Unturned

Unturned

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The Sniper Handbook [2025]
By AuRora7283
Sniping essentials, camouflage, tactics and psychology.

A sniper shoots from hidden or protected positions, often at long ranges, so as to surprise their enemies and not give them a chance to fight back.
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Introduction
Sniping in Unturned is one of the safest ways of playing the game. You kill your enemies by ambushing them from high ranges or from protected positions, thus avoiding gunfights entirely.

Only a fool would give their opponent a chance at a fair fight. If you can, fight on your own terms and maintain control of the situation. If you cannot do so, for example, when losing sight of your enemy, withdraw and reengage. Remaining in one location for too long is how one gets outmaneuvered and killed.

No matter how skilled you are, things can always go wrong. Or, your opponent may be more skilled than you are. Relying solely on your skills is a gamble because even skilled players often make mistakes. With skill comes confidence, but this confidence must be rooted in real abilities and not perceived superiority.

Overconfidence and complacency have killed lots of skilled and well-equipped players.

So instead of approaching fights with unmatched confidence, thinking that nothing could possibly go wrong, take the time to plan ahead and carefully prepare so you can rely on your preparation should things not go as planned.
Core principles
A few important points to establish the basis of how we will operate.

These largely reflect my own playstyle, so your experience may vary.

It's my guide and I can do whatever I want.

  • Every death is a failure. Here we will not consider respawning, teleporting or disconnecting as viable gameplay tactics. Of course, make use of them if you want to, one shouldn't pass up on easy opportunities. But here, we will not incorporate them into our gameplay. Do consider, however, that others will respawn and return to you after you killed them and will also play dirty in other ways.

  • Third person is not acceptable. We do not want people looking over walls or around trees while we cannot see them. Again, if you do play on a server with 3pp enabled, make heavy use of it. But snipers have the upper hand on servers that force the use of 1pp.

  • Bullet ballistics are largely irrelevant. It's much easier to hit your shots if they're disabled, but if you get someone into your sights, they're probably going to die either way.

Some principles by which we will go by:

  • Protecting our own life is our number one priority.

  • There will be no morals, we will do everything in our power to survive.

  • Our interest lies in winning, not in fighting.

  • We will hide, we will wait, and we will strike when the time is right. Patience is key.

  • At the same time, we will not sit around all day and wait for things to happen. We will seek out others to kill them and to take their stuff.

  • But we will not be reckless. There is no point in camping a base, only to repeatedly kill the owners. It is, without a doubt, a lot of fun to shoot unarmed freshspawns, but we will not do so unless necessary.

  • It is impossible to always have a complete picture, there will be unknown factors. We will have to take risks that we may not be able to fully assess, but we can greatly minimize a lot of the dangers by being smart and patient.

  • And finally, it is not unreasonable to team up with others. We don't have to be shy, and we don't have to be a lone wolf. There is strength in numbers, so let's socialize and team up with other strong players.

  • However, we will most likely work alone. Even very skilled players are often unwilling to adopt proper sniping etiquette. Still, a team consisting of a brave gunfighter and an observant sniper can make up for each others' weaknesses and be extremely powerful.
Equipment
A lot can be said about which guns to use and what items one should carry, but such discussions often go on endlessly. In the end, it all comes down to what is available to you and what options you prefer.

It is safe to assume that if you are seriously interested in being a sniper, you will likely be familiar with all the guns and attachments in Unturned. Here we will not go into the basic game mechanics, but I will share a few things here and there as they become relevant.

First of all:


B I N O C U L A R S

Bring them and use them. And encourage your teammates to do the same.
Binoculars have an impressive 12x zoom and allow for observation during movement, even when sprinting. They use the standard graphical rendering of the game, not the low-quality one that applies to scoped optics, meaning they provide a clear picture at all times, which is especially important in darkness or during bad weather.

Looking around with your binoculars should be something you're always doing.

In a pinch, they can be turned into a makeshift scope using duct tape and Crafting 1 skill.


