Sniper Elite V2

Sniper Elite V2

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The Elite Guide : How to be an Outstanding Sniper
By EagleWatch and 2 collaborators
This guide is designed for all snipers who want to step up their game. We are actually making this guide in the same way we'd do a very own personal diary ; based on several months of gameplay, we are writing everything here.

Don't judge by your first look and the wall of text : There is multiple sections in this guide, feel free to scroll down or use the section menu on the right side and read those you are most interested into ! :)

This guide is intended to tell here all the tips we (everyone willing to participate) have developed over playing and playing this game, and taking challenges so that anyone could have fun trying these together or on their own !!!

Feel free to leave a comment of your experiences, on how our guide might have helped you, and on improvements we could do !!! We'll make everything covered !!!

Eagle Watch : Please give it a thumbs up, because this guide will continue to grow bigger and bigger !!! If you want to take an active part in the redaction, add me and send me a message !!! It'll be my pleasure to gave you access to editing in this guide. I love doing this, and I can't wait to share the final result with all of you guys !

And remember : a single bullet can change history.
   
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Sniper Rifles
PLEASE NOTE : THIS SECTION IS BEING UPDATED WITH NEW VIDEOS. MORE COMING. OLD INFO WILL STILL APPEAR UNTIL ALL VIDEOS ARE MADE.

This will be removed soon --- ((As you can see in these videos I used Full Tactical Assistance to make sure I could produce the same shots each time from the same spot and at the same distance. The aim assistance helped me getting the scope in the right position to make almost the same shots with different rifles.
As you can see, it is almost impossible to make a 'one shot - one kill' with different kind of rifles if you don't know how to aim with that specific rifle and playing in Sniper Elite mode, without any Tactical Assistance.))

A really important thing to mention is that every rifle has a different style of scope. You have to use those notches at your advantage, either on the sides or on the bottom, when you compensate for shots at long distance, without tactical assistance.

Choosing "the right sniper rifle" is always a personal matter. A well trained all-around sniper can hit his/her target with almost any rifle. A rookie in guns on the other hand might not be able to hit anything even at a short distance, so be sure to get yourself comfortable with a specific rifle, then explore the others. Remember : the more you shoot a weapon, the more you get used to it.

The differences lie in the power and range of the rifle cartridge, the amount of rounds, bolt action or semi automatic and the kind of scope. In real life it's a bit more complicated, so let's stick to this game.

https://www.youtube.com/watch?v=6z8foK7TgDc

Walther Gewehr 43 (G-43): A German semi-automatic rifle with a higher firing rate and a high zoom level scope but with a lower muzzle velocity. If there's wind and at long distances, compensation is needed. For many people this seems to be an all-around rifle to use in the game. More notches in its scope combined with a high scope, making it easier to compensate after a first missed shot.

Mosin Nagant 1891/31 (M-91): The famous Russian rifle which was also used by the most deadly snipers (male and female) during WW2. It has a high bullet velocity and a usable zoom, but a slow firing rate. Same specs as the Springfield for strength and velocity, with a higher zoom. Hard rifle to compensate, as you can see in the video, you could have missed the target at more than 250 meters if you were trying to compensate with he notches. Really good for medium range.

Mauser Karabiner 98k (Kar98k): The standard rifle of the German army but equipped with an increased scope, making it also a very good sniper rifle. This one has the highest zoom of all rifles, making your target the most visible, but a low firing rate because of the bolt action. Personally, I find it a great rifle for long range maps like Neudorf Outpost, Landwehr Canal and Quarry and shooting fuel caps on trucks and tanks. However, the low muzzle velocity combined with the highest zoom will make you compensate a whole lot for wind and gravity. This one has the most notches, so combined with the highest zoom available, it's easier to compensate for shots.

SVT-40: Great Russian rifle in mid range maps. This one has a 10 round clip and is semi-automatic. Because of its limited zoom, it is not a rifle to pick for long range shooting. This could be the most difficult rifle you might pick to compensate your shots. You would barely see your target and even less for your bullet. Lots of practice are required for this rifle. Because of the scope style, making those notches really close to each other, this is obviously a rifle I would better recommend from close to medium range.

Lee Enfield MK.III: The rifle of the British Army and is also one with a 10 round clip, but because of the bolt action mechanism, it is slower than the SVT-40. It has a decent zoom and a very distinctive sound when firing the gun. Reloading after firing all 10 rounds takes more time than with the other rifles so you better make sure you have a full clip before moving to the next spot. For this one, the style of scope is particular, a lot of long notches giving you a lot of choices for compensating. However, it might give you a little trouble, combined with its decent zoom.

M1 Carbine: The lightweight weapon for special troops during WW2. This semi automatic carbine has the highest capacity magazines and a clip can hold 15 .30 cal rounds. Although it has a decent zoom, it's a good weapon for short range but not for long distance shooting. This gun has the worst sound you can imagine and in-game it's a very recognisable sound. So if you know who's using this gun in Multiplayer, you also know where he is as soon as he fires the gun. This scope style is probably the smallest ever. As you can see in the video, there is actually no way he could refer to any notches to make that head-shot. Like the SVT-40, close to medium range would be the best to use this rifle.

M1D Garand: A good reliable variant of the original U.S. made M1 Garand. This rifle has a good scope with easily readable notches and features an 8 round clip or bandolier. Despite the different scope style, your sniper experience and your own feeling will provide you a better compensation than those notches in it. Realistically this was very hard to reload in the middle of a clip & when the last shot was fired, an audible "twang" sound was heard as the empty clip was ejected. (Not practical for a sniper rifle!). However, being semi-auto & having an 8 round clip makes this rifle have a feel very similar to that of the Gewher 43, which also shares a lower muzzle velocity and requires some compensation at distance. Overall, a good medium range rifle.

Arisaka Type 99: A very good rifle with a high muzzle velocity, a high level zoom and a 5 round clip, but a low firing rate because of the bolt action. A bit strange to have a Japanese rifle in a game with Russians and Americans, but maybe in the future there will be missions across the ocean, time will tell. A good design with its scope style, making it better to compensate. High level of zoom, well-detailed notches, strong overall, this is like the M-91 with a better scope.

Remember that all rifles deal the same amount of damage, it all depends on where the enemy got hurt and on their difficulty too - the higher it is, the more resistant they will be.
Here is a little video to show you that aiming above your scope can be really useful, also in close-quarter combat. You aim this way by pressing the default left CTRL button, instead of the right mouse.
http://www.youtube.com/watch?v=1ekp77SQZlo&feature=youtu.be
These are the rifles for now. If there are any updates with new DLCs I will add them to it.
My advise is to try all rifles at least once in different missions as well as game modes and then pick the one that can get you through almost any kind of situation.
Try to remember how to aim with the rifle at various distances and under all kinds of conditions.
Rifles Ranking
This section is following the Sniper Rifles section !!!
Here is Eagle Watch ranking for those rifles, based on multiples categories.
This whole ranking is based on the video, available to see in the Sniper Rifles section. It's also based on the description of the rifle in-game, in the loadout screen.

I'll make these categories based on muzzle velocity (Power), level of zoom (Range), scope style (notches and design) combined with level of zoom (Reliability), number of bullets in one mag (Capacity) and fire mecanism (Reload Speed).

Power
Position
Weapon
First
Type 99
Second
M-91 - M1D Garand
Third
Springfield
Fourth
SVT-40
Fifth
G-43
Sixth
M1 Carbine
Seventh
Lee Enfield
Last
Kar98k

Range
Position
Weapon
First
Kar98k
Second
G-43
Third
Type 99
Fourth
M-91 - M1D Garand
Fifth
Lee Enfield
Sixth
M1 Carbine - Springfield
Last
SVT-40

I got surprised when I realized the M1 Carbine and the Springfield had the same level of zoom, but the screenshots don't lie. The reason why I (and I'm sure everybody) had the feeling that M1 had a smaller scope, is it's scope style. The Springfield is simple, a single cross, with a few notches. The M1 have more things inside (notches, wave design at the bottom, making your sight less clear than the Springfield.

