell the story of a Ghost either.
RIFLE RECOMMENDATIONS
Choosing a particular rifle is very strategic and personal, but depending on the most optimal strategies(strictly my perspective) as a Sniper Ghost Warrior, I recommend the following rifles for each map(deadeye). And remember, beginners should use silencers and muzzle brake is for experienced ghost warriors. So, try to shift your attention to muzzle brakes after you are a little familiar with the engine.

ALTAI MOUNTAINS
  • Tactical XCR 700(Ghost Warrior).
  • OFB SVDM(Wraith Falcon).
  • Blower R93(Ultra Wraith Falcon).
These three rifles are Short-Range Compatible and will provide you with Ultra Tac. Assist. which you’ll need eventually to complete the challenges from a safe distance.

KOLCHAK HARBOR
  • OFB SVDM(Ghost Warrior).
  • Madison EMS 25(Ultra Wraith Falcon).
  • RON B82(Ultra Wraith Falcon).
As this area is not heavy enemy rich, it is not very much reasonable to use heavy rifles. The tac assistance of these rifles will allow you to kill main targets from a nest(for instance. Nizhlev from the lighthouse). They are semi-automatics and very much compatible with Ultra-Rapid Sniping, which you might need in deadeye(depending on the strategy).

BEKETOV VALLEY
  • RON B82(Wraith Falcon).
  • Chris B95(Wraith Falcon).
  • Soris T50(Ultra Wraith Falcon).
The graveyard is a featured nest. Operate with the most stable rifles and don’t forget to use a muzzle brake for extra recoil compensation.

ARAKCHEYEV FORTRESS
  • Reese ESR(Ghost Warrior).
  • RON B82(Wraith Falcon).
  • Chris B95(Ultra Wraith Falcon).
  • Sturm Precision(Ultra Wraith Falcon).
There are multiple sniper nests in this base, but be careful when you use .50cal power but want to operate silently. You can use Sturm Precision with a muzzle brake. The loudness of Sturm Precision can be suppressed via choosing shallow/narrow cave surroundings. These rifles are also long-range compatible and will provide you with tactical sniper ammunition. Strategies are different for each rifle. This area is heavy enemy rich, all the above rifles are heavy snipers compatible with heavy killing.

SIBIRSKAYA-7 JUNCTION
  • SOO-KSV 2020(Destructor).
  • Reese ESR(Ultra Wraith Falcon).
Depending on the short-range and long-range tactical strategies, these rifles are godly. Two of my challenges(ONE MAN ARMY and FINAL COUNTDOWN were accomplished with these two rifles). This area will be crawling with heavy hostiles, Reese and KSV will help you take down those enemies.

Note : Be cautious when you choose your rifle. It’s not that any other rifle can’t do the job for you, but when it comes to optimal strategies these are the best(in my opinion). Be extra cautious when you choose your gadgets too, choose ‘em in a way to compensate the rifle vulnerabilities/depending on the challenge compatibility.
THE HIGHEST HONOR


In my opinion, the highest honor is a No Alarm Deadeye 'Area Clear'! It is better not to miss a single shot(all shots should be headshots), if you do, then the honor of a deadeye is no longer justifiable.

AREA CLEAR - WRAITH FALCON
Tactically snipe all the visible/ exposable/ killable enemies from a nest. This also proves the effectiveness of your snipe tactics. A Wraith Falcon is way beyond deadeye. It is idealized in a way as to never miss a headshot(SNIPER), enemies never feels a thing(GHOST) and clears close range enemies with ultra instinctive co-ordination(WARRIOR). Move beyond deadeye, and become a Wraith Falcon.

NOTE : SPEED and PRECISION are complementary. A Wraith Falcon has to have 'BOTH', and believe me it will cost you dearly and push you to the highest of limits possible.

AREA CLEAR - ONE MAN ARMY
ONE MAN ARMY is one gruesome tactic where you can see the collection of all the Sniper tactics.
'Death Loops', 'Layer Wise Wipes', 'Section Wise Wipes', 'Limited Dispersive Blows', 'Ultra Rapidity'... everything. This is the reason why this strategy is so difficult to apply. It claims your mastery in all the areas, Sniper tactics, max. understanding of weapons, skills, AI, everything that there is.

