Half-Life Firearms

Half-Life Firearms

30.09.2013 15:39:43
Using The Barrett M-82A1 Sniper Rifle

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A GUIDE TO USING THE BARRETT M-82A1 SNIPER RIFLE

by M45k3d_N1Nj4_G4R0

-----------------
-=|TABLE OF CONTENTS|=-
-----------------

Introduction (*INTR)
ME ME ME! (*ME!!)
Legal Stuff (*LGSF)
History of this Guide (*HSTY)
FA for Newbies (*FAFN)
Skills (*SKLZ)
Specs on the M-82 (*SPCS)
Damage Calculation for the M-82 (*DMGE)
The Bipod Feature (*BPOD)
Accuracy Basics While Using the M-82 (*ACCY)
Ranges at Which to Use the M-82 (*RNGS)
Essentials to Surviving While Using this Gun (*ESST)
Uses for the M-82 (*USES)
Ways to Counter enemies' weapons (*CNTR)
Good Places to Snipe From (*GPSF)
My Suggested Config (*SGCG)
Frequently Asked Questions (*FAQS)
Thanks (*THNX)
Permissions to use this Guide (*PMSN)
Contact Me (*CTME)


--------------------
-=|INTRODUCTION (*INTR)|=-
--------------------

This guide is current as of FireArms Release Candidate (RC) 2.9a

Here is a guide to tell you how to properly utilize the M-82A1 Barrett Sniper
Rifle in the Half-Life modification FireArms. The M-82 is one of the oldest
weapons for FA, and one of the deadliest, comparable to the AWP of CS fame.
However, no weapon comes without its flaws. I'm here to show you how to
overcome those flaws and to become a bad-@$$ sniper in the world of FA.

Please note, however, that this guide is based on my experience, and my
preferences. It may differ from your style of playing, so don't come
complaining to me if you don't like what I say. This is MY style of playing,
and I'm generous enough to allow you to see what I think. If you don't like it,
don't use my guide.


-------------------
-=|ME ME ME!!! (*ME!!)|=-
-------------------

For reasons surrounding paranoia (I refuse to be tracked by pedophiles), I
am not going to give you my age, location, or anything like that. My name,
for the sake of the legality surrounding this document, is Kelvin Lam. All
you'll get out of me is that, my screen name(s), and this:

I'm a guy who enjoys playing games, namely FA. Now you might ask, "Why don't
you play a better mod, like CS or TS?" and my reply will be this: it's not
deathmatchy, and CS and TS are not better than FA (of course, IMHO). I've been
playing FA for since RC-2.4, and I like the strategy that's involved in playing
this game. After all, it requires teamwork, thinking, coordination, and smart
decision-making to play this game effectively. There are nowhere near as many
features in CS or TS, or even DOD.

As it also turns out, this M-82 guide was posted on the Official FireArms
Forums by me under the name of Lord Kelvin last year, so most of it is just a
transfer from post form to guide form. Everything except for the parts
explaining FA, of course ;).

It should be noted that the following three screen names are mine, that I have
written ANYTHING under:

M45k3d_N1Nj4_G4R0
Lord Kelvin
Superfly_08

*NOTE: some people may coincidentally have the same screen name (such as the
Lord Kelvin); therefore, if you're going to e-mail me about plaigarism or
anything, please make sure first.


-------------------
-=|LEGAL STUFF (*LGSF)|=-
-------------------

Feel free to skip this part, as everyone does, unless you're looking to host
this guide on another website. If you wish to, go ahead and read it, and then
go on to the Contact Me section.

You know the drill. This guide is copyrighted to me, Kelvin Lam. It may NOT be
copied or plagiarized in any way, except if you're actually using it for the
purpose of playing the game this guide is designed for. If you want to copy it
to host on your website, e-mail me, and I will, most likely, gladly oblige.
Don't just rip it off. Play by the rules, or else the weight of legal justice
will fall on you. FA, CS, HL, and DOD are trademarked to the VALVe Corporation,
TS is trademarked to the TS Team, and FA is trademarked to the FA Team.


---------------
-=|HISTORY (*HSTY)|=-
---------------

Again, feel free to skip this part, this is only here for the nerds who like to
keep track of stuff like this, and as a personal record so I can keep track of
what I've done to this guide.

Please note that the most recent version of this guide will always be on
GameFAQs first. Therefore, if you see this guide on another site, be sure to
check at www.gamefaqs.com for the most recent version.

Version 1.61 (1-1-05)
-Small error correction (thanks GrosPoisson)

Version 1.6 (8-24-04)
-Added new Counters section, which, hopefully, will be helpful to some people
-Some cosmetic changes here and there
-Added a few extra notices
-Major overhaul to Damage Calculation section

Version 1.5 (8-21-04)
-Added Damage Calculation section (thanks, The_android and DanMan!)
-Added some more names to the Credits section

Version 1.4 (8-14-04)
-Added Skills section
-Massive change to FA for Newbies section
-Few changes to Accuracy and Ranges section
-Added a few tips to Essentials section
-www.supercheats.com now has permission to use this guide on their website

Version 1.3 (8-8-04)
-Added a lots of new Places to Snipe From, and a few changes in bipod strategy
-Renamed Tactics section to Ranges section
-Spruced up Uses section a little
-Added new Accuracy section
-Did a little section moving

Version 1.2 (5-24-04)
-Now that 2.9 is out, major changes are taking place

Version 1.1 (5-19-04)
-Thanks to Grunt for noticing the credit value error
-Thanks to [FaMAS]Mantis for reminding me of the limited viewing angle for when
the bipod is down

Version 1.01 (5-8-04)
-DLH.net has permission to use this guide
-New location in "Best places to snipe from"

First version on GameFAQS (5-3-04)
-Added a little something to the Essentials and Uses section
-Edited the Close Range section for 2.8 changes
-Edited the Bipod section, because hopefully the "cannot fire in midair" bug
has been fixed ;)
-Big changes in strategy because of 2.8
-Another big change in stategy from 2.8, and added a new "Best places to snipe
from" section
-Added another place in "Best places to snipe from," some minor changes


----------------------
-=|FA FOR NEWBIES (*FAFN)|=-
----------------------

If, after this time, you're asking, "What is FA?" then I say to you, "Good
question."

FA, or FireArms, is one of a multitude of modifications made to the popular
game of Half-Life. FA, unlike CS or TS, depends more on teamwork, rather than
"frag all the enemies you see," because there are OBJECTIVES in each map in FA.
For example, in a PS, or Push, map, each team tries to capture push points,
much like DOD, only linear. A SD, or Search & Destroy, map requires players
to infiltrate the other team's base and destroy crates/boxes/whatever in order
to lower the enemies' reinforcements, which are, in a nutshell, the number of
times enemy players can respawn. The rule of thumb of every FA map is this:
the first team to zero, and have all its players die, loses.