Reliability
Position
Weapon
First
Kar98k
Second
Type 99
Third
G-43
Fourth
Lee Enfield
Fifth
M-91
Sixth
Springfield - M1D Garand
Seventh
M1 Carbine
Last
SVT-40

Capacity
Position
Weapon
First
M1 Carbine
Second
SVT-40 - Lee Enfield
Third
M1D Garand
Fourth
G-43
Fifth
Springfield - M-91 - Kar98k - Type 99

Reload Speed
Position
Weapon
First
M1D Garand
Second
M1 Carbine
Third
SVT-40 - G-43
Fourth
Springfield - M-91 - Kar98k - Type 99
Fifth
Lee Enfield

Please remember this is based only on the weapon description and comparison made in the video (refer to the Sniper Rifles section). As I told before, the last might become first and the first might be last if you know how to play them !!!
Machine Guns
Here is all you need to know about machine guns !

--- For Single Player and Cooperative

Machine Guns are useful for any sniper who had trouble with enemies flanking him. It is also the best weapon to handle a decent amount of enemies to very close range. In Sniper Elite V2, machine guns are designed to get you out of trouble, and take the heat off of your position if you are ever compromised.

A little quick tip to determine the best moment to use your machine gun : enemies are more vulnerable at a specific distance from you, which is the same as the range they stop when they start throwing grenades at you.

Here is a quick video in 2 parts. The first is all about machine gun behavior when you just hold the fire button.
The second part is showing you the machine guns fired on enemies, by burst (I repeatedly push the fire button, in order to improve accuracy).
--- New videos coming soon, with Blyskawica covered ---

http://youtu.be/Tt9PswXrfG0

As you can see, the Thompson and the MP40 have similar recoil and rate of fire, but the Thompson deals a large amount of damage. As they say, ammo is rare on the battlefield, but it all depends on your difficulty too (see Difficulty section). That is why by the end, the MP40 shooting scene took a little longer, enemies were taking less damage.

You can also see that firing machine guns in a continuous fire might give poor results, as the crosshairs grows bigger. That is why I recommend you stick to burst, double-clicking your mouse, to make sure you have a decent crosshairs if you have a little distance to travel with any machine gun, unless your target is very close.

As you may notice, the guns that have the most recoil (making your sight going more and more inprecise) are the MP44, the Blyskawica and the PPSH-41.
As you can see in the 2nd part of the video, the MP44 deals a greater amount of damage than the Thompson.
The PPSH-41 is a special case. There is 71 bullets in one magazine, and it have a very large rate of fire. Therefore, the damage input is really low, but if you keep spraying an enemy with burst fire technique, this makes there a reliable weapon, combined with the large magazine. It is also slowing the enemy when he'll take damage, making this weapon really useful in all cooperation game modes.

Here is all MGs description provided my MG Mick !!

MP40: A widely used machine pistol amongst German troops that has a high rate of fire, but lower accuracy than some of it's counterparts. This weapon can be useful behind enemy lines as ammunition is always available from fallen enemy soldiers. It holds a 32 round magazine and deals somewhat less damage than it's big brother, the MP44. Good for close-quarter combat at short range to defeat multiple enemies flanking your postion.

PPSh-41: A Russian-made sub machine-gun, that has a very high rate of fire, but as a result can be hard to control due to the recoil. It holds a 71-round drum magazine & is best fired in short-controlled bursts to avoid inaccuracy & deals alot less damage than other MG's. This weapon is also best suited to shorter ranges to increase it's effectiveness. An advantage for using this weapon is the reduction of reloads due to the large ammunition capacity the weapon holds.

Thompson: An American made sub machine-gun that boasts high marks for accuracy & damage output, but suffers from a lower rate of fire than other MG's. You may not want to get so "trigger-happy" with this MG, as ammunition can be hard to find behind enemy lines. This MG will have a slightly longer range than some, & (with some controlled-use) can be useful for short to medium ranges with short bursts. A good reliable secondary weapon.

Blyskawica: A Polish-made sub machine-gun that has high damage output, but only at extemely close range. This MG is more like an automatic pistol rather than a sub machine-gun, & when coupled with a low rate of fire this MG is not a great deal of use in a fire-fight, when a powerful pistol will suffice. Like the MP40 it houses a 32-round magazine, & uses this very quickly. Use at your discretion for very close-quarter combat only.

MP44: Also called the Sturmgewher 44 (STG44), this German-made MG is the big brother to the MP40. It grants superior accuracy & increased range to the MP40, however only in controlled bursts. In real-life this weapon was truly devastating & was the birth of what is today's assault rifle. Damage output from this weapon recieves high marks & ammunition can be readily found when behind German lines. A good reliable MG for short to medium ranges in the hands of someone who knows how to use it.

So here would be my ratings of every gun, on specific categories.

Damage !
Position
Weapon
First
MP44 - Blyskawica
Second
Thompson
Third
MP40
Fourth
PPSH-41

Here is for the Range !
Position
Weapon
First
Thompson
Second
MP40
Third
MP44
Fourth
PPSH-41 - Blyskawica

Rate of fire !!!
Position
Weapon
First
PPSH-41
Second
MP40
Third
Thompson
Fourth
MP44 - Blyskawica

One more thing : these ratings are based on my own experience, playing whole missions testing them everywhere.

-- For multiplayer
When the server is allowing you to have one, machine guns will react differently than in single player and cooperation. The reason is quite simple. The only different thing between single player and Multiplayer in machine guns is the crosshairs (when you aim down the sight). The MP-40 and the PPSH-41 have identical crosshairs, and the MP44 too in multiplayer, though they are all different in single player.
This been said, there is a huge difference on the ThompsonM1.



This is the crosshairs in Single player.

This is the crosshairs in the Mutiplayer.

So basically, it doesn't change anything in the previous tables I did for the Thompson, except that Thompson Accuracy might be slightly increased by this crosshairs. Combined with a burst fire, the Thompson is good in multiplayer from small to medium ranges. With the crosshairs of the others machine guns, similar (identical) as single player, I'd say they're only good at close range.
Thompson magazine is small, you'll have a little advantage, in my opinion, with the Thompson at medium range IF you shoot in burst, implying that shooting this way will get your crosshairs smaller then more precise.

This summarize MGs from now, thanks for reading and feel free to leave a comment !
Pistols
Everything regarding the pistols behavior, in single and multiplayer, comparison too and more about damage, range and rate of fire !

--- Remember : switching to your pistol is always faster than reloading. ---

So first of all, here is a little video regarding the pistols comparison. See for yourself !
Explanations on the video are below.

http://youtu.be/6RII-zqn7mc

Welrod : Silenced british pistol. Lets you pick off targets at a short distance without being detected by your gunfire sound. As you can see, the Welrod crosshair is pretty big, you might get close to your enemy before shooting him. This pistol is bolt action. In the video, you can see the first guy I hit on his helmet never noticed me. He noticed his dead brother behind him. Holds 6 bullets, best weapon for close-quarter stealth operations.

Colt M1911 : Well-known american handgun. High damage input, decent rate of fire and as decent range as well. However, the recoil is high. In the video, you can see I missed the enemies a couple of times. It is because the crosshairs get bigger every shot I do. It also have a decent rate of fire. The best side-arm you actually need to take out potential targets before reloading your rifle. Holds 7 bullets.

Luger P08 : German pistol. Decent pistol, with lower damage input and higher rate of fire than the Colt. Holding 8 bullets, the Luger crosshair is similar to the Colt. If you looks in the video, you can see the reloading time for the Luger is taking slightly more time than reloading the Colt, because you hit the barrel after putting the mag in it. The crosshairs of both weapons are almost the same, but you might see a little difference in the effective range in the shooting scene, comparing to the Colt, making the Luger better in this case.