I choose Sibirskaya-7 Junction for this trial. I divided the map into 8 ISOLATED SECTORS, with different values of packing fractions. The no. of enemies is considered after the collection of both the bounties.



Sector - 1.
Enemies : 20.
Packing : Tight.
Risk : Extreme







Sector - 2.
Enemies : 13.
Packing : Extremely Tight.
Risk : Ultra Extreme.







Sector - 3.
Enemies : 19.
Packing : Medium.
Risk : None.







Sector - 4.
Enemies : 8.
Packing : Loose.
Risk : None.







Sector - 5.
Enemies : 26.
Packing : Medium.
Risk : Extreme.







Sector - 6.
Enemies : 17.
Packing : Extremely Tight.
Risk : Ultra Extreme.







Sector - 7.
Enemies : 24.
Packing : Medium.
Risk : Medium.







Sector - 8.(THE TRAIN)
Enemies : 18.
Packing : Tight.
Risk : Medium.





-------------------------------------------------------------------------------------------------------
Total : 165 Enemies.
Risk : Extreme.
Average Min. Time per sector : 2.5 minutes.
Average Max. Time per sector : 3.5 minutes.
Min. Completion Time : 20 Mins.
Max. Completion Time : 28 Mins.


Designing one man army strategies are much more easier for other maps cuz there will be barely any congestion.
FAST TRAVEL AND CHECKPOINTS


Fast travel is something when you are trying to observe and planning to create your stealth route through a particular area or, you are demonstrating something that is concerned with a particular area. Fast travel, not caring about stealth and speedrun, I have demonstrated to you(see associated video) how these things destroy your gameplay in deadeye and keeps you away from being a sniper.

Speedrun is useful if you are publishing your video on some platform(youtube for instance) and hoping that other players who are trying to observe your playstyle don’t get bored. I hope you get pretty much bored if you see a player is doing a simple marksman task in hours(which in turn can be completed under minutes).

Reloading checkpoints and fast travels makes your game-play buggy and full of ignorance respectively. Because, if you can avoid a heavy military just by fast travelling, then that is not what the game is there in the first place. And the Hitman style does not ensure your stealth, hitting a target and getting away from that area quickly is unprofessional. But if you can exfiltrate before any alarm, then your stealth is not lost. This is the strategy of a Silent Hitman and it is very risky.

THERE IS ALWAYS A RIGHT WAY TO DO THINGS(IN DEADEYE). NOW THERE ARE MULTIPLES OF RIGHT WAYS TO DO THE JOB. WITHOUT A SYSTEMATIC APPROACH, YOU WILL BLOW YOUR COVER EACH TIME.
THE BULLET CAMERA VULNERABILITY


Some very cunning players 'CHEAT' using a bullet camera. Most of the players don’t even know how a cheating/bug is involved with a bullet camera. I am gonna tell you and demonstrate to you how.

PROBLEM 1 : OFFSET
BULLET CAM OFF
The bullet takes a finite amount of time to reach the target, a bullet_delay. So, to hit a 'mobile target' far away, you’ve to fire a little early(standard).




Stage - 1.
Moment of Discharge.









Stage - 2.
Going for the kill.










Stage - 3.
Hit.









Stage - 4.
Aftermath.






BULLET CAM ON
When you turn on the bullet cam, you just align the DRS with the target, DOES NOT MATTER IF IT IS MOVING OT STILL. The extreme coordination that you had to invoke while the cam was off, will NOT be in the picture anymore. You don’t have to fire it early, just at the moment, the target meets the hit point of the reticle.





Stage - 1.
Moment of Discharge.









Stage - 2.
Going for the kill.









Stage - 3.
Aftermath.





In another way, a bullet cam 'STOPS THE TIME' inside the game frame(try a DARPA kill while free falling). All the targets will stop moving until the bullet hits the target, which is rubbish in a manner. You should not use a bullet cam for moving targets. And It is also 'NOT OK' to use for some static enemies(static enemies does many things that might result in a miss, like sneezing at the moment of fire or just embarked an uneven terrain). See the associated video for a crystal clear demonstration, and try it out yourself on your PC.

PROBLEM 2 : DAMAGE
Many of us would agree that a Blower R93/Tactical XCR 700 can’t/can kill enemies with a single body shot. Now you need to do two experiments to know what a bullet camera does to damage.