As the name of the mod implies, FA has a WIDE selection of weapons to choose
from. The mod's theme is military weapons, so many of the weapons in FA
reflect the weapons used by the various armies around the world today, and
some that have been used previously by modern armies (such as the M-79). These
weapons take up "credits," which are slots each player uses to hold their
weapons. Each player starts with 30 credits, no more, no less. The mod is
continually being improved, and new things are added in every new RC. In
fact, two very recent weapons have been added in RC-2.9: the M4A1 Carbine, and
the M-14 of Vietnam fame. As of RC-2.9, there are a total of 30 weapons to
choose from.

As in many other FPS's, FA employs a stamina system. When you hold down the
sprint button, you'll run faster, but it will drain your stamina (which is
indicated by a colored bar on the bottom of the HUD). Use too much of it, and
your character will start breathing hard, alerting enemies to your position.
Also, as an anti-bunny-hopping measure (bunny hopping is when you jump, then
jump again once you land, and so on, gaining a speed boost), the stamina bar
drains whenever you jump. Jump once, and it drains a little; jump too soon
after that, and it takes a sizeable chunk out of the bar; jump a third time
after that, and your whole bar will just about disappear, making it impossible
to sprint or jump until it recharges. The stamina bar will recharge slowly if
you don't sprint or jump, and it will quickly fill up if you crouch and wait.

One feature that is unique to the FA and DOD mods that isn't in any other mod
(to the best of my knowledge) is the bleeding system. When you are shot, there
is a likelihood that you will start to bleed, which causes you to lose between
1 to 3 hp per second, depending on the severity of the wound you recieved,
until you use a bandage (they can be found lying around the map in pairs, or
purchased in the inventory, 1 credit for 2-3 bandages) to stop the bleeding.

Furthermore, if you get hit in the leg with a powerful enough round, or if you
fall a large distance, your leg may break, reducing your maximum speed to
running (when you sprint), and your default speed to walking. Needless to say,
you'll become a sitting duck if you break your leg, as you'll be slow as hell
if you need to run during a firefight.

Another thing I like about FA is the skill system. Before you first spawn,
you get to select one skill to use (on most servers, depending on which setting
the server is using), choosing from 10 in all.


--------------
-=|SKILLS (*SKLZ)|=-
--------------

The ten skills from which you can select are as follows:

1. Marksmanship I (Marks I)

This skill gives you a +1 accuracy bonus, allowing more of your bullets to
actually hit in the vincinity of the crosshair. The exceptions to this are
the SRs, and you'll soon see why.

2. Marksmanship II (Marks II)

This skill is exactly like Marks I, but it gives you a +2 accuracy bonus,
allowing you to hit just about anything that crosses into your crosshair.
You need Marks I first in order to choose this.

3. Nomenclature (Nomen)

This skill essentially lets you reload your weapon faster, but it only works
on certain weapons, and not all of them have Nomen reloads. However, it can
be trememdously helpful for whatever weapons have Nomen reloads, because, at
times, it can reduce the reload times by over half, which is really helpful
if you get into a one-on-one duel with another player and both of you run
out of bullets.

4. Battlefield Agility (BFA)

This skill triples the capacity of your stamina bar or, rather, makes it
drain at a third of the speed it usually does. This makes BFA a preferred
skill for "rushers," people who like to run ahead of the crowd and get to
map objectives quickly. BFA also makes it so that it if you fall a large
distance, the damage that you take will be halved, and your leg will not
break (please note, however, that someone can still shoot your leg and break
it). One of the fewest-used features of BFA, however, is that it allows you
to go prone in half the time it usually takes, which can be a boon to
snipers, or make it easier to move from cover to cover.

5. Leadership

By far one of the least useful skills of the game, Leadership gives you
extra voice and radio commands, gives you "Leadership Info" (information
pertaining to map objectives, where they are, and the location of all
allies), puts a badge on your helmet/cap (depending on whether or not you're
using a helmet), and makes a "Listen up!" voice sound in all allies'
speakers whenever you enter text into the chat or team chat. This skill is
quite useless in pubs (public servers), but, in the right hands in clan
matches, it can turn the tide of battle. Most people want this skill either
removed or renovated to become more useful.

6. First Aid (Med I)

This skill lets you heal allies and yourself for 15hp at the cost of one
bandage, and treat dead bodies (in FA, when a player is killed, he/she
leaves a body behind, which still isn't dead, in some cases. That body is
termed a "Wounded Soldier," and is basically a soldier that's been wounded
in combat and can still be saved) to earn frag points, one for each soldier
you save. Furthermore, you spawn with three extra bandages, allowing you to
help your allies better. You can also give bandages to allies, allowing them
to bandage themselves, or you can bandage them directly, which earns you
half a point. You can also use adrenaline, which, if a player's stamina bar
is depleted, fully recharges it, but only once. And if an ally has the
concussion status (which happens if they are hit by a concussion grenade,
and turns their screen white and their accuracy horribly bad), you can take
that away.

7. Field Medicine (Med II)

This skill allows you to do everything that Med I does, plus more. Instead
of restoring only 15 hp, it will restore 30, and you spawn with even more
bandages than if you had only Med I. Also, you can mend broken legs, which
can be a boon to your team. But the biggest advantage is that if you treat
a wounded soldier out in the open, you'll get a MedEVAC, which summons a
helicopter down to pick up the soldier, adds one to your team's
reinforcement count, and gives you one point. And if you're close enough to
the chopper, you'll hear it playing Wagner's "Ride of the Valkyries" XD.
Remember, though, that you need Med I first in order to get this skill.

8. Artillery I (Art I)

This skill lets you use the underslung Grenade Launchers (GL's) on the AK-74
and the M-16A2 rifles. You can also plant artillery flags (which, in 2.9,
can be in the form of a smoke grenade the color of your team, or a flashing
strobe grenade that flashes periodically) to call in artillery from a mortar
that your team may or may not have, and it also allows you to use and
restock mortars that your team may or may not have. Remember, though, that
artillery flags time out every few minutes (you'll know when the smoke
grenade stops pouring out smoke, or the strobe stops flashing), so you'll
need to request artillery fire every now and then to keep the flag active.
Note, however, that your allies may have also set flags as well, and only
one flag can be active at a time. The flag will stay in place until either
you set one in a different place, you stop using Art I as a skill, or you
leave the server.

9. Artillery II (Art II)

This skill does everything Art I does, plus more. Again, you'll need
Artillery I first before you can get this, but this skill does wonders in
the right hands. The reason to get this skill is that it allows you to build
a mortar wherever it's outdoors, and then fire it at whatever flag may be
active out there by "using" it (that is, push the "use" button while facing
it). The mortars, however, need to be restocked every now and then, and can
only hold five rounds at a time. To restock a mortar that's empty, go to an
ammobox, hold use until you pick up five artillery shells (it makes a
distinctive sound), then go back to the mortar and "use" it. Remember, the
mortar fires only on an active flag, so it requires some teamwork to use.