Weapons

High caliber bolt action rifles
Headshot damage
Range
Ekho
108
300m
Timberwolf
108
300m
Shadowstalker
108 + 5% splash damage
300m

High caliber automatic rifles
Headshot damage
Range
Grizzly
108
300m
Matamorez
77
300m


Low caliber automatic rifles
Headshot damage
Range
Sabertooth
66
250m
Snayperskya
71
250m

Consider using a low caliber automatic rifle over a high caliber one. They offer lower recoil and allow you to use muzzle attachments. Their ammo is vastly more abundant and the instant-kill advantage of high caliber rifles is negated by helmets anyway, so whether you shoot someone in the head with a Grizzly or with a Sabertooth does not matter because both of them will require two headshots.

Assault rifles are effective, but have reduced range.

The Shadowstalker has especially high damage. Most players are unable to heal fast enough and will bleed out after being hit in the head.

Damages values of 100 or more result in an instant kill. If your target wears a protective helmet however, this damage is reduced by 15%, so they will survive with low health. They may bleed out, but you will likely have to shoot them again. Aim for the head, at least for the first shot. This is much easier if you're up close, or if your target's movement is restricted, as is the case when they're in a vehicle or climbing a ladder.

If you know that your opponent is wounded, maybe after fighting a zombie or falling, then this is a good moment to score a one-shot kill.

Use whatever attachments work for you, usually a high magnification scope and a bipod, together with a range finder and possibly muzzle attachments. After using a range finder, you can switch to an advanced chambering to increase your rate of fire.

Tools and other things
Consider bringing the following:
  • Automatic rifle and secondary weapon for close combat.
  • A blowtorch for repairing muzzle attachments.
  • An umbrella, when moving through mountainous terrain or for jumping off great heights.
  • Spare attachments like different scopes and muzzle attachments.
  • Barricades like sandbags, ladders, doors for building an urban position or establishing an escape path
  • Smoke grenades for creating distractions

  • And since you will be out there for some time, bring enough food to last you a while.

Basic stealth
A lot of the things we will cover here are extremely basic. You will likely have read them many times before, but many players still make completely avoidable mistakes. Common sense is not common. We will go through these basics here, but the more interesting content will be in the next chapter.

Generally, players will be detected in three ways:

1. Vision

2. Sound

3. Evidence left behind

How to avoid detection by sight:
  • Don't be there. Limit your presence to unpopular places if you're not actively looking for a fight. In simple terms, don't go to the military base to look for food when there are safer alternatives. Travel through the forest, not by the road.

  • Limit your time in the open by moving quickly and with purpose.

  • Move from cover to cover, don't be caught in the open. Stay close to cover at all times.

  • Stay away from things that draw attention, like animals, bases and vehicles.

  • Block the line of sight to people, or places where you expect people. Use terrain, trees, buildings and cars. Even zombies can block someone's view or stop a few bullets.

  • Activities like crafting, eating, checking the map or sorting your inventory are best done inside buildings. Dispatch of zombies indoors.

  • Wear colors that blend into your current environment or at least neutral ones, like black, brown and grey. Even blue and purple are better than white or orange.

  • Remove bright or otherwise visible equipment if you don't need to use it, like backpacks, vests or even a chainsaw, and keep them in your inventory.

  • Keep lamps, night vision goggles, lasers and rangefinders off unless in use. Keep headlamps in your inventory so you don't turn them on by accident.


How to avoid detection by sound:
  • Don't shoot unless you absolutely have to, even suppressed firearms can be heard over long distances. Craft makeshift suppressors if you can't find proper ones.

  • Use melee weapons on zombies, animals, even people, if possible.

  • Consider using bows. A crossbow deals 88 headshot damage, more than most rifles. Their ammo is also crafted easily and can be reused. Explosive arrows are available, too.

  • Avoid blowing up vehicles and make sure zombies don't do so. If you need to disable a vehicle, destroy it when you plan on leaving anyway or use barricades and carjacks to make them unusable.

  • Use cars only when necessary. Fly helicopters high enough so nobody sees or hears them and land them in forests or other safe areas.