ORDINARY BODY-SHOT : 491M(BLOWER R93).
RESULTS.

BULLET CAM OFF
The bullet 'NEVER' kills the enemy.





Stage 1_OFF









Stage 2_OFF









Stage 3_OFF









Stage 4_OFF





BULLET CAM ON
The bullet 'ALWAYS' kills the enemy.





Stage 1_ON









Stage 2_ON









Stage 3_ON(Just Before Hit)









Stage 4_ON(Just After Hit)









Stage 5_ON





A bullet cam. also destroys the terrain properties, like penetrability. You can hit a target with AP rounds, does not matter the thickness/obstruction. This is one of the most terrible things.

Of course I prefer not to use a bullet cam unless the representation is necessary to witness things. Like when you’re trying a triple or, a quadruple kill. A Bullet cam is necessary to observe those head-shots from a close range. I see using Bullet Cam as extreme fair cheating. But it’s a good representation.
BALLISTICS(EXTRA) - ONLY FOR WRAITH FALCONS


BALLISTICS
There are three types of bullet ballistics that one should be concerned about.
  • Interior : It is associated with the internal propellant mechanisms of the rifle. Like propellant gas physics, ignition, bore mechanics, recoil delivery, momentum transfer, etc.
  • Exterior : This is what we are concerned about, the physics of bullet projectiles.
  • Terminal : This discipline is concerned about the happenings after the bullet impact. Like penetration, damage, terminal bombardment, etc. This part helps you determine the difference between an AP bullet and an ordinary .338/.50 inch.

EXTERIOR BALLISTICS
THE TRAJECTORY
To determine the trajectory of the bullet you need a reference system. Two basic dynamical variables are of concern, the position in 3D-space and the spin about the three co-ordinate axis(rigid body criterion).
  1. X position.
  2. Y position.
  3. Z position.
  4. S_x : Spin about X ---- Roll
  5. S_y : Spin about Y ---- Yaw
  6. S_z : Spin about Z ---- Pitch
The respective roles of ROLL, PITCH, AND YAW depend upon your convention. These are the typical degrees of freedom the system has. Applying Newton’s laws gets you to 6 differential equations one for each variable. Solve them and you determine the trajectory(next to impossible analytically)!

THE CHAOS
The atmosphere behaves as a chaotic media, nothing can be determined from previous observations up to a far extent(Dynamical Constraint, not even with supercomputers). It's like determining a weather report a month prior, if correct then you are just lucky. To determine the dynamics of a bullet through the chaotic atmosphere is not just difficult rather a problem with extreme difficulties and a very challenging research area of interest(DARPA is famous for this kind of research). Some of the dynamic counterparts can’t be even solved analytically. Computerized Numerical solutions are possible and a real-time sniper uses a 'BALLISTIC CALCULATOR' to incorporate that in the field. That mask serves as your ballistic calculator in the field(in-game), otherwise, the game could not have kept up with gamer instincts.

There are many online ballistic calculators available. I prefer BisonBallistics cuz they provide you with some idea about the algorithms the calculators are based upon(4 DOF).

Instance: The Chaos Theory-The air velocity. The sniper measures the air velocity and fires the bullet. Now there is no guarantee that the air velocity won’t change while the bullet is in midair. This happens in SGWC too(Beketov valley, graveyard sniping). Although there is another cunning way to avoid that. Putting more kinetic energy into the bullet allows lowering the bullet interaction time with the atmosphere. The bullet reaches the target with the slightest deviation. The heaviest of rifles like B82 and B95 are less affected by this variation.

Longest kills in history:
  • ~3.5 km – TAC 50.
  • ~2.8 km – M82A1.
Guess what, these are the luckiest persons alive on the planet. If you have any doubt about these, read Chaos Physics from any classical mechanics textbook. So, I would not be that excited for these one chance in a million long-range shots.

MAKE NO MISTAKE, 'LUCK' HAS NOTHING TO DO WITH DEADEYE! YOU CREATE YOUR OWN LUCK THROUGH A SUPER OPTIMAL STRATEGY.