0. Stealth

This skill allows you to attach silencers to certain weapons (The MP-5, the
UZI, and the Beretta 92-F), and reduces your footstep noise to 25%. This
allows you to sneak up behind your enemies, and shoot them up before they
get a chance to respond. Note that if you put a silencer on your weapon, it
will become slightly less accurate, but it will make almost no noise,
meaning that there's a smaller likelihood that nearby enemies will be
alerted to your presence (unless, of course, they're watching the k/d corner
to see whether their allies have been killed). But one of the reasons that
most people choose Stealth as a skill is that it makes the knife do double
damage, making the knife, which is supposed to be a last resort weapon, a
very potent weapon indeed. Coupled with the fact that footstep noise is
reduced, it becomes one of the best skills in the game.

For every ten points (frags) you get, you can get an additional skill. The more
people you kill, the more skills you can use.

If you still want more information, point your browser to www.firearmsmod.com


-------------
-=|SPECS (*SPCS)|=-
-------------

Straight from the Config file:

Name: Barrett M82A1
Credits: 18
Type: Sniper Rifle
Caliber: .50 BMG
Capacity: 10 Round Box Magazine
ROF: Semi Automatic
Description:
This massive rifle fires the same .50 caliber
round used in heavy machineguns and the
tail guns of the B-52 bomber. Although
intended to be fired on armored vehicles
and airplanes, there is no denying its
effectiveness against 'softer' targets.

*NOTE: in 2.8, the credit value was listed as 17. This was a mistake, and has
been fixed in 2.9.

First off: the M-82's role in FA is the heavy support Sniper Rifle, or SR. As
you may have insinuated, it is the most powerful SR in FA, and uses the game's
most powerful round, the only exceptions being grenades and mortars, which are
potentially one-hit-kill. The M-82 can almost kill in one hit; the FA Team
decided that it wouldn't be for some reason when changing from RC-2.5 to
RC-2.6; it will, however, severely wound your target if it doesn't kill
him/her. NOTE: there is one exception to this one-hit-kill rule, which will
come later.

One of the drawbacks: you cannot fire at all with the M-82 while moving, so
you have to preselect a position with a view if you want to make some kills.
However, a true sniper (wink wink) doesn't need to move. The M-82's ROF is
semi-auto, between the SSG and SVD (the other two SR's of FA), but closer to
that of the SVD (which is semi-auto). That means that if you're accurate
enough, you can take out two to three people in a row in under five seconds.
This is because of the .50 BMG round it chambers (the BMG stands for Browning
Machine Gun), which can take a person out, armor and all, in 2-4 shots to the
body, quicker (obviously ;P) with shots to the head.

This brings me to my next point: the scope sway system. A new feature to FA
RC-2.8 was that the scope sways to and fro, like in DOD. Although your scope
swings some now, if you crouch you should be able to eliminate about half of
it. Proning eliminates even more of it, and the bipod virtually stops it.
Remember, even though the scope sways, it still hits the center of the X.
The only flaw, the huge recoil implemented in 2.7, reduced in 2.8, and slashed
further in 2.9, is negatable by setting up the bipod. Note this: the M-82 can
carry only a maximum of three extra clips, so you have to make your shots
count and choose wisely when to reload.

Hmm... now I wonder... what other sniper rifle do we know of in a particularly
well-known mod that can carry 40 bullets total and is one-hit-kill ;)?


--------------------------
-=|DAMAGE CALCULATION (*DMGE)|=-
--------------------------

For all the mathematicians out there, you're probably trying to find a way to
count your shots. Well, here's your lucky day.

The .50 BMG, in real life, has the potential to kill a man, no matter where it
hits; that's why it's used in machine guns, such as those in the tail of the
B-52 bomber. Of course, FA isn't real life, so the best we can do is near-one-
hit-kill, except for one instance, which will thence be explained.

The damage value for the .50BMG in FA is 150 hit points (courtesy to
The_android for providing the base damage values for each weapon). Now don't
go thinking that that means it's one-hit-kill. It isn't. You have to take two
things into consideration: the type of armor that your target is wearing, and
which hitbox on the target you hit. First, the armor.

When selecting your inventory, it becomes necessary to select the level of
armor that you wear into battle, as well as which parts of your body you cover
with that armor; it is mandatory to take body armor, and optional to take a
helmet and other pieces of armor. A helmet costs 3 credits, kevlar arms cost 2
credits, and kevlar leggings cost 2 credits.

Please note that all limb armor and helmet armor are in the same value of the
type of armor you select for the body. FA employs three levels of armor: light,
medium, and heavy; I won't bore you with what these armors are supposed to
translate to in real life. Calculation is as follows:

Armor Type Credits Cost Percent of Initial Damage Absorbed

Light armor 0 65%

Medium armor 5 75%

Heavy armor 10 85%


Therefore, all initial damage done to players will be halved, at minimum.

Now don't go thinking that just because of that wearing heavy armor will make
you invincible. It doesn't. If you noticed, I said initial damage, not just
damage. One aspect of real life that FA does employ into the game is that armor
deteriorates as it's shot at. Therefore, the armor absorbs that much of the
damage dealt only for the first bullet that hits it. As more bullets hit that
part of the armor, it becomes less effective. You'll see this in the small
display at the bottom of your HUD whenever you play. It's a figure of a man,
along with whatever armor you happen to be carrying, highlighted in green. As
the armor gets hit, it turns darker in your HUD, then it turns yellow, then
red, then it disappears; that means that the armor around that area of your
body has been shot full of holes, and won't protect you anymore. Remember this:
as long as there's armor there, it'll absorb that much percentage of damage.

Also, BannedHunter has brought to my attention that each piece of armor that
you possess has a certain amount of HP, and that that armor takes the damage
that's subtracted from the base damage when damage calculation is done, and
subtracts that from the armor's HP. Therefore, if the armor has X HP, and takes
Y HP off of the 150 damage before applying it, then the armor will have X-Y HP
left. When X reaches 0, then the armor becomes useless. The armor HP values are
as follows:

Light armor: 50 HP
Medium armor: 100 HP
Heavy armor: 150 HP

All limb armor: 50 HP for all levels of armor

The next thing you have to consider are the hitboxes. There are a total of six
hitboxes on each player. Those hitboxes are:

1. The head
2. The body (which is composed of the chest, stomach, and torso area)
3. The left leg
4. The right leg
5. The left arm
6. The right arm

These hitboxes have predetermined base damage multipliers, which take the
damage dealt, calculate for armor protection, multiply that number by its base
damage multiplier, and then takes that number away from your hit points. As in
another aspect of real life (and many, many other first person shooter games),
certain hitboxes take less damage, while others take more. The arms and legs,
for example, have a x.5 base damage multiplier, so damage done to the limbs is
halved, after armor calculation, if any. The body's base damage multiplier is
x1, and the head's is x5. Therefore, if you do not wear a helmet, you will die
if you get hit in the head, because the weakest bullet in the game does 28
damage (the Bizon), more than enough to put you out of misery at a value of 140
hit points.