Tokarev TT-33: Soviet made semi-auto pistol, featuring an 8 round clip. A good pistol that deals slighty less damage output than some other pistols, but has quite good accuracy, and in some ways is similar to the Colt 45, but lacking the damage output of the Colt. The TT-33 is not silenced like the Welrod, so remember not to use this if stealth is key! A good short-range reliable pistol, with high recoil.

Webley Mk. VI : British revolver. Strongest pistol in damage input and in effective range. Can easily kill an enemy up to 80 meters with only one shot. The Webley crosshairs is really small, making it the most precise pistol in all. However, you have to lift the hammer between each shot, making the rate of fire similar to the Welrod. A classic weapon for players wanting to increase their fire strength with a strong pistol. Holds 6 bullets, same as in Welrod.

So here comes the categories, where I rate all those pistols in order. First position's best, last position's worst.

Damage !
Position
Weapon
First
Webley Mk. VI
Second
Colt M1911
Third
Luger P08 - Tokarev TT-33
Last
Welrod

Rate of fire !!
Position
Weapon
First
Luger P08
Second
Colt M1911 - Tokarev TT-33
Last
Webley Mk. VI
Last
Welrod

Accuracy !!
Position
Weapon
First
Webley Mk. VI
Second
Tokarev TT-33
Third
Luger P08
Fourth
Colt M1911
Last
Welrod

Range !!
Position
Weapon
First
Webley Mk. VI
Second
Colt M1911 - Tokarev TT-33
Third
Luger P08
Last
Welrod

Discretion !!
Position
Weapon
First
Welrod
Last
Colt M1911
Last
Luger P08
Last
Webley Mk. VI

Multiplayer differences !!!

Only one pistol is different in multiplayer. It is the Welrod, and it's all about the crosshairs.
Damage, range, rate of fire and accuracy are not different in all other pistols.
You'll see here why Welrod is different.

Single Player Welrod Crosshair


Multiplayer Welrod Crosshair


I do believe the Welrod has the best accuracy in multiplayer. The crosshair doesn't even get bigger when you shot. It's all up to you to choose the pistols that best suits your needs !!!!

Hope this get pistols cleared !!! Leave a comment at the end of the guide, it's always appreciated !
Tagging & Identification
Tags !!!

---Because binoculars are more deadly than your rifle---

Multiplayer tagging !!!

First things first !!!

Tagging in multiplayer is really important for any sniper who likes to be supportive for the team. The spotter will take a spot and scan the area using his binoculars to spot enemies. You can move and change spots, but the more likely you'll get to be spotted ! Again, use your imagination and be patient.

About binoculars : This is the most useful tool for the master sniper. Your sight will always be steady while looking into binoculars. Binoculars have the most powerful zoom ; you could easily spot a german grenade at 200 meters. Adjust your zoom, scan every corner, every building, because you never know when a sniper might shot and destroy you and your binoculars !!!

1 : Pick your binoculars and look in it. You can use your binoculars using the default control key ''B''.
2 : Scan the area and adjust your zoom to be able to see at greater distances.
3 : When you spot an enemy, stick on it. Depending on the server, tagging might be enabled or disabled. If tag is enabled, you will see a grey arrow on the top of the enemy and you'll be able to tag the enemy by left-clicking on him with your binoculars. Just kill him with your binoculars.
Screenshot before tagging !


As you can see, a little message on the bottom left of your screen is telling you to tag the enemy.
4 : Tag him !

Now you can see the enemy has a red arrow on his head. In multiplayer, this tag will stay for about 20 seconds. If you have good teammates, he is going to get killed in no time. In this example, the guy was pretty exposed, and he paid the price for it.

So there you should have the scoring message popping if an enemy you tagged gets killed by one of your teammates. This messages will basically say the name of your teammate (not shown in screenshot), then the kill he made (HEADSHOT in screenshot) and the distance. You will have props in a little text above it, saying you got the tag assist.

About Multiplayer Tagging : Tagging does not give you any points, but it counts in another category. You'll see it if you press the TAB button in game to see the teams score and players, and in the game resume at the end of the match. It counts also in your career stats (coming soon!). And trust me, it is helpful BIG TIME !
Let's say tag is disabled in a specific multiplayer server. You just won't be able to tag enemies. You can still look into binoculars, but the grey arrow won't even show up if you have an enemy in sight. You better take him out quickly with your rifle before he does first.

Example of good tagging, and why it is useful and FUN !!!!

Read the following solo tagging section to learn how I did this.
_____________________________________________________________________

Single Player and Cooperative tagging !!!

In these game modes, solo or with a friend, you will be playing versus AI controlled enemies. Many things will differ from multipayer.
You will be able or not able to tag, depending on the difficulty.
If you are able to tag, this is the same process at outlined before.
If an enemy is tagged, it will stay for about 2 minutes, maybe more. This will allow you to see his exact location, even through the walls ; the red arrow will stay there.
If you are tagging multiples enemies and they are taking cover, open the map (pressing the ''M'' button) to see their exact location in your map. In solo, the game will pause while checking the map. But in Coop, the game will go on, even if both of you are looking into the map - so watch it quickly as enemies are keeping moving.

Here is a map with multiples tagged enemies


Notice that you will be able to tag everything that you can actually get rid of. Heavy armor, trucks, little-armored vehicles and all enemies.
If you let your binoculars on the same tagged target, it will show multiple details about him. Distance, weapon, mood and more. This can be useful to plan your shot.

Here example of enemy details


Alright, here comes to my little secret of boss-tagging.
I've been called a hacker many times, having 49 assists on the screenshot you saw.
After reading this, you will obviously conclude I'm not.
Many people think they absolutely have to click on the enemy to tag him.
This is false !
What I'm doing and you may need to do :
1 : Press your left mouse button and keep it down, like if you were shooting a machine gun.
2 : Scan everything while still holding your left mouse button down.
3 : As soon as you can see an enemy, do what you can to have him directly in the middle of your binoculars sight. The tag will apply automatically.
4 : Repeat the process from step 1.

YES : You have to reset your click after tagging any enemy, in order to have the next one tagged.

In this video, you will see a little example of what it can do, when you get used to this technique, and when you are getting pretty fast at it. In this video, I kept my left mouse button pushed, and I just ''sprayed'' an enemy with my binocular sight. Then I resetted my click in order to have the next one tagged the same way.
http://youtu.be/z6NZ-bnx08k


I always loved tagging, I think this is the most beautiful thing in this game, it helps so much the team, it is funnier when playing cooperation mode and it is useful in all game modes !

Hope this little section on tagging will get rid of all questions about it, and eventually helped you being a master spotter in all game modes !
Equipment & Stealth Basics
Depending on whether you are playing single player or multiplayer, you'll be able to select multiple pieces of equipment, such as grenades, mines and dynamites. Those useful things can save your life more than you may think ! So use all the equipment accordingly to their strength and their caracteristics, to make it the most useful !

For MP equipment usage and more, check this
http://steamcommunity.com/sharedfiles/filedetails/?id=122017484

SINGLE PLAYER

-- General informations on explosives devices --

The more powerful the device is, the less it will care about walls. Grenades exploding in front of your cover point (wall or window) can generate a blasting wave that will bother you and increase your heartbeat rate, causing little to moderate damage (see Single Player & Cooperative Difficulty section). However, Trip Mines will be a little bit more damaging in the same situation, so are Land Mines and Dynamites. Dynamites literally don't care about walls. It won't take them out, but the blasting wave will be so high that it can kill you despite your cover and the wall between you and it.
Speaking of experience, I setted-up multiple explosives such as trip mines and land mines in the Kopenick Launch Site command tower, to cover my sniper position on the second floor. I put multiple land mines in the basement, and a dynamite next to it. The first enemy always got me killed by stepping on the land mine in the basement, despite the fact I was 2 floor above.