6 DOF MODEL : THE FORCES

Forces(Significant):
  • Gravity(SGWC has this feature).
  • Wind(SGWC has this feature).
  • Air Drag : The air drag depends on the shape and size of the bullet. The shape we see is a 'streamlined rigid body' which in turn minimizes this drag/ air resistance. This is a typical damping force that acts opposite to the bullet’s velocity. The shape you see in those bullet cameras is compatible with G7 damping(typical damping).





    A Streamlined Body. The drag is lowest for this particular shape.





  • Coriolis Shift : This is one kind of fictitious force that appears for a rotating frame of reference, like the rotating earth. We are familiar with this type. This force becomes appreciable for very long-range targets.
  • Lift : The aerodynamic force that lifts a plane. The bullet also feels this and shifts upward. Just opposite to bullet drop but much lower in magnitude.
  • Pitch Damping : It's a spin damping force that is a result of the spin itself, interacting with the air resistance/drag. It tries to cease the pitch(spin motion) which affects the trajectory. It's a self-compromising force.
  • Magnus Drag : It is also a result of spin-air interaction. As the bullet spins, it drags some of the air with the surface(like a cohesive glue) and rejects(effectively) on the other side. This in turn creates a pressure difference on the two diametrically opposite surfaces and causes a shift depending on the spin direction. Tennis and Football players use this force extensively to their advantage!
    Not sure if any other forces are present in the dynamics. Implanting Air Drag is not that hard(not in the actual engine of course), you can do it in python3D, speaking unprofessionally.

ENVIRONMENTAL FACTORS
  • Wind angle(SGWC has this feature).
  • Altitude.
  • Barometric Pressure.
  • Temperature.
  • Humidity.
  • Muzzle velocity.
  • Sight Height.
  • Zero Range.
  • Max Range.
  • Air density.
All of these factors are not independent rather depend upon what variable your model uses. Some other factors might be in the list of SGWC features, but without knowing the program(only devs.), it is next to impossible to guess.

This is not a place for massive discussions about these facts. If you want an account for these, whether you are a physics enthusiast or not, you can find them in the reference I mentioned earlier. This is a bit of advanced text which requires certain mathematical and physical insights.

Ref.- Ballistics: Theory and design of guns and ammunition: Carlucci and Jacobson(CRC),
THE ULTIMATE HUNTER(EXTRA) - ONLY FOR WRAITH FALCONS
The Emperor : Falco peregrinus.

I hope you know what a wonderful bird a Peregrine Falcon is. I am only concerned with this bird as it is one of a kind, 'THE EMPEROR OF THE SKY' and they can manipulate Aerodynamics. Our bullet experiences these aerodynamic forces so is the Falcon while stooping(hyper dive). The Falcon has a wonderful evolutionary feature that lies within its bone structure and quills. When it dives, the quills auto-adjusts themselves in such a way to reduce the air drag (resistance, the faster it goes, the more the drag becomes and dissipates the kinetic energy/speed).

It is this feature, that makes it the fastest diver on the planet(389km/h top speed, on the record). Not even a Golden Eagle can touch this outrageous hunter.

THIS IS THE ORIGIN OF THE 'WRAITH FALCON', OUT OF IMMENSE RESPECT FOR THIS DEADEYE EMPEROR.
YOU CAN SEE THE SAME AUTO ADJUSTABLE QUILL-LIKE STRUCTURE, ON THE SURFACE OF A DARPA BULLET.

This type of manipulation increases the range of the bullet profoundly(drag-reduction technique). Although it is controversial, some people suspected in the past, that the aerodynamic technology of many stealth bombers(NIGHTHAWK, B2, etc.) was based upon the study of Peregrine Falcon’s abilities, but the extent is uncertain as the data is 'CLASSIFIED', god knows what that means.
OPINIONS(STRICTLY PERSONAL)

  • Challenges have no value unless you do that in deadeye. Because each one of them can be completed in marksman(weirdo difficulty) which is not playable at all(observation only). If you don’t get a real fight for the challenge then that is not a challenge at all.
  • Without the bullet trajectory, any sniper platform is incomplete(physical perspective), whatever better graphics, environment, story, rifles, gore, and violence it contains. This is again my point of view, having a different set of opinions is not that bad.








































    ARE YOU SURE THAT YOU CAN SEE ALL THESE 4-STAGES OF GRADUAL EVOLUTION OF GRAVITO-WIND EFFECTS IN OTHER SNIPER PLATFORMS?
    I REQUEST YOU TO CHECK JUST THAT WITH ANY OTHER SNIPER PLATFORM AT YOUR DISPOSAL. LET ME KNOW IF YOU CAN SEE THAT OR, THE GAME IS CLOAKING THAT THING VIA SOME KIND OF AWFUL RECOIL OR, A DEATH CAM.