Want to know why hitting the head will kill no matter what? Here's the
calculations for that: Assume that you have an enemy that is wearing heavy
armor and a helmet. If you hit the head, the 150 base damage will turn into
750 (!!) points of damage. Take the 50HP of the helmet, and take it away. That
leaves 700 points of damage left over after the helmet's been blown to
smithereens, transferring into your opponent's head. That's enough to kill
him/her seven times over, more than even the AWP provides (if you ever go onto
a server that uses StatsMe). Now THAT's your definition of overkill ^_^

The other limbs, if armored, do very little damage. The 150 base damage gets
reduced to 75, and the armor absorbs all of that damage (even 85% of all that
turns up over 50), so the armor is torn off and the end result is 25 points of
damage. Note, however, that if you hit the limb again, it WILL kill the target,
because there is no armor protecting it anymore.

So now you have a rough idea of how the damage calculations work. The M-82, as
stated, does the most damage out of all the non-explosive weapons, coming in at
150 base damage. That is more than enough to kill an enemy with a shot to the
head, helmet or not. The body, however, is a much larger target, making it
easier to hit. Therefore, the initial damage done to the body is as follows:



Type of Armor Body Head Arm/Leg

Light 100.0 700.0 25.0

Medium 50.0 700.0 25.0

Heavy 22.5 700.0 25.0

At all armor levels, it takes only two shots to bring someone down, and that's
the maximum number of shots you'll ever have to take; just make sure that you
actually hit the target.

You're probably thinking, "But 2 x 22.5 is only 45!" You have forgotten to
calculate for armor deterioration and armor HP; the first shot puts 22.5 points
of damage onto your opponent, and the other 127.5 goes to the armor HP, leaving
22.5 HP left on the body armor. Having said that, the next shot will easily
strip the armor of what little HP it has left, leaving the rest of the damage
to go to the body. And that WILL kill the target. Anything else is a fluke.

Furthermore, you also have to realize that, more likely than not, you're not
the only one shooting at that particular enemy, nor are you probably the first
one to inflict damage; more likely than not, that enemy has probably been in
a previous engagement with one of your allies, and has thus probably suffered
at least some damage at the hands of that ally (unless you have really sucky
teammates, which WILL happen on pubs). That, and, if you have support, your
allies are also plugging holes into that enemy (again, unless they really,
really suck), so he/she'll probably go down within a second or two after the
first shot. Who knows, perhaps it will take only one shot from you to finish
him/her off.

So now you know. The M-82, in the hands of an expert, can be a valuable weapon
to the team. It can finish off a weakened enemy easily, it can severely weaken
an enemy for your allies, and it can do all this from far, far away.


-----------------
-=|THE BIPOD (*BPOD)|=-
-----------------

The bipod was introduced in 2.7 as an addition to the M-82, as well as to all
of the machine guns. The recoil for the M-82 was drastic then, so the bipod was
added for those who didn't want their scopes to jump off the screen. Its
effectiveness was awesome in 2.7, and then it was reduced in 2.8. Now, in 2.9,
there is NO recoil if you fire the M-82 while bipodded. NONE!!! Therefore, it
is to your advantage to put it down, if you can; not only do you recieve no
recoil when you fire, you also get a +1 accuracy bonus. There are, however,
several disadvantages to using the bipod:

1. It takes about 2 seconds to deploy, at which point you're helpless should an
enemy come by as you're starting to set it up
2. You can't draw any other weapons while you're bipodded
3. You can't move
4. You have a limited viewing angle, meaning that you can turn left and right
only a certain angle, and no farther; an enemy can stand outside your angle
of view and peg you with rounds, and you won't be able to fire back

A bit more on the firing angle; when you unscope, and then bipod, the left and
right limits of your screen will be the limits of the bipod. If you can see
part of a tree to your left, then that part is all you can shoot at. Nothing
more. Therefore, before you set your bipod, scope the area you can see and set
the bipod accordingly.


--------------------------
-=|HOW ACCURACY WORKS (*ACCY)|=-
--------------------------

From my experience, it is best to crouch, or even prone when possible, while
using the M-82. Even if you select Marksmanship I, crouching or going prone is
usually a good choice. The following are details on how your accuracy will be
affected in any situation you should encounter while playing FA, in terms of
scope sway and recoil. These are all, of course, assuming that you are scoped
in on the first zoom, and based on the assumption that you have picked
Marksmanship I as your first skill.

WHILE SPRINTING: Forget about this, just don't sprint while you're scoped in.

WHILE RUNNING: Your scope sways VERY horribly, and it will be almost impossible
to track anything in this state. And, of course, you cannot fire while moving.
You should only do this if you are moving between two positions, and even then
you should unzoom so you can see where you are going.

WHILE WALKING: the scope sways considerably less than if you were running, but
again, you cannot fire while moving, and it would be better if you were
unscoped.

WHILE STANDING: the scope sways to and fro on about a two inch (on your
computer screen) or so radius, making targets fairly hard to track. When you
fire, the scope jumps horribly, and you have to wait for one second for the
scope to settle before you can fire again.

WHILE CROUCHING: the scope sways about on a one inch (again, relative to
your computer screen) radius, meaning that targets are a little easier to
track. The recoil is noticeably smaller, putting you in a less vulnerable
position. Because of this smaller recoil, you'll be less vulnerable while the
scope resets, giving a small possibility of a follow-up shot.

WHILE PRONE: the scope sways only about a centimeter to and fro from the
center, making targets much easier to track. The recoil is also limited so that
it is possible to take a follow-up shot at times.

The bipod, as already stated, reduces recoil to zero and gives you a +1
accuracy bonus. Therefore, it drastically affects the three stances at which
you can fire the M-82. The conversion factor is simply this: if you have the
bipod down at any one of the stances, assume that you are at a lower stance,
but that you have no recoil. Therefore, if you are standing with the bipod,
assume you are crouching, with no recoil. And if you are crouching with the
bipod, assume you are prone, with no recoil. And if you are prone while
bipodded, the scope will sway VERY little, only a few millimeters, practically
eliminating it, along with zero recoil.

Marksmanship also affects how this works as well. If you have achieved 10 kills
and Marksmanship II with it, then assume that you are at a lower stance than
you actually are, as you would for the bipod; this bonus, luckily can be
coupled along with that of the bipod. However, if you do not even have
Marksmanship I (you didn't select it, or you're on a no-skills server), then
assume that you are on a higher stance than you actually are. Standing without
Marks I is highly inadvisable.

Remember: the bipod can cancel out the effects of not having Marksmanship I,
but you get no accuracy bonus from it: Therefore, if you are bipodded while
crouching, without Marksmanship I, simply assume that you have reduced recoil.