  • If you are withing talking distance of players, move in the prone and avoid making sounds by eating or dropping items. Even reloading or switching night vision goggles on/off makes noise.

  • If using sentries, equip them with suppressed weapons.

Traces to avoid leaving behind:
  • Dropped items
  • Corpses
  • (burning) Vehicles
  • Cut trees
  • Picked berry bushes
  • Open cupboards and wardrobes
  • Smoke grenades and flares

Advanced stealth
On to the more interesting practices. Experienced players probably know most or all of these.

  • Don't use the default white skin colour, pick a light brown instead.

  • With the gold upgrade DLC, you can pick arbitrary skin and hair colours. It is possible to make yourself perfectly green or snow white, albeit the game restricts this on certain maps.

  • Use steam marketplace cosmetics to hide your equipment and to camouflage yourself. There are plenty of green or brown clothing options and even skins for your guns and other items. Sunglasses hide night vision goggles.

  • Always consider what your target sees when they look at you. Certain objects or effects are not rendered with low graphics settings or past certain distances.

  • Don't stand on hills, because players lower than you will see you outlined against the sky. Avoid silhouetting yourself.

  • Use the night. A lot of players cannot see much at night. Keep in mind that muzzle flashes are much more visible in the darkness.

  • Equipping a military muzzle at night is an extremely effective way of remaining unseen, even after shooting. But players with surround-sound setups will still be able to hear what direction you shot from.

  • Don't believe yourself invisible under water, at night or under the leaves of trees. Currently, there is only one tree graphics setting available, but this may be changed again. Players using a different tree model will not see the leaves that you are hiding in. High water quality settings allow you to see players underwater and certain screen settings may make it easier to see at night.

  • If you need to shoot but can't be sure of hitting your target enough times to kill, fire only single shots. This makes detecting you much harder and will quickly drain your enemies bandages if they heal after every hit.

  • If players look your way but haven't seen you yet and there is no cover available, stop moving. Many people fail to see you, even when in plain sight. But don't rely on it.

  • If you are travelling over long distances, frequently change course and never take obvious, straight paths. Doing so will make it harder for a pursuer to estimate where you are going when they lost sight of you. This is especially effective if done while out of sight from others such as in a valley or just after going over a hill.

  • Don't let your friends endanger you. Tell them to keep their distance from you and each other. If they keep shooting zombies or wear bright clothes, teach them not to or reconsider who you team up with.
Finding players
It goes without saying that most players stick to places where loot spawns, either because they are there to loot, or because they want to shoot the people who do so. We are here to hunt both.

Forests cover large parts of the map, but are themselves not very interesting. Beginner players often travel by road or shore, but everybody else usually travels between places by walking through the forest.

We are not here to bully beginners and so we are not too interested in watching campsites, farms and beaches. However, since new players often pick up nearly everything they find, they can be a good source for food or crafting materials, while being of little danger.

You need not shoot them in all cases, many of them are happy to trade things with you for a backpack, a map or a gun. But don't risk your life just to be nice. Shoot them if you have to.
One should think twice about handing an unknown person a loaded firearm.

We are more interested in finding well-equipped players, experienced or not.


Many players spend a large part of their time looting the military bases and outposts, as well as cities and other interesting places. However, a full server often discourages beginners from visiting popular places as the player density forces them to stick to campsites, farms and small towns or risk being killed.

A low-risk option for sniping on populated servers is to search for people in the forests around and between military bases and cities, but you will have to pay a lot of attention to spot players in the forest and there may not always be a good opportunity.
Approach & Observation
Often, we will hear people before we see them. While players can be visible over extreme distances, it is usually a gunshot that draws our immediate attention.

When looking for people, use the full range of the game's rendering distance. Often, you do not actually need to get within the firing range of their guns to assess whether they are interesting targets or not. Only approach after having considered if it is worth the risk.

Even if we kill our target, an experienced player might be nearby and shoot us after we reveal ourselves to loot. It may be impossible to be completely sure that your target is alone.





Approach

While running at the enemy in a straight line is the quickest way to reach them, make sure to use cover and concealment as much as possible. We are not just in danger of being spotted by our target, but also by the other players that we haven't found yet.