--Trip Mines--

A Trip Mine is a useful anti-infantry explosive device, which you can set by planting two stakes connected with a little wire. Make sure you are out of sight when planting those devices, as you are moving slowly when planting those stakes, and can be easily spotted. When a enemy will step on your mine, it will explode, making it a useful and surprising piece of equipment. Use them to prevent enemies from flanking you on your sniper spot, or sneak on them and plant one in the middle of an enemy patrol hallway. The explosive device is set on the first stake you plant. Because of its large area of activation, lower damage input need to be considered, still enough to kill any enemy standing right next to it.

-- Land Mines --

A Land Mine is a powerful anti-infantry explosive device, triggered when an enemy steps on it. Don't be fooled ! Many snipers usually see them as anti-tank mine, but it is only useful for infantry. It is faster to place, and be easily hidden under enemy corpses or in dark areas, making a useful ''fish-and-hook'' trap. It has a larger explosive blast than the Trip Mine, but it has a smaller area of activation. Make sure you place them accordingly to your environment, in small doorways for example. If you don't hide it correctly, enemies will be likely to dodge it.

-- Dynamites --

This is the most strongest piece of equipment you can carry in the game. However, these are not triggered by enemy proximity. They say you have to shoot it in order to serve your enemy a blasting surprise. Knowing this, you basically have to place them on easy-reminder places, such as on top of green ammunition crates or on the ground in open areas (screenshot coming). It also attracts more attention when detonated. It is so powerful that it can easily take out enemy reinforcements trucks and heavy armor. But as explained above, think twice before placing a Dynamite close to your sniping spot.

-- Advanced Explosives Tips --

Doing your own experiences with the aforementioned pieces of equipment will obviously lead you to become an outstanding sniper, increasing your capability to adapt your gameplay for every situation that might be thrown at you. You have plenty choices all around the game, try different tactics and usage.
Interesting facts with explosives devices is about their ''contamination''.
The Trip Mines and the Land Mines, for example, are not contaminating each other.

In the following video, you'll see that multiple Trip Mines placed on the same spot won't contaminate each other ; they will explode, one at the time.
http://www.youtube.com/watch?v=CpIx9SJNADo

The only piece of equipment you should fear for contamination is the Dynamite. Indeed, a dynamite placed next to a proximity triggered device will explode, expanding the area of activation and increasing the damage. I usually use them to take out several enemies at the same time without even shooting a single bullet. For example, if you use all the equipment available for the Schoneberg Streets ambushing convoy mission, you should be able to take out the entire convoy and the heavy armor in the street, while shooting a maximum of 3 bullets.

In this video, you'll see how I ambush a 4 enemies patrol in the mountains, using a Trip Mine and Dynamites. You will also see the Dynamite ''contamination''.
http://www.youtube.com/watch?v=WXUlXrO6mI8

-- Rocks --

No, you can't kill enemies with this thing. You might try, but you'll get detected. Rocks are useful to attract enemies attention away. When throwing rocks, you have be aware of your position and the difficulty you are playing, as enemies will instantly starts moving around. It is really important that you understand enemy behavior when they investigate. Same process as discovering a dead corpse, they will move to your rock location, will wait a few seconds, then they will investigate further around. Some enemies will start to investigate right away, so this is not a guarantee. When distracting enemies attention away, it is really important that you keep them moving the way you want, adapt your movement to theirs and watch your throwing direction. If an enemy receives your projectile, you're compromised.

In this video, you'll see how I managed to bypass multiples enemies to reach my extraction point without being detected, using only rocks and cunning stealth.
http://www.youtube.com/watch?v=yFmE2leJkP0&feature=youtu.be


--Hiding Corpses --

When you don't have enough Land Mines to booby-trap all enemy corpses, you might find useful to hide them. Choose your hiding locations carefully, as enemies might have eagle eyes. Leaving multiples corpses on the ground will result for suspicious enemies to investigate more (refer to the Single Player & Cooperative Difficulty section).

This video summarizes everything covered above : choosing concealed locations for enemy disposal, ''contamination'', and useful usage of equipment. This video features the Neudorf Outpost mission, starting when the main courtyard is cleared of all enemies.
http://www.youtube.com/watch?v=bPiw88xAp1M

-- Environment --

Your direct environment will help you to succeed your mission. Dropped in a middle of a frenzy war, you'll need to use enemies weapons to your advantage. You will be facing choices where trying to sneak on enemies will let you outnumbered if discovered, or you could also sit tight and examine your direct environment. Listen carefully before shooting, and you'll be able to get help from your enemies and mask your gunshots (dropping bombs, firing AA-guns, ringing church bell and flying planes). Plan your shot carefully and time yourself.
http://youtu.be/Z2Ajqji_h_s


- BE THE ONE -

The most outstanding sniper will make one and will unite with the natural environment surrounding him, in this violent world war. He will feel the wind, he will smell the fire, he will hear the danger, he will spot targets, he will stalk his prey and will kill it heartlessly. The lesser he get spotted, the better the chances to survive and succeed.
Distract enemies, sneak and kill silently, use equipment wisely while being aware of your surroundings and you'll not only be reminded for your shooting skills !!!

http://youtu.be/c0SYNR7pdgo

Hope this will help in game !!!
Enemy Behavior (AI)
''Understanding your enemy is the first step to victory.

This section will cover everything about the enemy behavior in this game, therefore explaining everything about AI* (Artificial Intelligence) in V2. Should it be Nazis or Russians or heavy armor, they all behave the same way through the missions, with a slight difference with DLC missions.



Enemy behavior is quite simple. Their behavior is depending on their attitude. This attitude is divided is 3 states : Passive, Suspicious and Agressive.

Passive state

This one is quite simple. An enemy with a passive attitude is the average enemy in all missions : patrolling, taking a smoke, drinking, looking around. They are slowly walking, stop sometimes to change directions and sometimes to take a smoke or a drink. They smoke a lot in Neudorf Outpost DLC mission.



When an enemy is behaving like this, it is easier to get sneaky and taking him down silently at low risk. Be sure to observe him the whole time, as he may stop and turn back around walking. As long as he doesn't see you, he will remain in this state. Because of their slow movement, it is easy to take him out with a long-range sniper rifle shot.

Summing it up, this enemy AI* state is the one you want for all your kills.

You mostly want all your enemies to remain in this passive state, as they have no idea at all you are in the area.

Suspicious state

Whenever an enemy see a fallen brother, hear your footsteps if you are running or even hear a rock you threw, his state will instantly change to Suspicious. An enemy with a suspicious attitude knows that something is wrong in his area. He will walk a little bit faster, and will look around carefully, hoping to find you.



If you were able to observe and elude the patrolling path the enemy was following in the passive state, this suspicious attitude gets him totally unpredictable. It is harder to sneak around him and also harder to kill him with a successfull sniper shot. You'll have to compensate for movement, aiming in front of him.

Sooner or later, the enemy will return to the passive state if he didn't find anything confirming his doubts. Being patient is rewarded. He will start to walk again, patrolling in a different pathway than the one he was doing before, making him a delightful target to you. He can be suspicious again if he sees another corpse, or even the same one.

However, if the enemy spots you or hear you shooting out loud, he will become agressive and will take you down.

Agressive State

Kinda straightforward. The enemy knows you are in the area, mostly knows exactly where you are and is shooting at you.



For an enemy sniper like this, it is not easy to hide yourself and relocate, as he have a wide visual. However, if you relocate yourself when being shot by enemy ground forces, they might lose sight of you and they will continue to engage on your last known location. They will charge on it, and if you are carefully hidden, their attitude will instantly change to Suspicious if they see you are not there anymore. Waiting more will make them being passive. They'll think you fled the area.

This is why using hit and run tactics is a great way to engage the enemy, on most of the maps. The farther you are from your enemies, the easier it is to relocate yourself after a successfull shot. Shooting one guy in a three man patrol and instantly going to cover will make the 2 others being in the agressive state. However, as they never spotted you, they will break for cover. Wait a little bit, and they will behave in a suspicious way.