    Opaque scope : NO ADJUSTMENT.
    Transparent Scope : AFTER GRAVITY-AIR ADJUSTMENTS.


    The bullet starts from the glowy yellowish cross and hits the target at that white cross. It takes a 'near parabolic path', represented by the dotted line(scope property of SGWC rifles). The dotted line also determines the position of the adjusted crosshair(transparent) and the adjusted crosshair moves along this line for differents of distance adjustments.

    THE EXISTENCE OF AN 'ADJUSTMENT' DOES NOT ENSURE THE EXISTENCE OF AN ACTUAL CORRECTION.

    Allow me to explain.
    Let for a specific target you've adjusted the crosshair at the transparent position(white cross is the hit point). Now if you fire a bullet, the bullet should gradually shift(frame by frame) from your position to the target. Now after the adjustment if the bullet goes straight then there is absolutely 'NO MEANING' for the adjustment itself. To ensure that you'll have to WITNESS THE BULLET FRAME BY FRAME. I have done that in the upper 4-stage figure.

    AS FAR AS I AM CONCERNED THESE DEVELOPERS ARE THE 'ONLY DEVELOPERS' WHO MANAGED TO INCORPORATE THE DYNAMICAL EQUATION DIRECTLY INTO THE SNIPING MECHANICS.

    THAT'S WHY, 'NEVER BEFORE SEEN SNIPING MECHANICS'. INDEED IT IS.

    It's my analysis. Whether to believe it or not is up to you. I have presented the clues that led me to my belief. Try these things with any other platform, you'll understand the true uniqueness of Contracts.
  • You become a true Sniper Ghost Warrior when you create your own challenge.

    I have designed some of my own. See the videos.
    • WRAITH FALCON.
    • ONE MAN ARMY.
    • SILENT HITMAN.
    • FINAL COUNTDOWN.
    • 1SHOT4KILL.
    • WRAITH INSTINCT.

    Note: You can design more extreme challenges than these and post them on the community wall and don't forget to tag your doomed buddy over here.

    These have very different kinds of challenging properties. Like all headshots(except heavy enemies unless you have AP bullets), zero misses, kill ‘em all(empty the whole base), all challenges in a single blow, hit and run without losing stealth(Silent hitman), invisible wraith, etc.
    All are in deadeye and incorporated with breath-taking stealth. Drunken enemies are not fit to tackle a Ghost Warrior, now is it?

  • The most fascinating feature of this game. Whatever your skill level is, you can always design a way that fits your playstyle(slow/fast does not matter). You don’t have to be a Wraith Storm to become a Sniper Ghost Warrior. But in any circumstances, losing stealth will not let you enjoy the game fully. This is also the Tactical Sandbox.

  • Assault rifles in this game are not very effective. Sniper Rifles are far more efficient than the assault rifles. I prefer not to use 'em unless you're running from your enemies.

  • Do not search the internet for worthless videos. Many unworthy players are posting their videos, they lie to get views and leave a bad impression about the game, beware of these cheaters. You can’t enjoy the game unless you figure it out on your own. Rely on the experienced community members, get tips, and avoid entire video solutions unless it is frustrating. I hope you are an honest player, then I won’t recommend you see my channel either. The moment you see it, you get biased and you lose the thrill of Intellectual Instincts.

  • Very carefully read and understand In-Game Instructions/Journal. If you do and if you have a little creativity in you then you don’t need any absurd guides. If you find something very challenging then this guide will be somewhat helpful, you will not have to do the experiments to identify the Equipment’s Effectiveness and Certain Limits.

  • Never ignore the handler. The handler provides you with various useful instructions. Listen to his every word with extreme caution. Missing a single sentence can be harmful. Listen to him when he is blabbering.