When moving, do so in a straight line towards or away from your target if possible. This reduces the chance of being spotted, especially if there are objects in between you. A single tree can be enough to block the line of sight.

Avoid moving perpendicular to the line of sight. Make use of terrain, bushes, rocks and trees to hide yourself. Move through valleys or depressions in the surrounding landscape. Think about how water would flow into such low points.

Two examples of a possible engagement:



Note how the paths travelled through the woods are rather long and indirect. The idea is to stay out of the 'danger zone' that is, keep maximum distance from our target or their immediate vicinity unless there is a good reason to move in. Once we have evaluated our target and decided to attack, we move into a favourable position to engage.

If necessary, we flank and reposition ourselves, moving along a path that cannot be observed by the enemy before closing in again from a different direction. This works particularly well if the two positions are far apart and are on different sides of the target.

The downside of such an indirect path is that we ourselves are unable to see the movement of the enemy and that travelling such a long distance takes time, during which the enemy might escape or counterattack. However, we must never walk through the open when assuming a new position, since we would be easily observed and shot.

Now, one may ask why we do not escape in the same direction from which we came. If we know that our original approach vector is safe, then of course we can do so. However, during the whole engagement, which may take a long time, we likely focused most of our attention on the enemy so (1) our approach path is no longer known to be safe and (2) during the approach and combat, the area around and behind the enemy was in our sight and thus easily observed.
Standard Operating Procedures
It is impossible to list everything here. Don't be afraid to think for yourself.

  • Hide yourself from your target, but also from other snipers.

  • Maintain situational awareness at all times. Where could other people come from? Is our target alone, or do they have friends we might not know about?

  • Avoid target fixation. That means, do not continuously stare at your target when there are other possible dangers.

  • If something draws our attention, we should consider the possibility of it being a distraction.

  • Use a range finder to assess what is in range and what is not.

  • Fights are usually won by one side before the first shot is even fired. Many times, the loser is shot from an advantageous position and never had a chance to fight back in the first place. If you cannot secure such an advantage, don't fight.

  • Don't push if there is no driving force.

  • Pushing an enemy who is aware of your presence will likely result in your death. Even if they aren't aware of you yet, in a close quarters fight, the slightest mistake can get you killed.

  • Make a plan for when to shoot, if at all, and what to do afterwards.

  • Whenever we fire, we expose ourselves. Even if the enemy cannot see or hear us, they are still aware of our presence now.

  • We must find a good balance between being well hidden and being able to see around us.

  • Evaluate what is the most dangerous and what is the most likely.

  • Take the time to prepare for all eventualities, make a plan and stick to it. Don't be stuck in hesitation while your enemy closes in.

  • Identify active bases, beds and weapon stashes.

  • Don't be afraid to disregard your plans if new information becomes available or when circumstances change.

  • Relocate as necessary. But don't be caught in the open. Sometimes, if nobody knows where you are, keep it that way and don't move.

Target selection

If there are multiple targets, consider which one is the most dangerous. Find out which player is the most skilled or carries the strongest equipment. Watch the way they move, how they fight, the items they carry.

Pick your target, watch him, and then shoot when a good opportunity arises. Generally, this is preferable over shooting whoever happens to stand still, because we do not want to waste the moment of surprise on a beginner player when there is a more dangerous one we could take out instead.

Shooting a beginner means that his experienced comrade now knows where you are. Instead, use the element of surprise to take out the best player first, leaving the rest to panic. Also, this likely motivates the remaining players to loot whoever was killed, making it easier for you.
Shooting
If you are content with your preparations, then it is time to open fire.

A good opportunity could be when your opponent is
  • distracted
  • low on health
  • physically stuck
  • standing still
  • sitting in a vehicle
  • looking away from you
  • climbing a ladder
  • opening his inventory
  • approaching you

And in addition to that:
  • You can shoot up to 300 meters. Make use of that range. If something goes wrong, escape is much easier that way.

  • However, while long range shots are impressive, don't make things unnecessarily difficult. If possible, get so close that you practically can't miss.