For the heavy armor, like tanks, it is quite different. They are always set up on Agressive. Therefore, they will engage as soon as they have a clear visual on you. Enemy tanks can also spot you everywhere around them at great distance. No matter if you are behind or on their side.To remain undetected, either you shoot the fuel cap to take it out (which I do not recommend because you obviously won't be undetected) or you try to sneak past around it, crawling behind ledges and walls, always staying out of sight. For example, the St. Olibartus Church mission, it is possible to get inside the church without destroying any tank.

Knowing how enemy behave in game will help you a lot planning your moves ans tactics when doing a mission.

Remember that DLC missions have their own set of enemy AI*. For example, in St. Pierre, the entire enemy squad in the map is after you if you ever get detected by one of them, while doing your first objective.

From this point, you can do your own test in the game. Throw a rock around you, and watch how the enemy reacts. Observe carefully and try different ways to do the missions.
Difficulty Settings & Tactical Assistance
This section is designed to describe and to explain all difficulties in the game.
There is more than what you may think. I also noticed there had a lot of questions regarding difficulties. This will summarize everything about it !!!


So let's begins !

Cadet : Pretty simple here. Aim straight, your bullets follow your will. Your sight is always steady, no matter what. Tactical assistance is totally on, and is provided faster. Enemies have no skills. Possible death by armored vehicles and heavy armed enemies (PanzerFaust). A walk in the park. You will begin with maxed ammunition on all weapons - 100 bullets on sniper, 2 clips available for reload on Machine Gun, and your pistol full.

Marksman : Be a skilled sniper, aiming a few notches above your target to make the perfect shot. Your sight will be less steady. You have to compensate for bullet drop (gravity effect). Tactical assistance is still there, but will be provided slower than Cadet. Enemies are resourcefuls, and they will provide a decent resistance. You will have 80 bullets for your rifle, and one mag available to reload on Machine Gun. Your pistol will still be full.

Sniper Elite : The ultimate experience for any sniper out there ! Be a master and compensate your shot for wind and bullet drop. Your sight steadyness will entirely depend on your heart rate and posture. Lower is your heart rate, steadier your sight will be. Same thing with your posture ; if you are standing, your weapon sway will be higher than if you are crouched or prone. Whoever deserves the Sniper Elite rank will not have any tactical assistance. Move slowly, observe your surroundings, keep your heart at a minimum, stay low and undercover as most as possible because the enemies you will fight only have one goal ; win the war by taking you down. They don't care about dying. They are obviously not scared by a lone sniper. Be prepared to face challenging assaults. You begin with 60 rifle bullets, no mag to reload on Machine Gun, and your pistol full.
__________________________________________________________________________

Custom : This mode let you select a specific difficulty setting for every single thing you'd like to configurate yourself.



Let's begin !!!

Enemy Skill : Rookie correspond to the Cadet difficulty. Veteran correspond to the Marksman difficulty. Elite correspond to the Sniper Elite difficulty. Check it up right above. The higher the difficulty, the better ears and eyes enemies will have, the longer the investigation time, the tougher the resistance.

Ballistic Realism : Simple correspond to the Cadet difficulty - straight in the cross. Limited correspond to the Marksman difficulty - bullet drop only. Realistic correspond to the Sniper Elite difficulty - wind and drop. Your stance is part of the ballistic realism. Your aim will always be steady in Cadet, no matter your stance. In Marksman, your sight will be less steady, no matter what. In Sniper Elite, you can't make a proper shot without being completely steady and without having a low heartbeat.

HINT !!!! ::: **Be advised ! No matter the difficulty, you will have to aim in front of an enemy which is walking, heading or running from a side to another. This means aiming for the place where the enemy will be when you'll shoot your bullet. If you shot him right on sight when he is moving, you will miss because he is still moving ! The faster the enemy is moving, the greater the movement compensation will have to be. (video coming soon)

Tactical Assistance : Full corresponds to the Cadet difficulty. Moderate corresponds to the Marksman difficulty. None correspond to the Sniper Elite difficulty. All tactical assistance active in game are explained below.
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Tactical Assistance


These are game features, available and active to help you on the ground, all explained here, when they are active though.

Tagging & Identification : Spot an enemy with your binoculars to follow his movements everywhere on the map for a limited time. Refer to the proper section in the guide to have more details.

Reload Speed : You basically will reload your bolt action rifles by adding only one bullet, in Cadet and Marksman mode. IIf ballistic realism custom setting is set to realistic, you will have to do the single bullet reload system (one bullet at the time). For most rifles then, 5 bullets one at a time, Lee Enfield will be 10 bullets, 1 at the time, etc. This does not affect semi-automatic rifles nor any other weapon. Be advised : In all cooperative game modes, the reloading speed is not single-bullet reload style.

Aim assist

It is a little red square that should appear in your scope when you enter Focus Time or Empty Lung. On Cadet, il will appear quicker, and on Marksman, it will appear after a few seconds. This red square will compensate bullet drop and wind for you automatically if these are enabled, in order to make you have the perfect shot.

Ghost Image

This tactical assistance is available on Cadet and Marksman (Full or Moderate setting). This is a ghost of yourself, that is indicating you last known position for the enemies. It is possible to lose enemies by quickly relocate yourself, so they can't find you !!! The Ghost Image is here to tell you where the enemies will be shooting for a quick moment before they start investigate around to search for you. You can build your own strategies out there ; going far away from it to lose enemies, or staying close to ambush them. Basically it means the enemy lost sight of you.

Threat Indicator

It is an arrow that indicates when you are in an enemy's line of sight. It's white for letting you know he may see you but he didn't yet. It's yellow to tell you he is about to see you ; I usually hit the ground when I see a yellow arrow. It is orange when the enemy is on the verge to see you and starts attacking. It is red when the enemy have a confirmed visual and is calling an assault, like in the screenshot.
The Threat Indicator will also be shown to you in your sniper scope, red only though.


All those cool tactical assistances will be disabled if any Elite difficulty is chosen (except for bullet reload in coop), either in the Difficulty main screen, or by selecting None in the Custom Difficulty screen.

So I hope this clarifies many things about difficulties and how it affects your gameplay ! Give feedback, it's always appreciated !



Stealth Master
Mastering stealth skills can definitely help you become an outstanding sniper.

The following video is a gameplay of Saint-Pierre DLC, mission working on getting the Secret Services achievement. For this one, you need to clean the village by killing all enemies without being noticed, being compromised or alert anybody.

It's a great example of good sneaky and cunning stealth play, combined with moderate tactical assistance, how tagging and planning your movements using the Map in game can help you a lot while playing a foreign or new mission, how a Welrod is useful when you need to kill people without being detected, and how to use rocks and direct environment so you can adapt to all situations when cleaning a specific area.

http://www.youtube.com/watch?v=b39CgnqWrHo&feature=player_embedded

40 minutes gameplay, be patient, and notice this was my very first try playing this DLC.


--

This following gameplay is what I could call the ultimate mastering of stealth skills inside a mission and a game like V2.

You basically have to infiltrate the camp, plant explosives then get out.

This is a great example of awesome sneaky and incredible stealth play. It's also showing how using weapons and equipment is useless in this case. Learning how enemies move and react, studying enemies patrolling routines to sneak past them successfully, going the farthest possible in being an outstanding sniper, makes you think before doing anything. Finally, completing the mission totally undetected, without killing anyone.
http://www.youtube.com/watch?v=Y6plJVqp2iI&feature=player_embedded

This gameplay was shared by the Sniper Elite V2 official Twitter account, the official Facebook page and has also given thumbs up by the official V2 forum's admins !!! Check the following links !

https://twitter.com/SniperElite/status/322640081200504832
https://www.facebook.com/sniperelitegame/posts/125221721004739
http://sniperelitev2.com/Forum/default.aspx?g=posts&t=2637

This video ain't nothing, it's mastering Sniper Elite V2 stealth skills !
Observe. Plan. Execute. ---> At its most !
Enjoy !
Score Explained - Part 1
This section is explaining everything regarding the score, how score is given with a successfull shot and more details.

