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Dex (Aust)

Will There Be Specialist Sniper & Recon Units?

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Dex (Aust)

Will there be Special Sniper & Recon Units for support?

If so, please list all sniper weapons likely to be available for both sides.

What type of equipment and clothing will be available?

What is the likely size of each Sniper Unit?

Will there be short and long range Radio devices like Task Force Radio in ARMA3?

Will there be air support in the future?

Would like to pair up with my Sniper/Recon buddies each time I play and each time I login automatically. Will this be possible?

How many of us in this Community want Specialist Sniper/Recon Units? There is an ongoing debate that some players do not want sniper units at all, which is totally unrealistic.

Look forward to your replies and support.

Cheers,

 

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Morpho

It doesn't look like there will be any "special" units. You will have access to sniper rifles and long range weapons, and I don't know what classifies somebody as a recon unit in a game. It sounds maybe like you are talking about a battlefield game, where a recon unit always has an SMG? This does not consider somebody as "recon". Everybody can report information, so that is your recon? So far they will have the SV-98. The radio's seem similar to TFR in Arma but I'm sure they'll have their differences. <- I'm pretty sure this question is answered in the FAQ's. I doubt they'd put in air support, and I hope not either, but I know if you are in a raid for too long, you will get bombarded by artillery, controlled by AI. You can also pair up with anybody, friend or "foe". So I suppose if you wanted to call yourself a "sniper" and your friend, "recon unit", then yes, this is all possible. It is all up in that bright imagination of the player :) I hope I didn't sound too sassy with this answer. Of course, I can be completely wrong too, this is just all what I've seen from videos, watching the forums for developer answers. Who know's what we'll get!

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Scruffy
2 hours ago, Morpho said:

It doesn't look like there will be any "special" units. You will have access to sniper rifles and long range weapons, and I don't know what classifies somebody as a recon unit in a game. It sounds maybe like you are talking about a battlefield game, where a recon unit always has an SMG? This does not consider somebody as "recon". Everybody can report information, so that is your recon? So far they will have the SV-98. The radio's seem similar to TFR in Arma but I'm sure they'll have their differences. <- I'm pretty sure this question is answered in the FAQ's. I doubt they'd put in air support, and I hope not either, but I know if you are in a raid for too long, you will get bombarded by artillery, controlled by AI. You can also pair up with anybody, friend or "foe". So I suppose if you wanted to call yourself a "sniper" and your friend, "recon unit", then yes, this is all possible. It is all up in that bright imagination of the player :) I hope I didn't sound too sassy with this answer. Of course, I can be completely wrong too, this is just all what I've seen from videos, watching the forums for developer answers. Who know's what we'll get!

Whatever he said^^ 

You'll pick your equipment for raids and based on that, on your team and individual gameplay you will fulfill certain roles. If you want to be a recon, well, then you should just be one :)

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Europoor

I am definitely a special unit myself. Ask others. 

1449889844516.jpg

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KREION
1 hour ago, Europoor said:

I am definitely a special unit myself. Ask others. 

1449889844516.jpg

You sir don't leave me any choice.

+1 for the first good laugh of the day!

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Skemba

Not the tacticat... now we're doomed...

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Keza

Uhm, he got the business end of the tacticat backwards, right?

OT: the game does not dictate how you execute the raid. So when you want to go full recon, or gung ho marine, it is up to you. That is one of the nice features of the game...

As I understand you will have multiple characters which you could develop into different type of soldier...so there you go.

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Sushi

Hi Dex, welcome to the forum. I'd suggest a little bit of searching to help expedite your answers.

 

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

Will there be Special Sniper & Recon Units for support?

Can you clarify on what a "special sniper unit" entails?  Player-created ones? Bots? The devs haven't mentioned AI friendly units, though I could see it given there's going to be a campaign.

 

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

If so, please list all sniper weapons likely to be available for both sides.

What type of equipment and clothing will be available?

The devs have said "every kind of AK variant you can imagine," at some point, but the list of confirmed weapons is a constant work-in-progress. There's a Weapons Department that is updated with art and a list of confirmed weapons so far.

 

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

Will there be short and long range Radio devices like Task Force Radio in ARMA3?

Devs have stated there will be a radio system with mechanics like interception in the FAQ. However, most players are going to use Skype, Teamspeak or some other client, probably on top of whatever is in the game (proximity and radio chatter.) I'm not sure if they want to have long range vs short range radios though, since it's already a feature not everyone is going to use.