  • The shorter the range, the less you will have to walk to get his stuff.

  • If your target is still looting, wait for him to be done. That way you won't have to loot the place yourself.

  • The element of surprise is very valuable, but sometimes revealing yourself is the only way to create a good opportunity.

  • Distract your opponent, or wait from him to be distracted. If you see other people approach, wait for them to fight and then kill the survivors.

  • If you choose to make your presence known, appear weaker than you really are. Attack with an Ace, only to switch to an Empire once your opponent closes in.

  • If you are spotted, occasionally turn your cosmetics on and off. This will make it look as if you are actually two people.

  • You can write a chat message that prompts your target to respond. Wait for him to stand still to start typing, then open fire.

  • A killed player can use the death camera to find out where you were hiding and relay this information to his friends.

Sound

This chart needs little explaining.


But some things should be noted:
  • To find out the audible range, I used the Sabertooth, Grizzly, Viper, Maplestrike and Hell's Fury. All of them can be heard out to the same distance.

  • I only tested the military suppressor on the Sabertooth and Viper. I assume it works the same on all guns, but I don't know if perhaps the ranger suppressor behaves differently. Probably not, but maybe it does.

  • I did not test internally suppressed weapons, such as the Matamorez and Honeybadger.

  • To be able to hear a shot all the way out to the edge of the circle, one really needs to turn up their sound. Under practical conditions, the audible ranges are somewhat shorter.

  • The small gap between the green and red circle represents a sweet spot, where you can shoot people with a suppressed weapon, but they will be completely unable to hear your shot. They may still be alerted by the noise of bullets flying by and their impacts, however.

  • Using a suppressor is much more effective than it seems at first. While it cuts the circle's radius in half, the surface area of the disk is now reduced to a quarter.

  • During testing in single player, I noticed that sometimes the whizzing sound of a bullet may be heard out to 500m, perhaps farther. I was not able to consistently repeat this and it may only occur in single player.

Projectile drop
To give a short and simple explanation:

All guns have the same bullet drop, except for some.

Maplestrike, Augewehr, Nightraider, Schofield, Hawkhound, Sabertooth, Snayperskya, and many more, all experience the same bullet drop.

Grizzly and Timberwolf experience less.

Ekho even less

Shadowstalker none at all, but the projectile still needs time to travel.

Some weapons
  • Rocket launcher
  • Bows
  • Paintball gun
  • Internally suppressed guns
...are special.

There was a time when scopes did not have distance markings, but only mil dots. Nowadays, the scope automatically adjusts to your weapon and sets the sights. This means that the sight picture of a scope changes when it is mounted from a Hawkhound onto a Crossbow or a Grizzly.

As a general rule, follow the markings of your optic.

However, the magic sight adjustment does not account for the bullet gravity effects of muzzles and suppressors. This includes the invisible 'integrated suppressor', thus, the sights of a scope mounted on the Matamorez or Honeybadger are not accurate.

Firing the Matamorez at 200m, you will find that it's bullets impact at the 220m mark.


















Bullet drop is an annoyingly inconsistent mechanic that has been changed many times. We will not go into every detail here. I still remember when the Sabertooth had the same drop as the Timberwolf or Grizzly. I even made a picture of it to be included in this guide, only to discard it when I tested it again and realized it was completely wrong now.

I can only recommend you do your own testing
Tactics & Fighting
Ideally, our targets would all be killed with only a handful of shots and without ever spotting us, much less shooting back. But, since conditions are never optimal, we should prepare for all eventualities.

Since a single player is easy to deal with or escape from, we will mostly be concerned with fighting groups.

Once we start firing, depending on lag and the reaction time of the other players, we may have up to 3 seconds before our targets scramble into cover. When shooting them, we must consider the likelihood of actually hitting them. We don't want to waste ammunition and give away our position by firing a whole magazine, only to score maybe a hit. If we cannot ensure hits, we better not shoot at all.

The longer a fight goes on, the more the odds equalize. Try to win the battle while your target is still surprised and acting in a panic, once they calm down and put up a fight, your chance of winning drops dramatically.

