7ZM; X8MMMM MMMBS ., XWMMMMM8i. r :SWMMMMMai S XBMMM ,MMM22MMMW2i .MXMMMMMM@Z2i r 77Ma8Z:X:Z88X SMMMMMMMMM8 aSi0ZB2MBBZMW: .M0r .0MMMM;2XXZS@7: MW ===== . 0MMMMMM8raaS. ; iBSa ======= .:ir. XMWB8ri:: Ba r // \\ ,;XXX72ZB@MMMW8S0MB:. XiMMr 02;Z //======= \\ i@0XaZZBWMMMZa7 rMa 72WBW.;BM BM X0 // ======= \\ MMMW02: i iMM MMM2M0MM: 7MZ777 // // \\ M@ 7M. XMM. 7MM@a aM // // \\ BM0ZMMMX: ;MMM , @M .SX. 7Xi 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 1.6 (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 Hadyn'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 -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