The map is essentially part of a city (4x4 km). It's not a massive world where you'd be setting up a FOB with long-range radios and such.

 

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

Would like to pair up with my Sniper/Recon buddies each time I play and each time I login automatically. Will this be possible?

Again, read the FAQs. You can go with a group of 5 friends into a raid and spawn at the same location. However, Raids are limited to one hour or so and have a slightly smaller map size.

Tarkov is primarily session-based, so you don't log out and spawn back in. When you log out, you're either dead or escaped the location, since your loot is not saved otherwise.

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

Will there be air support in the future?
 

Air strikes are part of the dynamic events and environment, but nothing on player-controlled ones yet. IMO, it would not make sense for you as a rogue PMC trying to escape Tarkov.

 

On 2/21/2016 at 4:39 PM, Dex (Aust) said:

How many of us in this Community want Specialist Sniper/Recon Units? There is an ongoing debate that some players do not want sniper units at all, which is totally unrealistic.

One of the basic premises of the game is that there's no hard class system. There's a number of skills that you can choose to build up your character in a certain way, which is probably going to make it so sniper rifles, machine guns and such weapons aren't competitive / effective like they would be with a specialized character build.

So, specialized sniper units? Maybe as some AIs that are hard to kill, but otherwise all we need is the ability to make sniper-spotter teams if we want. A special unit or class for them isn't necessary.

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Kizumono

OP, I don't think you understand what Escape from Tarkov is about. EfT isn't a combined arms simulator like ARMA, PR, or Squad.

With that aside, you can still function as a "sniper" and take a reconnaisance role whenever you decide to play with your friends. There isn't anything to stop you from keeping your current play style.

AFAIK, only the SV98 is confirmed, but there's likely going to be many more sniper rifles and DMRs to be added during development and later on as DLC. And for long range comms, if there isn't anything in game, I would just use Skype, Teamspeak, or some other program.

Edited by Kizumono

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Dex (Aust)

 

LOL – Thank you for your responses above. Cannot wait until the game is released.

I will try and respond more fully shortly. Too much work at the moment.

PS I Love that CAT/TAC image and pissed myself with laughter.  Watch Out Kitty _ LOL

Edited by Dex (Aust)
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Dex (Aust)
On 2/23/2016 at 8:43 PM, Sushi said:

Can you clarify on what a "special sniper unit" entails?

Good question.

For me it's PVP/Counter Sniper Mode Play, and taking out key targets at long range (a two man team - Sniper & Spotter).

Understanding the weapon ballistic and limitation key for a successful shot.  I would like to have access to a range of selected sniper weapons, a selection of scopes, and ammunition, etc.  Accordingly, my skill performance depends upon the mission and my weapon/equipment selection. 

My preference is using the MILDOT method and using Windage/Elevation adjustable scopes. Longer shots over 700m should become more difficult on ballistics and accounting for variable conditions. I also prefer making up my own RangeTables as standard formulas do not always work.

Would also like to see the ability to zoom in using my middle mouse wheel to the maximum scope settings.

In some situations there may not be enough time to use a RangeFinder, especially if you are on your own, so the 100 – Metre – Unit of Measure Method is used. For example: two measures are estimated between various objects or building structures using the RangeFinder, and the range is then halved to provide an estimate to target. So estimating distances become important, but uncertain. It would be good to have a simple RangCard to use and enter data on.

 

For me free standing without any support is least desirable. I would like to see other supports include bench rest support, sand sock, rucksack, buttback, sandbag, tripod, cross-sticks, forked stakes, etc.

Common Sniper positions including prone, sling support, sitting support on my spotter, support kneeling and vertical supports would be great. 

Point of Aim (POA)

The POA is mission- and range-dependent and should not be the centre of mass unless required by the situation.

The best POA between 300 and 600 meters is anywhere within the triangle formed by the base of the neck and the two nipples. The kill zone. Outside this zone, the likelihood that the player survives is very high.

An alternate POA for closer than 300 meters is the head hold. This point is very difficult to achieve because of its size and constant motion. The advantage of the head hold is incapacitation well under 1 second if the correct placement is achieved. This hold is well suited for hostage situations where closer ranges are the norm and instant incapacitation is required. One hold is along the plane formed by the nose and the two ear canals. The target is the brain stem, thus severing the spinal cord from the medulla oblongata. Note that the POA is neither the forehead nor between the eyes, which would result in hits that would be too high. The sniper is best served by imagining a golf ball-sized shape inside the middle of the head. He is to hit that inner ball by aiming through the middle of the head regardless of position horizontally or vertically. As you can see, your POA becomes important. However, it's a very difficult shot to make. If you miss, the outcome may change the whole mission objective.