Poor marksmanship encourages players to take chances. They may try to peek out of cover to look for us, shoot back, or they may run through the open to escape or get to a better position. Of course, this may be exactly what we want.

If every single shot we fire hits, especially if they cannot hear our muzzle report, then players are much more likely to stay in cover. Beginners are likely to make bad decisions, such as peeking out of a building to search for a sniper in the woods. Since we have them in our sights already, we have the upper hand here.

Experienced players know when to stay in cover. They know not to expose themselves, because by the time they spot us, we will have already killed them. And so, they stay in cover and try to find an escape path, often running between places while jumping and crouching repeatedly to throw off our aim.

Even if we cannot be sure of killing them, we can still hit them to make them use up their bandages. But we can also pass up on easy opportunities, not firing at all even though we could, making them believe they are out of range or managed to escape unseen. We can keep this up until a good opportunity arises.

If players start peeking out of cover repeatedly, maybe even firing random shots into our direction, they are likely acting as bait, risking themselves to make us shoot and give up our location. In such cases, it is likely that a second player is watching us, waiting for us to take the bait.

Obviously, don't take it, unless you are sure you can do so safely. Sometimes, you may even spot the other player who is looking for you. It is preferable to shoot this player instead, as he is likely more experienced. One can also shoot at angled surfaces in an attempt to fool the enemy, making them think you are shooting from a different direction.

What to do if spotted

Being seen is not the end of things. If we are far enough away where their guns cannot hit us, then we may go on as usual, at least until this is no longer the case.

Players likely react in one of three ways:

  • Escape
  • Counterattack
  • Staying in cover

Usually, their best chance lies in escaping. Conveniently, this is not very dangerous for us. We can watch them while they escape, maybe try to kill them, but pursuing them is likely too dangerous, unless it is clear they are beginners.

If they escape into the woods and set up a counter ambush and we walk into it, they will in all likelihood kill us. Whoever sits still has an easier time spotting others while being harder to notice and impossible to hear.

So, we should be the one who sits still and has the enemy walk into them. This is basically what happens when players try to attack a sniper. It almost never works, yet this doesn't stop people from trying it anyway.

Assuming we properly scouted the area before attacking and are aware of everybody, players rushing out to counterattack us after we shot at them are likely to die. We can just watch them approach and shoot them when it's convenient. But if we lose sight of them while they flank us, it is better to escape, unless we are very confident in our skills and hideout.

If players hunker down in cover, we can simply move until we regain sight or wait them out. If they are in a confined space that we cannot view however, then there is not much we can do, besides using hand grenades. Approaching them in a close quarters shootout is one of the last things we will ever attempt.

Either way, players can not do much to counter a sniper, if attacked by an intelligent and patient one. Escaping might work, attacking probably won't. Staying in cover may be safe, but would also mean losing sight of the sniper, who may outmanoeuvre them in the mean time. Over time, players are likely to grow bored or run out of food and will try to escape.

This reaffirms our introductory remark about sniping being one of the safest ways of playing the game.
Looting & Getaway
If we successfully killed our targets, we will have to go in and loot.

If we're not interested in looting, then we have no business shooting other players, unless protecting ourselves or others. Again, we are not here to bully or to needlessly ruin other people's fun.

Before looting, we must make one vital decision:

  • Do we want to move in as soon as possible, to ensure nobody else catches us in time?


  • Or do we want to wait at first, further scouting the area and ensuring we did not miss anything?

If we hurry, we might fall victim to a player in hiding, maybe even another sniper. But if we wait too long, we risk other people entering the area or the players we killed having respawned and coming back.

I've usually had more success by looting quickly and getting out even faster, but I cannot offer advice here or make this decision any easier for you.

General notes:

  • We must move quickly and with purpose, picking up loot that is actually useful.

  • Consider a different approach path than where you shot from and escape in another direction entirely, unless you know for sure it is safe.

  • Have somebody watch over you. Even beginner players who are nearby might alarm you about others.