  • Never listen to faulty reviews. Many people complain about many things, some of ‘em are legit but most of them are not genuine. These are not reviews rather filled with excuses and their failures, they can’t do it, so, the game is bad. The game is bad in many ways, I agree, but there are many good things about it. Some of ‘em are so good that no other platform can’t compete with the associated specialty. From the perspective of a sniper gamer, I never had anything that satisfied me this much till date(Sniping Mechanics + Sandbox + Cunning/Creativity + Skills all combined).

  • Solo protocols are not standard even in the US marine corps./military(most powerful defense in the world). They are deployed in a pack(2/4, sniper+spotter). But if some Marine Cap./military/marksman sniper tells you that solo mercenaries doesn't exist then you have no reason to believe ‘em. Cuz they can’t have a single justifiable clue to support their claim. It’s like they are telling you that they saw aliens in area-51 and you’re believing ‘em. When they say so, they tell you about their 'Standard Protocols', where solo tactics have no value. The government won’t let you know even if they exist. So, in my point of view, NO ONE CAN TELL IF A SOLO HITMAN EXISTS/NOT. If that were so easy then there would not be anything as 'CLASSIFIED' I guess. Do not rely on other people, rely on your common sense/intellect/understand the savagery of lack of information.

“In war, truth is the first casualty.”- Aeschylus, the father of tragedy.
This quote was also coined by Captain John Price(COD: Modern Warfare). So the truth is just a matter of perspective and fairly deceptive. It is better to be careful when someone believe something to be true/false.
THE NEXT SET OF CONTRACTS


SNIPER GHOST WARRIOR CONTRACTS 2
The in-game parameters will be the same, more or or less. If this stays the way it was before, then I guess you'll never need any kind of bogus guide, you'll be able to create your own. The conquering mechanisms will also be the same. Be a deadeye from the very beginning and avoid bogus reviews, as this time stealth sustenance in deadeye will be even harder than ever.

The devs. interpreted DEADEYE in the following manner.

THE ULTIMATE TEST! BRACE YOURSELF FOR HYPER REALISTIC SNIPING MECHANICS, DEADLY ENEMIES AND UNFORGIVING CHALLENGES. NOT FOR THE FAINT HEARTED!
I think they interpreted it more appropriately this time cuz this time deadeye will be far more difficult.
VIDEO DEMONSTRATIONS


I request you to read the guide first, make up your mind and also I request for your opinions in the video demonstrations. It is SUPER OK if you dislike/ do not agree with my point of view. But if you dislike and can't assign significant and valid reasons then I will be propelled to think that either you are an unprofessional or, a bogus and cocky person.

Inform me immediately if you find something in this guide that is not demonstrated in these videos. There are a few things in fact, but as they were awfully easy, I did not bother publishing 'em.(like the linear barrage mechanism).


DEMONSTRATION I


Tactical sandbox.
Sniper Rifles.
Magazines.
Special Bullets.
Barrels.
Shallow Muzzle Suppression Techniques.
Sidearms.
Stealth Friendly Gadgets.
Sniper Tactics.
Typical Skills.
Best Sniper Nests.
The Highest Honor.
The Bullet Camera Vulnerability.



DEMONSTRATION II


Parameter Deceptions.


DEMONSTRATION III


AI.

DEMONSTRATION IV


Fast Travel and Checkpoints.


DEMONSTRATION V & VI



ULTRA WRAITH FALCON.


DEMONSTRATION VII & VIII



FINAL COUNTDOWN.
ONE MAN ARMY.

THE CONCLUSION


Finally,
Any guide version 1.0 can’t be optimal neither can it be bug-free. Now it’s up to you guys, to make anything whole with your fresh sets of eyes, ears, and experiences. Come at me with your full strength if you have reasons to believe something is wrong with this guide. But be reasonable, if you do not have any viable logic to support your claim then do not make clumsy arguments as it can be harmful and deceptive for other players. Rectify the mistakes with absolute precision and logical reasoning and in a single blow just like a deadeye.

If you need any suggestion/ provide a suggestion, a doomed guy will always be at your service. If you think that I have bluffed about something associated with this guide, then inform me. Either I remove/rectify the section or, provide you with enough convincing proof that will justify my claims.