Head pop and amputees graphics would be satisfying, at least for me.

 

MISSION PREPARATION

Mission briefing may be either written or oral, the RECON/SNIPER Unit must then use available time to plan.

 

Warning order or information or situations to enhance the mission objectives.

Learning as much as possible about the mission and about the enemy target (s) is important.

The RECON/SNIPER Unit plan out their own and/or whether aircraft, parachutes, or helicopters should be used.

The RECON/SNIPER Unit provides current intelligence on any changes known to them.

The RECON/SNIPER Unit coordinates with operational sections/Team Leaders regarding:

1.      LZ and PZ

2.      Link Up Points

3.      Transport

4.      ReSupply Points

5.      Signal Plan

6.      Any special Assets required

7.      Methods of insertion/extractions

8.      Frequencies and Call signed of each active Team/Leader – and back-up Leaders.

9.      Coordinate through friendly units.

10.   Coordinate with Air-support on Situations – enemy forces, whether conditions, friendly forces movement. [To  be decided at a later date].

Time pressures can have immediate effect and impact for success. Some players may like this planned approach while others may prefer a "Bull in the China Shop" Approach/Quick scoping running around like a Dump Ass. 

 

The RECON/SNIPER Unit may be employed to eliminate enemy sniper Nest/ other snipers. Anticipate reaction to enemy sniper fire such as smoke and/or suppressing fire and/or vacating enemy sniper fire kill zone etc.

Perhaps a combination of scope glint for a few seconds/muzzle flash/ and a little smoke could be used to ID the shot/general location/plus directional sound. However, for advanced experienced Snipers access to suppression tools would be a must.  Advanced Snipers become more and more challenging to kill depending upon their skill/equipment/game time.

No advanced payment upgrades should be allowed.  It's all based on skill.

Key Targets could include:

 

1.      Enemy Snipers.

2.      Enemy Scouts/Recon teams/others.

3.      Enemy Vehicle Commanders and Drivers.

4.      Enemy Communication Personnel and Units.

5.      Optics fixed to Enemy Vehicles

6.      Enemy Communication Equipment and Radars.

7.      High tech Weapon Systems.

Enemy Officers MUST NOT be killed as they have critical intelligence if captured and integrated alive. For this reasons, Enemy Officers must only be identified, observed, and their position reported to Central Command. The decision to kill or not to kill may impact the whole gameplay for your team.

 

TARGET SELECTION

A TARGET may be forced upon the RECON/SNIPER Unit.

A moving target running is a difficult shot to make for the best of marksman and identification may be lost while trying to positively identify the target. An enemy getting close to the location position may become a high value target. When considering a Target, the RECON/SNIPER Unit must consider:

1.      The level of the threat presents.

2.      Is it immediate as someone walking near there the hide location or a future threat or Enemy Dog/Scout-Team.

3.      Probability of a first round hit and detection.

Would like to see an Enemy Dog/Scout-Team in the future.

 

Essential Recon/Sniper Duties and Responsibilities include:

1.      Select Sniper Hide Location (“the NEST”) to fire from.

2.      Plans exfiltration route or new locations.

3.      Select to the right gear for the mission.

4.      Observe and relay RECON intelligence to Central Command. Central Command/Leaders will use that information to plan out the battlefield attack strategies.

5.      Update Central Command/Leaders with battlefield intelligence using the STOPREP & SITREP reporting format or a simplified version of it.

 

Essential Duties and Responsibilities of a Stopper include the following:

1.      Identify targets priorities for the Sniper.

2.      Make range estimates for the Sniper.

3.      Calling out the targets and identifying the range to targets.

4.      Relay high priority intelligence and coordinates.

5.      Provide close range security and take point when moving.

6.      Support and engage targets at short ranges.

 

The modern RECON/SNIPER Unit usually enters the battlefield before the main Units and identifies the best possible overwatch positions. Selecting the right LOCATION and CAMOUFLAGE is critical.

 

The RECON/SNIPER Unit will require deployment at least 15 to 30 minutes before commencement of the MISSION or at least sufficient time to scout the Operation AREA (OA), and map out potential targets.

 

Cover and concealment is either natural or artificial from the fire of enemy weapons. Natural cover includes trees, bushes, ravines, tree logs, natural structures that may protect you from enemy fire.  Even the smallest fold in the landscape can provide cover. Use natural background and shadows when possible. Avoid shiny surfaces that attract attention. Avoid sky lining during the day and even at night because dark outlines stands out and makes a good target.