--------------
-=|RANGES (*RNGS)|=-
--------------

There are three ranges at which the M-82 functions at: long, medium, and short.
As you probably know, farther is better, but the closer the target is, the
easier it is to hit. For farther targets, the second zoom for the scope is
useful. Of course, if a target gets too close, you should probably run away.
The stategies for these three ranges are as follows:

-Long range

This is where the M-82 excels best. This is where you can use the second zoom
and shoot targets without worrying much about getting hit back. However,
zooming only once can also be beneficial, as you can see more of the
battlefield. However, you'll be hard pressed to hit those really far-away
targets with only the first zoom.

-Medium

At this range, you have to start worrying a bit about enemies, because they
(at least the ones with ARs) can shoot you back and the other SR's can
outsnipe you. Use the first zoom here, as this is where you will see most of
your enemies.

-Close

In 2.8, because they removed the crosshair if you are not zoomed in, the M-82
has become yet more like the AWP: you can now no longer shotgun it accurately
D:<, unless you're really lucky, at point blank, or use custom crosshairs. So,
if you're caught at this range with your pants down, you're screwed, and have
5 options:

1. Give up and die
2. Hopelessly try to shotgun it at point blank by standing right in front of
your enemy, as this is the only way it will hit anything. However, be
reminded that it will be point blank for him as well
3. Take out your knife and try to knife the bastard
4. Take out your sidearm and cap his @$$
5. Run away and try to lead your enemy into your allies.

Here's a neat trick about the bipod: the animation showing it being put away
does not need to be completed. It is only there to stop you from firing the
M-82 right after you retract the bipod. You can immediately draw another weapon
once the animation begins, so don't hesitate to do so. remember, you cannot
draw any other weapons while bipodded, and you can run only after lifting the
bipod, which may take some time if you've been surprised.

It should also be noted that even though there is no crosshair, it still fires
to the middle of the screen. Try it out if you don't believe me; aim somewhere
with the scope, zoom out, fire, and check where it hit. If you want, you can
also download and use a custom crosshair, but beware: some people consider this
cheap, and FA League forbids you to do this.


------------------
-=|ESSENTIALS (*ESST)|=-
------------------

Always take Marksmanship I as your first choice. Always. Otherwise you'll get
an accuracy penalty even while proned and bipodded.

Always wear a helmet. Back in RC-2.65, there was a bug where if you didn't
wear a helmet, the head hitbox would become extremely tiny, producing a large
number of complaints and h4x accusations. Even though that problem has been
fixed, wearing a helmet is still good form, since the head hitbox has a 5x
base damage multiplier, and just about every weapon does 25+ base damage (yes,
even the 9mm's). Therefore, the helmet will save your life on many occasions.

Always have support. You can never have enough support. With no x-hairs in
non-zoom, if you get caught without support or a sidearm, you're a sitting
duck. Get one or two guys to follow you and cover you whenever you're in
hostile territory so you can kill without being disturbed.

Your sidearm is your best friend. You never know when you need it, but in the
event that support fails you, at least you stand a chance of surviving. I
would STRONGLY suggest taking one along because unscoped, the M-82 can't hit
jack-squat.

If you have the time, you MUST grab an extra mag (or bullets, in the case of
the Anaconda) for your pistol. When you get into a firefight and draw your
pistol, those bullets run out pretty fast. The last thing you'll want is to run
out of bullets for your pistol while an enemy's still chasing you.

A useful tip (one that can also be applied to other mods): before you charge
into battle, draw your pistol, and then draw your M-82, without switching to
another weapon inbetween. This allows you to draw your pistol at the push of a
button (Use Previous Weapon, for those of you who haven't bothered to configure
your controls) without having to cycle through the menu, then selecting the
pistol. For convenience, I always have this button set to Q, so it's always
close by. Don't knock it until you've tried it; this button comes in very handy
if an enemy decides to pop up very suddenly in front of you.

Another useful tip for hard-core bipodders: if you have a three-button mouse,
try setting your bipod button to mouse3 (the middle wheel button). It pays to
be able to deploy or retract your bipod without having to move your hand very
much or reach across the keyboard (where some people assign their bipod
buttons), especially if an enemy pops up unexpectedly very close to you while
you're bipodded.

Never stay in the same place for too long. If an enemy discovers your position,
then the entire opposing team will know where not to travel, and the exact
route to use to ambush you. Therefore, it is usually good form to move from
spot to spot, to keep your enemies guessing.

In 2.8, the recoil of the M-82 was halved, approximately. That has not changed
in 2.9. Therefore, it is safe to crouch and still hit accurately. Never stand
while firing, because that's just stupid. And of course, if you feel like doing
some fast plinking, prone and bipod, for those who don't want the scope to
jump halfway up the screen ;).

One of the keys to playing FA well is to always aim for the head, because
body shots don't do as much damage as they're supposed to, at least according
to most players. This isn't entirely untrue, but at long ranges you can aim
for the body. Don't be afraid to camp if your team is losing, you're just
contributing to teamwork, so long as you stay alive and kill lots and lots of
enemies :D.

There are three reasons that you can sometimes aim for the body at long ranges:

1. It's easier XD

2. The M-82, as already stated, does insane damage. Therefore, if you have the
bipod down, you can take follow-up shots with zero recoil; with that in
mind, all it takes, at most, are four quick shots to the body of an
unsuspecting enemy to put him/her down; and remember, most people, when
faced with incoming fire from nowhere, tend to run away and find cover; that
just gives you more time to fire away.

3. Your teammates are hurting your targets, so they become easier to kill,
even with body shots. Essentially, you're stealing kills (I know that
everyone's going to jump on me for that :D), but the point is that you're
eliminating the opposition, and helping your teammates in that way. Some
might even go as far as to thank you for saving them for killing an enemy
that was about to kill him/her.

Also worth mentioning, sometimes it may become desireable to shoot at the limb
of an enemy rather than at the body or head. Although the arms and legs are
smaller than the body, more often than not your opponent will forgo arm and leg
armor, thinking that the .5x damage multiplier is enough to protect them. That
is, luckily, to their misfortune and to your fortune. Remember, the M-82's base
damage is 150, so if you hit an unarmored arm or leg, you're doing 75 (!!)
points of damage. However, you must note that it's hard to hit the arms or legs
of a moving target, more so, possibly, than hitting the head, because they are
constantly moving, and in an unpredictable pattern at that. However, if you do
manage to hit the leg of your target, you stand a very good chance of breaking
it, forcing your opponent to limp, and making him/her a much easier target.

If you think your position is about to be overrun, don't be afraid to move
back. The M-82 was made to kill at long ranges, and you can't handle five
AR-toting bad guys alone with a 1911. This is where the saying, "He who fights
and runs away, lives to fight another day" comes into play, more importantly so
that you help your team to conserve reinforcements.