  • Our time out in the open is best measured in seconds, not minutes.

  • Remember that dropped items are not visible past a short distance, so lying down in a pile of loot does not hide you from people who haven't already seen you.

  • If we are approached during looting, we must distance ourselves from the loot and watch over it, as this is very likely where others will run to.

  • It may be a good idea to wait until nighttime to loot and escape or waiting for the respawned players to return to shoot them again, crushing their morale.

  • Afterwards, think about how things went. What can be improved next time? Did we really know what we were doing or did we just get lucky?
Unconventional tricks
  • Place down mannequins with masks or night vision goggles to bait other players to shoot at them.

  • Hide inside vehicles to ambush players who enter them.

  • Climb into trees using ladders or other buildables and snipe from them.

  • Block off doors or stairways so people cannot reach your hideout or other places.

  • Place traps around you when sniping.

  • Build one-way glass and safely observe from behind it.

  • Use sentries inside buildings or bushes to protect your rear.

  • If there are beginners players near you, keep them alive. If someone shoots them, you'll be alerted.

  • If you have an APC, block off the driver seat with one-way glass but keep the passenger seat open. Position the vehicle so you can snipe out of it and drive off if necessary. Put plates between the seats so you're safe when driving.

  • Team up with others to find out their location, then kill them.

  • Consider not grouping up with your friends, so that others think you are alone. Beware of friendly fire and communicate effectively.
The authors delusional ramblings
This guide is supposed to be an improved version of my previous guide, which I wrote almost 8 years ago. It was alright, but sometimes over-the-top and generally not as polished as I would have liked it to be. Instead of rewriting it again and again, I decided to upload this guide as a reworked edition.


Originally posted by someone stupid idk:
But isn't it boring to sit around and barely do anything?

No.
(Gigachad face)


Some people need constant stimulation and cannot sit still. It is understandable that such people would consider sniping boring.

But for a select few possibly autistic definitely autistic people, sniping provides a way to stimulate one's own thought process. Every move is planned, refined, analyzed. One can play at a chosen pace and reflect on their own actions and analyze the way information is gathered and how conclusions are made.

For some, this can be incredibly fun and rewarding and at the end of the day, that is all that matters.

What actually matters is your real life, not video games. Grind irl, not in Unturned.

I'm perfectly aware how ironic it is to say this, after writing a whole guide on this ♥♥♥♥♥♥ game.

Originally posted by another one I made up:
Aren't you being a coward for camping like a n00b and not fighting 1v1 like a real pro?

People say this when they die to a sniper, but are perfectly happy to ambush others. You can't please everybody. Also, I don't care about the uninformed opinions of children and I'm not going to pretend like they matter.


Ideas for additional chapters that may or may not be written in the future:
Cooperation with friendlies
Self-control
Counter-sniping
Ranging charts


Feel free to write spicy comments or to add me to discuss.
14 Comments
BananaThunder341 May 12 @ 12:44pm 
forgot to add..

Sniping is an good job mate
BananaThunder341 May 12 @ 10:55am 
the mannequin tactic is an real thing, used in ww1
happy to see it work in 2025 too
based sniper guide
stuka Apr 16 @ 9:33am 
gay sniper guide
Luftwaffel Mar 17 @ 4:14am 
"Only a fool would give their opponent a chance at a fair fight", thats why i only drive around in my tank in this survival of a game
Luftwaffel Mar 17 @ 4:11am 
first he gets you to play this game, then all of the sudden, BOOM 4000 hours
AuRora7283  [author] Mar 15 @ 4:28pm 
I updated the guide again and added a couple pictures.
Luftwaffel Nov 29, 2024 @ 1:42pm 
Unturned psyop
LaundryMan3 Nov 1, 2024 @ 7:11am 
speaking of camouflage
Wearing ghillie set (along with a green daypack) and hauling into either matching terrain or bushes will hide you good
on other maps there will be their own ghillie sets with different colors to match their grass palette, though there won't be similarly colored backpack to store dozens of sniper ammo
420Vinz Oct 29, 2024 @ 5:52am 
There can only be 1