 

Avoid rubbing trees and bushes during movements and plan every movement in small segments. Stop Look and Listen often.  Move during disturbances such as gun fire, explosions, aircraft noise, wind, or anything that will distract the enemy’s attention.  Use the sniper crawl to minimize detection. Accordingly, every decision you make has a consequence.

The RECON/SNIPER Unit may be attached to a Squad Unit. In this case, the lead of the Unit is in charge of the team while it is attached. It always appears as an integral part of the team. Once the AO is located, the RECON/SNIPER Unit separates while the team prepares for operation, and moves to their concealed locations. Radio coms is must with the Leaders, but not with the other players. However, the Sniper should have the ability to adjust for individual player radio frequencies to listen in and/or help them out.

Sorry for the long winded response. It's just food for thought to make this game the best ever.

Cheers

 

 

Edited by Dex (Aust)
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Europoor

Now: 

1. That is the longest comment on the forum, congrats! :usmile:
2. Very thoroughly explained

3. First I was like 

Then I took the time, and it was very interestingly told. Nice job 

Edited by TarkovEscaper
Don't quote giant posts

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Sushi

While I get what you're saying I don't think EFT is what you're looking for and I disagree with some of what you're suggesting.

You are an isolated Private Military Contractor. You have no air support, no special recon teams, no special surveillance assets. You're not part of a high-tech, combined arms machine with CAS and satellites. There is no Escape from Tarkov doesn't have a class or kit system like Arma. Factions are malleable, "enemy intel" might be meaningless because your teammates are allowed to shoot you in the back. There might not even be "officers." If you find a sniper rifle and hit someone with it, you're a sniper.

Fifteen minutes prior insertion, cas and special recon assets for snipers would break the game. You spawn randomly like everyone else and must kill scavs on the way to your sniper nest, and hurriedly establish a perimeter, every additional security member taking away from your looting / attacking force. And then escape before the raid timer expires.

Features-wise I'm behind you on range cards and spotting scopes. Devs have said you adjust range by hitting a key Battlefield style instead of dialing in mils. I'm certain mil-dots will be in the game. Damage might be graphic, but your average 7.62x51mm round won't amputate a limb to begin with. You'll have a lot of guns to choose from. But no, no special assets for snipers make sense in this game.

Edited by TarkovEscaper
Don't quote giant posts
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Dex (Aust)

I thought Private Military Contractors were illegal in Russia? This is Risky Business indeed. Looks like I wont have many friends in this game. Might have to shot first and ask questions later. Anyway, happy to make do with any available assets.  It's a shame rounds are limited to 7.62x51mm - LOL - No Amputates.  This animation would have been awesome.  No need to go overboard with it, just an arm or leg here and there will do, then crawl to safety if you can while being watched. Taking out a few friends trying to help is usually a bonus as well. 

PS: My current suggestions is aimed at improving the game in the future rather than reflecting an understanding of the current game. Hence - Food for Thought. "Lets make it Awesome"

 

Edited by Dex (Aust)

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Sushi
5 minutes ago, Dex (Aust) said:

PS: My current suggestions is aimed at improving the game in the future rather than reflecting an understanding of the current game. Hence - Food for Thought. "Lets make it Awesome"

Okay, that explains why your idea was out of touch with the game. It's really going to save a lot of effort if you read the FAQs, translated developer interviews and forums. A lot of your questions are answered in them.

The game, for example is set in "Russia 2028." In ten years, much might have changed, including Russian stance on PMCs. BEAR might be based outside of Russia. We don't really know. You're one person trying to escape a city caught in an actual war. That's less like Blackwater in Iraq and more like some guy lost in Syria or Yemen.

Yep, you can bring 5 man squads into a game to travel with your friends.

Not sure if 7.62x51mm is going to be the biggest caliber available, I know the devs tried firing Lobaev rifles in .338 and .408. The SV-98 we've seen so far is a x54r rifle. I'm not sure I'm a fan of having .50 BMG or other anti-material rifles in the game but it's an option.

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Kizumono

OP, it's awesome that you're interested in EFT enough to put together such a thorough post, but you have to keep in mind the spirit of the game when it comes to suggestions. Anyways, the game's still in development, so it's likely we're going to get more choices in terms of sniper/marksmen rifles. If there's any you have in mind, there's a suggestions thread in the weapons section of the forum.

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