Begging your pardons if I have offended someone/behaved cocky in the process, It was never my intent.


'YOU'RE A GHOST WARRIOR.
YOU ARE SUPPOSED TO BE DEAD AND INVISIBLE!
SIGHTINGS SHALL NOT BE FORGIVEN!'
---- doomedSniper.
13 Comments
nick7712 17 Aug, 2022 @ 1:04pm 
So comprehensive I fell asleep before I got to the content. Really good job though. I haven't finished downloading. It appears to be a very in depth guide with a lot of high level thought. Hints: I gave you an award! only 300 points but hey, I really appreciate your hard work and enthusiasm.
Bill70 12 Oct, 2021 @ 11:51am 
Wooowww totally amazing Post , My utmost respect in your detail and time that you have put into this ,, really is avery informative guide for any level of player that will take the time too read it all through .. Thank you so much for your efforts ,and please (if it possible ,lol) keep them coming !!! :grwdevil:
doomedSniper  [author] 11 Oct, 2021 @ 9:34am 
Yes, I wrote it myself. Thanks for visiting.:steamhappy::steamhappy:
Swissski 11 Oct, 2021 @ 9:07am 
Did you write it all alone ? It really is a huge job that you have done ! Really amazing !
:steamthumbsup:
doomedSniper  [author] 16 Jul, 2021 @ 9:09am 
Thanks for your feedback. I appreciate you giving some of your time for a better experience.
doomedSniper  [author] 16 Jul, 2021 @ 8:35am 
(2/2)
" Another thing you could try would....able of contents sections clunky. "
That’s an issue, but I am afraid It can’t be resolved(I tried).
The contents of a section is very limited as you know. It won’t let you paste/insert any image/texts after a certain extent. So, I had to increase the no. of section in order to include all the things. But you also have to consider the fact that I tried to include “all” the things and also some extras. It’s a section constraint posed by the steam platform itself. Maybe if it wasn’t there, then the no. of section could have been decreased to fit along with reliable navigation.
doomedSniper  [author] 16 Jul, 2021 @ 8:35am 
" I think this guide could be absolutely ...... talking to an apprentice instead of a drill sergeant/preacher. "
I am sorry if you’ve felt that way. Cuz I never wanted people to see me as neither a “mentor” nor a “preacher/boot camp sergeant”, rather a friend who is sharing some info and giving some motivation for some quality time.
doomedSniper  [author] 16 Jul, 2021 @ 8:30am 
(1/2)

I'd like to preface this feedback ………..such as the frequent use of the word 'ultra'.
Sorry, if I have left that impression. It might seem that I meant something like "the best of the bests" via the word Ultra(/some captions). Nah, I can assure it's not the case. It's just a name and Ultra means "best in my view", which might not be the case for others which is most obvious.
This is mainly the reason that I left quotations in places, so that people don’t get the wrong idea about me or, the contents I wrote.

One way you might …………… aren't widely used outside this guide.
I agree, rectified the mistakes. Mentioned two principal properties of this strategy which poses extreme challenges(in my view).
TwistedGraphene 16 Jul, 2021 @ 12:56am 
Another thing you could try would be to consolidate some of your sections. The table of contents on the right side is so long that I can't see all of it at once, which makes navigating to specific sections clunky.

Once again, there is really good information in this guide, but right now it's hard to parse. I know from seeing you in the discussion threads that you are knowledgeable and you seem to like helping people. I think this guide could be absolutely amazing if it sounded more like a mentor talking to an apprentice instead of a drill sergeant/preacher.
(2/2)
TwistedGraphene 16 Jul, 2021 @ 12:56am 
I'd like to preface this feedback by saying that there is some really good information in this guide. That being said, it took me a while to get through this because the tone of the writing comes across to me as edgy with a bit of a 'better than thou' feel, which I find very off-putting. Most of this comes from the extensive usage of all caps, but also the terms you use, such as the frequent use of the word 'ultra'.

One way you might get around that would be to talk about the various playstyles at the start. That way, later in the guide, when you invoke those playstyles by name the reader would understand what you mean, and you could better convey how a particular tactic or weapon choice supports and implements that playstyle. As is, I don't really know what you mean by something like 'Ultra Wraith Falcon' because those terms aren't widely used outside this guide.
(1/2)