-*-*-*-*- IMPORTANT NOTICE -*-*-*-*-*-
ALL SCREENSHOTS IN THIS SECTION HAVE BEEN DONE WITHOUT ANY KILL IN A ROW - FIRST TIME SUCCESSFULL SHOT ONLY.
Keep reading until you get the accuracy and score multiplier text, then you'll see why I couldn't let the screenshots I took being influenced by this. This is also to get the most accurate information about this game, explaining the score basics apart will make you understand better how they react all together.

If you play V2 in Single Player or in Cooperation, and also killing enemies, you'll get points out of these kills.

Everybody know that.

The score depends on multiple things, such as the Difficulty you are playing on, the Distance of your target, the Method of your kill, the Enemy Numbers and your Accuracy.

For the difficulty, it's quite simple.
If you play on Sniper Elite instead of Cadet, a successfull shot will gives you more points than it would give you on Cadet.

For the same distance on Major General Hans Von Heisenberg kill

Score for Cadet


Score for Sniper Elite


Basically, it's about 2 times more points.
More about specific score numbers calculation is to follow in the guide (soon).

For the distance, it is simple as well.
The farthest your target is on a successfull shot, the most points you'll get.

98,7 meters Cadet Score


213 meters Cadet Score


274,4 meters Cadet Score



For the method of kill, it gets a little bit more complicated.
We go with the classic headshot. A successfull headshot is the best method of kills you could do in the game, because compared to every other one-shot kill, it gives the most points.

Sniper Elite Headshot


Sniper Elite Vital Hit


A vital hit will you less points than a headshot. A vital hit is considered a successfull organ shot, (the heart, lungs, other abdomen organs, neck, intestines and also balls). However, a kill is actually giving the less points (shot in the arm or in the leg).
You can also get points using alternative methods of kills, for example Machine Guns and Pistols.
It all goes with the distance. A welrod shot has to be successfull if you are close to your targets. It will give you way less points than with a precise sniper rifle shot (for the distance to be reduced). If you kill someone with a Machine Gun, the bullet will spray on your target if you don't shoot it burst-fire, therefore ruin your accuracy and your score, mostly less than a hundred points. Keep reading for the accuracy.
If an enemy is moving, your successfull shot will give you more points than if he was standing there in the open. The faster he is moving, the more points you'll get. Combined with other factors, this can give you more points as well (headshot or vital hit, multi-kill, remote detonations etc.)
If you kill an enemy with equipment, such as land mines and trip mines or dynamites to make a remote detonation, no matter the distance, these give you a specific amount of points, variable with the difficulty you play. Trip mine kills and land mines kills don't give you more or less points somehow. These are stable score, mostly a couple of hundred points, which can be multiplied by killing more than one enemy with the same device (2 for 1 trip mine kill). Dynamites are to be used to take out really powerful targets. With its large damage input, it can do a big multi-kill, giving you a lot of points, taking out all enemies and vehicles, therefore making your score increase a lot.
The method of kill combined with the distance can actually explain a lot of things.
For example, a 150 meters vital hit will give you less points than a 80 meters headshot. And this gets more complicated with the following factors. so everything is mixed. You could elaborate your own scenarios, there is plenty of possibilities.

For the enemy numbers, it's quite simple.
You, of course, already heard this as a Multi-Kill. Explained this way, if you shoot more than one enemy with a single bullet, it will drastically increase your score. The more enemies you get, the more points you'll get too. Based on the same logic, a triple headshot will gives you more points at 75 meters than a triple vital hit at 100 meters.

For the accuracy, it's get a little tricky.
READ THIS CAREFULLY IF YOU WANT TO GET THE HIGHEST SCORE POSSIBLE IN A MISSION !!!
If you are accurate enough to make one-shot, one kill each time you shoot, your kill score will actually gets higher on each kill. It's all about your accuracy. The closest you are in a whole mission to 100 %, the more you'll get points. Taking the killstreak concept, if you headshot an enemy at 50 meters after making 3 successfull shots before without missing, you'll get more points than a first headshot at 50 meters would do.
Now, what is important to know about this accuracy multiplier, is that it stops at 5 kills. Once you get 5 kills in a row without missing, you have reached the maximum score possible to get at a specific distance. To keep this maximum score multiplier, you just need to keep hitting your targets with every shot. You also need to know that the score multiplier based on accuracy will work only if you do not miss a single shot AND if you reached 5 enemies killed in a row. You could shoot 7 bullets and kill 5 enemies, you'll get it as long as you don't miss. Same thing to keep that multiplier on - just don't miss. If you miss, this combo needs to be restarted.

You'll notice in the following screenshots that the final score differ regarding the accuracy. I also did my best to shoot all enemies on same distance, doing it on the same difficuty, and you can see a large difference regarding the accuracy and the score.

78 % Accuracy

100 % Accuracy


This section can only explain how score is set in single player and NOT in multiplayer yet. As you can see in the following screenshot, it might have as many ways to calculate score on multiplayer as many gamemodes.


Of course, it will be more precise with the 2nd section will be created. Once I'll find the information, I'll put concrete things in there, specific number of points for a specific distance, I'll keep analysing and testing things out, and more. Stay tuned !
Team Dog Tag Harvest - Dog Tag Harvest
Team Dog Tag Harvest - Dog Tag Harvest ««TTH - TH»»

Main objective : Collect Dog Tags from killed enemies to confirm points. Top score wins.

Resume : Overall, this is a nice game mode, where all players will be likely to get exposed. All styles are accepted and useful, but you need to balance your role with your whole team in order to make the game fun and competitive for everybody.

How it works : You have to collect 3 dog tags for you to score points towards your team score. Depending on the server, score or time limit will change. The value on the enemy dog tag will be shown on top of it, between 1, 2 or 3. The dog tag will be visible with a number on it, as long as it's in your line of sight.

Here is an example of an Enemy Dog Tag !!!


You also have to look out for fallen allies tags, shown in blue in your screen. You can't take ally tags to cancel the kills, so do everything you can to protect them from being taken by enemies !!!
Here is the Ally Dog Tag !!!


Points - Score : As you can see, the value of the tag is shown on top of the helmet, so 1 point in the Enemy Tag screenshot above. Number will be really big if the tag is far. Be advised : you basically worth 1 point for the enemy team. If you get killed without carrying any enemy tag, your blue tag will worth only 1 point. If you get killed while carrying tags, they will be dropped and the enemy will be able to get points from your tag, equal to 1 + the number of tags you were carrying.
As you can see in the Ally Tag screenshot, he was carrying 2 tags then got killed. It worth 3 points. So if the enemy picks this up, they automatically scores.
When you pick tags up to 3, you will automatically scores, and your tags count will go at 0, letting you pick them up over.

Use your imagination, teamwork and do everything you can to kill enemies and to survive while taking the tags !!!!

Maps : In this game mode, maps will be open for everybody - this means you can go anywhere, the map is not separated, as you need to roam for enemies tags.
Free-For-All mode « TH » : Now that teamplay have been explained, this game mode exist in Free For All. It's all the same thing, except that anyone can take anybody tag. You are a lone wolf, and you need to move fast. You will be able to take any fallen enemy tag, but you still can't take your own tag. Depending on the server settings, choose your equipment carefully, and go for what you love to play - protecting your tag, run'and'gun enemies to pick tags up, swap grenades for dynamites and other useful equipment.
Multiplayer Basics & Strategies
This section is dedicated to give you helpful hints on how to improve your gamestyle in multiplayer, with multiples quick tips and tactics. These hints become handy in-game, and be sure the more you practice them, the better you get !!!