You might not think this, but reloading the extra round into the M-82 helps
quite a bit. Once you get into a good killing spree, it's easy to forget to
count your shots. Before you know it, you'll be firing empty rounds, then
frantically try to reload, at which point an enemy waltzes by and fills you
with holes. The M-82 reloads SLOW, and unless you're thinking of taking
Nomenclature as your first skill (highly inadvisable), try putting that
extra round in. One more thing: If you can, merge magazines and get another one
from the ammobox. Remember: you only have three extra magazines. Use them
wisely.

WARNING: if you do not set up the bipod, you will NOT have a follow-up shot.
Even though the recoil has been reduced greatly, the crosshair still jumps off
the screen if you fire without the bipod. Therefore, unless you're prone with
Marksmanship 2, don't expect a quick follow-up shot if you don't have a bipod.

Another warning: you cannot activate your Night Vision Goggles (NVGs) while
scoped in. This was added into 2.9 as an anti-exploit measure, to keep people
from just sitting in the dark with their SRs, activating their NVGs, and then
waiting for some unsuspecting soul to drop in. Therefore, it is to your benefit
to stay in well-lit areas and to snipe at places you can actually see.


------------
-=|USES (*USES)|=-
------------


The Invisible Supporter

The M-82 is best used to help your allies in any way you can, from a distance.
Remember, your job is to support them, by either killing those out of their
reach or by weakening opponents close to them so that those opponents become
easier to kill. Your allies will thank you for this, believe you me.


The Second Line of Defense

If you don't feel like exposing yourself, you can wait just behind your allies'
line of defense and take shots at any enemy you see. As the title implies,
however, you're simply there so that if your enemies get lucky, you're there to
stop them from getting too far. You're also there to cover the escape of any
retreating allies so that they can get to the team medics.


Do Not Pass Go

If you don't want to join the assault against the opposition, the M-82 is also
good for defending objectives, such as push points, crates, chokepoints, etc.
Simply set up somewhere where you can see the objective easily, and wait;
every now and then an enemy may slip past your allies and attempt to accomplish
the map objective, ending the round. Your job is to stop anyone who tries to do
so. If an enemy does not suspect you are there, he/she will drop his/her guard,
and ignore all other surroundings; that's your window of opportunity to reward
his/her ignorance with a few well-placed .50BMG shots from nowhere. Just
remember to do it quickly, before the enemy has a chance to accomplish the
objective; if your enemy realizes that he/she is being fired upon, he/she may
make a sprint break for the objective, which can be a bad thing if it's the
last thing between your team and defeat. Therefore, make sure to shoot quickly
and accurately, and remember that hitting the head doesn't give your enemy a
chance to respond.

Remember: don't stay in the same spot twice. If an enemy keeps getting killed
over and over in the same place, sooner or later he/she is going to wise up to
where you're sniping from. And then proceed to chuck grenades at your position,
or sneak up behind you and knife you, which can be humiliating. Therefore, if
you're in a low-traffic area, move between spots so that you keep surprising
your enemy. Even in areas of high traffic with allies around, your enemy will
know that he/she's been sniped because of the k/d corner. However, in a huge
firefight it's OK because most people will always take priority with the people
with the ARs over the snipers.


--------------------------------------
-=|COUNTERS AGAINST OTHER WEAPONS (*CNTR)|=-
--------------------------------------

KNIVES

As it turns out, there is, obviously, only one knife in the game, as there are
in all HL mods. There is really no need to fear this weapon for two reasons,
the first being that it is a last resort weapon, second because at the range
that the knife works, you can simply shotgun the guy rushing at you. The only
things you need to worry about are if the enemy decides to come in from
behind, and whether or not that enemy is using Stealth, which doubles his/her
effectiveness. To that end, stay only in a place where it is near impossible to
come up behind you, and keep your enemies at a healthy distance.

Besides, most people prefer to hose an enemy from behind, rather than take out
the knife and become vulnerable should another enemy come in from a distance.
Therefore, you're screwed anyways if an enemy comes up from behind.


PISTOLS

Again, not much to worry about. All you need to worry about are people with
Anacondas, which still functions at a far inferior range than you function at.
In the event that you do get caught by surprise, however, simply whip out your
pistol and engage in a pistol duel. If you use my suggested config, you should
have no problem, seeing as how the 1911 is, arguably, the best pistol in the
game.


SHOTGUNS

This, also, doesn't require much panic. The effective range of the shotguns are
far inferior to yours, so there's no need to worry about frontal assaults.
However, if an enemy gets in close enough, you'd better start praying. You
can't move and fire, as the M-82's movement restrictions dictate, so the only
viable choice is to whip out your pistol, which may lose anyways, as its
effective range is the same as the shotgun's. So unless you get lucky, try to
stay at a long range and fight from there.


SUB-MACHINE GUNS (SMGs)

The SMGs' counter-strategies are similar to those of the shotguns. Keep them at
a healthy distance, or they'll own you up close. The difference, however, is
that the SMGs have an effective range far longer than the shotguns, so your
comfort space is somewhat diminished. The SMGs have among the highest ROF in
the game (bar the FAMAS), so if they get in close enough to point-blank, you'll
probably absorb between ten to twenty rounds in the next second. So therefore,
keep them at a safe distance.


ASSAULT RIFLES (ARs)

This is where you need to start worrying. The effective range of the ARs are
very close to those of the SRs, so you'll find yourself outsniped on may
occasions if you get too close to the front lines. Most, if not all, of the ARs
possess a single-shot capability, which essentially turns them into SRs without
scopes, especially the M-16 (arguably the game's best all-around weapon). The
exceptions to this are the G-36E and the M-14 (with Marks I), both of which
have scopes and which may kill you before you see them.

To counter them, keep them at a very large distance, or take advantage of the
screen shake and hit them first. If you have the bipod down, you'll be able to
put up a follow-up shot, and take them down very quickly.


MACHINE GUNS (MGs)

As of RC-2.9a, the MGs have horrible accuracy. To use one effectively, one must
get Marks II, prone, and set up the bipod. Use that to your advantage, and hit
them from a distance. However, because the MGs are so crappy now (a patch is in
the works by Mazor, the chief coder for FA), few people actually use them. So
for now, don't worry about MGs.


SNIPER RIFLES (SRs)

Ah, fighting against your own class of soldier. These guys, like you, hit their
enemies from long range, and, more often than not, hit the head, killing the
target more often than not. If you suspect an enemy sniper is in an area, do
NOT venture out, or you will be plugged by multiple slugs of various sizes.

There are a few tricks you can utilize to your advantage. They are:

1. Camp and wait for them to come into the open. If you have the bipod down,so
much the easier to line up multiple shots.

2. Take them out from a spot they don't expect you to come from. If you can hit
them from an angle where they can't see you, take your time and aim for the
head. If you can, get the bipod down and fire multiple shots. Using the
bipod, however, is highly inadvisable, because they may spot you while
you're setting it up.

3. Ambush them from behind. Find an alternate route, get behind them, and take
them out from within their area of operation. If you're using the M-82,
however, most likely you won't want to attempt this.

