Most of you probably already use a loophole without even realizing what it is, how significant it can be, and its advantages and disadvantages. This post explains the use of loopholes and how to shoot both from and into this spatial, perspective-based tunnel.
In this post we offer standard lines of dialogue that should shape the way a spotter communicates a target’s location to the shooter. This technique is demonstrated using the Projected Clock method in conjunction with walk on dialogue.
The Sniper Operations Manual for Arma 2 or “The SOM” covers all aspects of being a sniper or spotter in Arma 2. Available in PDF format, this manual includes the originally published content that now finds it’s home online here at GETactics.
The sniper team’s organization is simple and consists of two positions: a shooter and a spotter. Don’t let the wording fool you — both are trained shooters, referred to as snipers, and in most cases have a relationship that functions interchangeably and always complimentary.
Sniper rifles firing the 7.62mm round have a typical zero range of 800m. Because Arma simulates semi-realistic ballistics modeling, 800 or even 1200 meters is not the furthest distance you can engage. In this guide we explain the technique of extending the marks on your reticle for extreme long-range.
In certain scenarios, it is highly advantageous to direct multiple shooters to engage different targets (or the same targets) simultaneously. This tactic is often referred to as a “command fire” and is one of the most difficult sniper techniques to master especially true when you have more than one moving target.
The markings on your scope are not just for looks — learn the fundamentals behind being effective with holdover values. We cover the five different types of sniper scopes and their reticles featured on the sniper rifles of Arma 2.