So this Guide has been made by UncleRedDevil, a really nice player to have on your side and against you as well. His guide is really well detailed about all multiplayers tactics, with multiples videos and explanations inside. It's the best one all around for multiplayer tactics, give it a look, and give feedback to them ; let them know how their contribution helped you out in game, because for me, it definitely helped, I hope it will for you !!!

http://steamcommunity.com/sharedfiles/filedetails/?id=122017484
Multiplayer Game Settings
This section is dedicated to all players out there wondering why they couldn't do this thing and have another thing in some servers.
''Why can't I get through ?''
''Why can't I tag someone ?''
''Why can't I choose another weapon than a rifle ?''
It's pretty easy, my friends.
1st : Most of the servers in Multiplayer are dedicated, with some settings that never change between games. The reason why settings don't change is because only the server's admins can do this, and they rarely do. You will have to change server if a specific gameplay does not suits your playstyle.
2nd : If you can't find any server you like, go make one ! A player hosted game is the best solution here. It'll allow you to decide of anything about the game. The screenshot below will explain this and all multiplayer game settings as well ! It seems big, but it is not.
Let's kick this off !


GAME MODE : Let you switch between the game mode you want to play.
(A guide section on all types of games is currently being built. Coming soon ! TTH is covered !)
LEVEL : Let you choose the map you want your game in.
Score limit : Pretty straightforward.
Time Limit : Again straightforward.
Max Players : Maximum number of players allowed in your game. These all are going by chunks of 2, making it 1v1, 2v2, 3v3, 4v4, 5v5 and 6v6. Seems that it doesn't change for all Free-For-All modes.
Wind Strength : Decide to set the wind between None, Low, Medium and High.
Respawn time : Decide of the time needed for a player to be able to respawn after his death.
Lobby Name : The Lobby Name by default is your whole Steam gamer tag. You might want to change it to something you like. Many people write the big outlines of their games and the settings in it.
Password : Create a password for your lobby. Nobody will be able to join your game if they can't input the password.

Now on the right side, it's getting interesting !!!

First of all : A filled square means it is checked and enabled. A black square means it is unchecked and disabled.

Friendly Fire : Lets you decide to enable or disable to friendly fire. Watch out for teamkillers (teammates who kill their own team).
Here is an example of what you may get for your taste of realism.
http://steamcommunity.com/sharedfiles/filedetails/?id=113599208
One Shot Rifle Kills : Let you decide if all rifle shots are deadly. In the foot, in the chest, in the head ; as long as you hit your enemy directly, he is dead. Enemies might not die from ricochets (shot on their weapon, for example).
Sudden Death : THIS IS In only case the game has time limit AND it is ending as a tie AND it's a team game, Sudden Death will allow you to extend the game time. The game won't finish until someone scores, granting the win to his/her team.
Headshots Only : Pretty straightforward. All enemies will be invincible from all non-headshots hits. It's allowing it for all fire weapons.

Secondary Weapons : Allowing machine guns or not, your call.
Pistols : Allowing pistols or not, your call.
Grenades : Allowing grenades or not, your call.
Land Mines : Allowing land mines or not, your call.
Trip Mines : Allowing trip mines or not, your call.
Dynamite : Allowing dynamite or not, your call.
Those 6 settings are the reason why you can't select all your equipment when joining a game. It's all depending on what the server allows, dedicated and player hosted.
An example of restricted equipment.


Auto Balance : Let you enable or disable the Auto Balance. This is a system that is triggered when teams are unbalanced (5v3 and more). This system will automatically change teams for the next killed player. He has to be in the big team to see himself switched. His score is not transferred to the team he joins. This player will keeps his stats - kills, deaths, tag assists, score - but they will stay in his old team score.

EXAMPLE : Eagle get switched this way. Eagle is in the Axis and had 35 kills. The score is 50-47 for the Axis. If Eagle get switched, the score will still stay 50-47 for the Axis, but Eagle will be with the Allies. His personal score will still be shown in the Tab Menu and therefore, stay with him. Auto Balance will trigger on and off, depending if players are joining or leaving the server.

Aim Assist : Let you enable or disable the aim assist. Refer to the Difficulty Settings - Solo and Cooperative section to know what this is.
Allow Tagging : Pretty straightforward. Refer to Tagging & Identification section to know what this is.
Bullet Drop : Let you enable or disable the bullet drop. Enabled, players will have to aim above their target to reach it. Disabled, your target will stay on your scope's middle line.
Scope Glint : Let you enable or disable the scope glint. This is a really visible flash that players are making when they look in their sniper's scope. This is mainly designed for easier target finding.

Example of a Scope Glint, left side.


Zoom Out To Reload : Let you enable or disable this reloading style. Enabled, all players will be out of their scope when reloading, same as in single player and cooperative mode. Disabled, players will be able to reload their weapons while looking in their scope.
Single bullet Reload : Let you enable or disable this reloading style. Enabled, players with bolt actions sniper rifles will reload one bullet at the time. This does not affect any other weapon. Disabled, they will be able to have a full 5 bullet reload by adding only one, like in Cooperation Mode or easiest difficulty (Refer to Difficulty Settings - Solo and Cooperative for more info).
Bullet Trails : Let you enable or disable the bullet trails. When a player will shoot with his rifle, a yellow or orange visible trail will be left on the bullet path. This is mainly designed for easier identification and targeting.

Example of a deadly bullet trail (yes, I got owned).

Master Sniper dodging it !

Another point of view.


Bullet Cam : Let you enable or disable the Bullet Cam. A classic quick bullet cam with ragdoll corpses is available for all players making a kill with a sniper rifle, if activated. This is really different from the X-Ray Bullet Cam, only available in Single Player and Cooperative Mode.
Show Players Killer : Let you enable or disable this feature. This will allow the fallen sniper to see his killer location on his next respawn ; same thing as tagging but with the name only, visible for the fallen sniper.
Force Respawn : Let you enable or disable this feature. Enabled, players will automatically spawn when respawn time is over, if there is some. Disabled, snipers can spawn when they want by pushing any button (after the respawn time, again, if there is some).

And last but not least, you click Create Game and your game will be online, with all the settings you'd like to have ! You will be brought to the Multiplayer Lobby Screen. Refer to the Multiplayer Screen Layout to have more info on it.

Hope these explanations were useful !!!
Multiplayer Layouts and Screens
This is where you can have explanations regarding the informations overflow coming from the numberous multiplayer screens !
Here is the main screen. Looks familiar.
Multiplayer server screen

You can see in this screen all multiplayers lobbies and games that are running on.

You can filter the servers by the Name, the game Type, the Map, the number of Players, the Game State (In lobby of In game), and the Latency (ping).

You will be likely to use the players filter, as there is so many servers for a couple of players.
By clicking on a server, you will have some details regarding the game on the left.
In the screenshot, I selected Spooney server. All the details are on the left of the screenshot, regarding the time limit, the score limit, friendly fire and the game source.
The little lock on the left of the server name represent a server protected by a password. You need to provide it to be able to join.
Check on the bottom left of the screenshot !

Refresh : This is simply refreshing the server list, updating everything (server availability, players numbers, and more.)
Join : If you have previously selected a server, click this to get instantly connected and playing in the server you chose !!!
Create Game : Create a player hosted game, where you will be host, and where you can decide of the game settings (check other guide).

Explanations on Game sources !