4. Hit them first. If you do, their screen will shake, making it hard for them
to hit you back. To that effect, you can line up multiple shots.

Remember, if the enemy is prone, it makes your job easier. They can't move very
easily, and your only target is the head, which, as you know, has a 5x base
damage multiplier. However, be reminded that they have an accuracy bonus, so
they'll be able to hit you in the head very easily if they see you.


GRENADE LAUNCHERS (GLs)

Not much you can do about this. Enemies can shoot their grenades in arcs, so
they'll be able to hit you from places where you can't spot them. Moreover, the
GL is the prime anti-sniper tool, so you'll be hard pressed to counter them.
They can kill you in one hit and, if you're still alive, you'd better run,
because the grenadier will see that he/she hasn't killed you, and will proceed
to fire a second round at you.

More often than not, a grenadier has to go out into the open in order to line
up his/her shot; that's your cue to interrupt the process with a few
well-placed shots. Again, range is your friend. If you can stay outside of
their range, they can't hit you.


---------------------------------
-=|GOOD PLACES TO SNIPE FROM (*GPSF)|=-
---------------------------------

1. (Red) Building w/ 2 windows overlooking bridge on red side in ps_coldwar

Pros: you can crouch and bipod at the same time, and you have a good view of
the alcove where the blue sometimes comes out of to surprise red.

Cons: that's about the only thing you can see, and if blue is pushing to the
bridge, you'll have a hard time trying to sight them.


2. (Red) Inside the bridge booth on blue side of bridge in ps_coldwar

Pros: you have a good view all the way into the caves, and if you shift
properly inside it, you can prone and bipod. You can hold down the fort
for quite some time.

Cons: make sure you have an ally covering the alcove above you, or else blue
rushers can come out of there and end your killing spree just as quickly.


3. (Blue) On top of observatory near spawn in ps_coldwar

Pros: you have a VERY good view of the area below you, and the only way to get
ambushed here is if some reds happen to run unnoticed across 50m of
white snow, climb several stairs and ladders, run another 10m or so,
and shoot you from behind, all the while avoiding fire from the blue
players paratrooping right on top of them. Grenades CANNOT kill you, and
the only way to die is if you fall off, get hit by a few lucky shots, or
get outsniped.

Cons: this place is only available if blue gets pushed back to their final
point, and all it takes is one red player to rush into the observatory,
capture it, and end the round. You'll also have a hard time keeping
track of so many red players, as just about all of them will be rushing
you at the same time at this point.


4. (Blue) Behind the ladder to the left of the Bunker in ps_coldwar

Pros: if you crouch and bipod right in front of the ladder, you can zoom across
into the cave and hit anything that comes. Red players will have a hard
time finding you, and more often than not they tend to stand still and
try to shoot at your allies, giving you blessedly clear headshots

Cons: you're right in front of a ladder, and your sight might get obscured on
several occasions when an ally decides to pop up right in front of you.
If there's a red rusher, you may not have much of a chance to hit him/her
before he/she gets into the trenches. And if they do, you'd better hope
that he/she doesn't decide to use the ladder in front of you...


5. (Blue) Sniper's nest to the right of the blue spawn in obj_bocage

Pros: cheap, I know :p, but I have to list it. You have a good sight of the
clock tower, where red snipers tend to go to outsnipe blue. You also
have a shroud of foliage covering it, so the only way you can get killed
is if somebody throws a frag or if an enemy sniper fires a random shot
at you.

Cons: the view of the clock tower isn't as great as it was in 2.7 because of
a re-texturing of the foliage covering your hole, and it's right above
the tunnel to the bridge, where red tends to try to rush. If an enemy
suspects you are hiding there, all they have to do is throw a grenade
and earn a free frag, unless you hear it and hightail. You'll have a
hard time trying to prone, and you have a VERY limited view of the
courtyard. You can't use your bipod to snipe the clock tower, because
it doesn't reach that high. You'll also be blocking fellow blue players
from getting out at this hole, resulting in a lot of complaining.


6. (Blue/Red) Clock tower outside the blue spawn in obj_bocage

Pros:
Red: You have a prime view of the areas from which blue players will exit
their spawn, as well as their sniping tower. If you can get here
with support, then you can pin down the other team for quite a while

Blue: You can watch both of the paths from which red players may try to
assault your spawn. More likely than not, they will concentrate on
other areas where your allies might appear, giving you more time to
hit them, as well as giving you an extra blanket of security.

Cons:
Red: as you run towards the clock tower, be sure to watch your back for
enemy snipers, and make sure that there are no clays in your path.
Also, be careful of the sniper's nest to your left; blue players can
see you easily and pop you several times, and you can't see them. If
your supporting allies are defeated, you might as well open up your
console and type "kill," or throw yourself off the clock tower. Once
your allies are cut off from you, you are at the mercy of the blue
players, with no ammoboxes around. They can choose to toss grenades;
or outsnipe you; or simply run up to the clock tower, climb up the
ladder, and end your misery up close and personal.

Blue: most red players will simply run towards you when they approach the
courtyard, very often moving out of your view if you are bipodded.
Also, it's very hard to keep watch of two entrances when they are
very wide apart. And if a red player succeeds in climbing up the
tower, do yourself a favor and jump off the tower.


7. (Blue) Small window to the far left of the courtyard in obj_bocage

Pros: you have an ammobox and spawning bandages right next to you, making
those matters easier for you. You can also keep watch over one of the
entrances into the courtyard, and shoot anyone who isn't careful enough
to look your direction first. You have an immaculate view of the clock
tower, and can clearly pop any enemy that goes up there, as well as shoot
at any enemies trying to get to the clock tower. If you please, you can
also watch the other entrance to the courtyard from a safe distance.

Cons: you never know from where red players might emerge, and, more likely than
not, if they pop out right under you, you'll be the first thing they see.
Also, some daring red players try to use this window as an entrance into
your spawn.


8. (Blue) Left corner of the courtyard, close to your spawn in obj_bocage

Pros: you have a very clear view of the right entrance into the courtyard, as
well as the support of your allies. If you can find the proper place and
go prone and bipod, you can attack your enemies with deadly accuracy.

Cons: you'll be the first thing your enemies see, and you'll have little time
to skedaddle should they decide to lob grenades at you. You also have
little to no cover. The crates to your left obstruct the view to the
other entrance, so if the enemy decides to come from there, you'd better
hope that your allies will get him/her. Therefore, you should probably
use this spot only after the bridge has been exposed; the red players
will be spawning closest to this entrance, and few will bother traversing
across the map to the other entrance.


9. (Red) Miniature bunker on right side of the bridge in obj_bocage

Pros: if you prone and bipod, you can cover the prime route that blue players
use to try to take down the bridge. More often than not you can see them
coming, despite the foliage at the entrance; that foliage may work to
your advantage for less intelligent players. If they want to destroy the
bridge, they WILL have to get past you. Also, if you wish to escape
quickly, the sewer entrance in the bunker is your best bet.

Cons: the path is dark, so sometimes it's hard to see any enemies. The foliage
acts as a surprise for both sides, so sometimes you may not expect it
when suddenly a blue player pops up. Also, they can lob grenades that may
or may not reach you, and, unless you have support, you're just one man
against as many as five. Also note that you're a sitting duck once you
get out to grab ammo from the ammobox next to the bunker.


10. (Red) Red's side of the bridge. ground level, in sd_durandal

Pros: if you prone and bipod, you'll be able to sight all the way across the
bridge and stop anybody from getting across.

Cons: it's in a semi-wide open area, with little to no cover. And of a blue
comes out from under the bridge, you'd better start praying for support.
A blue can also get to the door on the left, traverse across, and ambush
you from above.


11. (Blue/Red) Any of the trees you can climb up in sd_durandal

Pros: more often than not, people will not expect you to climb up a tree
because there is no cover and you can be easily seen. However, you have
the element of surprise, and, if the enemy is not careful, you will be
able to pick them off before they know they're in your sights.

Cons: as stated, you have no cover, and you can be easily seen. Essentially
you're a sitting duck up here. All it takes is one enemy to spot you and
relay your location to his/her teammates, and you're as good as dead
unless you hightail it out of there. Therefore, it's usually best to do
this if you know your teammates are in control of the area.

Another bad thing about this spot is that if you bipod, you will not be
able to lower your view low enough to shoot at anybody at the base of
the tree. That means that an enemy can climb up the tree and knife you,
and you can't do anything about it.


12. (Red) The balcony at the tail of the downed helicopter in sd_durandal

Pros: if you bipod on the left side of the balcony, you can shoot whoever comes
at you from the tunnel just after the bridge. And, if you're in the
right spot, you can pop anyone who comes out of the sewers. Best of all,
few blue players actually care to look here, and by the time most do,
it'll be too late.

Cons: you have nowhere to run. If you get cornered with no support, you'll be
stuck with a 1911 and little space to dodge bullets. Also, the only times
blue gets here are when red gets pushed back quite a bit, so you're
probably losing if you're sniping from here.


13. (Blue) Middle of the bridge in sd_durandal

Pros: if bipodded in the right place, you can see a crack of the far end of the
red tunnel on the left. This offers you good cover, and lets you hit
anyone who tries to access the door tunnel. Most red players can't see
you, and it'll be too late by the time they do. They'll also be looking
in the wrong spot, giving you an extra edge.

Cons: limited view of the far end of the red tunnel. There are only so many
targets you can hit, and, if some red players make it through the door,
you'll be dead really fast unless there are allies defending the door,
and you'll be severely damaged at the very least even then, unless you're
very lucky.

14. (Blue) Crates to the left side of the path to the bridge in sd_durandal,
right next to the sandbags and door.

Pros: you can crouch and bipod on the lower crate, giving you a very good view
across the bridge. If there's a red sniper in the building, you can hit
him/her. You have very good cover, and lots of allies coming to distract
the enemy.

Cons: red players can easily traverse to the door to the right of the bridge on
your side, and surprise you just as quickly. Also, you're easy bait for a
grenade, and, if you're unlucky, most of the action will be in the red
tunnel on the other side of the bridge, making this spot pointless and
forcing you to move up to a more vulnerable position.


---------------------------
-=|MY SUGGESTED CONFIG (*SGCG)|=-
---------------------------

This is what I suggest:
-Medium Armor
-Helmet
-M-82
-1911 or other 4-slot sidearm

Since you won't have any extra space to carry stuff, you'll have to find
bandages at your spawn point, or elsewhere on the map that you're playing on.

If you don't want to carry a sidearm, you can always try claymore-ing your
spot. That is, however, not a very smart thing to do: a claymore is one-use-
only, and your allies may trip it, whether you warn them or not. That makes it
hard to move from spot to spot, as the claymore will only protect one spot, and
will turn against you if you trip it.

It is also inadvisable to carry grenades of any kind, or even extra armor, if
it means forsaking a sidearm. Extra armor is useless if you can't respond to
enemy fire, and grenades are two-time use only. A sidearm will always be with
you, and you can restock lost magazines at the ammoboxes lying around the maps.


----------------------------------
-=|FREQUENTLY ASKED QUESTIONS (*FAQS)|=-
----------------------------------

I have still recieved no questions. However, feel free to contact me using the
contact info in the Contact Me section.


--------------
-=|THANKS (*THNX)|=-
--------------

My thanks to the following, in no particular order:

-The FA Team, for creating such a great mod

-All of my victims who helped me to create this guide XD

-Anybody who's ever praised my thread in the forum

-CJayC, for hosting my guide on GameFAQS

-Bernd Wolffgramm, for hosting my guide on DLH.net

-Grunt, for noticing the credit value error in 2.8

-[FaMAS]Mantis, for reminding me of the limited angular view when bipodded

-Dennis Supple, for hosting my guide on SuperCheats

-The_android, for letting me use his damage values for the Damage Calculation
section

-DanMan, for providing the testing damage values for the M-82

-BannedHunter, for giving me the correctional values for Damage Calculation

-GrosPoisson, for letting me know that I had accidentally written down Haydn as
the composer of "Ride of the Valkyries" instead of Wagner (which hurts, because
I listen to a lot of classical music >_<)

-You, for reading this :)


-------------------------------------
-=|PERMISSIONS TO USE THIS GUIDE (*PMSN)|=-
-------------------------------------

As of this writing, there are four websites with permission to use this guide
are:

http://www.GameFAQS.com
http://www.firearmsmod.com
http://dlh.net
http://www.supercheats.com

Please e-mail me if you want to use this guide, don't just rip it off, because
I will, most likely, gladly allow you to host it. Just ask first ;)


---------------------------
-=|CONTACT INFORMATION (*CTME)|=-
---------------------------

To take a leaf out of another FAQ writer's book, I'm not going to outright
post my e-mail for everybody to see, in the event that gleener (sp?) bots
will pick it up and spam me to the point that I will not be able to answer any
of your questions. To that effect, I will adopt the same system that FAQ
writer (sorry, I don't remember your name) has adopted. My e-mail is:

superfly_08 (at) hotmail (dot) com

Confused? Simply eliminate the spaces, replace the (at) with @, and replace
the (dot) with a period (.). For example:

you (at) email (dot) com

would translate to

you@email.com

Remember, if you want to host my guide on another site, e-mail me, and most
likely, I will let you. You can also e-mail me with questions, critiques,
suggestions, whatever. Just be sure to put something in the form of "M-82
Guide" in the subject, or else I can't tell if it's spam or not, and it WILL
end up getting deleted. I have a low tolerance for spam, so MAKE SURE that I
can tell that an e-mail that I am recieving pertains to this guide.

(C) Kelvin Lam, 2003-2004
 
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