The big ''D'' on the left of the server list represents the Decicated Servers. All those who don't have any ''D'' are player hosted.
Dedicated : Game hosted by the internet itself, a server with specific settings previously programmed by a couple (or one) players for different matters. Most of them are different in order to offer various gameplays and gamestyle too, as well for clan purposes. The latency will be fair enough for everybody, and you will experiment a decent gameplay regarding of your internet speed.
Player hosted : Any sniper out there can create a private game, and make it private or public. He is the host of the game, and players get in the game directly via the connection the player established with the V2 server screen. Latency will be really high, depending of the host locations. Fair disadvantage there, as host will have 0 latency while playing. ¸
Back : Go back to the main menu.
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Multiplayer Lobby

This is the multiplayer lobby screen layout, presented here.
You will see every single detail and settings about the game at the bottom of the screen. To have a specific explanations on settings and on how these might affect gameplays, go into the proper section (Multiplayer Settings - COMING).
When the lobby is tired of waiting (lol?), a countdown will appear at the top right of the screen, showing you the time before the next game starts. Look at the bottom left now.
Toggle Ready : This will show you as ready to play for other players and the servers. The countdown will go at 5 seconds automatically if all players have their green checkmark on, starting the game faster.
Invite Friend : this will open the Steam overlay to let you scan through your friends list and invite them to the game.
Back : Go back to the multiplayer server screen.
You can change team at the bottom of the players list, this will switch you in the other team, if the server is not full. you are also able to say something in the type chat, on the left. Just click on it and tell everybody you're the best !
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In Game Menu

This screen will be showed to you in the ''Pause'' Menu, by pressing Esc while you are in a multiplayer game. You will see a summary of the teams on the right, and multiples options on the left.
Resume : Go back playing !
Options : Adjust your graphics, game options, sounds and more.
Loadout : Choose the equipment you want to use next time you respawn !!!
Change Team : This will make you change team only if the teams are unbalanced (5 vs 3 and more).
Exit Game : Go back to the multiplayer server screen.
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The ''TAB'' Menu

This little game summary will show up if you press TAB button in game.
From the top to the bottom, you will see the time remaining, the score, the game type, the teams and the players in all teams, with the kills, the tag assists, the deaths, longest shot distance, and the ping for each one of them. Notice if your ping is high, your lag will be high as well.
You will notice the little sight icon on the left of the player having the most longest shot in all the match. If the player (or you!) end the game with this icon on, it counts towards the career stats (explained in another section), and is there more for the show-off than any other thing.

Hope this been helpful !
Shoot & Destroy
This is a little screenshot library of all the explosive things you can shoot in the game.

Classic Truck Gas Tank

Russian F1 Grenade

You can shoot any grenade on sight ! This includes bodies !
Laying Rockets

Russian Heavy Armor Gas Tank

Forgotten Flammable Bottles

German Stielhangranate

Explosive Satchel

By the way, you can't destroy timed satchel charges by shooting on it. That's why it is not here.
Trip Mine

Dynamite

Forgotten Gaz Bottle

Land Mine

Mortar shot

German Heavy Armor Gas Tank

And last but not least !

Even the V2 Rocket !
Now you know what to do if you see red again.
Career Stats : What's the deal ?
This section is designed only to explain the Career Stats.

As I heard many people asking...
''Career Stats, what the hell is that ?''
''So, what's the deal with Career Stats ?''
''Does it really matter or not ?''

Well, being an outstanding sniper requires some positive feedback, thinking about your past operations. This feedback is possible in the Career Stats.

This is a summary of everything you did since the first day you are playing this game.
From kills to grenade throwns, deaths to tags, time played and total distance shot, the Career Stats are worthing a look !!!!

This is something really interesting, and it tells you more on your gamestyle than you may think !
First, you have access in your Career Stats by accessing the Extras Menu, on the Main Menu.

this is what it's going to look. Pretty simple. Categories, numbers, you are stacking up everything you do in your stats. When you look at it, you can compare your kills to your deaths, which weapon you use most, check in the multiples categories to see everything on your account.

First category is simple : Combined Stats !
So everything is stored in there, no matter the gameplay you choose, between single or multiplayer. It counts them both in. If you scrool down, then it filter for these categories.
A lot of funny stuff there, SMG kills, TNT charges placed, TNT kills, and more.
Nobody thinks that the game stores everything you do and is stacking it up. It looks impressive when you look at it the first time, the numbers might looks big.

As you may notice, it's easy to have a large amount of kills and a few number of deaths, while playing single player. Scroll down to Multiplayer section now. And see how you did !

So that is summing it up right now. I see the Career Stats as a nice tool, useful to give your exact performance in gameplays such as multiplayer and your favorite style of playing as well.
For me, it says a lot of things. For example, in Multiplayer. I actually have 1438 kills and 1103 deaths. I scroll down again, and I see other interesting stats. I have 1674 enemies tagged in multiplayer, 400 that I killed myself, and 512 been killed by teammates.
You see here I love to spot and to play tactical : I have more tags than kills, and I have a larger amount of mines placed than thrown grenades.
It's all up to you to check it up also, seeing in what you are the best into, and to be proud of it !
Also, Career stats are just statistics, right ?
So, what's the deal with career stats ? It's what you make of it !!!
Your very own Sniper's secrets !
This section will be updated everytime a sniper leaves a comment on the guide main page, telling a specific easter egg or a little gameplay he actually did, challenge or other incredible stuff ! I will give the sniper's credit for sharing it with all of us. It could be avideo, a picture, be imaginative guys !
I have a high respect for players who like to share their knowledge, challenges and gameplays in order to make the game more fun to everybody around ! Be sure you have a place here in this guide !
For my part, Eagle Watch, I already gave my little secret, as you can see in the section Tagging & Identification,
It's about a secret tagging method, increasing your speed and reducing your average tagging time. So, this is my secret in video, explained in the other section ! :)
http://youtu.be/z6NZ-bnx08k
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This one comes from a sniper named Wamphyri !!!
I actually did what he said and it totally worked fine !!!
So here it goes !!!

When you play the Kopenick Launch Site level, right at the beginning, you need to remain undetected. When you proceed further in the church, you will obviously get compromised by one of the sharped-eye russians camped in the 4 machine gun nests. If you look carefully with your binoculars from the lookout point in the church (second floor), you should be able to see enemies wearing F1 grenades on their belt.
If you kill the guy by shooting his grenade, he will explode and his MG-42 gun will be taken down as well. Completely destroyed ! For russians without a grenade, look carefully again. In every machine gun nest, there will be something you can blow up behind them, and this will do the same effect. The first on the left have a little mortar bomb directly on the right of him (refer to Shoot & Destroy section). All the other should have big red gaz tanks, and forgotten rockets. Hit everything that is red if you don't find the grenades. Then the MG will be taken down. It's kinda sweet !
Thanks again to Wamphyri for sharing this to everybody here ! :)
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This little secret is for the Kill Hitler DLC Mission.
This is to show you how AI (Artificial Intelligence) is effective !!! And also, my little secret to kill Hitler with anyshot possible. This is my own gameplay (EagleWatch).
http://youtu.be/CbB-7YqXLsU
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This little secret comes from Limited Edition Cuervo for the Kill Hitler DLC Mission.
In this video, you see the guy going in an unaccessible part of the map, and testing multiples things out of it - planting explosives, and more.
This tactic (climbing on cars, boxes and things to pass a supposed physical barrier) is working in multiple games. Just enjoy it !
http://www.youtube.com/watch?v=BtCMYBasu3Q
144 Comments
Grande1900 May 1, 2022 @ 1:54am 
I hate how the type 99 and M1D are both DLC weapons
petrichor Feb 19, 2022 @ 3:55am 
in my opinion,U are a good player!i wish U will have the nice future!!!:eaglegrin:
skeewoosh Oct 15, 2020 @ 11:52pm 
Wow, back when people were literate
Mordecai Feb 22, 2017 @ 7:49pm 
Once i tryed to Only melee/steath kill only or pass by them it dint work well.....:steamfacepalm:
Pixxel Wizzard Dec 23, 2015 @ 6:00pm 
This is an amazingly detailed guide. This information is top notch! Thank you for all your hard work here.
Pangia Dec 16, 2015 @ 8:19am 
Love how most of pictures that was interesting me the most (scope magnification comparison) disappeared day after I found this guide.
EagleWatch  [author] Aug 21, 2015 @ 4:54pm 
For the default 3 sniper rifles, yes. You get the Springfield M1903 as a main weapon, beginning of the game. Then, you get the Mosin-Nagant 1891/31 in the Museum mission. And you finally get your hands on the Gewehr-43 in the French Cathedral, on the top.

For all the others sniper rifles, they are DLC and available right away after purchase.
My Epic System Aug 7, 2015 @ 1:15pm 
don't you need to grab the weapons in order to unlock them?
EagleWatch  [author] Jul 22, 2015 @ 8:21am 
Yes, some pictures don't exist. I'm reworking this guide with little spare time I have here.
76561198009526659 Jul 22, 2015 @ 3:57am 
It writes to me that some pictures do not exist?